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package litao;
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import javax.imageio.ImageIO;
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import javax.swing.*;
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import java.awt.*;
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import java.awt.event.MouseEvent;
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import java.awt.event.MouseListener;
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import java.awt.image.BufferedImage;
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import java.io.File;
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import java.io.IOException;
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public class MyJFrame extends JFrame implements MouseListener{
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int qx = 20, qy = 40, qw = 490, qh = 490; //棋盘位置、宽高
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int bw = 150, bh = 50, bx = 570, by = 150; //按钮宽高、位置
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int x = 0, y = 0; //保存棋子坐标
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int[][] SaveGame = new int[15][15]; //保存每个棋子
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int qc = 1;//记录白棋=2,黑棋=1
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int qn = 0;//判断棋子是否重复
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boolean canplay = true; //判断游戏是否开始和结束
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String go = "黑子先行"; //游戏信息
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int bq = 0, hq = 0;
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//窗体
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public void myJFrame() {
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this.setTitle("五子棋"); //标题
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this.setSize(800, 550); //窗口大小
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this.setResizable(false); //窗口是否可以改变大小=否
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this.setDefaultCloseOperation(MyJFrame.EXIT_ON_CLOSE); //窗口关闭方式为关闭窗口同时结束程序
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int width = Toolkit.getDefaultToolkit().getScreenSize().width; //获取屏幕宽度
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int height = Toolkit.getDefaultToolkit().getScreenSize().height; //获取屏幕高度
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this.setLocation((width - 800) / 2, (height - 600) / 2); //设置窗口默认位置以屏幕居中
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this.addMouseListener(this);
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this.setVisible(true); //窗口是否显示=是
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}
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public class Position {
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int listx;
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int listy;
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}
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public class chessUI extends JPanel {
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public Position[] ps = new Position[300];
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int i;
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}
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chessUI ui = new chessUI();
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Position p = new Position();
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//覆写paint方法,绘制界面
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public void paint(Graphics g) {
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//双缓冲技术防止屏幕闪烁
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BufferedImage bi = new BufferedImage(800, 550, BufferedImage.TYPE_INT_ARGB);
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Graphics g2 = bi.createGraphics();
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//获取图片路径
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BufferedImage image = null;
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try {
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//获取项目文件夹路径
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File directory = new File("");
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//路径拼接
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image = ImageIO.read(new File(directory.getAbsolutePath() + "/src/image/wzqbj.jpeg"));
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} catch (IOException e) {
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e.printStackTrace();
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}
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g2.drawImage(image, 10, 10, this); //显示图片
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g2.setColor(Color.BLACK);//设置画笔颜色
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g2.setFont(new Font("华文行楷", 10, 50)); //设置字体
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g2.drawString("晓时五子棋", 525, 100); //绘制字符
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//棋盘
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g2.setColor(Color.getHSBColor(30, (float) 0.10, (float) 0.90)); //设置画笔颜色
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g2.fillRect(qx, qy, qw, qh); //绘制棋盘背景矩形
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//开始按钮
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g2.setColor(Color.WHITE); //设置画笔颜色
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g2.fillRect(bx, by, bw, bh); //绘制开始按钮
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g2.setFont(new Font("华文行楷", 10, 30)); //设置字体
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g2.setColor(Color.black); //设置画笔颜色
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g2.drawString("开始", 615, 185); //绘制字符
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//悔棋按钮
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g2.setColor(Color.LIGHT_GRAY); //设置画笔颜色
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g2.fillRect(bx, by + 60, bw, bh); //绘制悔棋按钮
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g2.setFont(new Font("华文行楷", 10, 30)); //设置字体
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g2.setColor(Color.WHITE); //设置画笔颜色
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g2.drawString("悔棋", 615, 245); //绘制字符
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//认输按钮
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g2.setColor(Color.GRAY); //设置画笔颜色
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g2.fillRect(bx, by + 120, bw, bh); //绘制认输按钮
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g2.setFont(new Font("华文行楷", 10, 30)); //设置字体
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g2.setColor(Color.WHITE); //设置画笔颜色
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g2.drawString("认输", 615, 305); //绘制字符
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//游戏信息栏
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g2.setColor(Color.getHSBColor(30, (float) 0.10, (float) 0.90)); //设置画笔颜色
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g2.fillRect(550, 350, 200, 150); //绘制游戏状态区域
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g2.setColor(Color.black); //设置画笔颜色
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g2.setFont(new Font("黑体", 10, 20)); //设置字体
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g2.drawString("游戏信息", 610, 380); //绘制字符
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g2.drawString(go, 610, 410); //绘制字符
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g2.setColor(Color.BLACK); //设置画笔颜色
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//绘制棋盘格线
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for (int x = 0; x <= qw; x += 35) {
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g2.drawLine(qx, x + qy, qw + qx, x + qy); //绘制一条横线
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g2.drawLine(x + qx, qy, x + qx, qh + qy); //绘制一条竖线
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}
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//绘制标注点
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for (int i = 3; i <= 11; i += 4) {
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for (int y = 3; y <= 11; y += 4) {
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g2.fillOval(35 * i + qx - 3, 35 * y + qy - 3, 6, 6); //绘制实心圆
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}
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}
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//绘制棋子
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for (int i = 0; i < 15; i++) {
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for (int j = 0; j < 15; j++) {
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if (SaveGame[i][j] == 1) //黑子
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{
