📄 chesscanvas.java
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import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.GameCanvas;
import java.io.*;
class ChessCanvas extends GameCanvas implements Runnable
{
private ChessCanvas chessCanvas = null;
//绘制界面的参数
private Graphics g=null;
private int WIDTH,HEIGHT,width,height,hy,vx,bandLength,charHeight,vLocation;
//存放棋盘
private int[][] chess=null;
//存放棋子
private String str[]=null;
//m,n为棋子的移动前坐标,x,y为棋子移动后的坐标,k为chess[x][y]里面的值
private volatile int x=0,y=0,m=0,n=0,k=0;
//canDo是控制能否走步的锁,初始为服务器打开,客户端关闭,当一方动棋以后,锁上,棋子变化传到另一方后将另一方的锁打开
//stop是用来控制绘图循环的开关
//state是控制棋子是否被选择(以棋子被画为白色为标志)的开关
//acceptState是标志是否收到了对方传来的还未画出的棋子变化,供paint()决策
private volatile int canDo=0;
private volatile boolean stop=false,state=false,acceptState=false;
//accept存放接收到的棋子变化前后的坐标,content存放要发送的s
private int accept[]=null,content[]=null;
//下面两行的8个变量用于在操作时存放棋子变化前后的坐标值
private int a1=0,a2=0,a3=0,a4=0;
//*************记录变量
private ChessRecord chessRecord=null;
private boolean ifSaveRecord=false;
//*************悔棋变量
private boolean isFired=false;
private int fm,fn,fy,fx,f,gm,gn,gy,gx,gg;
//*************标记是否选择了来源的变量定义
private boolean ifSelect = false;
//*************当本界面退出时,显示MainSelect
private MainSelect mainSelect = null;
//计时变量定义
private int timePassed = 0;
//人工博弈部分变量定义
private Telent telent = null;
private boolean ifTelent = false;
private boolean telentThreadStop = false;
private boolean telentState = false;
private Thread telentThread = null;
//看擂服务监听器
private ServerChess serverChess = null;
//看擂服务监听器接收到一个看擂者后将该变量置true
private boolean ifHaveViewer = false;
private boolean serverOrClient = false;
//背景音乐变量
private Music musicMoving, musicPlaying;
private boolean isMoving = false;
//动棋提示
private boolean isMoved = false;
private int moveTimer = 0;
private int moveChess = 0;
//************存放在记录中的供用户进行设置的变量
//背景色彩
private int bgColorR = 0, bgColorG = 0, bgColorB = 0;
//棋盘色彩
private int chessColorR = 0, chessColorG = 0, chessColorB = 0;
//楚河汉界色彩
private int riverColorR = 0, riverColorG = 0, riverColorB = 0;
//计时器色彩
private int timeColorR = 0, timeColorG = 0, timeColorB = 0;
//我方棋子色彩
private int myColorR = 0, myColorG = 0, myColorB = 0;
//对方棋子色彩
private int yourColorR = 0, yourColorG = 0, yourColorB = 0;
//字符色彩
private int fontColorR = 0, fontColorG = 0, fontColorB = 0;
//我方棋子选择后的色彩
private int selectedColorR = 0, selectedColorG = 0, selectedColorB = 0;
//选择框的色彩
private int selectColorR = 0, selectColorG = 0, selectColorB = 0;
//休眠时间,如果反应太快的话,可以手动增加它的值
private int sleepTime = 0;
public ChessCanvas(MainSelect ms,int canDo,int selectedSaveIndex,boolean ifSelect,int[][] chess, int musicIndex, int soundIndex)
{//没有启动人工博弈
super(true);
ifTelent = false;
chessCanvas = this;
mainSelect = ms;
initCanvas();
//******************参数初始化
this.canDo=canDo;
if(selectedSaveIndex==1)
ifSaveRecord=true;
if(ifSelect)
{
this.ifSelect = true;
this.chess = chess;
}
//********开启数据传送服务
initServer(ifSelect);
chessCanvas = this;
//System.out.println("开始创建背景声音");
//背景声音
if(soundIndex == 0)
{
musicMoving = new Music(this, true);
isMoving = true;
}
else
{
isMoving = false;
}
//System.out.println("开始创建背景音乐");
if(musicIndex == 0)
{
musicPlaying = new Music(this, false);
musicPlaying.playing();
}
//System.out.println("开始创建监听器");
if(canDo == 1)
{//如果是客户端,则启动监听器
