JAVA 实现《五子棋》游戏|CSDN创作打卡

news/2024/11/14 12:41:17/

前言

五子棋是世界智力运动会竞技项目之一,是一种两人对弈的纯策略型棋类游戏,是世界智力运动会竞技项目之一,通常双方分别使用黑白两色的棋子,下在棋盘直线与横线的交叉点上,先形成5子连线者获胜。

棋具与围棋通用,起源于中国上古时代的传统黑白棋种之一。主要流行于华人和汉字文化圈的国家以及欧美一些地区,是世界上最古老的棋。

容易上手,老少皆宜,而且趣味横生,引人入胜;不仅能增强思维能力,提高智力,而且富含哲理,有助于修身养性。

用java语言实现,采用了swing技术进行了界面化处理,设计思路用了面向对象思想。

主要需求

1、对局双方各执一色棋子。

2、空棋盘开局。

3、黑先、白后,交替下子,每次只能下一子。

4、棋子下在棋盘的空白点上,棋子下定后,不得向其它点移动,不得从棋盘上拿掉或拿起另落别处。

5、黑方的第一枚棋子可下在棋盘任意交叉点上。

6、轮流下子是双方的权利,但允许任何一方放弃下子权,先形成5子连线者获胜。

主要设计

1、由于是两人的游戏,非单机版,所以要有多个客户端相互通信,这时就要用到socket 技术

2、设计socket服务端,用来维护socket客户端连接

3、设计socket客户端,用来实现五子棋逻辑和效果

4、客户端要能设置连接服务端的IP,用来连接服务端

5、客户端1创建游戏后,客户端2可以选择客户端1进行联机对战

6、游戏规则:

  1. 对局双方各执一色棋子。
  2. 空棋盘开局。
  3. 黑先、白后,交替下子,每次只能下一子。
  4. 棋子下在棋盘的空白点上,棋子下定后,不得向其它点移动,不得从棋盘上拿掉或拿起另落别处。
  5. 黑方的第一枚棋子可下在棋盘任意交叉点上。
  6. 轮流下子是双方的权利,但允许任何一方放弃下子权,先形成5子连线者获胜。

