
这周闲来无事,再来写个五子棋小游戏。基本功能都实现了,包括人人对战、人机对战。界面布局和功能都写的还行,没做到很优秀,但也不算差。如有需要,做个java初学者的课程设计或者自己写着玩玩也都是不错的(非常简单,小白照着就能写出来)。完整代码在最后,可直接到最后粘贴,代码里面也附有详细的注释,我也会在前面对设计思路和程序的一些地方进行讲解,希望对各位有用。(如果有什么讲的不好的地方,也欢迎大家批评指正...)
目录
游戏展示编辑
讲解
界面布局
创建窗口
创建容器面板MPanel继承JPanel
重写paint方法
放置按钮和JLabel组件
基本功能
画棋子和画选择框
判断输赢
按钮功能
五元组算法
代码
游戏展示

共有两种模式,一种人与人下棋,一种为人机对战,人机又分人持黑或持白。在游戏中也有悔棋和重新游戏的功能。大家也都玩过五子棋,这里也没什么特别好讲的。
讲解
这里分三个方面讲,包括界面的布局实现、基本功能的实现,和五元法实现的人机对战。
界面布局
创建窗口
创建一个游戏窗口MFrame,new一个JFrame(也可以直接继承),然后在给它添加一系列属性。
public class MFrame {public static void main(String[] args) {JFrame jf = new JFrame("五子棋小游戏");jf.add(new TablePanel());jf.pack(); //自动适配大小jf.setLocationRelativeTo(null); //界面居中jf.setResizable(false); //不可调整大小jf.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); //按×关闭jf.setVisible(true); //是否可见}
}
创建容器面板TablePanel继承JPanel
设置它的长宽、背景图片和布局方式,布局方式的应用后面会详细讲一下。
public class TablePanel extends JPanel {//Panel的长宽final int TABLE_WIDTH = 700;final int TABLE_HEIGHT = 580;SpringLayout springLayout = new SpringLayout(); //设置springLayout布局,方便按钮位置的部署public TablePanel() {setLayout(springLayout); //设置弹性布局方式setPreferredSize(new Dimension(TABLE_WIDTH, TABLE_HEIGHT)); //设置组件的首选大小setBackground(Color.green); //设置背景颜色}
}
运行一下,就能得到一个绿色的面板。
重写paint方法
重写paint方法,后面还有三个方法,分别来画棋盘、棋子和右上角的提示区域。
@Overridepublic void paint(Graphics g) {//定义一个Graphics2DGraphics2D gg = (Graphics2D) g;gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);gg.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_NORMALIZE);//画棋盘initPaint(g, gg);//画棋子ovalPaint(gg);//画提示框sidePaint(gg);}
这个定义了个Graphics2D,并设置了一些属性,主要是为了消除棋子的锯齿。
效果可以看下面的图,左边是没有消除锯齿的,右边是消除的,可以看到效果还是有点明显的。
画棋盘
简单的画几条线,稍微的再装饰一下,来画出一个棋盘。
这里面用Graphics2D是为了改变一些线的宽度。
final int NUM = 15; //棋盘线的条数final int OFFSET_X = 30; //棋盘左上角相对于panel左上角的偏移量(棋盘的起始位置)final int OFFSET_Y = 80;final int SP = 33; //棋盘每条线的间隔final int RECT_SIZE = 6; //棋盘上五个提示点的位置BasicStroke bs; //定义画笔宽度(因为不止一个方法用,就定义在外面)private void initPaint(Graphics g, Graphics2D gg) {super.paint(g);//画棋盘的线g.setColor(Color.BLACK);for (int i = 0; i < NUM; i++) {g.drawLine(OFFSET_X + SP * i, OFFSET_Y, OFFSET_X + SP * i, OFFSET_Y + SP * (NUM - 1));}for (int i = 0; i < NUM; i++) {g.drawLine(OFFSET_X, OFFSET_Y + SP * i, OFFSET_X + SP * (NUM - 1), OFFSET_Y + SP * i);}//加点点缀//五个定位的小方块g.fillRect(OFFSET_X + SP * 3 - RECT_SIZE / 2, OFFSET_Y + SP * 3 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);g.fillRect(OFFSET_X + SP * 11 - RECT_SIZE / 2, OFFSET_Y + SP * 3 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);g.fillRect(OFFSET_X + SP * 3 - RECT_SIZE / 2, OFFSET_Y + SP * 11 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);g.fillRect(OFFSET_X + SP * 11 - RECT_SIZE / 2, OFFSET_Y + SP * 11 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);g.fillRect(OFFSET_X + SP * 7 - RECT_SIZE / 2, OFFSET_Y + SP * 7 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);//再加几条粗一点的线bs = new BasicStroke(3); // 画笔宽度为5gg.setStroke(bs);gg.drawRect(OFFSET_X - 7, OFFSET_Y - 7, (NUM - 1) * SP + 14, (NUM - 1) * SP + 14);bs = new BasicStroke(2);gg.setStroke(bs);for (int i = 1; i < NUM; i = i + 4) {gg.drawLine(OFFSET_X + SP * i, OFFSET_Y, OFFSET_X + SP * i, OFFSET_Y + SP * (NUM - 1));}for (int i = 1; i < NUM; i = i + 4) {gg.drawLine(OFFSET_X, OFFSET_Y + SP * i, OFFSET_X + SP * (NUM - 1), OFFSET_Y + SP * i);}}
效果如下
画棋子
主要的实现思路是:定义了一个table二维数组,刷新整个二维数组,里面数值为2的,则在相对应的地方画出黑色棋子;为1则画白色;0则不用管。
int[][] table = new int[NUM][NUM]; //二维数字记录棋盘上每个位置上的棋子 (0无棋子 1白子 2黑子)final int OVAL_SIZE = 32; //棋子的大小private void ovalPaint(Graphics2D gg) {//画棋子//每次点击后,会刷新一下棋盘,根据table的值画黑或白字//画实体棋子for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM; j++) {int x = OFFSET_X + SP * i - OVAL_SIZE / 2;int y = OFFSET_Y + SP * j - OVAL_SIZE / 2;if (table[i][j] == 2) {gg.setColor(Color.BLACK);gg.fillOval(x, y, OVAL_SIZE, OVAL_SIZE);} else if (table[i][j] == 1) {gg.setColor(Color.WHITE);gg.fillOval(x, y, OVAL_SIZE, OVAL_SIZE);} else if (table[i][j] == 3) {gg.setColor(Color.RED);gg.drawOval(x, y, OVAL_SIZE, OVAL_SIZE);}}}}
画提示框
就是画右上角的一些东西,我也不知道叫啥好,就叫提示区域吧。
根据游戏的进行,来显示出不同的文字。
这里的文字是用drawString()方法写出来的,但是屏幕中另外的字是用JLabel组件实现的。效果差不多,怎么方便怎么来吧!
