java五子棋小遊戲實現代碼
前言
之前學完java基礎課程,試著簡單做瞭一下java的一個五子棋小遊戲,記錄下來。
界面
由於直接用的java庫中的一些基本控件寫的一個GUI,並沒有做過多優化,感覺比較醜
下面是界面展示:
黑子先行,但是我這邊簡化規則,並沒有考慮黑子先行的一些禁手。
下面直接貼代碼
接口類
我把五子棋界面的一些常量都定義在瞭這個接口類中,包括棋盤的起始坐標,棋盤線的間距和棋子半徑
public interface constant { int[][] chessLocation = new int[15][15]; static final int x = 50; //左上角位置 static final int y = 50; static final int LN = 15; //棋盤一些常量 static final int R = 45; }
實現類
接口
這個類中繼承瞭 constant、MouseListener、ActionListener三個接口
其中:
- constant為自己定義
- MouseListener為鼠標監聽
- ActionListener為事件監聽
函數
show()繪制窗口基本框架
paint()繪制棋盤網格線和棋子
IsWin()判斷輸贏的基本邏輯
mouseClicked()獲取鼠標位置,判斷棋子落點等
actionPerformed()判斷鼠標點擊哪個按鈕(開始遊戲or認輸or悔棋)執行相應操作
import java.awt.Color; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JOptionPane; import javax.swing.JPanel; public class game_logic extends JPanel implements constant, MouseListener, ActionListener { int chess_x = 0, chess_y = 0; int X = 0, Y = 0; boolean IsBlack = true; //判斷黑白 boolean flag = false; //是否已經開始遊戲 //生成三個響應按鈕 JFrame frame = new JFrame(); JButton start = new JButton("開始遊戲"); JButton regret = new JButton("悔棋"); JButton Lost = new JButton("認輸"); public void ShowUI() { frame.setSize(740, 800); frame.setTitle("五子棋"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//點擊關閉結束程序 frame.setLocationRelativeTo(null);//窗口居中 frame.setVisible(true);//窗體可視化 frame.setResizable(false);//窗體大小不可調整 frame.add(this); this.setBackground(Color.LIGHT_GRAY);//設置背景顏色 this.addMouseListener(this);//窗體中添加鼠標監聽器 start.setSize(50, 80);//設置按鈕大小 start.addActionListener(this);//按鈕添加事件監聽器 Lost.setSize(50, 80); Lost.addActionListener(this); regret.setSize(50, 80); regret.addActionListener(this); this.add(start);//添加按鈕到棋盤上 this.add(Lost); this.add(regret); } /** * 繪制方法 * 繪制五子棋棋盤 * @param g */ @Override public void paint(Graphics g) { super.paint(g); for (int i = 0; i < LN; i++) { //畫棋盤 g.drawLine(x, y + i * R, x + (LN - 1) * R, y + i * R);//行*15 g.drawLine(x + i * R, y, x + i * R, y + (LN - 1) * R);//列*15 } for (int i = 0; i < LN; i++) { //畫棋子 for (int j = 0; j < LN; j++) { if (chessLocation[i][j] == 1) { g.setColor(Color.BLACK);//黑棋先行 g.fillOval(50 + i * R - 23, 50 + j * R - 23, R, R); } if (chessLocation[i][j] == 2) { g.setColor(Color.WHITE); g.fillOval(50 + i * R - 23, 50 + j * R - 23, R, R); } repaint(); } } } /** *判斷輸贏 * */ public int IsWin() { int k = 0; for (int f = 2; f < 12; f++) { for (int g = 2; g < 12; g++) { if (chessLocation[f][g] == 1) { if (chessLocation[f][g] == chessLocation[f - 1][g] && chessLocation[f - 1][g] == chessLocation[f - 2][g] && chessLocation[f - 2][g] == chessLocation[f + 1][g] && chessLocation[f + 1][g] == chessLocation[f + 2][g]) { k = 1; break; } if (chessLocation[f][g] == chessLocation[f][g - 1] && chessLocation[f][g - 1] == chessLocation[f][g - 2] && chessLocation[f][g - 2] == chessLocation[f][g + 1] && chessLocation[f][g + 1] == chessLocation[f][g + 2]) { k = 1; break; } if (chessLocation[f][g] == chessLocation[f - 1][g - 1] && chessLocation[f - 1][g - 1] == chessLocation[f - 2][g - 2] && chessLocation[f - 2][g - 2] == chessLocation[f + 1][g + 1] && chessLocation[f + 1][g + 1] == chessLocation[f + 2][g + 2]) { k = 1; break; } if (chessLocation[f][g] == chessLocation[f - 1][g + 1] && chessLocation[f - 1][g + 1] == chessLocation[f - 2][g + 