功能截图

服务端启动

image-20220123191936257

客户端1启动

image-20220123192002137

客户端2启动

image-20220123192023804

对战效果

image-20220123192113615

image-20220123192132999

代码实现

服务端启动类

public class ServerRunner extends Frame implements ActionListener {JButton clearMsgButton = new JButton("清空");JButton serverStatusButton = new JButton("状态");JButton closeServerButton = new JButton("关闭");Panel buttonPanel = new Panel();ServerMsgPanel serverMsgPanel = new ServerMsgPanel();ServerSocket serverSocket;int clientAccessNumber = 1;/*** 将客户端套接口和输出流绑定*/Hashtable clientDataHash = new Hashtable(50);/*** 将客户端套接口和客户名绑定*/Hashtable clientNameHash = new Hashtable(50);/*** 将游戏创建者和游戏加入者绑定*/Hashtable chessPeerHash = new Hashtable(50);public ServerRunner() {super("网络游戏对战平台服务器控制平台");setBackground(Color.PINK);buttonPanel.setLayout(new FlowLayout());clearMsgButton.setSize(50, 30);buttonPanel.add(clearMsgButton);clearMsgButton.addActionListener(this);serverStatusButton.setSize(50, 30);buttonPanel.add(serverStatusButton);serverStatusButton.addActionListener(this);closeServerButton.setSize(50, 30);buttonPanel.add(closeServerButton);closeServerButton.addActionListener(this);add(serverMsgPanel, BorderLayout.CENTER);add(buttonPanel, BorderLayout.SOUTH);addWindowListener(new WindowAdapter() {@Overridepublic void windowClosing(WindowEvent e) {System.exit(0);}});pack();setVisible(true);setSize(600, 440);setResizable(false);validate();try {createServer(1234, serverMsgPanel);} catch (Exception e) {e.printStackTrace();}}/*** 用指定端口和面板创建服务器* @param port* @param serverMsgPanel* @throws IOException*/public void createServer(int port, ServerMsgPanel serverMsgPanel) throws IOException {// 客户端套接口Socket clientSocket;// 设定当前主机this.serverMsgPanel = serverMsgPanel;try {serverSocket = new ServerSocket(port);serverMsgPanel.msgTextArea.setText("服务器启动:"+ InetAddress.getLocalHost() + ":"+ serverSocket.getLocalPort() + "\n");while (true) {// 监听客户端套接口的信息 clientSocket = serverSocket.accept();serverMsgPanel.msgTextArea.append("已连接用户:" +"毅慎" + clientAccessNumber +"\n" + clientSocket + "\n");// 建立客户端输出流 DataOutputStream outputData = new DataOutputStream(clientSocket.getOutputStream());// 将客户端套接口和输出流绑定 clientDataHash.put(clientSocket, outputData);// 将客户端套接口和客户名绑定 clientNameHash.put(clientSocket, ("毅慎" + clientAccessNumber++));// 创建并运行服务器端线程 ServerThread thread = new ServerThread(clientSocket,clientDataHash, clientNameHash, chessPeerHash, serverMsgPanel);thread.start();}} catch (IOException ex) {ex.printStackTrace();}}@Overridepublic void actionPerformed(ActionEvent e) {// 清空服务器信息if (e.getSource() == clearMsgButton) {serverMsgPanel.msgTextArea.setText("");}// 显示服务器信息if (e.getSource() == serverStatusButton) {try {serverMsgPanel.msgTextArea.append("用户信息:" + "毅慎"+ (clientAccessNumber - 1) + "\n服务器信息:"+ InetAddress.getLocalHost() + ":"+ serverSocket.getLocalPort() + "\n");} catch (Exception ee) {ee.printStackTrace();}}}public static void main(String[] args) {new ServerRunner();}}

