标签:
一、题目简介
五子棋就是五个棋子连在一起就算赢,黑棋先行,下棋下在棋盘交叉线上,由于黑棋先行,优势太大,所以对黑棋设了禁手,又规定了“三手交换”,
就是黑棋下第 2 手棋,盘面第 3 着棋之后,白方在应白 2 之前,如感觉黑方棋形不利于己方,可出交换,即执白棋一方变为执黑棋一方。和“五手两打法”,就是黑棋在下盘面上关键的第 5 手时,必须下两步棋,让白方在这两步棋中任选一步,然后再续下。
二、源码链接
https://github.com/xuhuzi/wuziqi/blob/master/chess
(1)简要描述:
main方法创建了ChessFrame类的一个实例对象(cf),
并启动屏幕显示显示该实例对象。
public class FiveChessAppletDemo {
public static void main(String args[]){
ChessFrame cf = new ChessFrame();
cf.show();
}
}
用类ChessFrame创建五子棋游戏主窗体和菜单
import java.awt.*;
import java.awt.event.*;
import java.applet.*;
import javax.swing.*;
import java.io.PrintStream;
import javax.swing.JComponent;
import javax.swing.JPanel;
class ChessFrame extends JFrame implements ActionListener {
private String[] strsize={"标准棋盘","改进棋盘","扩大棋盘"};
private String[] strmode={"人机对战","人人对战"};
public static boolean iscomputer=true,checkcomputer=true;
private int width,height;
private ChessModel cm;
private MainPanel mp;
构造五子棋游戏的主窗体
public ChessFrame() {
this.setTitle("五子棋游戏");
cm=new ChessModel(1);
mp=new MainPanel(cm);
Container con=this.getContentPane();
con.add(mp,"Center");
this.setResizable(false);
this.addWindowListener(new ChessWindowEvent());
MapSize(14,14);
JMenuBar mbar = new JMenuBar();
this.setJMenuBar(mbar);
JMenu gameMenu = new JMenu("游戏");
mbar.add(makeMenu(gameMenu, new Object[] {
"开局", null,"棋盘",null,"模式", null, "退出"
}, this));
JMenu lookMenu =new JMenu("外观");
mbar.add(makeMenu(lookMenu,new Object[] {
"类型一","类型二","类型三"
},this));
JMenu helpMenu = new JMenu("版本");
mbar.add(makeMenu(helpMenu, new Object[] {
"关于"
}, this));
}
构造五子棋游戏的主菜单
public JMenu makeMenu(Object parent, Object items[], Object target){
JMenu m = null;
if(parent instanceof JMenu)
m = (JMenu)parent;
else if(parent instanceof String)
m = new JMenu((String)parent);
else
return null;
for(int i = 0; i < items.length; i++)
if(items[i] == null)
m.addSeparator();
else if(items[i] == "棋盘"){
JMenu jm = new JMenu("棋盘");
ButtonGroup group=new ButtonGroup();
JRadioButtonMenuItem rmenu;
for (int j=0;j<strsize.length;j++){
rmenu=makeRadioButtonMenuItem(strsize[j],target);
if (j==0)
rmenu.setSelected(true);
jm.add(rmenu);
group.add(rmenu);
}
m.add(jm);
}else if(items[i] == "模式"){
JMenu jm = new JMenu("模式");
ButtonGroup group=new ButtonGroup();
JRadioButtonMenuItem rmenu;
for (int h=0;h<strmode.length;h++){
rmenu=makeRadioButtonMenuItem(strmode[h],target);
if(h==0)
rmenu.setSelected(true);
jm.add(rmenu);
group.add(rmenu);
}
m.add(jm);
}else
m.add(makeMenuItem(items[i], target));
return m;
}
构造五子棋游戏的菜单项
public JMenuItem makeMenuItem(Object item, Object target){
JMenuItem r = null;
if(item instanceof String)
r = new JMenuItem((String)item);
else if(item instanceof JMenuItem)
r = (JMenuItem)item;
else
return null;
if(target instanceof ActionListener)
r.addActionListener((ActionListener)target);
return r;
}
构造五子棋游戏的单选按钮式菜单项
public JRadioButtonMenuItem makeRadioButtonMenuItem(
Object item, Object target){
JRadioButtonMenuItem r = null;
if(item instanceof String)
r = new JRadioButtonMenuItem((String)item);
