引言:
五子棋的代码实现很简单,难的是计算机的AI算法,在网上找了很多资料,费了好半天劲才弄明白其实现的原理,真的挺开阔思路的,很有意思!
思路:
1、创建主窗口,加载菜单及游戏面板。
2、在游戏面板中初始化各种参数,并建立各种功能组件。
3、利用paint()函数开始画棋盘,5个定位点,落子指示器,棋子(并标记最后一个棋子的红矩形框),五子成线。
4、利用mouseMoved()鼠标移动函数设置落子指示器的位置。
5、利用mouseClicked()鼠标单击函数来判断是否可以下棋,由哪方来下,判断是否平局或胜利。如果是人机对战要计算电脑要下棋的最佳位置。
6、游戏结束,收尾,准备下一局。
代码:
图片位置与包位置平齐,因为我装载图片时是从类路径开始取,取绝对路径是不认可的。
本游戏用的是JDK1.8,编码UTF-8;
共有4个类,Gobang.java是游戏入口类。GameFrame.java是主窗口类。GamePanel.java是游戏面板类。GameLogic.java是游戏逻辑类。先一口气把所有的代码贴上来再说。
1、Gobang.java 游戏入口类
package com.game.gobang;/*** 功能:五子棋<br>* 作者:我是小木鱼(Lag)<br>*/
public class Gobang
{public static void main(String[] args) {new GameFrame();}}
2、GameFrame.java 主窗口类。
package com.game.gobang;import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;/*** 功能:游戏窗口<br>* 作者:我是小木鱼(Lag)<br>*/
public class GameFrame extends JFrame implements ActionListener
{private static final long serialVersionUID = 1L;/** 游戏面板 */private GamePanel gamePanel;/*** 功能:构造函数<br>*/public GameFrame(){try{//菜单JMenuBar jmb_gobang = new JMenuBar();JMenu jm_game = new JMenu("游戏");jm_game.setFont(new Font("微软雅黑",Font.PLAIN,12));JMenuItem jmi_game_new = jm_game.add("新游戏");jmi_game_new.setFont(new Font("微软雅黑",Font.PLAIN,12));jmi_game_new.addActionListener(this);jmi_game_new.setActionCommand("new");JMenuItem jmi_game_undo = jm_game.add("悔棋");jmi_game_undo.setFont(new Font("微软雅黑",Font.PLAIN,12));jmi_game_undo.addActionListener(this);jmi_game_undo.setActionCommand("undo");JMenuItem jmi_surrender = jm_game.add("认输");jmi_surrender.setFont(new Font("微软雅黑",Font.PLAIN,12));jmi_surrender.addActionListener(this);jmi_surrender.setActionCommand("surrender");jm_game.addSeparator();JMenuItem jmi_game_exit = jm_game.add("退出");jmi_game_exit.setFont(new Font("微软雅黑",Font.PLAIN,12));jmi_game_exit.addActionListener(this);jmi_game_exit.setActionCommand("exit");jmb_gobang.add(jm_game);JMenu jm_help = new JMenu("帮助");jm_help.setFont(new Font("微软雅黑",Font.PLAIN,12));JMenuItem jmi_help_about = jm_help.add("关于");jmi_help_about.setFont(new Font("微软雅黑",Font.PLAIN,12));jmi_help_about.addActionListener(this);jmi_help_about.setActionCommand("about");jmb_gobang.add(jm_help);this.setJMenuBar(jmb_gobang);//面板this.gamePanel = new GamePanel();this.add(this.gamePanel);//显示this.setTitle("五子棋");this.setLayout(null);this.setSize(760,680);this.setResizable(false);this.setLocationRelativeTo(null);this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);this.setVisible(true);}catch(Exception e){JOptionPane.showMessageDialog(this,"程序出现异常错误,即将退出!\r\n\r\n"+e.toString(),"提示",JOptionPane.ERROR_MESSAGE);System.exit(0);}}/*** 功能:事件监听<br>*/@Overridepublic void actionPerformed(ActionEvent e){String command = e.getActionCommand();if("new".equals(command)){this.gamePanel.newGame();}else if("undo".equals(command)){this.gamePanel.undo();}else if("surrender".equals(command)){this.gamePanel.surrender();}else if("exit".equals(command)){System.exit(0);}else if("about".equals(command)){JOptionPane.showMessageDialog(this,"我是小木鱼(Lag)","提示",JOptionPane.INFORMATION_MESSAGE);}}}
3、GamePanel.java 游戏面板类。
package com.game.gobang;import java.util.Map;
import java.util.HashMap;
import java.util.List;
import java.util.ArrayList;
import javax.swing.JButton;
import javax.swing.JComboBox;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.BorderFactory;
import java.awt.Font;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RadialGradientPaint;
import java.awt.RenderingHints;
import java.awt.BasicStroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.geom.Ellipse2D;/*** 功能:游戏面板<br>* 作者:我是小木鱼(Lag)<br>*/
public class GamePanel extends JPanel implements MouseListener,MouseMotionListener,ActionListener
{private static final long serialVersionUID = -7450693911538496165L;/** 游戏逻辑 */private GameLogic gameLogic;/** 格子大小 */final int spaceSize = 40;/** 棋子大小(直径) */final int chessSize = 30;/** 棋盘X方向格数 */final int chessBoradXGrids = 15;/** 棋盘Y方向格数 */final int chessBoradYGrids = 15;/** 棋盘左上角X坐标 */final int chessBoradX = 30;/** 棋盘左上角Y坐标 */final int chessBoradY = 30;/** 棋盘宽度 */final int chessBoradWidth = spaceSize * (chessBoradXGrids - 1);/** 棋盘高度 */final int chessBoradHeight = spaceSize * (chessBoradYGrids - 1);/** 黑棋标识 */final int BLACKCHESS = 1;/** 白棋标识 */final int WHITECHESS = 2;/** 对战方式(0-人机对战,1-人人对战) */int fightType ;/** 先手选择(0-玩家先手,1-电脑先手) */int playFirst ;/** 黑白选择(0-玩家执黑,1-玩家执白) */int