客户端启动类

/*** @Author: Mr_OO* @Date: 2019/12/22 9:05* 客户端*/
public class ClientChess extends Frame implements ActionListener, KeyListener {/*** 客户端套接口*/public Socket clientSocket;/*** 数据输入流*/public DataInputStream inputStream;/*** 数据输出流*/public DataOutputStream outputStream;/*** 用户名*/public String chessClientName = null;/*** 主机地址 */public String host = null;/*** 主机端口*/public int port = 1234;/*** 是否在聊天*/public boolean isOnChat = false;/*** 是否在下棋*/public boolean isOnChess = false;/*** 游戏是否进行中*/public boolean isGameConnected = false;/*** 是否为游戏创建者*/public boolean isCreator = false;/*** 是否为游戏加入者*/public boolean isParticipant = false;/*** 用户列表区*/public UserList userListPad = new UserList();/*** 用户聊天区*/protected UserChat userChatPad = new UserChat();/*** 用户操作区*/public UserController userControlPad = new UserController();/*** 用户输入区*/protected UserInput userInputPad = new UserInput();/*** 下棋区*/ChessBoard chessBoard = new ChessBoard();/*** 面板区*/private Panel southPanel = new Panel();private Panel centerPanel = new Panel();private Panel eastPanel = new Panel();/*** 构造方法,创建界面*/public ClientChess() {super("五子棋客户端");setLayout(new BorderLayout());host = userControlPad.ipInputted.getText();eastPanel.setLayout(new BorderLayout());eastPanel.add(userListPad, BorderLayout.NORTH);eastPanel.add(userChatPad, BorderLayout.CENTER);eastPanel.setBackground(new Color(238, 154, 73));userInputPad.contentInputted.addKeyListener(this);chessBoard.host =  (userControlPad.ipInputted.getText());centerPanel.add(chessBoard, BorderLayout.CENTER);centerPanel.add(userInputPad, BorderLayout.SOUTH);centerPanel.setBackground(new Color(238, 154, 73));userControlPad.connectButton.addActionListener(this);userControlPad.createButton.addActionListener(this);userControlPad.joinButton.addActionListener(this);userControlPad.cancelButton.addActionListener(this);userControlPad.exitButton.addActionListener(this);userControlPad.createButton.setEnabled(false);userControlPad.joinButton.setEnabled(false);userControlPad.cancelButton.setEnabled(false);southPanel.add(userControlPad, BorderLayout.CENTER);southPanel.setBackground(PINK);addWindowListener(new WindowAdapter() {@Overridepublic void windowClosing(WindowEvent e) {// 聊天中if (isOnChat) {// 关闭客户端套接口try {clientSocket.close();}catch (Exception ed){}}if (isOnChess || isGameConnected) {// 下棋中 try {// 关闭下棋端口 chessBoard.chessSocket.close();}catch (Exception ee){}}System.exit(0);}});add(eastPanel, BorderLayout.EAST);add(centerPanel, BorderLayout.CENTER);add(southPanel, BorderLayout.SOUTH);pack();setSize(1000, 700);setVisible(true);setResizable(false);this.validate();}/*** 按指定的IP地址和端口连接到服务器* @param serverIP* @param serverPort* @return* @throws Exception*/public boolean connectToServer(String serverIP, int serverPort) throws Exception {try {// 创建客户端套接口 clientSocket = new Socket(serverIP, serverPort);// 创建输入流 inputStream = new DataInputStream(clientSocket.getInputStream());// 创建输出流 outputStream = new DataOutputStream(clientSocket.getOutputStream());// 创建客户端线程 ClientThread clientThread = new ClientThread(this);// 启动线程,等待聊天信息 clientThread.start();isOnChat = true;return true;} catch (IOException ex) {userChatPad.chatTextArea.setText("Sorry,无法连接!!!\n");}return false;}/*** 客户端事件处理* @param e*/@Overridepublic void actionPerformed(ActionEvent e) {// 连接到主机按钮单击事件if (e.getSource() == userControlPad.connectButton) {// 取得主机地址host = chessBoard.host = userControlPad.ipInputted.getText();try {// 成功连接到主机时,设置客户端相应的界面状态if (connectToServer(host, port)) {userChatPad.chatTextArea.setText("");userControlPad.connectButton.setEnabled(false);userControlPad.createButton.setEnabled(true);userControlPad.joinButton.setEnabled(true);chessBoard.statusText.setText("连接成功,请等待!!!");}} catch (Exception ei) {userChatPad.chatTextArea.setText("Sorry,不能连接!!!