else if(item instanceof JRadioButtonMenuItem)
r = (JRadioButtonMenuItem)item;
else
return null;
if(target instanceof ActionListener)
r.addActionListener((ActionListener)target);
return r;
}
public void MapSize(int w,int h){
setSize(w * 24, h * 27);
if(this.checkcomputer)
this.iscomputer=true;
else
this.iscomputer=false;
mp.setModel(cm);
mp.repaint();
}
public boolean getiscomputer(){
return this.iscomputer;
}
public void restart(){
int modeChess = cm.getModeChess();
if(modeChess <= 3 && modeChess >= 0){
cm = new ChessModel(modeChess);
MapSize(cm.getWidth(),cm.getHeight());
}
}
public void actionPerformed(ActionEvent e){
String arg=e.getActionCommand();
try{
if (arg.equals("类型三"))
UIManager.setLookAndFeel(
"com.sun.java.swing.plaf.windows.WindowsLookAndFeel");
else if(arg.equals("类型二"))
UIManager.setLookAndFeel(
"com.sun.java.swing.plaf.motif.MotifLookAndFeel");
else
UIManager.setLookAndFeel(
"javax.swing.plaf.metal.MetalLookAndFeel" );
SwingUtilities.updateComponentTreeUI(this);
}catch(Exception ee){}
if(arg.equals("标准棋盘")){
this.width=14;
this.height=14;
cm=new ChessModel(1);
MapSize(this.width,this.height);
SwingUtilities.updateComponentTreeUI(this);
}
if(arg.equals("改进棋盘")){
this.width=18;
this.height=18;
cm=new ChessModel(2);
MapSize(this.width,this.height);
SwingUtilities.updateComponentTreeUI(this);
}
if(arg.equals("扩大棋盘")){
this.width=22;
this.height=22;
cm=new ChessModel(3);
MapSize(this.width,this.height);
SwingUtilities.updateComponentTreeUI(this);
}
if(arg.equals("人机对战")){
this.checkcomputer=true;
this.iscomputer=true;
cm=new ChessModel(cm.getModeChess());
MapSize(cm.getWidth(),cm.getHeight());
SwingUtilities.updateComponentTreeUI(this);
}
if(arg.equals("人人对战")){
this.checkcomputer=false;
this.iscomputer=false;
cm=new ChessModel(cm.getModeChess());
MapSize(cm.getWidth(),cm.getHeight());
SwingUtilities.updateComponentTreeUI(this);
}
if(arg.equals("开局")){
restart();
}
if(arg.equals("关于"))
JOptionPane.showMessageDialog(null, "第一版", "版本",JOptionPane.PLAIN_MESSAGE );
if(arg.equals("退出"))
System.exit(0);
}
}
用类ChessModel实现了整个五子棋程序算法的核心
import java.awt.*;
import java.awt.event.*;
import java.applet.*;
import javax.swing.*;
import java.io.PrintStream;
import javax.swing.JComponent;
import javax.swing.JPanel;
class ChessModel {
规定棋盘的宽度、高度、棋盘的模式
private int width,height,modeChess;
规定棋盘方格的横向、纵向坐标
private int x=0,y=0;
棋盘方格的横向、纵向坐标所对应的棋子颜色,
数组arrMapShow只有3个值:1,2,3,-1,
其中1代表该棋盘方格上下的棋子为黑子,
2代表该棋盘方格上下的棋子为白子,
3代表为该棋盘方格上没有棋子,
-1代表该棋盘方格不能够下棋子
private int[][] arrMapShow;
交换棋手的标识,棋盘方格上是否有棋子的标识符
private boolean isOdd,isExist;
public ChessModel() {}
该构造方法根据不同的棋盘模式(modeChess)来构建对应大小的棋盘
public ChessModel(int modeChess){
this.isOdd=true;
if(modeChess == 1){
PanelInit(14, 14, modeChess);
}
if(modeChess == 2){
PanelInit(18, 18, modeChess);
}
if(modeChess == 3){
PanelInit(22, 22, modeChess);
}
}
按照棋盘模式构建棋盘大小
private void PanelInit(int width, int height, int modeChess){
this.width = width;
this.height = height;
this.modeChess = modeChess;
arrMapShow = new int[width+1][height+1];