int isStart;boolean isWin;int oval_type = 2; //所要下的棋子的颜色 1白 2黑int step;private void sidePaint(Graphics2D gg) {if (isStart != 0) {//开始游戏时if (isWin) {//赢了后gg.setColor((oval_type == 1 ? Color.black : Color.white));gg.setFont(font3);gg.drawString((oval_type == 1 ? "黑方赢" : "白方赢"), 520, 170);} else {//没赢之前gg.setColor(Color.red);gg.setFont(font4);gg.drawString("轮到:", 520, 105);if (oval_type == 2) {gg.setColor(Color.black);} else if (oval_type == 1) {gg.setColor(Color.white);}gg.drawString((oval_type == 2 ? "黑方" : "白方"), 530, 150);gg.fillOval(610, 125, 40, 40);gg.setColor(Color.red);gg.drawString("步数:", 520, 200);gg.setColor(Color.black);gg.drawString(step + "", 620, 200);}} else {gg.setColor(Color.RED);gg.setFont(font4);gg.drawString("请选择游", 525, 150);gg.drawString("戏类型", 525, 190);}}
放置按钮和JLabel组件
创建一些Font
Dimension buttonSize = new Dimension(130, 30); //设置按钮大小//设置字体的形状Font font1 = new Font("华文行楷", Font.PLAIN, 30);Font font2 = new Font("楷体", Font.PLAIN, 20);Font font3 = new Font("华文行楷", Font.PLAIN, 50);Font font4 = new Font("华文行楷", Font.PLAIN, 35);
创建按钮和JLabel组件
JLabel titleLabel = new JLabel("逗呵呵五子棋");JLabel selectLabel = new JLabel("游戏选择:");JButton rrBtn = new JButton("人人对战");JButton rjbBtn = new JButton("人机.持黑");JButton rjwBtn = new JButton("人机.持白");JLabel elseLabel = new JLabel("其他设置:");JButton regretBtn = new JButton("悔棋");JButton restartBtn = new JButton("重新游戏");JButton endBtn = new JButton("结束游戏");
放置这些组件
private void initBtn() {//将button和label设置各自的属性selectLabel.setFont(font1);rrBtn.setPreferredSize(buttonSize);rrBtn.setFont(font2);rjbBtn.setPreferredSize(buttonSize);rjbBtn.setFont(font2);rjwBtn.setPreferredSize(buttonSize);rjwBtn.setFont(font2);elseLabel.setFont(font1);regretBtn.setPreferredSize(buttonSize);regretBtn.setFont(font2);restartBtn.setPreferredSize(buttonSize);restartBtn.setFont(font2);endBtn.setPreferredSize(buttonSize);endBtn.setFont(font2);titleLabel.setFont(font3); // 标题//将其放入add(selectLabel);add(rrBtn);add(rjbBtn);add(rjwBtn);add(elseLabel);add(regretBtn);add(restartBtn);add(endBtn);add(titleLabel);//设置各自的位置,使用弹性布局//将标题放置到中建位置int offsetX = Spring.width(titleLabel).getValue() / 2;springLayout.putConstraint(SpringLayout.WEST, titleLabel, -offsetX,SpringLayout.HORIZONTAL_CENTER, this);springLayout.putConstraint(SpringLayout.NORTH, titleLabel, 10, SpringLayout.NORTH, this);springLayout.putConstraint(SpringLayout.WEST, selectLabel, 525,SpringLayout.WEST, this);springLayout.putConstraint(SpringLayout.NORTH, selectLabel, 260, SpringLayout.NORTH, this);springLayout.putConstraint(SpringLayout.WEST, rrBtn, 5,SpringLayout.WEST, selectLabel);springLayout.putConstraint(SpringLayout.NORTH, rrBtn, 5, SpringLayout.SOUTH, selectLabel);springLayout.putConstraint(SpringLayout.WEST, rjbBtn, 0,SpringLayout.WEST, rrBtn);springLayout.putConstraint(SpringLayout.NORTH, rjbBtn, 5, SpringLayout.SOUTH, rrBtn);springLayout.putConstraint(SpringLayout.WEST, rjwBtn, 0,SpringLayout.WEST, rjbBtn);springLayout.putConstraint(SpringLayout.NORTH, rjwBtn, 5, SpringLayout.SOUTH, rjbBtn);springLayout.putConstraint(SpringLayout.WEST, elseLabel, 0,SpringLayout.WEST, selectLabel);springLayout.putConstraint(SpringLayout.NORTH, elseLabel, 10, SpringLayout.SOUTH, rjwBtn);springLayout.putConstraint(SpringLayout.WEST, regretBtn, 5,SpringLayout.WEST, elseLabel);springLayout.putConstraint(SpringLayout.NORTH, regretBtn, 5, SpringLayout.SOUTH, elseLabel);springLayout.putConstraint(SpringLayout.WEST, restartBtn, 0,SpringLayout.WEST, regretBtn);springLayout.putConstraint(SpringLayout.NORTH, restartBtn, 5, SpringLayout.SOUTH, regretBtn);springLayout.putConstraint(SpringLayout.WEST, endBtn, 0,SpringLayout.WEST, restartBtn);springLayout.putConstraint(SpringLayout.NORTH, endBtn, 5, SpringLayout.SOUTH, restartBtn);}
