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7af3528d9e
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package com.wuziqi;
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import java.awt.event.*;
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import java.awt.*;
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import javax.swing.*;
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public class ChessBord extends JPanel implements MouseListener{
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//继承面板类和鼠标事件接口
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public static int MARGIN=30;//定义边距
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public static int ROWS=15;//定义行数
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public static int COLS=15;//定义列数
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public static int GRID_SPAN=35;//网格间距
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Chess[] chessList=new Chess[(ROWS+1)*(COLS+1)];//定义一个棋子数组
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String[][] board=new String[MARGIN*2+GRID_SPAN*COLS][MARGIN*2+GRID_SPAN*COLS];//声明一个字符串数组,用来判断输赢
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int chessCount;//棋子数目
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int xindex,yindex;//棋子的坐标索引
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boolean start=true;//开始默认黑子先下
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boolean GameOver=false;//定义是否游戏结束
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public ChessBord() {//棋盘类构造函数
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setBackground(Color.LIGHT_GRAY);//设置背景颜色
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addMouseListener(this);//将棋盘类添加到鼠标事件监听器
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addMouseMotionListener(new MouseMotionListener() {//匿名内部类
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@Override
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public void mouseMoved(MouseEvent e) {//根据鼠标的移动所在的坐标来设置鼠标光标形状
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int x1=(e.getX()-MARGIN+GRID_SPAN/2)/GRID_SPAN;//对鼠标光标的x坐标进行转换
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int y1=(e.getY()-MARGIN+GRID_SPAN/2)/GRID_SPAN;//对鼠标光标的y坐标进行转换
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if(x1<0||x1>ROWS||y1<0||y1>COLS||GameOver||findchess(x1, y1)) {
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setCursor(new Cursor(Cursor.DEFAULT_CURSOR));//设置鼠标光标为默认形状
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}else {
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setCursor(new Cursor(Cursor.HAND_CURSOR));//设置鼠标光标为手型
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}
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}
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@Override
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public void mouseDragged(MouseEvent e) {
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}
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});
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for(int i=0;i<MARGIN*2+GRID_SPAN*COLS;i++) {//对board[][]赋初值
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for (int j = 0; j < MARGIN*2+GRID_SPAN*COLS; j++) {
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board[i][j]="0";
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}
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}
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}
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@Override
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public void mouseClicked(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 mousePressed(MouseEvent e) {//鼠标点击事件
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if(GameOver)//游戏结束,不能按
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return ;
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String colorName=start?"黑棋":"白棋";//判断是什么颜色的棋子
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xindex=(e.getX()-MARGIN+GRID_SPAN/2)/GRID_SPAN;//得到棋子x坐标
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yindex=(e.getY()-MARGIN+GRID_SPAN/2)/GRID_SPAN;//得到棋子y坐标
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board[xindex][yindex]=colorName;//以棋子x坐标y坐标做索引将棋子的颜色添加到board中
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if(xindex<0||xindex>ROWS||yindex<0||yindex>COLS) {//棋子在棋盘外不能下,
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return ;
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}else if(findchess( xindex, yindex)) {//所下位置已有棋子,不能下
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return ;
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}
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Chess po=new Chess(xindex,yindex,start?Color.black:Color.WHITE);//对棋子对象进行初始化
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chessList[chessCount++]=po;//将棋子对象添加到棋子数组中
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repaint();//重画图型
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if(win( xindex,yindex,start)) {//判断是否胜利
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String msg=String.format("恭喜 %s赢了",colorName);
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JOptionPane.showMessageDialog(this, msg);
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//gameOver=true;
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GameOver=true;
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}else if(chessCount==(COLS+1)*(ROWS+1)) {//判断是否全部下满
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String msg=String.format("恭喜 %s赢了",colorName);
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JOptionPane.showMessageDialog(this, msg);
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GameOver=true;
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}
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start=!start;//改变棋子先下棋状态
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}
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@Override
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public void mouseReleased(MouseEvent e) {
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}
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@Override
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public void mouseEntered(MouseEvent e) {
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}
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@Override
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public void mouseExited(MouseEvent e) {
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}
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@Override
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protected void paintComponent(Graphics g) {//画棋盘和棋子
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super.paintComponent(g);
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for(int i=0;i<=ROWS;i++) {//画横线
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g.drawLine(MARGIN, MARGIN+i*GRID_SPAN, MARGIN+COLS*GRID_SPAN, MARGIN+i*GRID_SPAN);