\n");}}// 离开游戏按钮单击事件if (e.getSource() == userControlPad.exitButton) {// 若用户处于聊天状态中if (isOnChat) {try {// 关闭客户端套接口 clientSocket.close();}catch (Exception ed){}}// 若用户处于游戏状态中 if (isOnChess || isGameConnected) {try {// 关闭游戏端口 chessBoard.chessSocket.close();}catch (Exception ee){}}System.exit(0);}// 加入游戏按钮单击事件if (e.getSource() == userControlPad.joinButton) {// 取得要加入的游戏String selectedUser = userListPad.userList.getSelectedItem();// 若未选中要加入的用户,或选中的用户已经在游戏,则给出提示信息 if (selectedUser == null || selectedUser.startsWith("[inchess]") ||selectedUser.equals(chessClientName)) {chessBoard.statusText.setText("必须选择一个用户!");} else {// 执行加入游戏的操作 try {// 若游戏套接口未连接if (!isGameConnected) {// 若连接到主机成功if (chessBoard.connectServer(chessBoard.host, chessBoard.port)) {isGameConnected = true;isOnChess = true;isParticipant = true;userControlPad.createButton.setEnabled(false);userControlPad.joinButton.setEnabled(false);userControlPad.cancelButton.setEnabled(true);chessBoard.chessThread.sendMessage("/joingame "+ userListPad.userList.getSelectedItem() + " "+ chessClientName);}} else {// 若游戏端口连接中 isOnChess = true;isParticipant = true;userControlPad.createButton.setEnabled(false);userControlPad.joinButton.setEnabled(false);userControlPad.cancelButton.setEnabled(true);chessBoard.chessThread.sendMessage("/joingame "+ userListPad.userList.getSelectedItem() + " "+ chessClientName);}} catch (Exception ee) {isGameConnected = false;isOnChess = false;isParticipant = false;userControlPad.createButton.setEnabled(true);userControlPad.joinButton.setEnabled(true);userControlPad.cancelButton.setEnabled(false);userChatPad.chatTextArea.setText("不能连接: \n" + ee);}}}// 创建游戏按钮单击事件 if (e.getSource() == userControlPad.createButton) {try {// 若游戏端口未连接if (!isGameConnected) {if (chessBoard.connectServer(chessBoard.host, chessBoard.port)) {// 若连接到主机成功 isGameConnected = true;isOnChess = true;isCreator = true;userControlPad.createButton.setEnabled(false);userControlPad.joinButton.setEnabled(false);userControlPad.cancelButton.setEnabled(true);chessBoard.chessThread.sendMessage("/creatgame " + "[inchess]" + chessClientName);}} else {// 若游戏端口连接中 isOnChess = true;isCreator = true;userControlPad.createButton.setEnabled(false);userControlPad.joinButton.setEnabled(false);userControlPad.cancelButton.setEnabled(true);chessBoard.chessThread.sendMessage("/creatgame "+ "[inchess]" + chessClientName);}} catch (Exception ec) {isGameConnected = false;isOnChess = false;isCreator = false;userControlPad.createButton.setEnabled(true);userControlPad.joinButton.setEnabled(true);userControlPad.cancelButton.setEnabled(false);ec.printStackTrace();userChatPad.chatTextArea.setText("Sorry,不能连接: \n" + ec);}}// 退出游戏按钮单击事件 if (e.getSource() == userControlPad.cancelButton) {// 游戏中if (isOnChess) {chessBoard.chessThread.sendMessage("/giveup " + chessClientName);chessBoard.setVicStatus(-1 * chessBoard.chessColor);userControlPad.createButton.setEnabled(true);userControlPad.joinButton.setEnabled(true);userControlPad.cancelButton.setEnabled(false);chessBoard.statusText.setText("请选择创建房间或加入游戏!!!");} if (!isOnChess) {// 非游戏中 userControlPad.createButton.setEnabled(true);userControlPad.joinButton.setEnabled(true);userControlPad.cancelButton.setEnabled(false);chessBoard.statusText.setText("请选择创建房间或加入游戏!!!");}isParticipant = isCreator = false;}}@Overridepublic void keyPressed(KeyEvent e) {TextField inputwords = (TextField) e.getSource();// 处理回车按键事件if (e.getKeyCode() == KeyEvent.VK_ENTER) {// 给所有人发信息 if (userInputPad.userChoice.getSelectedItem().equals("所有用户")) {try {// 发送信息 outputStream.writeUTF(inputwords.getText());inputwords.setText("");} catch (Exception ea) {userChatPad.chatTextArea.setText("Sorry,不能连接到服务器!\n");userListPad.userList.removeAll();userInputPad.userChoice.removeAll();inputwords.setText("");userControlPad.connectButton.setEnabled(true);}} else {// 给指定人发信息 try {outputStream.writeUTF("/" + userInputPad.userChoice.getSelectedItem()+ " " + inputwords.getText());inputwords.setText("");} catch (Exception ea) {userChatPad.chatTextArea.setText("Sorry,不能连接到服务器!\n");userListPad.userList.removeAll();userInputPad.userChoice.removeAll();inputwords.setText("");userControlPad.connectButton.setEnabled(true);}}}}@Overridepublic void keyTyped(KeyEvent e) {}@Overridepublic void keyReleased(KeyEvent e) {}public static void main(String[] args) {new ClientChess();}
}