写完后效果如下
这里用的是SpringLayout(弹性布局),个人感觉这个布局还是挺好用的,虽然看起来复杂,用起来还是挺简单的。
拿一个例子来讲一下
springLayout.putConstraint(SpringLayout.WEST, rrBtn, 5,SpringLayout.WEST, selectLabel);springLayout.putConstraint(SpringLayout.NORTH, rrBtn, 5, SpringLayout.SOUTH, selectLabel);
这代码是设置rrBtn的位置,即rrBtn组件的西边距离selectLabel组件的西边正5个像素,rrBtn组件的北边距离selectLabel的南边正5个像素。(还是比较简单的吧,只是看着比较多)
布局到这就完成了,要是觉得不好看,自己也可以改,我个人感觉还是能看的。
基本功能
也没啥什么复杂的功能,也就包括画出棋子,画选择框,判断输赢,还有按钮的一些功能。
画棋子和画选择框
创建鼠标事件
MouseAdapter mouseAdapter = new MouseAdapter() {};
重写mouseClicked()方法
基本思路是,获得鼠标的xy值,在棋盘区域内,则讲鼠标的xy转换为二维数组的行和列,当点击时,将二维数组该处的值设置为2或者1,然后重绘画布。下完后改变棋子类型(oval_type)以便改变颜色。随着棋子的下出,改变提示框响应的内容。根据选择类型的不同,来确定下棋的方法,大体上是相同的,看看代码应该也能明白,这里写的有点乱,各位可以自己优化一下。(能用就好)
@Overridepublic void mouseClicked(MouseEvent e) {//赢的时候不能用if (!isWin) {if (isStart == 1) {//来判断是否在棋盘内if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {//将坐标转换为二维数组的i和jmouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;if (table[mouse_X][mouse_Y] == 0) {table[mouse_X][mouse_Y] = oval_type;if (oval_type == 2) {oval_type = 1;step++; //根据黑棋下的次数来增加总步数} else if (oval_type == 1) {oval_type = 2;}last_xy.add(mouse_X);last_xy.add(mouse_Y);//如果下了棋子,才能使用悔棋和重新游戏的按钮restartBtn.setEnabled(true);regretBtn.setEnabled(true);judge(oval_type % 2 + 1, mouse_X, mouse_Y);}repaint();}} else if (isStart == 2) {if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;if (table[mouse_X][mouse_Y] == 0) {table[mouse_X][mouse_Y] = 2;oval_type = 1;last_xy.add(mouse_X);last_xy.add(mouse_Y);repaint();judge(2, mouse_X, mouse_Y);if (!isWin) {machine();table[robot_x][robot_y] = 1;oval_type = 2;judge(1, robot_x, robot_y);last_xy.add(robot_x);last_xy.add(robot_y);}step++;restartBtn.setEnabled(true);regretBtn.setEnabled(true);}}} else if (isStart == 3) {if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;if (table[mouse_X][mouse_Y] == 0) {table[mouse_X][mouse_Y] = 1;oval_type = 2;last_xy.add(mouse_X);last_xy.add(mouse_Y);repaint();judge(1, mouse_X, mouse_Y);if (!isWin) {machine();table[robot_x][robot_y] = 2;oval_type = 1;judge(2, robot_x, robot_y);last_xy.add(robot_x);last_xy.add(robot_y);}step++;restartBtn.setEnabled(true);regretBtn.setEnabled(true);}}}}}
重写mouseMoved()方法
用来画红色的框框,也是比较简单的,和画棋子差不多。
@Overridepublic void mouseMoved(MouseEvent e) {if (!isWin) {if (isStart > 0) {if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {select_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;select_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;} else {select_X = -10;select_Y = -10;}}}repaint();}
判断输赢
思路:判断下的位置的四个方向上是否有五个一样的。
private void judge(int type, int x, int y) {//传入参数,来判断是黑(2)或白(1)子int sum;//判断四个方向//1.左 右sum = 0;for (int k = x - 1; k >= 0; k--) {if (table[k][y] == type) {sum++;} else {break;}}for (int k = x + 1; k < NUM; k++) {if (table[k][y] == type) {sum++;} else {break;}}if (sum >= 4) {isWin = true;return;}//2.上 下sum = 0;for (int k = y - 1; k >= 0; k--) {if (table[x][k] == type) {sum++;} else {break;}}for (int k = y + 1; k < NUM; k++) {if (table[x][k] == type) {sum++;} else {break;}}if (sum >= 4) {isWin = true;return;}//3。左上 右下sum = 0;for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j--) {if (table[i][j] == type) {sum++;} else {break;}}for (int i = x + 1, j = y + 1; i < NUM && j < NUM; i++, j++) {if (table[i][j] == type)sum++;else {break;}}if (sum >= 4) {isWin = true;return;}//3。右上 左下sum = 0;for (int i = x - 1, j = y + 1; i >= 0 && j < NUM; i--, j++) {if (table[i][j] == type) {sum++;} else {break;}}for (int i = x + 1, j = y - 1; i < NUM && j >= 0; i++, j--) {if (table[i][j] == type)sum++;else {break;}}if (sum >= 4) {isWin = true;//return;}}
按钮功能
每次进行点击后,改变某些属性的值,并重绘画布。