chessColor ;/** 电脑棋子颜色 */int computerChess = -1 ;/** 玩家棋子颜色 */int playerChess = -1 ;/** 白棋悔棋数 */int whiteUndoNum = 3;/** 黑棋悔棋数 */int blackUndoNum = 3;/** 全部下棋信息 */List<Map<String,Integer>> listChess = new ArrayList<Map<String,Integer>>();/** 白棋下棋信息 */List<Map<String,Integer>> listChessWhite = new ArrayList<Map<String,Integer>>();/** 黑棋下棋信息 */List<Map<String,Integer>> listChessBlack = new ArrayList<Map<String,Integer>>();/** 胜利下棋信息(胜利后要将五子成线的那五个棋子用红线连在一起显示) */List<Map<String,Integer>> listChessWin = new ArrayList<Map<String,Integer>>();/** 落子指示器 */Map<String,Integer> mapPointer = new HashMap<String,Integer>();/** 判断游戏是否结束(true-结束,false-未结束) */boolean isGameOver = true;/** 组合框控件 */private JComboBox<String> jcb_fightType,jcb_playFirst,jcb_chessColor;/** 按钮控件 */private JButton jb_new,jb_undo,jb_surrender;/** 标签控件 */JLabel jlb_blackUndoText,jlb_blackStateText,jlb_whiteUndoText,jlb_whiteStateText;/*** 功能:构造函数<br>*/public GamePanel(){//与主窗口大小保持一致,并设置背景色(去掉菜单高度)this.setSize(760,620);this.setBackground(new Color(209,146,17));//右边功能区布局this.option();//鼠标点击与移动监听this.addMouseListener(this);this.addMouseMotionListener(this);//游戏逻辑this.gameLogic = new GameLogic(this);//初始化游戏this.initGame();}/*** 功能:右边功能区布局<br>*/private void option(){this.setLayout(null);//对战方式JLabel jlb_fightType = new JLabel("对战方式:");jlb_fightType.setFont(new Font("微软雅黑",Font.PLAIN,12));jlb_fightType.setForeground(Color.WHITE);jlb_fightType.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY,100,24);this.add(jlb_fightType);this.jcb_fightType = new JComboBox<String>(new String[]{"人机对战","人人对战"});this.jcb_fightType.setFont(new Font("微软雅黑",Font.PLAIN,12));this.jcb_fightType.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 30,100,24);this.add(this.jcb_fightType);//谁先手JLabel jlb_playFirst = new JLabel("先手选择:");jlb_playFirst.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 70,100,24);jlb_playFirst.setFont(new Font("微软雅黑",Font.PLAIN,12));jlb_playFirst.setForeground(Color.WHITE);this.add(jlb_playFirst);this.jcb_playFirst = new JComboBox<String>(new String[]{"玩家先手","电脑先手"});this.jcb_playFirst.setFont(new Font("微软雅黑",Font.PLAIN,12));this.jcb_playFirst.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 100,100,24);this.add(this.jcb_playFirst);//谁执黑JLabel jlb_chessColor = new JLabel("黑白选择:");jlb_chessColor.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 140,100,24);jlb_chessColor.setFont(new Font("微软雅黑",Font.PLAIN,12));jlb_chessColor.setForeground(Color.WHITE);this.add(jlb_chessColor);this.jcb_chessColor = new JComboBox<String>(new String[]{"玩家执黑","玩家执白"});this.jcb_chessColor.setFont(new Font("微软雅黑",Font.PLAIN,12));this.jcb_chessColor.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 170,100,24);this.add(this.jcb_chessColor);//按钮this.jb_new = new JButton("开始游戏");this.jb_new.setFont(new Font("微软雅黑",Font.PLAIN,12));this.jb_new.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 230,100,30);this.jb_new.setActionCommand("newGame");this.jb_new.addActionListener(this);this.add(this.jb_new);this.jb_undo = new JButton("我要悔棋");this.jb_undo.setFont(new Font("微软雅黑",Font.PLAIN,12));this.jb_undo.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 280,100,30);this.jb_undo.setActionCommand("undo");this.jb_undo.addActionListener(this);this.jb_undo.setEnabled(false);this.add(this.jb_undo);this.jb_surrender = new JButton("我认输了");this.jb_surrender.setFont(new Font("微软雅黑",Font.PLAIN,12));this.jb_surrender.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 330,100,30);this.jb_surrender.setActionCommand("surrender");this.jb_surrender.addActionListener(this);this.jb_surrender.setEnabled(false);this.add(this.jb_surrender);//黑棋提示JPanel groupBoxBlack = new JPanel();groupBoxBlack.setLayout(null);groupBoxBlack.setBackground(this.getBackground());groupBoxBlack.