棋盘五子棋核心算法类

public class ChessBoard extends Panel implements MouseListener, ActionListener {public int dis = 30;// 鼠标是否能使用 public boolean isMouseEnabled = false;// 是否胜利 public boolean isWon = false;// 棋子的x轴坐标位 public int chessX_POS = -1;// 棋子的y轴坐标位 public int chessY_POS = -1;// 棋子的颜色 public int chessColor = 1;// 黑棋x轴坐标位数组 public int chessBlack_XPOS[] = new int[200];// 黑棋y轴坐标位数组 public int chessBlack_YPOS[] = new int[200];// 白棋x轴坐标位数组 public int chessWhite_XPOS[] = new int[200];// 白棋y轴坐标位数组 public int chessWhite_YPOS[] = new int[200];// 黑棋数量 public int chessBlackCount = 0;// 白棋数量 public int chessWhiteCount = 0;// 黑棋获胜次数 public int chessBlackVicTimes = 0;// 白棋获胜次数 public int chessWhiteVicTimes = 0;// 套接口 public Socket chessSocket;protected DataInputStream inputData;protected DataOutputStream outputData;public String chessSelfName = null;public String chessPeerName = null;public String host = null;public int port = 1234;public TextField statusText = new TextField("请先连接服务器!!!");public ChessThread chessThread = new ChessThread(this);public ChessBoard() {setSize(600, 600);setLayout(null);setBackground(new Color(205, 133, 63));addMouseListener(this);add(statusText);statusText.setBounds(new Rectangle(80, 5, 440, 24));statusText.setEditable(false);}/*** 连接到主机* @param ServerIP* @param ServerPort* @return* @throws Exception*/public boolean connectServer(String ServerIP, int ServerPort) throws Exception {try {// 取得主机端口 chessSocket = new Socket(ServerIP, ServerPort);// 取得输入流 inputData = new DataInputStream(chessSocket.getInputStream());// 取得输出流 outputData = new DataOutputStream(chessSocket.getOutputStream());chessThread.start();return true;} catch (IOException ex) {statusText.setText("sorry,连接失败!!! \n");}return false;}/*** 设定胜利时的棋盘状态* @param vicChessColor*/public void setVicStatus(int vicChessColor) {// 清空棋盘 this.removeAll();// 将黑棋的位置设置到零点 for (int i = 0; i <= chessBlackCount; i++) {chessBlack_XPOS[i] = 0;chessBlack_YPOS[i] = 0;}// 将白棋的位置设置到零点 for (int i = 0; i <= chessWhiteCount; i++) {chessWhite_XPOS[i] = 0;chessWhite_YPOS[i] = 0;}// 清空棋盘上的黑棋数 chessBlackCount = 0;// 清空棋盘上的白棋数 chessWhiteCount = 0;add(statusText);statusText.setBounds(40, 5, 200, 24);// 黑棋胜if (vicChessColor == 1) {chessBlackVicTimes++;statusText.setText("恭喜黑方胜!!!黑VS白 " + chessBlackVicTimes + ":" + chessWhiteVicTimes+ ".游戏重启,等待白方...");// 白棋胜} else if (vicChessColor == -1) {chessWhiteVicTimes++;statusText.setText("恭喜白方胜!!!黑VS白 " + chessBlackVicTimes + ":" + chessWhiteVicTimes+ ".游戏重启,等待黑方...");}}/*** 取得指定棋子的位置* @param xPos* @param yPos* @param chessColor*/public void setLocation(int xPos, int yPos, int chessColor) {// 棋子为黑棋时if (chessColor == 1) {chessBlack_XPOS[chessBlackCount] = xPos * dis;chessBlack_YPOS[chessBlackCount] = yPos * dis;chessBlackCount++;// 棋子为白棋时} else if (chessColor == -1) {chessWhite_XPOS[chessWhiteCount] = xPos * dis;chessWhite_YPOS[chessWhiteCount] = yPos * dis;chessWhiteCount++;}}/*** 五子棋核心算法* @param xPos* @param yPos* @param chessColor* @return*/public boolean checkVicStatus(int xPos, int yPos, int chessColor) {// 连接棋子数int chessLinkedCount = 1;// 用于比较是否要继续遍历一个棋子的相邻网格 int chessLinkedCompare = 1;// 要比较的棋子在数组中的索引位置int chessToCompareIndex = 0;// 相邻网格的位置int