也没有啥难点。在改变按键是否可用的功能时已经晚上了,脑袋昏昏的,就哪里需要就加在哪里,使用可能导致全部代码里好多地方都有这些方法,各位也是可以自己优化的。
ActionListener actionListener = new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {JButton jButton = (JButton) e.getSource();String text = jButton.getText();if ("重新游戏".equals(text)) {init();if(isStart==3){machine();step++;table[robot_x][robot_y] = 2;oval_type = 1;}regretBtn.setEnabled(false);restartBtn.setEnabled(false);} else if ("悔棋".equals(text)) {int x = last_xy.get(last_xy.size() - 2);int y = last_xy.get(last_xy.size() - 1);table[x][y] = 0;last_xy.remove(last_xy.size() - 2);last_xy.remove(last_xy.size() - 1);oval_type = oval_type % 2 + 1;if (isStart == 2 || isStart == 3) {x = last_xy.get(last_xy.size() - 2);y = last_xy.get(last_xy.size() - 1);table[x][y] = 0;last_xy.remove(last_xy.size() - 2);last_xy.remove(last_xy.size() - 1);oval_type = oval_type % 2 + 1;}if (oval_type == 2||isStart==3) {step--;}if (isWin) {isWin = false;}if (last_xy.size() == 0) {regretBtn.setEnabled(false);restartBtn.setEnabled(false);}} else if ("结束游戏".equals(text)) {isStart = 0;init();rrBtn.setEnabled(true);rjbBtn.setEnabled(true);rjwBtn.setEnabled(true);regretBtn.setEnabled(false);restartBtn.setEnabled(false);endBtn.setEnabled(false);} else {//上面三个按钮if ("人人对战".equals(text)) {isStart = 1;} else if ("人机.持黑".equals(text)) {isStart = 2;} else if ("人机.持白".equals(text)) {isStart = 3;machine();step++;table[robot_x][robot_y] = 2;oval_type = 1;}rrBtn.setEnabled(false);rjbBtn.setEnabled(false);rjwBtn.setEnabled(false);endBtn.setEnabled(true);}repaint();}};
五元组算法
这也是我在别人博客里面看到的方法,大家可以自行搜索详细的学习。
参考:五元组评价算法实现简易五子棋【人工智能】_YouthUpward的博客-CSDN博客_五元组算法
简单来讲,就是根据不同的情况给每个棋子赋值。我按照网上给的分值写了一下,虽然是做出来了,但感觉不是很强,不知道是哪里写错了还是怎么回事。
代码如下,供各位参考
private void machine() {//传入棋子种类,判断颜色int[][] ts = new int[NUM][NUM]; //来记录每个点上的得分for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM; j++) {ts[i][j] = 0;}}int wn; //白色个数int bn; //黑色个数//分4种情况//横向for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM - 4; j++) {wn = 0;bn = 0;//5个for (int k = j; k < j + 5; k++) {if (table[i][k] == 1) {wn++;} else if (table[i][k] == 2) {bn++;}}for (int k = j; k < j + 5; k++) {if (table[i][k] == 0) {ts[i][k] += score(wn, bn);}}}}//纵向for (int j = 0; j < NUM; j++) {for (int i = 0; i < NUM - 4; i++) {wn = 0;bn = 0;for (int k = i; k < i + 5; k++) {if (table[k][j] == 1) {wn++;} else if (table[k][i] == 2) {bn++;}}for (int k = i; k < i + 5; k++) {if (table[k][i] == 0) {ts[k][i] += score(wn, bn);}}}}//左上 右下for (int i = 0; i < NUM - 4; i++) {for (int j = 0; j < NUM - 4; j++) {wn = 0;bn = 0;for (int ki = i, kj = j; ki < i + 5; ki++, kj++) {if (table[ki][kj] == 1) {wn++;} else if (table[ki][kj] == 2) {bn++;}}for (int ki = i, kj = j; ki < i + 5; ki++, kj++) {if (table[ki][kj] == 0) {ts[ki][kj] += score(wn, bn);}}}}//右上 左下for (int i = 4; i < NUM; i++) {for (int j = 0; j < NUM - 4; j++) {wn = 0;bn = 0;for (int ki = i, kj = j; kj < j + 5; ki--, kj++) {if (table[ki][kj] == 1) {wn++;} else if (table[ki][kj] == 2) {bn++;}}for (int ki = i, kj = j; kj < j + 5; ki--, kj++) {if (table[ki][kj] == 0) {ts[ki][kj] += score(wn, bn);}}}}Vector<Integer> vv = new Vector<>();int max = Integer.MIN_VALUE;for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM; j++) {if (ts[i][j] > max) {max = ts[i][j];}}}for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM; j++) {if (ts[i][j] == max) {vv.add(i);vv.add(j);}}}Random random = new Random();int r = random.nextInt(vv.size() / 2);robot_x = vv.get(r * 2);robot_y = vv.get(r * 2 + 1);vv.clear();}private int score(int w, int b) {if (w > 0 && b > 0) {return 0;}if (w == 0 && b == 0) {return 7;}if (w == 1) {return 35;}if (w == 2) {return 800;}if (w == 3) {return 15000;}if (w == 4) {return 800000;}if (b == 1) {return 15;}if (b == 2) {return 400;}if (b == 3) {return 1800;}if (b == 4) {return 100000;}return -1;}
