📄 fivechessappletdemo.java
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import java.awt.*;import java.awt.event.*;import java.applet.*;import javax.swing.*;import java.io.PrintStream;import javax.swing.JComponent;import javax.swing.JPanel;/* *main方法创建了ChessFrame类的一个实例对象(cf), *并启动屏幕显示显示该实例对象。 **/public class FiveChessAppletDemo { public static void main(String args[]){ ChessFrame cf = new ChessFrame(); cf.show(); }}/* *类ChessFrame主要功能是创建五子棋游戏主窗体和菜单 **/class ChessFrame extends JFrame implements ActionListener { private String[] strsize={"20x15","30x20","40x30"}; private String[] strmode={"人机对弈","人人对弈"}; public static boolean iscomputer=true,checkcomputer=true; private int width,height; private ChessModel cm; private MainPanel mp; //构造五子棋游戏的主窗体 public ChessFrame() { this.setTitle("五子棋游戏"); cm=new ChessModel(1); mp=new MainPanel(cm); Container con=this.getContentPane(); con.add(mp,"Center"); this.setResizable(false); this.addWindowListener(new ChessWindowEvent()); MapSize(20,15); JMenuBar mbar = new JMenuBar(); this.setJMenuBar(mbar); JMenu gameMenu = new JMenu("游戏"); mbar.add(makeMenu(gameMenu, new Object[] { "开局", "棋盘","模式", null, "退出" }, this)); JMenu lookMenu =new JMenu("视图"); mbar.add(makeMenu(lookMenu,new Object[] { "Metal","Motif","Windows" },this)); JMenu helpMenu = new JMenu("帮助"); mbar.add(makeMenu(helpMenu, new Object[] { "关于" }, this)); } //构造五子棋游戏的主菜单 public JMenu makeMenu(Object parent, Object items[], Object target){ JMenu m = null; if(parent instanceof JMenu) m = (JMenu)parent; else if(parent instanceof String) m = new JMenu((String)parent); else return null; for(int i = 0; i < items.length; i++) if(items[i] == null) m.addSeparator(); else if(items[i] == "棋盘"){ JMenu jm = new JMenu("棋盘"); ButtonGroup group=new ButtonGroup(); JRadioButtonMenuItem rmenu; for (int j=0;j<strsize.length;j++){ rmenu=makeRadioButtonMenuItem(strsize[j],target); if (j==0) rmenu.setSelected(true); jm.add(rmenu); group.add(rmenu); } m.add(jm); }else if(items[i] == "模式"){ JMenu jm = new JMenu("模式"); ButtonGroup group=new ButtonGroup(); JRadioButtonMenuItem rmenu; for (int h=0;h<strmode.length;h++){ rmenu=makeRadioButtonMenuItem(strmode[h],target); if(h==0) rmenu.setSelected(true); jm.add(rmenu); group.add(rmenu); } m.add(jm); }else m.add(makeMenuItem(items[i], target)); return m; } //构造五子棋游戏的菜单项 public JMenuItem makeMenuItem(Object item, Object target){ JMenuItem r = null; if(item instanceof String) r = new JMenuItem((String)item); else if(item instanceof JMenuItem) r = (JMenuItem)item; else return null; if(target instanceof ActionListener) r.addActionListener((ActionListener)target); return r; } //构造五子棋游戏的单选按钮式菜单项 public JRadioButtonMenuItem makeRadioButtonMenuItem( Object item, Object target){ JRadioButtonMenuItem r = null; if(item instanceof String) r = new JRadioButtonMenuItem((String)item); else if(item instanceof JRadioButtonMenuItem) r = (JRadioButtonMenuItem)item; else return null; if(target instanceof ActionListener) r.addActionListener((ActionListener)target); return r; } public void MapSize(int w,int h){ setSize(w * 20+50 , h * 20+100 ); if(this.checkcomputer) this.iscomputer=true; else this.iscomputer=false; mp.setModel(cm); mp.repaint(); } public boolean getiscomputer(){ return this.iscomputer; } public void restart(){ int modeChess = cm.getModeChess(); if(modeChess <= 3 && modeChess >= 1){ cm = new ChessModel(modeChess); MapSize(cm.getWidth(),cm.getHeight()); }else{ System.out.println("\u81EA\u5B9A\u4E49"); } } public void actionPerformed(ActionEvent e){ String arg=e.getActionCommand(); try{ if (arg.equals("Windows")) UIManager.setLookAndFeel( "com.sun.java.swing.plaf.windows.WindowsLookAndFeel"); else if(arg.equals("Motif")) UIManager.setLookAndFeel( "com.sun.java.swing.plaf.motif.MotifLookAndFeel"); else UIManager.setLookAndFeel( "javax.swing.plaf.metal.MetalLookAndFeel" ); SwingUtilities.updateComponentTreeUI(this); }catch(Exception