closeGrid = 1;// 黑棋时if (chessColor == 1) {// 将该棋子自身算入的话,初始连接数为1chessLinkedCount = 1;//以下每对for循环语句为一组,因为下棋的位置能位于中间而非两端// 遍历相邻4个网格// 判断当前下的棋子的右边4个棋子是否都为黑棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {// 遍历棋盘上所有黑棋子for (chessToCompareIndex = 0; chessToCompareIndex <= chessBlackCount; chessToCompareIndex++) {if (((xPos + closeGrid) * dis == chessBlack_XPOS[chessToCompareIndex])&& ((yPos * dis) == chessBlack_YPOS[chessToCompareIndex])) {// 连接数加1 chessLinkedCount = chessLinkedCount + 1;// 五子相连时,胜利 if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;// 若中间有一个棋子非黑棋,则会进入此分支,此时无需再遍历} else {break;}}// 判断当前下的棋子的左边4个棋子是否都为黑棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessBlackCount; chessToCompareIndex++) {if (((xPos - closeGrid) * dis == chessBlack_XPOS[chessToCompareIndex])&& (yPos * dis == chessBlack_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}// 进入新的一组for循环时要将连接数等重置 chessLinkedCount = 1;chessLinkedCompare = 1;// 判断当前下的棋子的上边4个棋子是否都为黑棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessBlackCount; chessToCompareIndex++) {if ((xPos * dis == chessBlack_XPOS[chessToCompareIndex])&& ((yPos + closeGrid) * dis == chessBlack_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}// 判断当前下的棋子的下边4个棋子是否都为黑棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessBlackCount; chessToCompareIndex++) {if ((xPos * dis == chessBlack_XPOS[chessToCompareIndex])&& ((yPos - closeGrid) * dis == chessBlack_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}chessLinkedCount = 1;chessLinkedCompare = 1;for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessBlackCount; chessToCompareIndex++) {// 判断当前下的棋子的左上方向4个棋子是否都为黑棋 if (((xPos - closeGrid) * dis == chessBlack_XPOS[chessToCompareIndex])&& ((yPos + closeGrid) * dis == chessBlack_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessBlackCount; chessToCompareIndex++) {// 判断当前下的棋子的右下方向4个棋子是否都为黑棋 if (((xPos + closeGrid) * dis == chessBlack_XPOS[chessToCompareIndex])&& ((yPos - closeGrid) * dis == chessBlack_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}chessLinkedCount = 1;chessLinkedCompare = 1;// 判断当前下的棋子的右上方向4个棋子是否都为黑棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessBlackCount; chessToCompareIndex++) {if (((xPos + closeGrid) * dis == chessBlack_XPOS[chessToCompareIndex])&& ((yPos + closeGrid) * dis == chessBlack_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}// 判断当前下的棋子的左下方向4个棋子是否都为黑棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessBlackCount; chessToCompareIndex++) {if (((xPos - closeGrid) * dis == chessBlack_XPOS[chessToCompareIndex])&& ((yPos - closeGrid) * dis == chessBlack_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}// 白棋的情况 } else if (chessColor == -1) {chessLinkedCount = 1;// 判断当前下的棋子的右边4个棋子是否都为白棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessWhiteCount; chessToCompareIndex++) {if (((xPos + closeGrid) * dis == chessWhite_XPOS[chessToCompareIndex])&& (yPos * dis == chessWhite_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}// 判断当前下的棋子的左边4个棋子是否都为白棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessWhiteCount; chessToCompareIndex++) {if (((xPos - closeGrid) * dis == chessWhite_XPOS[chessToCompareIndex])&& (yPos * dis == chessWhite_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}chessLinkedCount = 1;chessLinkedCompare = 1;// 判断当前下的棋子的上边4个棋子是否都为白棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessWhiteCount; chessToCompareIndex++) {if ((xPos * dis == chessWhite_XPOS[chessToCompareIndex])&& ((yPos + closeGrid) * dis == chessWhite_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}// 判断当前下的棋子的下边4个棋子是否都为白棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessWhiteCount; chessToCompareIndex++) {if ((xPos * dis == chessWhite_XPOS[chessToCompareIndex])&& ((yPos - closeGrid) * dis == chessWhite_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}chessLinkedCount = 1;chessLinkedCompare = 1;// 判断当前下的棋子的左上方向4个棋子是否都为白棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessWhiteCount; chessToCompareIndex++) {if (((xPos - closeGrid) * dis == chessWhite_XPOS[chessToCompareIndex])&& ((yPos + closeGrid) * dis == chessWhite_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}// 判断当前下的棋子的右下方向4个棋子是否都为白棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessWhiteCount; chessToCompareIndex++) {if (((xPos + closeGrid) * dis == chessWhite_XPOS[chessToCompareIndex])&& ((yPos - closeGrid) * dis == chessWhite_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}chessLinkedCount = 1;chessLinkedCompare = 1;// 判断当前下的棋子的右上方向4个棋子是否都为白棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessWhiteCount; chessToCompareIndex++) {if (((xPos + closeGrid) * dis == chessWhite_XPOS[chessToCompareIndex])&& ((yPos + closeGrid) * dis == chessWhite_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return true;}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}// 判断当前下的棋子的左下方向4个棋子是否都为白棋for (closeGrid = 1; closeGrid <= 4; closeGrid++) {for (chessToCompareIndex = 0; chessToCompareIndex <= chessWhiteCount; chessToCompareIndex++) {if (((xPos - closeGrid) * dis == chessWhite_XPOS[chessToCompareIndex])&& ((yPos - closeGrid) * dis == chessWhite_YPOS[chessToCompareIndex])) {chessLinkedCount++;if (chessLinkedCount == 5) {return (true);}}}if (chessLinkedCount == (chessLinkedCompare + 1)) {chessLinkedCompare++;} else {break;}}}return false;}/*** 画棋盘*/@Overridepublic void paint(Graphics g) {for (int i = 40; i <= 580; i = i + 30) {g.drawLine(40, i, 580, i);}for (int j = 40; j <= 580; j = j + 30) {g.drawLine(j, 40, j, 580);}g.fillOval(127, 127, 8, 8);g.fillOval(487, 127, 8, 8);g.fillOval(127, 487, 8, 8);g.fillOval(487, 487, 8, 8);g.fillOval(307, 307, 8, 8);}/*** 画棋子 * @param xPos* @param yPos* @param chessColor*/public void paintChessPoint(int xPos, int yPos, int chessColor) {ChessBlack chessBlack = new ChessBlack(this);ChessWhite chessWhite = new ChessWhite(this);// 黑棋if (chessColor == 1 && isMouseEnabled) {// 设置棋子的位置 setLocation(xPos, yPos, chessColor);// 取得当前局面状态 isWon = checkVicStatus(xPos, yPos, chessColor);// 非胜利状态if (isWon == false) {chessThread.sendMessage("/" + chessPeerName + " /chess "+ xPos + " " + yPos + " " + chessColor);// 将棋子添加到棋盘中this.add(chessBlack);// 设置棋子边界 chessBlack.setBounds(xPos * dis -4, yPos * dis -3, 30, 30);statusText.setText("黑(第" + chessBlackCount + "步)" + xPos + " " + yPos + ",轮到白方.");// 将鼠标设为不可用 isMouseEnabled = false;// 