代码
TablePanel.java
package game_gobang;import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.Random;
import java.util.Vector;public class TablePanel extends JPanel {//Panel的大小final int TABLE_WIDTH = 700;final int TABLE_HEIGHT = 580;final int NUM = 15; //棋盘线的条数final int OFFSET_X = 30; //棋盘左上角相对于panel左上角的偏移量(棋盘的起始位置)final int OFFSET_Y = 80;final int SP = 33; //棋盘每条线的间隔final int RECT_SIZE = 6; //棋盘上五个提示点的位置final int OVAL_SIZE = 32; //棋子的大小int[][] table = new int[NUM][NUM]; //二维数字记录棋盘上每个位置上的棋子 (0无棋子 1白子 2黑子)int step;int oval_type = 2; //所要下的棋子的颜色 1白 2黑int mouse_X;int mouse_Y;int select_X = -10;int select_Y = -10;//定义一个Vector,存储每次下的位置,来实现悔棋功能Vector<Integer> last_xy = new Vector<>();boolean isWin; //是否赢int isStart; //是否开始游戏 0未开始 1 2 3int robot_x;int robot_y;BasicStroke bs; //定义画笔宽度(因为不止一个方法用,就定义在外面)SpringLayout springLayout = new SpringLayout(); //设置springLayout布局,方便按钮位置的部署Dimension buttonSize = new Dimension(130, 30); //设置按钮大小//设置字体的形状Font font1 = new Font("华文行楷", Font.PLAIN, 30);Font font2 = new Font("楷体", Font.PLAIN, 20);Font font3 = new Font("华文行楷", Font.PLAIN, 50);Font font4 = new Font("华文行楷", Font.PLAIN, 35);//定义一系列button和labelJLabel titleLabel = new JLabel("逗呵呵五子棋");JLabel selectLabel = new JLabel("游戏选择:");JButton rrBtn = new JButton("人人对战");JButton rjbBtn = new JButton("人机.持黑");JButton rjwBtn = new JButton("人机.持白");JLabel elseLabel = new JLabel("其他设置:");JButton regretBtn = new JButton("悔棋");JButton restartBtn = new JButton("重新游戏");JButton endBtn = new JButton("结束游戏");public TablePanel() {setLayout(springLayout); //设置弹性布局方式setPreferredSize(new Dimension(TABLE_WIDTH, TABLE_HEIGHT)); //设置组件的首选大小setBackground(Color.green); //设置背景颜色initBtn(); //初始化按钮init(); //初始化一些属性isStart = 0;addMouseListener(mouseAdapter); //添加鼠标监听addMouseMotionListener(mouseAdapter);}//初始化一些属性private void init() {//初始化二维数组for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM; j++) {table[i][j] = 0;}}//初始化stepstep = 0;isWin = false;oval_type = 2;//初始化listlast_xy.clear();}@Overridepublic void paint(Graphics g) {//定义一个Graphics2DGraphics2D gg = (Graphics2D) g;gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);gg.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_NORMALIZE);//画棋盘initPaint(g, gg);//画棋子ovalPaint(gg);//画提示框sidePaint(gg);}private void ovalPaint(Graphics2D gg) {//画棋子//每次点击后,会刷新一下棋盘,根据table的值画黑或白字//画实体棋子for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM; j++) {int x = OFFSET_X + SP * i - OVAL_SIZE / 2;int y = OFFSET_Y + SP * j - OVAL_SIZE / 2;if (table[i][j] == 2) {gg.setColor(Color.BLACK);gg.fillOval(x, y, OVAL_SIZE, OVAL_SIZE);} else if (table[i][j] == 1) {gg.setColor(Color.WHITE);gg.fillOval(x, y, OVAL_SIZE, OVAL_SIZE);} else if (table[i][j] == 3) {gg.setColor(Color.RED);gg.drawOval(x, y, OVAL_SIZE, OVAL_SIZE);}}}if (isWin) {//赢了就把选择框隐藏起来select_X = -10;select_Y = -10;} else {bs = new BasicStroke(1); // 画笔宽度为1gg.setStroke(bs);//画选择框gg.setColor(Color.RED);gg.drawOval(OFFSET_X + SP * select_X - OVAL_SIZE / 2,OFFSET_Y + SP * select_Y - OVAL_SIZE / 2,OVAL_SIZE, OVAL_SIZE);}}//画棋盘private void initPaint(Graphics g, Graphics2D gg) {super.paint(g);//画棋盘的线g.setColor(Color.BLACK);for (int i = 0; i < NUM; i++) {g.drawLine(OFFSET_X + SP * i, OFFSET_Y, OFFSET_X + SP * i, OFFSET_Y + SP * (NUM - 1));}for (int i = 0; i < NUM; i++) {g.drawLine(OFFSET_X, OFFSET_Y + SP * i, OFFSET_X + SP * (NUM - 1), OFFSET_Y + SP * i);}//加点点缀//五个定位的小方块g.fillRect(OFFSET_X + SP * 3 - RECT_SIZE / 2, OFFSET_Y + SP * 3 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);g.fillRect(OFFSET_X + SP * 11 - RECT_SIZE / 2, OFFSET_Y + SP * 