main
羊驼想睡觉 1 year ago
parent 82df814649
commit cedfe7098f

@ -1,170 +0,0 @@
package com.wuziqi;
import java.awt.event.*;
import java.awt.*;
import javax.swing.*;
public class ChessBord extends JPanel implements MouseListener{
//继承面板类和鼠标事件接口
public static int MARGIN=30;//定义边距
public static int ROWS=15;//定义行数
public static int COLS=15;//定义列数
public static int GRID_SPAN=35;//网格间距
Chess[] chessList=new Chess[(ROWS+1)*(COLS+1)];//定义一个棋子数组
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
int chessCount;//棋子数目
int xindex,yindex;//棋子的坐标索引
boolean start=true;//开始默认黑子先下
boolean GameOver=false;//定义是否游戏结束
public ChessBord() {//棋盘类构造函数
setBackground(Color.LIGHT_GRAY);//设置背景颜色
addMouseListener(this);//将棋盘类添加到鼠标事件监听器
addMouseMotionListener(new MouseMotionListener() {//匿名内部类
@Override
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
int x1=(e.getX()-MARGIN+GRID_SPAN/2)/GRID_SPAN;//对鼠标光标的x坐标进行转换
int y1=(e.getY()-MARGIN+GRID_SPAN/2)/GRID_SPAN;//对鼠标光标的y坐标进行转换
if(x1<0||x1>ROWS||y1<0||y1>COLS||GameOver||findchess(x1, y1)) {
setCursor(new Cursor(Cursor.DEFAULT_CURSOR));//设置鼠标光标为默认形状
}else {
setCursor(new Cursor(Cursor.HAND_CURSOR));//设置鼠标光标为手型
}
}
@Override
public void mouseDragged(MouseEvent e) {
}
});
for(int i=0;i<MARGIN*2+GRID_SPAN*COLS;i++) {//对board[][]赋初值
for (int j = 0; j < MARGIN*2+GRID_SPAN*COLS; j++) {
board[i][j]="0";
}
}
}
@Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mousePressed(MouseEvent e) {//鼠标点击事件
if(GameOver)//游戏结束,不能按
return ;
String colorName=start?"黑棋":"白棋";//判断是什么颜色的棋子
xindex=(e.getX()-MARGIN+GRID_SPAN/2)/GRID_SPAN;//得到棋子x坐标
yindex=(e.getY()-MARGIN+GRID_SPAN/2)/GRID_SPAN;//得到棋子y坐标
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
if(xindex<0||xindex>ROWS||yindex<0||yindex>COLS) {//棋子在棋盘外不能下,
return ;
}else if(findchess( xindex, yindex)) {//所下位置已有棋子,不能下
return ;
}
Chess po=new Chess(xindex,yindex,start?Color.black:Color.WHITE);//对棋子对象进行初始化
chessList[chessCount++]=po;//将棋子对象添加到棋子数组中
repaint();//重画图型
if(win( xindex,yindex,start)) {//判断是否胜利
String msg=String.format("恭喜 %s赢了",colorName);
JOptionPane.showMessageDialog(this, msg);
//gameOver=true;
GameOver=true;
}else if(chessCount==(COLS+1)*(ROWS+1)) {//判断是否全部下满
String msg=String.format("恭喜 %s赢了",colorName);
JOptionPane.showMessageDialog(this, msg);
GameOver=true;
}
start=!start;//改变棋子先下棋状态
}
@Override
public void mouseReleased(MouseEvent e) {
}
@Override
public void mouseEntered(MouseEvent e) {
}
@Override
public void mouseExited(MouseEvent e) {
}
@Override
protected void paintComponent(Graphics g) {//画棋盘和棋子
super.paintComponent(g);
for(int i=0;i<=ROWS;i++) {//画横线
g.drawLine(MARGIN, MARGIN+i*GRID_SPAN, MARGIN+COLS*GRID_SPAN, MARGIN+i*GRID_SPAN);
}
for(int j=0;j<=COLS;j++) {//画竖线
g.drawLine(MARGIN+j*GRID_SPAN, MARGIN, MARGIN+j*GRID_SPAN, MARGIN+ROWS*GRID_SPAN);
}
for(int i=0;i<chessCount;i++) {//画棋子
int xpos=chessList[i].getX()*GRID_SPAN+MARGIN;//得到棋子x坐标
int ypos=chessList[i].getY()*GRID_SPAN+MARGIN;//得到棋子y坐标
g.setColor(chessList[i].getColor());//设置棋子颜色
g.fillOval(xpos-Chess.DIAMETER/2, ypos-Chess.DIAMETER/2, Chess.DIAMETER, Chess.DIAMETER);//画棋子
if(i==chessCount-1){
g.setColor(Color.red);//标记最后一个棋子为红色
g.drawRect(xpos-Chess.DIAMETER/2, ypos-Chess.DIAMETER/2, Chess.DIAMETER, Chess.DIAMETER);
}
}
}
private boolean findchess(int index,int yindex) {//查找所在位置是否有棋子
for (Chess c : chessList) {
if(c!=null&&c.getX()==xindex&&c.getY()==yindex)
return true;
}
return false;
}
private boolean win(int x,int y,boolean start) {//对棋子输赢的判断
String str = start ? "黑棋" : "白棋";
//棋子所在行和列是否有五子相连的情况
for (int i = 0; i < 16; i++) {
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)))
return true;
}
//棋子所在撇行是否有五子相连的情况
if (x + y >= 4 && x + y <= 30) {
int i = (x + y <= 19) ? x + y : x + y - 20;
if (x + y <= 19) {
for (int k = 0; k <= i - 4; k++) {
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))
return true;
}
}
}
//棋子所在捺行是否有五子相连的情况
if (y - x <= 15 && x - y <= 15) {
int i = (x < y) ? y - x : x - y;
if (x < y) {
for (int k = 0; k <= 10 - 4 - i; k++) {
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))
return true;
}
}
}
return false;
}
public void goback(){///悔棋函数
if (chessCount==0){
return ;
}
chessList[chessCount-1]=null;
chessCount--;
if (chessCount>0){
xindex=chessList[chessCount-1].getX();
yindex=chessList[chessCount-1].getY();
}
start=!start;
repaint();
}
public void restartGame(){
//重新开始函数
for (int i=0;i<chessList.length;i++)
chessList[i]=null;
for (int i=0;i<MARGIN*2+GRID_SPAN*COLS;i++){
for (int j =0 ;j<MARGIN*2+GRID_SPAN*COLS;j++){
board[i][j]="0";
}
}
start=true;
GameOver=false;
chessCount=0;
repaint();
}
public Dimension getPreferredSize(){
//画矩形
return new Dimension(MARGIN*2+GRID_SPAN*COLS,MARGIN*2+GRID_SPAN);
}
}
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