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int sx = i * 35 + qx;
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int sy = j * 35 + qy;
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g2.setColor(Color.BLACK);
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g2.fillOval(sx - 13, sy - 13, 26, 26); //绘制实心圆
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hq++;
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}
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if (SaveGame[i][j] == 2) //白子
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{
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int sx = i * 35 + qx;
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int sy = j * 35 + qy;
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g2.setColor(Color.WHITE);
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g2.fillOval(sx - 13, sy - 13, 26, 26); //绘制实心圆
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g2.setColor(Color.BLACK);
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g2.drawOval(sx - 13, sy - 13, 26, 26); //绘制空心圆
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bq++;
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}
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}
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}
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g.drawImage(bi, 0, 0, this);
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}
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//判断输赢
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private boolean WinLose() {
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boolean flag = false; //输赢
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int count = 1; //相连数
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int color = SaveGame[x][y]; //记录棋子颜色
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//判断横向棋子是否相连
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int i = 1; //迭代数
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while (color == SaveGame[x + i][y]) {
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count++;
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i++;
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}
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i = 1; //迭代数
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while (color == SaveGame[x - i][y]) {
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count++;
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i++;
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}
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if (count >= 5) {
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flag = true;
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}
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//判断纵向棋子是否相连
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count = 1;
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i = 1; //迭代数
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while (color == SaveGame[x][y + i]) {
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count++;
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i++;
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}
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i = 1; //迭代数
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while (color == SaveGame[x][y - i]) {
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count++;
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i++;
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}
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if (count >= 5) {
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flag = true;
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}
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//判断斜向棋子是否相连(左上右下)
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count = 1;
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i = 1; //迭代数
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while (color == SaveGame[x - i][y - i]) {
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count++;
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i++;
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}
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i = 1; //迭代数
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while (color == SaveGame[x + i][y + i]) {
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count++;
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i++;
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}
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if (count >= 5) {
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flag = true;
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}
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//判断斜向棋子是否相连(左下右上)
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count = 1;
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i = 1; //迭代数
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while (color == SaveGame[x + i][y - i]) {
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count++;
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i++;
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}
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i = 1; //迭代数
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while (color == SaveGame[x - i][y + i]) {
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count++;
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i++;
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}
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if (count >= 5) {
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flag = true;
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}
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return flag;
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}
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//初始化游戏
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public void Initialize() {
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//遍历并初始化数组
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for (int i = 0; i < 15; i++) {
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for (int j = 0; j < 15; j++) {
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SaveGame[i][j] = 0;
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}
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}
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//黑子先行
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qc = 1;
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go = "轮到黑子";
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}
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@Override //鼠标点击
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public void mouseClicked(MouseEvent e) {
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}
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@Override //鼠标按下
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public void mousePressed(MouseEvent e) {
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//判断是否已开始游戏
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if (canplay) {
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//获取鼠标点击位置
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x = e.getX();
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y = e.getY();
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ui.ps[ui.i] = p;
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//判断点击是否为棋盘内
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if (x > qx && x < qx + qw && y > qy && y < qy + qh) {
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//计算点击位置最近的点
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if ((x - qx) % 35 > 17) {
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x = (x - qx) / 35 + 1;
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} else {
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x = (x - qx) / 35;
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}
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if ((y - qy) % 35 > 17) {
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y = (y - qy) / 35 + 1;
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} else {
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y = (y - qy) / 35;
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}
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ui.ps[ui.i].listx = x;
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ui.ps[ui.i].listy = y;
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ui.i++;
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//判断当前位置有没有棋子
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if (SaveGame[x][y] == 0) {
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SaveGame[x][y] = qc;
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qn = 0;
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} else {