3 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);g.fillRect(OFFSET_X + SP * 3 - RECT_SIZE / 2, OFFSET_Y + SP * 11 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);g.fillRect(OFFSET_X + SP * 11 - RECT_SIZE / 2, OFFSET_Y + SP * 11 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);g.fillRect(OFFSET_X + SP * 7 - RECT_SIZE / 2, OFFSET_Y + SP * 7 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);//再加几条粗一点的线bs = new BasicStroke(3); // 画笔宽度为5gg.setStroke(bs);gg.drawRect(OFFSET_X - 7, OFFSET_Y - 7, (NUM - 1) * SP + 14, (NUM - 1) * SP + 14);bs = new BasicStroke(2);gg.setStroke(bs);for (int i = 1; i < NUM; i = i + 4) {gg.drawLine(OFFSET_X + SP * i, OFFSET_Y, OFFSET_X + SP * i, OFFSET_Y + SP * (NUM - 1));}for (int i = 1; i < NUM; i = i + 4) {gg.drawLine(OFFSET_X, OFFSET_Y + SP * i, OFFSET_X + SP * (NUM - 1), OFFSET_Y + SP * i);}}//画侧面(右上角)的提示框private void sidePaint(Graphics2D gg) {if (isStart != 0) {//开始游戏时if (isWin) {//赢了后gg.setColor((oval_type == 1 ? Color.black : Color.white));gg.setFont(font3);gg.drawString((oval_type == 1 ? "黑方赢" : "白方赢"), 520, 170);} else {//没赢之前gg.setColor(Color.red);gg.setFont(font4);gg.drawString("轮到:", 520, 105);if (oval_type == 2) {gg.setColor(Color.black);} else if (oval_type == 1) {gg.setColor(Color.white);}gg.drawString((oval_type == 2 ? "黑方" : "白方"), 530, 150);gg.fillOval(610, 125, 40, 40);gg.setColor(Color.red);gg.drawString("步数:", 520, 200);gg.setColor(Color.black);gg.drawString(step + "", 620, 200);}} else {gg.setColor(Color.RED);gg.setFont(font4);gg.drawString("请选择游", 525, 150);gg.drawString("戏类型", 525, 190);}}private void initBtn() {//将button和label设置各自的属性selectLabel.setFont(font1);rrBtn.setPreferredSize(buttonSize);rrBtn.setFont(font2);rjbBtn.setPreferredSize(buttonSize);rjbBtn.setFont(font2);rjwBtn.setPreferredSize(buttonSize);rjwBtn.setFont(font2);elseLabel.setFont(font1);regretBtn.setPreferredSize(buttonSize);regretBtn.setFont(font2);restartBtn.setPreferredSize(buttonSize);restartBtn.setFont(font2);endBtn.setPreferredSize(buttonSize);endBtn.setFont(font2);titleLabel.setFont(font3); // 标题//给按钮加上监听rrBtn.addActionListener(actionListener);rjbBtn.addActionListener(actionListener);rjwBtn.addActionListener(actionListener);regretBtn.addActionListener(actionListener);restartBtn.addActionListener(actionListener);endBtn.addActionListener(actionListener);//将其放入add(selectLabel);add(rrBtn);add(rjbBtn);add(rjwBtn);add(elseLabel);add(regretBtn);add(restartBtn);add(endBtn);add(titleLabel);//设置各自的位置,使用弹性布局//将标题放置到中建位置int offsetX = Spring.width(titleLabel).getValue() / 2;springLayout.putConstraint(SpringLayout.WEST, titleLabel, -offsetX,SpringLayout.HORIZONTAL_CENTER, this);springLayout.putConstraint(SpringLayout.NORTH, titleLabel, 10, SpringLayout.NORTH, this);springLayout.putConstraint(SpringLayout.WEST, selectLabel, 525,SpringLayout.WEST, this);springLayout.putConstraint(SpringLayout.NORTH, selectLabel, 260, SpringLayout.NORTH, this);springLayout.putConstraint(SpringLayout.WEST, rrBtn, 5,SpringLayout.WEST, selectLabel);springLayout.putConstraint(SpringLayout.NORTH, rrBtn, 5, SpringLayout.SOUTH, selectLabel);springLayout.putConstraint(SpringLayout.WEST, rjbBtn, 0,SpringLayout.WEST, rrBtn);springLayout.putConstraint(SpringLayout.NORTH, rjbBtn, 5, SpringLayout.SOUTH, rrBtn);springLayout.putConstraint(SpringLayout.WEST, rjwBtn, 0,SpringLayout.WEST, rjbBtn);springLayout.putConstraint(SpringLayout.NORTH, rjwBtn, 5, SpringLayout.SOUTH, rjbBtn);springLayout.putConstraint(SpringLayout.WEST, elseLabel, 0,SpringLayout.WEST, selectLabel);springLayout.putConstraint(SpringLayout.NORTH, elseLabel, 10, SpringLayout.SOUTH, rjwBtn);springLayout.putConstraint(SpringLayout.WEST, regretBtn, 