胜利状态} else {chessThread.sendMessage("/" + chessPeerName + " /chess "+ xPos + " " + yPos + " " + chessColor);this.add(chessBlack);chessBlack.setBounds(xPos * dis -4, yPos * dis -3, 30, 30);// 调用胜利方法,传入参数为黑棋胜利setVicStatus(1);isMouseEnabled = false;}// 白棋 } else if (chessColor == -1 && isMouseEnabled) {setLocation(xPos, yPos, chessColor);isWon = checkVicStatus(xPos, yPos, chessColor);if (isWon == false) {chessThread.sendMessage("/" + chessPeerName + " /chess "+ xPos + " " + yPos + " " + chessColor);this.add(chessWhite);chessWhite.setBounds(xPos * dis -4, yPos * dis-3 , 30, 30);statusText.setText("白(第" + chessWhiteCount + "步)" + xPos + " " + yPos + ",轮到黑方.");isMouseEnabled = false;} else {chessThread.sendMessage("/" + chessPeerName + " /chess "+ xPos + " " + yPos + " " + chessColor);this.add(chessWhite);chessWhite.setBounds(xPos * dis-4 , yPos * dis -3, 30, 30);// 调用胜利方法,传入参数为白棋 setVicStatus(-1);isMouseEnabled = false;}}}/*** 画网络棋盘* @param xPos* @param yPos* @param chessColor*/public void paintNetChessPoint(int xPos, int yPos, int chessColor) {ChessBlack chessBlack = new ChessBlack(this);ChessWhite chessWhite = new ChessWhite(this);setLocation(xPos, yPos, chessColor);if (chessColor == 1) {isWon = checkVicStatus(xPos, yPos, chessColor);if (isWon == false) {this.add(chessBlack);chessBlack.setBounds(xPos * dis-4 , yPos * dis -3, 30, 30);statusText.setText("黑(第" + chessBlackCount + "步)" + xPos + " " + yPos + ",轮到白方.");isMouseEnabled = true;} else {chessThread.sendMessage("/" + chessPeerName + " /victory " + chessColor);this.add(chessBlack);chessBlack.setBounds(xPos * dis -4, yPos * dis-3, 30, 30);setVicStatus(1);isMouseEnabled = true;}} else if (chessColor == -1) {isWon = checkVicStatus(xPos, yPos, chessColor);if (isWon == false) {this.add(chessWhite);chessWhite.setBounds(xPos * dis-4, yPos * dis-3, 30, 30);statusText.setText("白(第" + chessWhiteCount + "步)" + xPos + " " + yPos + ",轮到黑方.");isMouseEnabled = true;} else {chessThread.sendMessage("/" + chessPeerName + " /victory " + chessColor);this.add(chessWhite);chessWhite.setBounds(xPos * dis-4, yPos * dis-3, 30, 30);setVicStatus(-1);isMouseEnabled = true;}}}/*** 捕获下棋事件* @param e*/@Overridepublic void mousePressed(MouseEvent e) {if (e.getModifiers() == InputEvent.BUTTON1_MASK) {chessX_POS = e.getX();System.out.println(chessX_POS);chessY_POS = e.getY();System.out.println(chessY_POS);int a = (chessX_POS) / dis, b = (chessY_POS) / dis;System.out.println("a="+a);System.out.println("b="+b);// 下棋位置不正确时,不执行任何操作 if (chessX_POS / dis < 2 || chessY_POS / dis < 2|| chessX_POS / dis > 19 || chessY_POS / dis > 19) {} else {// 画棋子paintChessPoint(a, b, chessColor);}}}@Overridepublic void actionPerformed(ActionEvent e) {}@Overridepublic void mouseClicked(MouseEvent e) {}@Overridepublic void mouseReleased(MouseEvent e) {}@Overridepublic void mouseEntered(MouseEvent e) {}@Overridepublic void mouseExited(MouseEvent e) {}
}

总结

通过此次的《五子棋》游戏实现,让我对swing的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。

java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。

源码获取

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今天是持续写作的第 3 / 100 天。
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