initAcceptThread();
}
else
{
initViewerThread();
}
//System.out.println("一切创建完毕");
}
public ChessCanvas(MainSelect ms, int saveIndex, int musicIndex, int soundIndex)
{//启动人工博弈
super(true);
ifTelent = true;
//System.out.println("开始构造ChessCanvas");
mainSelect = ms;
if(saveIndex==1)
ifSaveRecord=true;
initCanvas();
//System.out.println("initCanvas()完成");
initServer(false);
//System.out.println("initServer()完成");
canDo = 0;
telent = new Telent(this);
//System.out.println("Telent构造完成");
initTelentThread();
//System.out.println("构造ChessCanvas类完成");
//背景声音
if(soundIndex == 0)
{
musicMoving = new Music(this, true);
isMoving = true;
}
else
{
isMoving = false;
}
if(musicIndex == 0)
{
musicPlaying = new Music(this, false);
musicPlaying.playing();
}
}
private void initCanvas()
{
setFullScreenMode(true);
WIDTH=getWidth();
HEIGHT=getHeight();
width=WIDTH/10;
Font f = Font.getDefaultFont();
//这个值为显示时间的字符的高度
charHeight = f.getHeight();
height=(HEIGHT - 2*charHeight)/10;
/*下面值根据上面四个数字计算出来,计算条件
有:
上端差值等于字符高度
保证下端差值大于等于上端差值(hy)
左右两端差值相等,但大于等于方格宽度的1/2
*/
hy = (HEIGHT - 9 * height)/2;//根据需要再增加hy的值,必须能将时间数字显示完全,而这取决于系统的字符高度
//System.out.println("这个系统中字符高度为:"+charHeight+",hy的值为:"+hy);
//这个值必须大于方格宽度的1/2,后面一个必须大于或者等于前面这一个
vx = (WIDTH - 8 * width)/2;
//方格的宽度
bandLength = Math.min(width ,height);
//这个为计时数字的横坐标,为固定值
vLocation = vx + width * 4;
g=getGraphics();
//******************初始化象棋字符
str=new String[33];
str[0]="将";
str[1]="兵";
str[2]="兵";
str[3]="兵";
str[4]="兵";
str[5]="兵";
str[6]="炮";
str[7]="炮";
str[8]="车";
str[9]="车";
str[10]="马";
str[11]="马";
str[12]="相";
str[13]="相";
str[14]="士";
str[15]="士";
str[16]="帅";
str[17]="卒";
str[18]="卒";
str[19]="卒";
str[20]="卒";
str[21]="卒";
str[22]="炮";
str[23]="炮";
str[24]="车";
str[25]="车";
str[26]="马";
str[27]="马";
str[28]="象";
str[29]="象";
str[30]="仕";
str[31]="仕";
str[32]="";
getUserSetup();
}
private void getUserSetup()
{
SetupRecord record = new SetupRecord();
Setup setup = record.getUserSetup();
int[][] setupData = setup.getCanvas();
bgColorR = setupData[0][0];
bgColorG = setupData[0][1];
bgColorB = setupData[0][2];
chessColorR = setupData[1][0];
chessColorG = setupData[1][1];
chessColorB = setupData[1][2];
riverColorR = setupData[2][0];
riverColorG = setupData[2][1];
riverColorB = setupData[2][2];
timeColorR = setupData[3][0];
timeColorG = setupData[3][1];
timeColorB = setupData[3][2];
myColorR = setupData[4][0];
myColorG = setupData[4][1];
myColorB = setupData[4][2];
yourColorR = setupData[5][0];
yourColorG = setupData[5][1];
yourColorB = setupData[5][2];
fontColorR = setupData[6][0];
fontColorG = setupData[6][1];
fontColorB = setupData[6][2];
selectedColorR = setupData[7][0];
selectedColorG = setupData[7][1];
selectedColorB = setupData[7][2];
selectColorR = setupData[8][0];
selectColorG = setupData[8][1];
selectColorB = setupData[8][2];
sleepTime = setup.getSleepTime();
record.closeSetupRecord();
//释放内存
record = null;
setup = null;
setupData = null;
}
private void initServer(boolean b)
{
accept=new int[4];
content=new int[4];
//********************初始化棋盘
if(!b)
{
chess=new int[10][9];
chess[0][0]=8;
chess[0][1]=10;
chess[0][2]=12;
chess[0][3]=14;
chess[0][4]=0;
chess[0][5]=15;
chess[0][6]=13;
chess[0][7]=11;
chess[0][8]=9;
for(int i=0;i<9;i++)
chess[1][i]=32;
chess[2][0]=32;
chess[2][1]=6;
chess[2][2]=32;
chess[2][3]=32;
chess[2][4]=32;