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qn = 1;
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}
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//切换棋子
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if (qn == 0) {
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if (qc == 1) {
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qc = 2;
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go = "轮到白子";
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} else {
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qc = 1;
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go = "轮到黑子";
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}
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}
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this.repaint(); //重新执行一次paint方法
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// 弹出胜利对话框
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boolean wl = this.WinLose();
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if (wl) {
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JOptionPane.showMessageDialog(this, "游戏结束," +
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(SaveGame[x][y] == 1 ? "黑方赢了" : "白方赢了")); //弹出提示对话框
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canplay = false;
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}
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//弹出平局对话框
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//弹出提示对话框
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if (bq + hq == 255) {
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JOptionPane.showMessageDialog(this, "游戏结束,平局!");
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canplay = false;
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}
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}
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}
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//实现开始按钮
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//判断是否点击开始按钮
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if (e.getX() > bx && e.getX() < bx + bw && e.getY() > by && e.getY() < by + bh) {
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//判断游戏是否开始
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if (!canplay) {
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//如果游戏结束,则开始游戏
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canplay = true;
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JOptionPane.showMessageDialog(this, "游戏开始");
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//初始化游戏
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Initialize();
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this.repaint(); //重新执行一次paint方法
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} else {
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//如果游戏进行中,则重新开始
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JOptionPane.showMessageDialog(this, "重新开始");
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//初始化游戏
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Initialize();
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this.repaint(); //重新执行一次paint方法
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}
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}
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//实现悔棋按钮
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//判断是否点击悔棋按钮
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if (e.getX() > bx && e.getX() < bx + bw && e.getY() > by + 60 && e.getY() < by + 60 + bh) {
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//判断游戏是否开始
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if (canplay) {
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//遍历棋盘上是否有棋子
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int z = 0;
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for (int i = 0; i < 15; i++) {
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for (int j = 0; j < 15; j++) {
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if (SaveGame[i][j] != 0) {
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z++;
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}
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}
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}
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//判断是否有棋子
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if (z != 0) {
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int result = JOptionPane.showConfirmDialog(this,
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"确认要悔棋吗?");
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if (result == 0) {
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int x = ui.ps[ui.i - 1].listx;
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int y = ui.ps[ui.i - 1].listy;
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if (SaveGame[x][y] == 0){
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JOptionPane.showMessageDialog(this,
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"已悔过一次棋了!");
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}else{
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if (SaveGame[x][y] == 1) {
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qc = 1;
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go = "轮到黑子";
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} else if (SaveGame[x][y] == 2){
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qc = 2;
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go = "轮到白子";
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}
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SaveGame[x][y] = 0;
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ui.i--;
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this.repaint();
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}
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}
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} else {
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JOptionPane.showMessageDialog(this, "棋盘上已无棋子");
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}
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} else {
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JOptionPane.showMessageDialog(this, "请先开始游戏");
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}
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}
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//实现认输按钮
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//判断是否点击认输按钮
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if (e.getX() > bx && e.getX() < bx + bw && e.getY() > by + 120 && e.getY() < by + 120 + bh) {
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//判断游戏是否开始
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if (canplay) {
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//判断是谁认输
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if (qc == 1) {
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JOptionPane.showMessageDialog(this,
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"黑方认输,白方获胜");
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canplay = false;
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} else if (qc == 2) {
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JOptionPane.showMessageDialog(this,
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"白方认输,黑方获胜");
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canplay = false;
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}
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} else {
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JOptionPane.showMessageDialog(this, "请先开始游戏");
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}
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}
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}
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@Override
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public void mouseReleased(MouseEvent e) {
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// TODO Auto-generated method stub
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}
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@Override
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public void mouseEntered(MouseEvent e) {
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// TODO Auto-generated method stub
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}
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@Override
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public void mouseExited(MouseEvent e) {
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// TODO Auto-generated method stub
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}
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}
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