ee){} if(arg.equals("20x15")){ this.width=20; this.height=15; cm=new ChessModel(1); MapSize(this.width,this.height); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("30x20")){ this.width=30; this.height=20; cm=new ChessModel(2); MapSize(this.width,this.height); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("40x30")){ this.width=40; this.height=30; cm=new ChessModel(3); MapSize(this.width,this.height); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("人机对弈")){ this.checkcomputer=true; this.iscomputer=true; cm=new ChessModel(cm.getModeChess()); MapSize(cm.getWidth(),cm.getHeight()); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("人人对弈")){ this.checkcomputer=false; this.iscomputer=false; cm=new ChessModel(cm.getModeChess()); MapSize(cm.getWidth(),cm.getHeight()); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("开局")){ restart(); } if(arg.equals("关于")) JOptionPane.showMessageDialog(this, "五子棋游戏测试版本", "关于", 0); if(arg.equals("退出")) System.exit(0); }}/* *类ChessModel实现了整个五子棋程序算法的核心 */class ChessModel { //棋盘的宽度、高度、棋盘的模式(如20×15) private int width,height,modeChess; //棋盘方格的横向、纵向坐标 private int x=0,y=0; //棋盘方格的横向、纵向坐标所对应的棋子颜色, //数组arrMapShow只有3个值:1,2,3,-5, //其中1代表该棋盘方格上下的棋子为黑子, //2代表该棋盘方格上下的棋子为白子, //3代表为该棋盘方格上没有棋子, //-5代表该棋盘方格不能够下棋子 private int[][] arrMapShow; //交换棋手的标识,棋盘方格上是否有棋子的标识符 private boolean isOdd,isExist; public ChessModel() {} //该构造方法根据不同的棋盘模式(modeChess)来构建对应大小的棋盘 public ChessModel(int modeChess){ this.isOdd=true; if(modeChess == 1){ PanelInit(20, 15, modeChess); } if(modeChess == 2){ PanelInit(30, 20, modeChess); } if(modeChess == 3){ PanelInit(40, 30, modeChess); } } //按照棋盘模式构建棋盘大小 private void PanelInit(int width, int height, int modeChess){ this.width = width; this.height = height; this.modeChess = modeChess; arrMapShow = new int[width+1][height+1]; for(int i = 0; i <= width; i++){ for(int j = 0; j <= height; j++){ arrMapShow[i][j] = -5; } } } //获取是否交换棋手的标识符 public boolean getisOdd(){ return this.isOdd; } //设置交换棋手的标识符 public void setisOdd(boolean isodd){ if(isodd) this.isOdd=true; else this.isOdd=false; } //获取某棋盘方格是否有棋子的标识值 public boolean getisExist(){ return this.isExist; } //获取棋盘宽度 public int getWidth(){ return this.width; } //获取棋盘高度 public int getHeight(){ return this.height; } //获取棋盘模式 public int getModeChess(){ return this.modeChess; } //获取棋盘方格上棋子的信息 public int[][] getarrMapShow(){ return arrMapShow; } //判断下子的横向、纵向坐标是否越界 private boolean badxy(int x, int y){ if(x >= width+20 || x < 0) return true; return y >= height+20 || y < 0; } //计算棋盘上某一方格上八个方向棋子的最大值, //这八个方向分别是:左、右、上、下、左上、左下、右上、右下 public boolean chessExist(int i,int j){ if(this.arrMapShow[i][j]==1 || this.arrMapShow[i][j]==2) return true; return false; } //判断该坐标位置是否可下棋子 public void readyplay(int x,int y){ if(badxy(x,y)) return; if (chessExist(x,y)) return; this.arrMapShow[x][y]=3; } //在该坐标位置下棋子 public void play(int x,int y){ if(badxy(x,y)) return; if(chessExist(x,y)){ this.isExist=true; return; }else this.isExist=false; if(getisOdd()){ setisOdd(false); this.arrMapShow[x][y]=1; }else{ setisOdd(true); this.arrMapShow[x][y]=2; } } //计算机走棋 /* *说明:用穷举法判断每一个坐标点的四个方向的的最大棋子数, *最后得出棋子数最大值的坐标,下子 **/ public void computerDo(int width,int height){ int max_black,max_white,max_temp,max=0; setisOdd(true); System.out.println("计算机走棋 ..."); for(int i = 0; i <= width; i++){ for(int j = 0; j <= height; j++){ if(!chessExist(i,j)){//算法判断是否下子 max_white=checkMax(i,j,2);//判断白子的最大值 max_black=checkMax(i,j,1);//判断黑子的最大值 max_temp=Math.max(max_white,max_black); if(max_temp>max){ max=max_temp; this.x=i; this.y=j; } } } } setX(this.x); setY(this.y); this.arrMapShow[this.x][this.y]=2; } //记录电脑下子后的横向坐标 public void setX(int x){ this.x=x; } //记录电脑下子后的纵向坐标 public void setY(int y){ this.y=y; } //获取电脑下子的横向坐标 public int getX(){ return this.x;
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