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}
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for(int j=0;j<=COLS;j++) {//画竖线
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g.drawLine(MARGIN+j*GRID_SPAN, MARGIN, MARGIN+j*GRID_SPAN, MARGIN+ROWS*GRID_SPAN);
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}
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for(int i=0;i<chessCount;i++) {//画棋子
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int xpos=chessList[i].getX()*GRID_SPAN+MARGIN;//得到棋子x坐标
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int ypos=chessList[i].getY()*GRID_SPAN+MARGIN;//得到棋子y坐标
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g.setColor(chessList[i].getColor());//设置棋子颜色
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g.fillOval(xpos-Chess.DIAMETER/2, ypos-Chess.DIAMETER/2, Chess.DIAMETER, Chess.DIAMETER);//画棋子
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if(i==chessCount-1){
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g.setColor(Color.red);//标记最后一个棋子为红色
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g.drawRect(xpos-Chess.DIAMETER/2, ypos-Chess.DIAMETER/2, Chess.DIAMETER, Chess.DIAMETER);
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}
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}
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}
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private boolean findchess(int index,int yindex) {//查找所在位置是否有棋子
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for (Chess c : chessList) {
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if(c!=null&&c.getX()==xindex&&c.getY()==yindex)
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return true;
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}
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return false;
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}
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private boolean win(int x,int y,boolean start) {//对棋子输赢的判断
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String str = start ? "黑棋" : "白棋";
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//棋子所在行和列是否有五子相连的情况
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for (int i = 0; i < 16; i++) {
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if ((board[x][i].equals(str) && board[x][i + 1].equals(str) && board[x][i + 2].equals(str) && board[x][i + 3].equals(str) && board[x][i + 4].equals(str)) || (board[i][y].equals(str) && board[i + 1][y].equals(str) && board[i + 2][y].equals(str) && board[i + 3][y].equals(str) && board[i + 4][y].equals(str)))
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return true;
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}
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//棋子所在撇行是否有五子相连的情况
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if (x + y >= 4 && x + y <= 30) {
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int i = (x + y <= 19) ? x + y : x + y - 20;
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if (x + y <= 19) {
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for (int k = 0; k <= i - 4; k++) {
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if (board[k][i - k].equals(str) && board[k + 2][20 - k - 1].equals(str) && board[k + 2][20 - k - 2].equals(str) && board[k + 3][20 - k - 3].equals(str) && board[k + 4][20 - k - 4].equals(str))
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return true;
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}
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}
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}
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//棋子所在捺行是否有五子相连的情况
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if (y - x <= 15 && x - y <= 15) {
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int i = (x < y) ? y - x : x - y;
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if (x < y) {
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for (int k = 0; k <= 10 - 4 - i; k++) {
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if (board[k][i + k].equals(str) && board[k + 1][i + k + 1].equals(str) && board[k + 2][k + i + 2].equals(str) && board[k + 3][k + i + 3].equals(str) && board[k + 4][k + i + 4].equals(str))
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return true;
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}
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}
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}
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return false;
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}
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public void goback(){///悔棋函数
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if (chessCount==0){
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return ;
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}
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chessList[chessCount-1]=null;
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chessCount--;
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if (chessCount>0){
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xindex=chessList[chessCount-1].getX();
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yindex=chessList[chessCount-1].getY();
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}
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start=!start;
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repaint();
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}
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public void restartGame(){
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//重新开始函数
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for (int i=0;i<chessList.length;i++)
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chessList[i]=null;
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for (int i=0;i<MARGIN*2+GRID_SPAN*COLS;i++){
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for (int j =0 ;j<MARGIN*2+GRID_SPAN*COLS;j++){
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board[i][j]="0";
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}
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}
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start=true;
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GameOver=false;
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chessCount=0;
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repaint();
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}
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public Dimension getPreferredSize(){
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//画矩形
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return new Dimension(MARGIN*2+GRID_SPAN*COLS,MARGIN*2+GRID_SPAN);
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}
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}
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