5,SpringLayout.WEST, elseLabel);springLayout.putConstraint(SpringLayout.NORTH, regretBtn, 5, SpringLayout.SOUTH, elseLabel);springLayout.putConstraint(SpringLayout.WEST, restartBtn, 0,SpringLayout.WEST, regretBtn);springLayout.putConstraint(SpringLayout.NORTH, restartBtn, 5, SpringLayout.SOUTH, regretBtn);springLayout.putConstraint(SpringLayout.WEST, endBtn, 0,SpringLayout.WEST, restartBtn);springLayout.putConstraint(SpringLayout.NORTH, endBtn, 5, SpringLayout.SOUTH, restartBtn);regretBtn.setEnabled(false);restartBtn.setEnabled(false);endBtn.setEnabled(false);}ActionListener actionListener = new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {JButton jButton = (JButton) e.getSource();String text = jButton.getText();if ("重新游戏".equals(text)) {init();if(isStart==3){machine();step++;table[robot_x][robot_y] = 2;oval_type = 1;}regretBtn.setEnabled(false);restartBtn.setEnabled(false);} else if ("悔棋".equals(text)) {int x = last_xy.get(last_xy.size() - 2);int y = last_xy.get(last_xy.size() - 1);table[x][y] = 0;last_xy.remove(last_xy.size() - 2);last_xy.remove(last_xy.size() - 1);oval_type = oval_type % 2 + 1;if (isStart == 2 || isStart == 3) {x = last_xy.get(last_xy.size() - 2);y = last_xy.get(last_xy.size() - 1);table[x][y] = 0;last_xy.remove(last_xy.size() - 2);last_xy.remove(last_xy.size() - 1);oval_type = oval_type % 2 + 1;}if (oval_type == 2||isStart==3) {step--;}if (isWin) {isWin = false;}if (last_xy.size() == 0) {regretBtn.setEnabled(false);restartBtn.setEnabled(false);}} else if ("结束游戏".equals(text)) {isStart = 0;init();rrBtn.setEnabled(true);rjbBtn.setEnabled(true);rjwBtn.setEnabled(true);regretBtn.setEnabled(false);restartBtn.setEnabled(false);endBtn.setEnabled(false);} else {//上面三个按钮if ("人人对战".equals(text)) {isStart = 1;} else if ("人机.持黑".equals(text)) {isStart = 2;} else if ("人机.持白".equals(text)) {isStart = 3;machine();step++;table[robot_x][robot_y] = 2;oval_type = 1;}rrBtn.setEnabled(false);rjbBtn.setEnabled(false);rjwBtn.setEnabled(false);endBtn.setEnabled(true);}repaint();}};MouseAdapter mouseAdapter = new MouseAdapter() {@Overridepublic void mouseClicked(MouseEvent e) {//赢的时候不能用if (!isWin) {if (isStart == 1) {//来判断是否在棋盘内if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {//将坐标转换为二维数组的i和jmouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;if (table[mouse_X][mouse_Y] == 0) {table[mouse_X][mouse_Y] = oval_type;if (oval_type == 2) {oval_type = 1;step++; //根据黑棋下的次数来增加总步数} else if (oval_type == 1) {oval_type = 2;}last_xy.add(mouse_X);last_xy.add(mouse_Y);//如果下了棋子,才能使用悔棋和重新游戏的按钮restartBtn.setEnabled(true);regretBtn.setEnabled(true);judge(oval_type % 2 + 1, mouse_X, mouse_Y);}repaint();}} else if (isStart == 2) {if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;if (table[mouse_X][mouse_Y] == 0) {table[mouse_X][mouse_Y] = 2;oval_type = 1;last_xy.add(mouse_X);last_xy.add(mouse_Y);repaint();judge(2, mouse_X, mouse_Y);if (!isWin) {machine();table[robot_x][robot_y] = 1;oval_type = 2;judge(1, robot_x, robot_y);last_xy.add(robot_x);last_xy.add(robot_y);}step++;restartBtn.setEnabled(true);regretBtn.setEnabled(true);}}} else if (isStart == 3) {if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;if (table[mouse_X][mouse_Y] == 0) {table[mouse_X][mouse_Y] = 1;oval_type = 2;last_xy.add(mouse_X);last_xy.add(mouse_Y);repaint();judge(1, mouse_X, mouse_Y);if (!isWin) {machine();table[robot_x][robot_y] = 2;oval_type = 1;judge(2, robot_x, robot_y);last_xy.add(robot_x);last_xy.add(robot_y);}step++;restartBtn.setEnabled(true);regretBtn.setEnabled(true);}}}}}@Overridepublic void mouseMoved(MouseEvent e) {if (!isWin) {if (isStart > 0) {if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {select_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;select_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;} else {select_X = -10;select_Y = -10;}}}repaint();}};//判断谁赢,扫描整个棋盘,来判断是否练成五个private void judge(int type, int x, int y) {//传入参数,来判断是黑(2)或白(1)子int sum;//判断四个方向//1.