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 380,100,80);groupBoxBlack.setBorder(BorderFactory.createTitledBorder("黑棋"));this.add(groupBoxBlack);JLabel jlb_blackUndo = new JLabel("悔棋:");jlb_blackUndo.setFont(new Font("微软雅黑",Font.PLAIN,12));jlb_blackUndo.setForeground(Color.WHITE);jlb_blackUndo.setBounds(10,16,40,30);groupBoxBlack.add(jlb_blackUndo);this.jlb_blackUndoText = new JLabel("剩"+Integer.toString(this.blackUndoNum)+"次");this.jlb_blackUndoText.setFont(new Font("微软雅黑",Font.BOLD,12));this.jlb_blackUndoText.setForeground(Color.darkGray);this.jlb_blackUndoText.setBounds(44,16,50,30);groupBoxBlack.add(this.jlb_blackUndoText);JLabel jlb_blackState = new JLabel("状态:");jlb_blackState.setFont(new Font("微软雅黑",Font.PLAIN,12));jlb_blackState.setForeground(Color.WHITE);jlb_blackState.setBounds(10,44,40,30);groupBoxBlack.add(jlb_blackState);this.jlb_blackStateText = new JLabel("未开始");this.jlb_blackStateText.setFont(new Font("微软雅黑",Font.BOLD,12));this.jlb_blackStateText.setForeground(Color.darkGray);this.jlb_blackStateText.setBounds(44,44,50,30);groupBoxBlack.add(this.jlb_blackStateText);//白棋提示JPanel groupBoxWhite = new JPanel();groupBoxWhite.setLayout(null);groupBoxWhite.setBackground(this.getBackground());groupBoxWhite.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 480,100,80);groupBoxWhite.setBorder(BorderFactory.createTitledBorder("白棋"));this.add(groupBoxWhite);JLabel jlb_whiteUndo = new JLabel("悔棋:");jlb_whiteUndo.setFont(new Font("微软雅黑",Font.PLAIN,12));jlb_whiteUndo.setForeground(Color.WHITE);jlb_whiteUndo.setBounds(10,16,40,30);groupBoxWhite.add(jlb_whiteUndo);this.jlb_whiteUndoText = new JLabel("剩"+Integer.toString(this.whiteUndoNum)+"次");this.jlb_whiteUndoText.setFont(new Font("微软雅黑",Font.BOLD,12));this.jlb_whiteUndoText.setForeground(Color.darkGray);this.jlb_whiteUndoText.setBounds(44,16,50,30);groupBoxWhite.add(this.jlb_whiteUndoText);JLabel jlb_whiteState = new JLabel("状态:");jlb_whiteState.setFont(new Font("微软雅黑",Font.PLAIN,12));jlb_whiteState.setForeground(Color.WHITE);jlb_whiteState.setBounds(10,44,40,30);groupBoxWhite.add(jlb_whiteState);this.jlb_whiteStateText = new JLabel("未开始");this.jlb_whiteStateText.setFont(new Font("微软雅黑",Font.BOLD,12));this.jlb_whiteStateText.setForeground(Color.darkGray);this.jlb_whiteStateText.setBounds(44,44,50,30);groupBoxWhite.add(this.jlb_whiteStateText);}/*** 功能:初始化游戏<br>*/public void initGame(){this.isGameOver = true;//清空下棋列表this.listChess.clear();this.listChessBlack.clear();this.listChessWhite.clear();this.listChessWin.clear();//落子指示器初始化this.mapPointer.put("x",-1);this.mapPointer.put("y",-1);this.mapPointer.put("show",0); //0-不显示,1-显示//对战方式if("人人对战".equals(this.jcb_fightType.getSelectedItem().toString())){this.fightType = 1;}else{this.fightType = 0;}//先手选择if("电脑先手".equals(this.jcb_playFirst.getSelectedItem().toString())){this.playFirst = 1;}else{this.playFirst = 0;}//黑白选择if("玩家执白".equals(this.jcb_chessColor.getSelectedItem().toString())){this.chessColor = 1;}else{this.chessColor = 0;}//电脑与玩家棋子颜色if(this.fightType == 0){if(this.chessColor == 1){this.playerChess = this.WHITECHESS;this.computerChess = this.BLACKCHESS;}else{this.computerChess = this.WHITECHESS;this.playerChess = this.BLACKCHESS;}}//悔棋数初始化this.whiteUndoNum = 3;this.blackUndoNum = 3;//设置控件状态this.setComponentState(false);}/*** 功能:设置控件状态<br>* 参数:true-新开局;false-未开局<br>*/public void setComponentState(boolean _flag){if(_flag) //新游戏已经开始了{this.jcb_fightType.setEnabled(false);this.jcb_playFirst.setEnabled(false);this.jcb_chessColor.setEnabled(false);this.jb_new.setEnabled(false);this.jb_undo.setEnabled(true);this.jb_surrender.setEnabled(true);}else //新游戏还未开始{this.jcb_fightType.setEnabled(true);this.jcb_playFirst.setEnabled(true);this.jcb_chessColor.setEnabled(true);this.jb_new.setEnabled(true);this.jb_undo.setEnabled(false);this.jb_surrender.setEnabled(false);}}/*** 功能:绘图<br>*/@Overridepublic void paint(Graphics g){//调用父类,让其做一些事前的工作,如刷新屏幕等super.paint(g);//清屏g.setColor(this.getBackground());g.fillRect(this.chessBoradX,this.chessBoradY,this.chessBoradWidth,this.chessBoradHeight);//因为要画一些特殊效果,所以要用Graphics2DGraphics2D g2D = (Graphics2D)g;//开始画棋盘(五子棋盘由15条横线与15条竖线交叉形成,共225个点)//String[] tip = {" 0"," 1"," 2"," 3"," 4"," 5"," 6"," 7"," 8"," 9","10","11","12","13","14"}; //横竖线的坐标,有利于编程是查看定位g2D.setColor(Color.BLACK);g.setFont(new Font("微软雅黑",Font.PLAIN,14));for(int i=0;i<this.chessBoradXGrids;i++){g2D.drawLine(this.chessBoradX,this.chessBoradY + i * this.spaceSize,this.chessBoradX + this.chessBoradWidth,this.chessBoradY + i * this.spaceSize);g2D.drawLine(this.chessBoradX + i * this.spaceSize,this.chessBoradY,this.chessBoradX + i * this.spaceSize,this.chessBoradY + this.chessBoradHeight);//g2D.drawString(tip[i],this.chessBoradX - 20,this.chessBoradY + 4 + i * this.spaceSize);//g2D.drawString(tip[i],this.chessBoradX - 2 + i * this.spaceSize,this.chessBoradY - 10);}//画5个定位点g2D.fillArc(this.chessBoradX + 3 * this.spaceSize - 4,this.chessBoradY + 3 * this.spaceSize - 4,8,8,0,360);g2D.fillArc(this.chessBoradX + 11 * this.spaceSize - 4,this.chessBoradY + 3 * this.spaceSize - 4,8,8,0,360);g2D.fillArc(this.chessBoradX + 7 * this.spaceSize - 4,this.chessBoradY + 7 * this.spaceSize - 4,8,8,0,360);g2D.fillArc(this.chessBoradX + 3 * this.spaceSize - 4,this.chessBoradY + 11 * this.spaceSize - 4,8,8,0,360);g2D.fillArc(this.chessBoradX + 11 * this.spaceSize - 4,this.chessBoradY + 11 * this.spaceSize - 4,8,8,0,360);//画落子指示器if(this.mapPointer.get("show") == 1){g2D.setColor(Color.RED);g2D.setStroke(new BasicStroke(2.5f));//先以交叉点为中心取到指示器周围的4个角坐标//中心点坐标int x = this.chessBoradX + this.mapPointer.get("x") * this.spaceSize;int y = this.chessBoradY + this.mapPointer.get("y") * this.spaceSize;//左上角坐标,并向下向右画线int x1 = x - this.chessSize / 2;int y1 = y - this.chessSize / 2;g2D.drawLine(x1,y1,x1,y1 + this.chessSize / 4);g2D.drawLine(x1,y1,x1 + this.chessSize / 4,y1);//右上角坐标,并向下向左画线x1 = x + this.chessSize / 2;y1 = y - this.chessSize / 2;g2D.drawLine(x1,y1,x1,y1 + this.chessSize / 4);g2D.drawLine(x1,y1,x1 - this.chessSize / 4,y1);//左下角坐标,并向上向右画线x1 = x - this.chessSize / 2;y1 = y + this.chessSize / 2;g2D.drawLine(x1,y1,x1,y1 - this.chessSize / 4);g2D.drawLine(x1,y1,x1 + this.chessSize / 4,y1);//右下角坐标,并向上向左画线x1 = x + this.chessSize / 2;y1 = y + this.chessSize / 2;g2D.drawLine(x1,y1,x1,y1 - this.chessSize / 4);g2D.drawLine(x1,y1,x1 - this.chessSize / 4,y1);//System.out.println("("+this.mapPointer.get("x")+","+this.mapPointer.get("y")+")");}//画棋子(就是一个黑色的圆,里面在接近圆心的位置上画一个由白到黑的渐变内圆)for(int i=0;i<this.listChess.size();i++){Map<String,Integer> map = this.listChess.get(i);int lineX = map.get("x");int lineY = map.get("y");int flag = map.get("flag");//将垂直与水平线的数目转化为像素int x = this.chessBoradX + lineX * this.spaceSize;int y = this.chessBoradY + lineY * this.spaceSize;//做一个由白到黑渐变的圆绘画RadialGradientPaint paint = null;if(flag == this.WHITECHESS){paint = new RadialGradientPaint(x + 5,y + 5,90, new float[]{0f,1f},new Color[]{Color.WHITE,Color.BLACK});}else{paint = new RadialGradientPaint(x + 3,y + 3,10, new float[]{0f,1f},new Color[]{Color.WHITE,Color.BLACK});}g2D.setPaint(paint);//着色微调g2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON); //消除画图锯齿g2D.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_DEFAULT); //追求速度或质量//画圆,里面套一个白到黑渐变的圆Ellipse2D e = new Ellipse2D.Float(x - this.chessSize/2,y - this.chessSize/2,this.chessSize,this.chessSize);g2D.fill(e);//标记最后一个棋子的红矩形框if(i == this.listChess.size() - 1){g2D.setColor(Color.RED);g2D.setStroke(new BasicStroke(2.5f));g2D.drawRect(x - 5,y - 5,10,10);}}//画五子成线if(this.listChessWin.size() > 4){g2D.setColor(Color.RED);g2D.setStroke(new BasicStroke(2.5f));int x1 = 0;int y1 = 0;for(int i=0;i<this.listChessWin.size();i++){Map<String,Integer> map = this.listChessWin.get(i);if(i == 0) //先得到第一个点{x1 = map.get("x");y1 = map.get("y");}else //再用第一个点与其他的点连线{g2D.drawLine(this.chessBoradX + x1 * this.spaceSize,this.chessBoradY + y1 * this.spaceSize,this.chessBoradX + map.get("x") * this.spaceSize,this.chessBoradY +map.get("y") * this.spaceSize);}}}}/*** 功能:开始新游戏<br>*/public void newGame(){//初始化游戏this.initGame();//设置控件状态this.setComponentState(true);//设置游戏结束标识this.isGameOver = false;//电脑先手if(this.fightType == 0 && this.playFirst == 1){this.gameLogic.computerPlay();}}/*** 功能:悔棋<br>*/public void undo(){if(this.gameLogic.undo()){this.repaint();}}/*** 功能:投降<br>*/public void surrender(){if(this.isGameOver){return;}JOptionPane.showMessageDialog(null,"啥,认输了,还能再有点出息不!");this.isGameOver = true;this.setComponentState(false);this.jlb_blackStateText.setText("已结束");this.jlb_whiteStateText.setText("已结束");}/*** 功能:鼠标移动监听<br>*/@Overridepublic void mouseMoved(MouseEvent e){this.gameLogic.mouseMoved(e);}/*** 功能:鼠标单击监听<br>*/@Overridepublic void mouseClicked(MouseEvent e) {this.gameLogic.mouseClicked(e);}/*** 功能:功能监听<br>*/@Overridepublic void actionPerformed(ActionEvent e){String command = e.getActionCommand();if("newGame".equals(command)){this.newGame();}else if("undo".equals(command)){this.undo();}else if("surrender".equals(command)){this.surrender();}}@Overridepublic void mousePressed(MouseEvent e) {}@Overridepublic void mouseReleased(MouseEvent e) {}@Overridepublic void mouseEntered(MouseEvent e) {}@Overridepublic void mouseExited(MouseEvent e) {}@Overridepublic void mouseDragged(MouseEvent e) {}}