for(int i = 0; i <= width; i++){
for(int j = 0; j <= height; j++){
arrMapShow[i][j] = -1;
}
}
}
获取是否交换棋手的标识符
public boolean getisOdd(){
return this.isOdd;
}
设置交换棋手的标识符
public void setisOdd(boolean isodd){
if(isodd)
this.isOdd=true;
else
this.isOdd=false;
}
获取某棋盘方格是否有棋子的标识值
public boolean getisExist(){
return this.isExist;
}
获取棋盘宽度
public int getWidth(){
return this.width;
}
获取棋盘高度
public int getHeight(){
return this.height;
}
获取棋盘模式
public int getModeChess(){
return this.modeChess;
}
获取棋盘方格上棋子的信息
public int[][] getarrMapShow(){
return arrMapShow;
}
判断下子的横向、纵向坐标是否越界
private boolean badxy(int x, int y){
if(x >= width+20 || x < 0)
return true;
return y >= height+20 || y < 0;
}
计算棋盘上某一方格上八个方向棋子的最大值,
这八个方向分别是:左、右、上、下、左上、左下、右上、右下
public boolean chessExist(int i,int j){
if(this.arrMapShow[i][j]==1 || this.arrMapShow[i][j]==2)
return true;
return false;
}
判断该坐标位置是否可下棋子
public void readyplay(int x,int y){
if(badxy(x,y))
return;
if (chessExist(x,y))
return;
this.arrMapShow[x][y]=3;
}
在该坐标位置下棋子
public void play(int x,int y){
if(badxy(x,y))
return;
if(chessExist(x,y)){
this.isExist=true;
return;
}else
this.isExist=false;
if(getisOdd()){
setisOdd(false);
this.arrMapShow[x][y]=1;
}else{
setisOdd(true);
this.arrMapShow[x][y]=2;
}
}
计算机走棋
说明:用穷举法判断每一个坐标点的四个方向的的最大棋子数,
最后得出棋子数最大值的坐标,下子
public void computerDo(int width,int height){
int max_black,max_white,max_temp,max=0;
setisOdd(true);
System.out.println("计算机走棋 ...");
for(int i = 0; i <= width; i++){
for(int j = 0; j <= height; j++){
算法判断是否下子
if(!chessExist(i,j)){
判断白子的最大值
max_white=checkMax(i,j,2);
判断黑子的最大值
max_black=checkMax(i,j,1);
max_temp=Math.max(max_white,max_black);
if(max_temp>max){
max=max_temp;
this.x=i;
this.y=j;
}
}
}
}
setX(this.x);
setY(this.y);
this.arrMapShow[this.x][this.y]=2;
}
记录电脑下子后的横向坐标
public void setX(int x){
this.x=x;
}
记录电脑下子后的纵向坐标
public void setY(int y){
this.y=y;
}
获取电脑下子的横向坐标
public int getX(){
return this.x;
}
获取电脑下子的纵向坐标
public int getY(){
return this.y;
}
计算棋盘上某一方格上八个方向棋子的最大值,
这八个方向分别是:左、右、上、下、左上、左下、右上、右下
public int checkMax(int x, int y,int black_or_white){
int num=0,max_num,max_temp=0;
int x_temp=x,y_temp=y;
int x_temp1=x_temp,y_temp1=y_temp;
判断右边
for(int i=1;i<5;i++){
x_temp1+=1;
if(x_temp1>this.width)
break;
if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
num++;
else
break;
}
判断左边
x_temp1=x_temp;
for(int i=1;i<5;i++){
x_temp1-=1;
if(x_temp1<0)
break;
if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
num++;
else
break;
}
if(num<5)
max_temp=num;
判断上面
x_temp1=x_temp;
y_temp1=y_temp;
num=0;
for(int i=1;i<5;i++){
y_temp1-=1;
if(y_temp1<0)
break;
if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
num++;
else
break;
}
判断下面
y_temp1=y_temp;
for(int i=1;i<5;i++){
y_temp1+=1;
if(y_temp1>this.height)
break;
if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
num++;
else
break;
}
if(num>max_temp&&num<5)
max_temp=num;
判断左上方
x_temp1=x_temp;
y_temp1=y_temp;
num=0;
for(int i=1;i<5;i++){
x_temp1-=1;
y_temp1-=1;
if(y_temp1<0 || x_temp1<0)
break;
if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