左 右sum = 0;for (int k = x - 1; k >= 0; k--) {if (table[k][y] == type) {sum++;} else {break;}}for (int k = x + 1; k < NUM; k++) {if (table[k][y] == type) {sum++;} else {break;}}if (sum >= 4) {isWin = true;return;}//2.上 下sum = 0;for (int k = y - 1; k >= 0; k--) {if (table[x][k] == type) {sum++;} else {break;}}for (int k = y + 1; k < NUM; k++) {if (table[x][k] == type) {sum++;} else {break;}}if (sum >= 4) {isWin = true;return;}//3。左上 右下sum = 0;for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j--) {if (table[i][j] == type) {sum++;} else {break;}}for (int i = x + 1, j = y + 1; i < NUM && j < NUM; i++, j++) {if (table[i][j] == type)sum++;else {break;}}if (sum >= 4) {isWin = true;return;}//3。右上 左下sum = 0;for (int i = x - 1, j = y + 1; i >= 0 && j < NUM; i--, j++) {if (table[i][j] == type) {sum++;} else {break;}}for (int i = x + 1, j = y - 1; i < NUM && j >= 0; i++, j--) {if (table[i][j] == type)sum++;else {break;}}if (sum >= 4) {isWin = true;//return;}}//来写自动下棋的方法private void machine() {//传入棋子种类,判断颜色int[][] ts = new int[NUM][NUM]; //来记录每个点上的得分for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM; j++) {ts[i][j] = 0;}}int wn; //白色个数int bn; //黑色个数//分4种情况//横向for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM - 4; j++) {wn = 0;bn = 0;//5个for (int k = j; k < j + 5; k++) {if (table[i][k] == 1) {wn++;} else if (table[i][k] == 2) {bn++;}}for (int k = j; k < j + 5; k++) {if (table[i][k] == 0) {ts[i][k] += score(wn, bn);}}}}//纵向for (int j = 0; j < NUM; j++) {for (int i = 0; i < NUM - 4; i++) {wn = 0;bn = 0;for (int k = i; k < i + 5; k++) {if (table[k][j] == 1) {wn++;} else if (table[k][i] == 2) {bn++;}}for (int k = i; k < i + 5; k++) {if (table[k][i] == 0) {ts[k][i] += score(wn, bn);}}}}//左上 右下for (int i = 0; i < NUM - 4; i++) {for (int j = 0; j < NUM - 4; j++) {wn = 0;bn = 0;for (int ki = i, kj = j; ki < i + 5; ki++, kj++) {if (table[ki][kj] == 1) {wn++;} else if (table[ki][kj] == 2) {bn++;}}for (int ki = i, kj = j; ki < i + 5; ki++, kj++) {if (table[ki][kj] == 0) {ts[ki][kj] += score(wn, bn);}}}}//右上 左下for (int i = 4; i < NUM; i++) {for (int j = 0; j < NUM - 4; j++) {wn = 0;bn = 0;for (int ki = i, kj = j; kj < j + 5; ki--, kj++) {if (table[ki][kj] == 1) {wn++;} else if (table[ki][kj] == 2) {bn++;}}for (int ki = i, kj = j; kj < j + 5; ki--, kj++) {if (table[ki][kj] == 0) {ts[ki][kj] += score(wn, bn);}}}}Vector<Integer> vv = new Vector<>();int max = Integer.MIN_VALUE;for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM; j++) {if (ts[i][j] > max) {max = ts[i][j];}}}for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM; j++) {if (ts[i][j] == max) {vv.add(i);vv.add(j);}}}Random random = new Random();int r = random.nextInt(vv.size() / 2);robot_x = vv.get(r * 2);robot_y = vv.get(r * 2 + 1);vv.clear();}private int score(int w, int b) {if (w > 0 && b > 0) {return 0;}if (w == 0 && b == 0) {return 7;}if (w == 1) {return 35;}if (w == 2) {return 800;}if (w == 3) {return 15000;}if (w == 4) {return 800000;}if (b == 1) {return 15;}if (b == 2) {return 400;}if (b == 3) {return 1800;}if (b == 4) {return 100000;}return -1;}
}
MFrame.java
package game_gobang;import javax.swing.*;public class MFrame {public static void main(String[] args) {JFrame jf = new JFrame("五子棋小游戏");jf.add(new TablePanel());jf.pack(); //自动适配大小jf.setLocationRelativeTo(null); //居中jf.setResizable(false); //不可调整大小jf.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); //按×关闭jf.setVisible(true); //是否可见}
}