4、GameLogic.java 游戏逻辑类。
package com.game.gobang;import java.util.Map;
import java.util.HashMap;
import java.util.List;
import java.util.ArrayList;
import java.awt.event.MouseEvent;
import javax.swing.JOptionPane;/*** 功能:游戏逻辑<br>* 作者:我是小木鱼(Lag)<br>*/
public class GameLogic
{/** 游戏面板 */private GamePanel gamePanel;/*** 功能:构造函数<br>*/public GameLogic(GamePanel _gamePanel){this.gamePanel = _gamePanel;}/*** 功能:判断下一步是白棋下还是黑棋下<br>*/private int getNextChessColor(){int chessColor = -1;//得到上一步信息if(this.gamePanel.listChess.size() > 0){Map<String,Integer> mapLast = this.gamePanel.listChess.get(this.gamePanel.listChess.size() - 1);if(mapLast.get("flag") == this.gamePanel.BLACKCHESS){chessColor = this.gamePanel.WHITECHESS;}else{chessColor = this.gamePanel.BLACKCHESS;}}else{if(this.gamePanel.fightType == 0) //人机对战{if(this.gamePanel.playFirst == 0) //玩家先手{if(this.gamePanel.chessColor == 0){chessColor = this.gamePanel.BLACKCHESS;}else{chessColor = this.gamePanel.WHITECHESS;}}else //电脑先手(这是不想赢啊){if(this.gamePanel.chessColor == 0){chessColor = this.gamePanel.WHITECHESS;}else{chessColor = this.gamePanel.BLACKCHESS;}}}else //人人对战{if(this.gamePanel.chessColor == 0){chessColor = this.gamePanel.BLACKCHESS;}else{chessColor = this.gamePanel.WHITECHESS;}}}return chessColor;}/*** 功能:得到X像素所对应的竖线下标<br>*/private int getLineX(int x){//先判断靠哪条竖线近些int lineX = (x - this.gamePanel.chessBoradX + this.gamePanel.spaceSize / 2) / this.gamePanel.spaceSize;//再判断是否在有效范围内int posX = this.gamePanel.chessBoradX + lineX * this.gamePanel.spaceSize;if(x > (posX - this.gamePanel.chessSize / 2) && x < (posX + this.gamePanel.chessSize / 2)){}else{lineX = -1;}return lineX;}/*** 功能:得到Y像素所对应的横线下标<br>*/private int getLineY(int y){//先判断靠哪条竖线近些int lineY = (y - this.gamePanel.chessBoradY + this.gamePanel.spaceSize / 2) / this.gamePanel.spaceSize;//再判断是否在有效范围内int posY = this.gamePanel.chessBoradY + lineY * this.gamePanel.spaceSize;if(y > (posY - this.gamePanel.chessSize / 2) && y < (posY + this.gamePanel.chessSize / 2)){}else{lineY = -1;}return lineY;}/*** 功能:对五元组进行评分<br>*/private int getTupleScore(int _computerChessNum,int _playerChessNum){//1、该五元组中既有电脑的棋子又有玩家的棋子,大家一起完蛋,得0分。if(_computerChessNum > 0 && _playerChessNum > 0){return 0;}//2、该五元组为空,没有棋子,得7分。if(_computerChessNum == 0 && _playerChessNum == 0){return 7;}//3、该五元组中只有1个机器的棋子,其他为空,得35分。(电脑才下一个棋子,可以先看看。【优先级第七】)if(_computerChessNum == 1){return 35;}//4、该五元组中只有2个机器的棋子,其他为空,得800分。(电脑下两个棋子了。【优先级第五】)if(_computerChessNum == 2){return 800;}//5、该五元组中只有3个机器的棋子,其他为空,得15000分。(电脑看到赢的希望了,可以下这个点上,进攻进攻。【优先级第三】)if(_computerChessNum == 3){return 15000;}//6、该五元组中只有4个机器的棋子,其他为空,得800000分。(电脑马上就要赢了,无论如何也必须下这个点上,进攻进攻再进攻。【优先级第一】)if(_computerChessNum == 4){return 800000;}//7、该五元组中只有1个玩家的棋子,其他为空,得15分。(玩家才下一个棋子,别理他。【没优先级】)if(_playerChessNum == 1){return 15;}//8、该五元组中只有2个玩家的棋子,其他为空,得400分。(玩家下两个棋子了。【优先级第六】)if(_playerChessNum == 2){return 800;}//9、该五元组中只有3个玩家的棋子,其他为空,得1800分。(玩家看到赢的希望了,如果电脑没有类似的情况就得堵住这个点,防守防守。【优先级第四】)if(_playerChessNum == 3){return 1800;}//10、该五元组中只有4个玩家的棋子,其他为空,得100000分。(玩家马上就要赢了,如果电脑要是不能立刻赢的话就必须下在这个点上,快防守啊,黑山老妖要来了。【优先级第二】)if(_playerChessNum == 4){return 100000;}return 0;}/*** 功能:得到电脑要下棋的位置<br>*/private Map<String,Integer> getComputerLocation(){//= = = = = = = = = = = = = = = = = = = = 原理 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =////五子棋要赢,必然要有五个棋子在一起成线,那么我们就把这五格相连的线称之为五元组。 ////一般情况下棋盘是15×15的,那么应该共有572个五元组。 ////同时,针对五元组中黑子和白子的数量(可以不考虑相对位置)的不同,给每个五元组评不同的分(每组中的5个点都是同样分数)。 ////然后每一个位置的得分就是包含这个位置的所有五元组的得分之和。 // //理论上每个落子点最多被包含在20个五元组中,最少被包含在3个五元组中。然后我们循环整个棋盘,找到评分最多且空的那个点, ////就是电脑要落子的那个点。该点可能用于进攻,也可能用于防守。当然以进攻为主,进攻的评分能更高些。 ////在本函数中我要对15×15这225个点进行循环,以这个点为龙头,向右、下、45度斜下、135度斜下共4个方向寻找4个五元组 ////(边角的点可能在某些方向不构成五元组),并将这些五元组的评分累计到每个五元组中的5个点里。 ////由于只是以这个点为龙头去寻找五元组,因此这个点的累计评分不是最终评分,当再以其他点为龙头时可能会包含这个点,会再给这个 ////点累计加分,这样全部循环后该点的评分就准了。再循环整个棋盘,找到评分最高且处于空位的那个点就是电脑要下的点。 ////问:一共不是有8个方向吗,为什么只找4个方向就行了? ////答:因为那4个方向是重复计算了。比如说当你以A点为龙头向右寻找五元组时是(A,A+1,A+2,A+3,A+4)这样的五元组。 //// 但当你以A+4这个点位龙头向左寻找五元组时是(A+4,A+3,A+2,A+1,A)这样的五元组,这不就是重复了嘛。 //// 因此我们总结出寻找规律,向右找就别向左找,向下找就别向上找...。 ////= = = = = = = = = = = = = = = = = = = = 结束 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = //Map<String,Integer> mapComputer = new HashMap<String,Integer>();int computerChessNum; //五元组中电脑棋子数目累计int playerChessNum ; //五元组中玩家棋子数目累计int tupleScore; //五元组评分值int[][] score = new int[this.gamePanel.chessBoradXGrids][this.gamePanel.chessBoradYGrids]; //棋盘中每个落子交叉点的评分数组int[][] chess = new int[this.gamePanel.chessBoradXGrids][this.gamePanel.chessBoradYGrids]; //棋盘中每个落子交叉点的棋子数组//初始化评分与棋子数组for(int i=0;i<this.gamePanel.chessBoradXGrids;i++){for(int j=0;j<this.gamePanel.chessBoradYGrids;j++){score[i][j] = 0;chess[i][j] = 0;}}//为棋子数组赋值,有利于计算且观察。for(int i=0;i<this.gamePanel.listChess.size();i++){Map<String,Integer> map = this.gamePanel.listChess.get(i);chess[ map.get("x")][ map.get("y")] = map.get("flag");}//开始循环for(int i=0;i<this.gamePanel.chessBoradXGrids;i++){for(int j=0;j<this.gamePanel.chessBoradYGrids;j++){//1、以该点为龙头向右寻找五元组if(i + 4 <= 14) //这个五元组真的有{//初始化变量computerChessNum = 0;playerChessNum = 0;tupleScore = 0;//得到该五元组中电脑与玩家的棋子数目for(int k=0;k<5;k++){if(chess[i+k][j] == this.gamePanel.computerChess){computerChessNum++;}if(chess[i+k][j] == this.gamePanel.playerChess){playerChessNum++;}}//得到该五元组的评分tupleScore = this.getTupleScore(computerChessNum,playerChessNum);//将该评分赋值给五元组中的5个点for(int k=0;k<5;k++){score[i+k][j] = score[i+k][j] + tupleScore;}}//2、以该点为龙头向下寻找五元组if(j + 4 <= 14) //这个五元组真的有{//初始化变量computerChessNum = 0;playerChessNum = 0;tupleScore = 0;//得到该五元组中电脑与玩家的棋子数目for(int k=0;k<5;k++){if(chess[i][j+k] == this.gamePanel.computerChess){computerChessNum++;}if(chess[i][j+k] == this.gamePanel.playerChess){playerChessNum++;}}//得到该五元组的评分tupleScore = this.getTupleScore(computerChessNum,playerChessNum);//将该评分赋值给五元组中的5个点for(int k=0;k<5;k++){score[i][j+k] = score[i][j+k] + tupleScore;}}//3、以该点为龙头135度斜下寻找五元组if(i + 4 <= 14 && j + 4 <= 14) //这个五元组真的有{//初始化变量computerChessNum = 0;playerChessNum = 0;tupleScore = 0;//得到该五元组中电脑与玩家的棋子数目for(int k=0;k<5;k++){if(chess[i+k][j+k] == this.gamePanel.computerChess){computerChessNum++;}if(chess[i+k][j+k] == this.gamePanel.playerChess){playerChessNum++;}}//得到该五元组的评分tupleScore = this.getTupleScore(computerChessNum,playerChessNum);//将该评分赋值给五元组中的5个点for(int k=0;k<5;k++){score[i+k][j+k] = score[i+k][j+k] + tupleScore;}}//4、以该点为龙头45度斜下寻找五元组if(i - 4 >= 0 && j + 4 <= 14) //这个五元组真的有{//初始化变量computerChessNum = 0;playerChessNum = 0;tupleScore = 0;//得到该五元组中电脑与玩家的棋子数目for(int k=0;k<5;k++){if(chess[i-k][j+k] == this.gamePanel.computerChess){computerChessNum++;}if(chess[i-k][j+k] == this.gamePanel.playerChess){playerChessNum++;}}//得到该五元组的评分tupleScore = this.getTupleScore(computerChessNum,playerChessNum);//将该评分赋值给五元组中的5个点for(int k=0;k<5;k++){score[i-k][j+k] = score[i-k][j+k] + tupleScore;}}}}//从空位置中找到得分最大的位置int maxScore = 0;int maxX = -1;int maxY = -1;for(int i=0;i<this.gamePanel.chessBoradXGrids;i++){for(int j=0;j<this.gamePanel.chessBoradYGrids;j++){if(chess[i][j] == 0){if(maxScore < score[i][j]){maxScore = score[i][j];maxX = i;maxY = j;}}}}mapComputer.put("x",maxX);mapComputer.put("y",maxY);return mapComputer;}/*** 功能:轮到电脑下棋了br>*/public void computerPlay(){Map<String,Integer> mapComputer = this.getComputerLocation();mapComputer.put("flag",this.gamePanel.computerChess);//棋盘下满了,电脑无棋可下了if(mapComputer.get("x") == -1 || mapComputer.get("y") == -1){JOptionPane.showMessageDialog(null,"牛批,你们竟然打平了!");this.gamePanel.isGameOver = true;this.gamePanel.initGame();return;}if(this.gamePanel.computerChess == this.gamePanel.WHITECHESS){this.gamePanel.listChessWhite.add(mapComputer);}else{this.gamePanel.listChessBlack.add(mapComputer);}this.gamePanel.listChess.add(mapComputer);//延时一会再刷新,要不显得电脑太厉害了。try {Thread.sleep(50);} catch(Exception e1){e1.printStackTrace();}this.gamePanel.repaint();}/*** 功能:判断游戏是否结束<br>*/private boolean gameOver(){int hCount = 0; //水平计数int vCount = 0; //垂直计数int a45Count = 0; //斜45度计数int a135Count = 0; //斜135度计数boolean isFind = false; //是否找到List<Map<String,Integer>> hChessWin = new ArrayList<Map<String,Integer>>(); //记录水平方向上的5个点连成线List<Map<String,Integer>> vChessWin = new ArrayList<Map<String,Integer>>(); //记录垂直方向上的5个点连成线List<Map<String,Integer>> a45ChessWin = new ArrayList<Map<String,Integer>>(); //记录斜45度方向上的5个点连成线List<Map<String,Integer>> a135ChessWin = new ArrayList<Map<String,Integer>>(); //记录斜135度方向上的5个点连成线if(this.gamePanel.listChess.size() < 1){return false;}//得到最后一步下棋信息Map<String,Integer> mapLast = this.gamePanel.listChess.get(this.gamePanel.listChess.size() - 1);int x = mapLast.get("x");int y = mapLast.get("y");int flag = mapLast.get("flag");List<Map<String,Integer>> listTmp ;if(flag == this.gamePanel.WHITECHESS){listTmp = this.gamePanel.listChessWhite;}else{listTmp = this.gamePanel.listChessBlack;}//水平(先向右数4个)for(int i=1;i<5;i++){isFind = false;for(int j=0;j<listTmp.size();j++){Map<String,Integer> map = listTmp.get(j);if(map.get("x") == (x + i) && map.get("y") == y){hChessWin.add(map);isFind = true;}}if(isFind){hCount++;}else{break;}}//水平(向左数4个)for(int i=1;i<5;i++){isFind = false;for(int j=0;j<listTmp.size();j++){Map<String,Integer> map = listTmp.get(j);if(map.get("x") == (x - i) && map.get("y") == y){hChessWin.add(map);isFind = true;}}if(isFind){hCount++;}else{break;}}//垂直(向上数4个)for(int i=1;i<5;i++){isFind = false;for(int j=0;j<listTmp.size();j++){Map<String,Integer> map = listTmp.get(j);if(map.get("x") == x && map.get("y") == (y - i)){vChessWin.add(map);isFind = true;}}if(isFind){vCount++;}else{break;}}//垂直(向下数4个)for(int i=1;i<5;i++){isFind = false;for(int j=0;j<listTmp.size();j++){Map<String,Integer> map = listTmp.get(j);if(map.get("x") == x && map.get("y") == (y + i)){vChessWin.add(map);isFind = true;}}if(isFind){vCount++;}else{break;}}//45度斜线(向右上方数4个)for(int i=1;i<5;i++){isFind = false;for(int j=0;j<listTmp.size();j++){Map<String,Integer> map = listTmp.get(j);if(map.get("x") == (x + i) && map.get("y") == (y - i)){a45ChessWin.add(map);isFind = true;}}if(isFind){a45Count++;}else{break;}}//45度斜线(向左下方数4个)for(int i=1;i<5;i++){isFind = false;for(int j=0;j<listTmp.size();j++){Map<String,Integer> map = listTmp.get(j);if(map.get("x") == (x - i) && map.get("y") == (y + i)){a45ChessWin.add(map);isFind = true;}}if(isFind){a45Count++;}else{break;}}//135度斜线(向左上方数4个)for(int i=1;i<5;i++){isFind = false;for(int j=0;j<listTmp.size();j++){Map<String,Integer> map = listTmp.get(j);if(map.get("x") == (x - i) && map.get("y") == (y - i)){a135ChessWin.add(map);isFind = true;}}if(isFind){a135Count++;}else{break;}}//135度斜线(向右下方数4个)for(int i=1;i<5;i++){isFind = false;for(int j=0;j<listTmp.size();j++){Map<String,Integer> map = listTmp.get(j);if(map.get("x") == (x + i) && map.get("y") == (y + i)){a135ChessWin.add(map);isFind = true;}}if(isFind){a135Count++;}else{break;}}//开始判断if(hCount >= 4 || vCount >= 4 || a45Count >= 4 || a135Count >= 4){//记录五子连线if(hChessWin.size() == 4){hChessWin.add(mapLast);this.gamePanel.listChessWin = hChessWin;}else if(vChessWin.size() == 4){vChessWin.add(mapLast);this.gamePanel.listChessWin = vChessWin;}else if(a45ChessWin.size() == 4){a45ChessWin.add(mapLast);this.gamePanel.listChessWin = a45ChessWin;}else if(a135ChessWin.size() == 4){a135ChessWin.add(mapLast);this.gamePanel.listChessWin = a135ChessWin;}if(this.gamePanel.fightType == 0) //人机对战{if(flag == this.gamePanel.computerChess){JOptionPane.showMessageDialog(null,"我去,你怎么连电脑都输啊!","提示",JOptionPane.ERROR_MESSAGE);}else{JOptionPane.showMessageDialog(null,"恭喜,你终于赢电脑一把了!");}return true;}else //人人对战{if(flag == this.gamePanel.WHITECHESS){JOptionPane.showMessageDialog(null,"恭喜,白棋赢了!");}else{JOptionPane.showMessageDialog(null,"恭喜,黑棋赢了!");}return true;}}return false;}/*** 功能:悔棋<br>*/public boolean undo(){if(this.gamePanel.isGameOver){return false;}if(this.gamePanel.listChess.size() < 1){return false;}//得到最后一步棋信息Map<String,Integer> mapLast = this.gamePanel.listChess.get(this.gamePanel.listChess.size() - 1);int flag = mapLast.get("flag");if(this.gamePanel.fightType == 0) //人机对战(只有玩家才会悔棋,电脑才不会这么耍赖){if(this.gamePanel.chessColor == 0){if(this.gamePanel.blackUndoNum == 0){JOptionPane.showMessageDialog(null,"悔棋次数已经全部用完了!","提示",JOptionPane.INFORMATION_MESSAGE);return false;}this.gamePanel.listChessBlack.remove(this.gamePanel.listChessBlack.size() - 1);this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);this.gamePanel.blackUndoNum--;}else{if(this.gamePanel.whiteUndoNum == 0){JOptionPane.showMessageDialog(null,"悔棋次数已经全部用完了!","提示",JOptionPane.INFORMATION_MESSAGE);return false;}this.gamePanel.listChessWhite.remove(this.gamePanel.listChessWhite.size() - 1);this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);this.gamePanel.whiteUndoNum--;}}else{if(flag == this.gamePanel.WHITECHESS){if(this.gamePanel.whiteUndoNum == 0){JOptionPane.showMessageDialog(null,"白棋的悔棋次数已经全部用完了!","提示",JOptionPane.INFORMATION_MESSAGE);return false;}this.gamePanel.listChessWhite.remove(this.gamePanel.listChessWhite.size() - 1);this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);this.gamePanel.whiteUndoNum--;}else{if(this.gamePanel.blackUndoNum == 0){JOptionPane.showMessageDialog(null,"黑棋的悔棋次数已经全部用完了!","提示",JOptionPane.INFORMATION_MESSAGE);return false;}this.gamePanel.listChessBlack.remove(this.gamePanel.listChessBlack.size() - 1);this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);this.gamePanel.blackUndoNum--;}}this.gamePanel.jlb_blackUndoText.setText("剩"+gamePanel.blackUndoNum+"次");this.gamePanel.jlb_whiteUndoText.setText("剩"+gamePanel.whiteUndoNum+"次");return true;}/*** 功能:鼠标移动事件<br>*/public void mouseMoved(MouseEvent e){//判断鼠标位置是否在棋盘内int x = e.getX();int y = e.getY();if(x > (this.gamePanel.chessBoradX - this.gamePanel.spaceSize / 2) && x < (this.gamePanel.chessBoradX + this.gamePanel.chessBoradWidth + this.gamePanel.spaceSize/2) && y > (this.gamePanel.chessBoradY - this.gamePanel.spaceSize / 2) && y < (this.gamePanel.chessBoradY + this.gamePanel.chessBoradHeight + this.gamePanel.spaceSize / 2)){if(this.gamePanel.isGameOver){return;}//清除落子指示器(先不显示)this.gamePanel.mapPointer.put("show",0);//将x,y由像素改为相应的水平与垂直线的数目(0~14)int lineX = this.getLineX(x);int lineY = this.getLineY(y);if(lineX >= 0 && lineX < 15 && lineY >= 0 && lineY < 15){//判断该位置是否有棋子boolean isChess = false;for(int i=0;i<this.gamePanel.listChess.size();i++){Map<String,Integer> map = this.gamePanel.listChess.get(i);if(map.get("x") == lineX && map.get("y") == lineY){isChess = true;break;}}if(!isChess) //可以显示了{this.gamePanel.mapPointer.put("x",lineX);this.gamePanel.mapPointer.put("y",lineY);this.gamePanel.mapPointer.put("show",1);}}this.gamePanel.repaint();}else{if(this.gamePanel.mapPointer.get("show") == 1){this.gamePanel.mapPointer.put("show",0);this.gamePanel.repaint();}}} /*** 功能:鼠标单击事件<br>*/public void mouseClicked(MouseEvent e) {if(e.getButton() == MouseEvent.BUTTON1) //鼠标左键点击{//判断鼠标位置是否在棋盘内int x = e.getX();int y = e.getY();if(x > (this.gamePanel.chessBoradX - this.gamePanel.spaceSize / 2) && x < (this.gamePanel.chessBoradX + this.gamePanel.chessBoradWidth + this.gamePanel.spaceSize/2) && y > (this.gamePanel.chessBoradY - this.gamePanel.spaceSize / 2) && y < (this.gamePanel.chessBoradY + this.gamePanel.chessBoradHeight + this.gamePanel.spaceSize / 2)){if(this.gamePanel.isGameOver){return;}//将x,y由像素改为相应的水平与垂直线的数目(0~14)int lineX = this.getLineX(x);int lineY = this.getLineY(y);if(lineX >= 0 && lineX < 15 && lineY >= 0 && lineY < 15){//判断该位置是否有棋子boolean isChess = false;for(int i=0;i<this.gamePanel.listChess.size();i++){Map<String,Integer> map = this.gamePanel.listChess.get(i);if(map.get("x") == lineX && map.get("y") == lineY){isChess = true;break;}}if(!isChess) //玩家可以下棋了{//清除落子指示器this.gamePanel.mapPointer.put("show",0);//得到下一步是白棋下还是黑棋int chessColor = this.getNextChessColor();//记录玩家下棋Map<String,Integer> mapMan = new HashMap<String,Integer>();mapMan.put("x",lineX);mapMan.put("y",lineY);mapMan.put("flag",chessColor);if(chessColor == this.gamePanel.WHITECHESS){this.gamePanel.listChessWhite.add(mapMan);this.gamePanel.jlb_whiteStateText.setText("已下完");this.gamePanel.jlb_blackStateText.setText("思考中");}else{this.gamePanel.listChessBlack.add(mapMan);this.gamePanel.jlb_blackStateText.setText("已下完");this.gamePanel.jlb_whiteStateText.setText("思考中");}this.gamePanel.listChess.add(mapMan);this.gamePanel.repaint();//判断游戏是否结束if(this.gameOver()){this.gamePanel.isGameOver = true;this.gamePanel.setComponentState(false);this.gamePanel.jlb_blackStateText.setText("已结束");this.gamePanel.jlb_whiteStateText.setText("已结束");return;}//判断双方是否战平(棋盘下满了)if(this.gamePanel.listChess.size() >= 225){JOptionPane.showMessageDialog(null,"牛屁,你们竟然打平了!");this.gamePanel.isGameOver = true;this.gamePanel.initGame();return;}//如果是人机对战,机器要回应啊if(this.gamePanel.fightType == 0) //人机对战{this.computerPlay();if(this.gamePanel.computerChess == this.gamePanel.BLACKCHESS){this.gamePanel.jlb_blackStateText.setText("已下完");this.gamePanel.jlb_whiteStateText.setText("思考中");}else{this.gamePanel.jlb_whiteStateText.setText("已下完");this.gamePanel.jlb_blackStateText.setText("思考中");}//判断游戏是否结束if(this.gameOver()){this.gamePanel.isGameOver = true;this.gamePanel.setComponentState(false);this.gamePanel.jlb_blackStateText.setText("已结束");this.gamePanel.jlb_whiteStateText.setText("已结束");return;}}}}}}}}
详解:
待续...
运行:
做一个DOS批处理文件,gobang.bat,内容如下:
@echo off
start javaw com.game.gobang.Gobang
下载:
百度网盘链接:https://pan.baidu.com/s/1jMU7es839gLtW6XXVFNMqw 提取码:ibkq
感言:
待续...