2] && chessLocation[f - 2][g + 2] == chessLocation[f + 1][g - 1] && chessLocation[f + 1][g - 1] == chessLocation[f + 2][g - 2]) { k = 1; break; } } if (chessLocation[f][g] == 2) { if (chessLocation[f][g] == chessLocation[f - 1][g] && chessLocation[f - 1][g] == chessLocation[f - 2][g] && chessLocation[f - 2][g] == chessLocation[f + 1][g] && chessLocation[f + 1][g] == chessLocation[f + 2][g]) { k = 2; break; } if (chessLocation[f][g] == chessLocation[f][g - 1] && chessLocation[f][g - 1] == chessLocation[f][g - 2] && chessLocation[f][g - 2] == chessLocation[f][g + 1] && chessLocation[f][g + 1] == chessLocation[f][g + 2]) { k = 2; break; } if (chessLocation[f][g] == chessLocation[f - 1][g - 1] && chessLocation[f - 1][g - 1] == chessLocation[f - 2][g - 2] && chessLocation[f - 2][g - 2] == chessLocation[f + 1][g + 1] && chessLocation[f + 1][g + 1] == chessLocation[f + 2][g + 2]) { k = 2; break; } if (chessLocation[f][g] == chessLocation[f - 1][g + 1] && chessLocation[f - 1][g + 1] == chessLocation[f - 2][g + 2] && chessLocation[f - 2][g + 2] == chessLocation[f + 1][g - 1] && chessLocation[f + 1][g - 1] == chessLocation[f + 2][g - 2]) { k = 2; break; } } } } return k; } @Override public void mouseClicked(MouseEvent e) { X = e.getX(); Y = e.getY(); //獲取鼠標位置 if (flag == true) { if (X >= 25 && X <= 705 && Y >= 25 && Y <= 705) { //比棋盤稍微大一點的落子判定范圍,即棋盤邊緣位置 //應該安放的棋子的位置 chess_x = (X - 20) / R; chess_y = (Y - 20) / R; if (chessLocation[chess_x][chess_y] == 0) { //存儲棋子狀態,轉換棋子顏色 if (IsBlack == true) { chessLocation[chess_x][chess_y] = 1; IsBlack = false; } else { chessLocation[chess_x][chess_y] = 2; IsBlack = true; } if (IsWin() == 1) { JOptionPane.showMessageDialog(this, "黑棋獲勝"); flag = false; } if (IsWin() == 2) { JOptionPane.showMessageDialog(this, "白棋獲勝"); flag = false; } repaint(); } } } } @Override public void mousePressed(MouseEvent e) { } @Override public void mouseReleased(MouseEvent e) { } @Override public void mouseEntered(MouseEvent e) { } @Override public void mouseExited(MouseEvent e) { } @Override public void actionPerformed(ActionEvent e) { String buttonName = e.getActionCommand(); if (buttonName.equals("開始遊戲") && flag == false) {//開始遊戲,棋盤清空 flag = true; for (int i = 0; i < LN; i++) { for (int j = 0; j < LN; j++) { chessLocation[i][j] = 0; } } IsBlack = true; repaint(); } if (buttonName.equals("認輸") && flag == true) { flag = false; if (IsBlack) { JOptionPane.showMessageDialog(this, ",白棋認輸,黑棋獲勝"); } else { JOptionPane.showMessageDialog(this, ",黑棋認輸,白棋獲勝"); } } if (buttonName.equals("悔棋") && flag == true) { if (chessLocation[chess_x][chess_y] == 1) { JOptionPane.showMessageDialog(this, "黑方悔棋"); } if (chessLocation[chess_x][chess_y] == 2) { JOptionPane.showMessageDialog(this, "白方悔棋"); } chessLocation[chess_x][chess_y] = 0; IsBlack = !IsBlack; repaint(); } } }
其中比較有趣的是五子棋判贏方式,假設棋盤大小15*15,則我隻需要判斷正中間的13*13d的格子,向兩邊擴展,判斷是否五子連珠。
具體說明代碼裡都有註釋,不多贅述。
主函數類
public class Main_game { public static void main(String[] args) { game_logic start=new game_logic(); start.ShowUI(); } }
總結
實現瞭五子棋小遊戲的基本功能,但是略感粗糙,細節不足。對於基本控件調用一學就會,做一個小的遊戲demo這是對流程控制和操作邏輯的訓練很有效的一種方式。之前看瞭別人的代碼覺得簡單,但是自己寫的時候往往邏輯流程難以連續,思維混亂,有些過程隻有自己寫瞭才知道其中的坑。
以上就是本文的全部內容,希望對大傢的學習有所幫助,也希望大傢多多支持WalkonNet。
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