num++;
else
break;
}
判断右下方
x_temp1=x_temp;
y_temp1=y_temp;
for(int i=1;i<5;i++){
x_temp1+=1;
y_temp1+=1;
if(y_temp1>this.height || x_temp1>this.width)
break;
if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
num++;
else
break;
}
if(num>max_temp&&num<5)
max_temp=num;
判断右上方
x_temp1=x_temp;
y_temp1=y_temp;
num=0;
for(int i=1;i<5;i++){
x_temp1+=1;
y_temp1-=1;
if(y_temp1<0 || x_temp1>this.width)
break;
if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
num++;
else
break;
}
判断左下方
x_temp1=x_temp;
y_temp1=y_temp;
for(int i=1;i<5;i++){
x_temp1-=1;
y_temp1+=1;
if(y_temp1>this.height || x_temp1<0)
break;
if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
num++;
else
break;
}
if(num>max_temp&&num<5)
max_temp=num;
max_num=max_temp;
return max_num;
}
判断胜负
public boolean judgeSuccess(int x,int y,boolean isodd){
int num=1;
int arrvalue;
int x_temp=x,y_temp=y;
if(isodd)
arrvalue=2;
else
arrvalue=1;
int x_temp1=x_temp,y_temp1=y_temp;
判断右边胜负
for(int i=1;i<6;i++){
x_temp1+=1;
if(x_temp1>this.width)
break;
if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
num++;
else
break;
}
判断左边胜负
x_temp1=x_temp;
for(int i=1;i<6;i++){
x_temp1-=1;
if(x_temp1<0)
break;
if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
num++;
else
break;
}
if(num==5)
return true;
判断上方胜负
x_temp1=x_temp;
y_temp1=y_temp;
num=1;
for(int i=1;i<6;i++){
y_temp1-=1;
if(y_temp1<0)
break;
if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
num++;
else
break;
}
判断下方胜负
y_temp1=y_temp;
for(int i=1;i<6;i++){
y_temp1+=1;
if(y_temp1>this.height)
break;
if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
num++;
else
break;
}
if(num==5)
return true;
判断左上胜负
x_temp1=x_temp;
y_temp1=y_temp;
num=1;
for(int i=1;i<6;i++){
x_temp1-=1;
y_temp1-=1;
if(y_temp1<0 || x_temp1<0)
break;
if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
num++;
else
break;
}
判断右下胜负
x_temp1=x_temp;
y_temp1=y_temp;
for(int i=1;i<6;i++){
x_temp1+=1;
y_temp1+=1;
if(y_temp1>this.height || x_temp1>this.width)
break;
if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
num++;
else
break;
}
if(num==5)
return true;
判断右上胜负
x_temp1=x_temp;
y_temp1=y_temp;
num=1;
for(int i=1;i<6;i++){
x_temp1+=1;
y_temp1-=1;
if(y_temp1<0 || x_temp1>this.width)
break;
if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
num++;
else
break;
}
判断左下胜负
x_temp1=x_temp;
y_temp1=y_temp;
for(int i=1;i<6;i++){
x_temp1-=1;
y_temp1+=1;
if(y_temp1>this.height || x_temp1<0)
break;
if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
num++;
else
break;
}
if(num==5)
return true;
return false;
}
赢棋后的提示
public void showSuccess(JPanel jp){
JOptionPane.showMessageDialog(jp,"你赢了","结果",
JOptionPane.INFORMATION_MESSAGE);
}
输棋后的提示
public void showDefeat(JPanel jp){
JOptionPane.showMessageDialog(jp,"你输了","结果",
JOptionPane.INFORMATION_MESSAGE);
}
}
四、测试
五、心得体会
通过对此课题的开发,使我对用Eclipse开发平台有了一个比较清楚的认识,体会到理论和实践的重要性。由于自己的分析设计和程序经验不足,该系统设计和实现过程中,还有许多没有完善的地方,比如用户界面设计不够美观,异常出错处理比较差等多方面问题,这些都有待进一步完善和提高。对于文中出现的不足和系统中出现的问题敬请老师指导。
标签:
原文地址:http://www.cnblogs.com/xuhuazi/p/4462001.html