chess[2][5]=32;
chess[2][6]=32;
chess[2][7]=7;
chess[2][8]=32;
chess[3][0]=1;
chess[3][1]=32;
chess[3][2]=2;
chess[3][3]=32;
chess[3][4]=3;
chess[3][5]=32;
chess[3][6]=4;
chess[3][7]=32;
chess[3][8]=5;
for(int i=0;i<9;i++)
chess[4][i]=32;
for(int i=0;i<9;i++)
chess[5][i]=32;
chess[6][0]=21;
chess[6][1]=32;
chess[6][2]=20;
chess[6][3]=32;
chess[6][4]=19;
chess[6][5]=32;
chess[6][6]=18;
chess[6][7]=32;
chess[6][8]=17;
chess[7][0]=32;
chess[7][1]=23;
chess[7][2]=32;
chess[7][3]=32;
chess[7][4]=32;
chess[7][5]=32;
chess[7][6]=32;
chess[7][7]=22;
chess[7][8]=32;
for(int i=0;i<9;i++)
chess[8][i]=32;
chess[9][0]=25;
chess[9][1]=27;
chess[9][2]=29;
chess[9][3]=31;
chess[9][4]=16;
chess[9][5]=30;
chess[9][6]=28;
chess[9][7]=26;
chess[9][8]=24;
}
if(ifSaveRecord)
{
chessRecord=new ChessRecord();
chessRecord.addIndex(chess);
}
//********开启绘制线程
new Thread(this).start();
}
public void run()
{
while(!stop)
{
long startTime = System.currentTimeMillis();
int keyState=getKeyStates();
if((keyState&GameCanvas.UP_PRESSED)!=0)
{
y=y-1;
if(y<0)
y=9;
}
if((keyState&GameCanvas.DOWN_PRESSED)!=0)
y=(y+1)%10;
if((keyState&GameCanvas.LEFT_PRESSED)!=0)
{
x=x-1;
if(x<0)
x=8;
}
if((keyState&GameCanvas.RIGHT_PRESSED)!=0)
x=(x+1)%9;
if((keyState&GameCanvas.GAME_A_PRESSED)!=0)
{
closeChessCanvas();
}
if((keyState&GameCanvas.GAME_B_PRESSED)!=0)
{//人工博弈没有悔棋功能
//由于蓝牙通信的特点,没有悔棋功能
/*if(!ifTelent && isFired && canDo==1)
{
isFired=false;
//System.out.println("开始悔棋");
chess[fm][fn]=chess[fy][fx];
chess[fy][fx]=f;
//悔棋后,开锁
canDo=0;
//计时恢复为0
timePassed = 0;
//删除记录
//System.out.println("为悔棋开始删除");
if(ifSaveRecord)
chessRecord.delTail();
//System.out.println("为悔棋做删除成功");
content[0] = -1;
content[1] = 0;
content[2] = 0;
content[3] = 0;
sendChance();
//System.out.println("悔棋成功");
}*/
}
if((keyState&GameCanvas.FIRE_PRESSED)!=0)
{
/*我始终认为,悔棋是一种不道德的行为*/
//System.out.println("按射击键一次!!!!!");
if(canDo==0)
{
//选中算法
if((!state)&&(chess[y][x]!=32)&&(chess[y][x]>15))
{
//System.out.println("选择成功");
m=y;
n=x;
state=true;
}
//吃棋子算法
else if(state&&chess[y][x]!=32&&(chess[y][x]<16 && chess[m][n] >15 || chess[y][x] >15 && chess[m][n] <16)&&check(m,n,y,x,true))
{
//System.out.println("吃子成功");
state=false;
//开启工人博弈计算
if(ifTelent)
{//当前处于人机对战模式
telentState = true;
}
//计时恢复为0
timePassed = 0;
//存储值以便悔棋时用
fm=m;fn=n;fy=y;fx=x;
f=chess[y][x];
//若是绿将被吃,则此局结束
if(f == 16 || f == 0)
stop = true;
//走棋
chess[y][x]=chess[m][n];
chess[m][n]=32;
//吃棋成功后,禁止再走
canDo=1;
//保存记录
content[0]=m;
content[1]=n;
content[2]=y;
content[3]=x;
if(ifSaveRecord)
{
chessRecord.addContent(content);
}
isFired=true;
//播放声音提示
if(isMoving)
musicMoving.moving();
if(!ifTelent)
{//不处于人机对战模式则发送棋子走步
sendChance();
}
}
//走棋算法
else if(state&&chess[y][x]==32&&check(m,n,y,x,false))
{
//System.out.println("走棋计算开始");
state=false;
//开启工人博弈计算
if(ifTelent)
{//当前处于人机对战模式
telentState = true;
}
//计时恢复为0
timePassed = 0;
//存储值以便悔棋时用
//System.out.println("0");
fm=m;fn=n;fy=y;fx=x;
f=chess[y][x];
//走棋
//System.out.println("1");
chess[y][x]=chess[m][n];
chess[m][n]=32;
//走棋成功后,禁止再走
canDo=1;
//保存记录
//System.out.println("2");
content[0]=m;
content[1]=n;
content[2]=y;
content[3]=x;
//播放声音提示
if(isMoving)
musicMoving.moving();
if(ifSaveRecord)
{
chessRecord.addContent(content);
//System.out.println("保存走棋成功!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
}
//向对方发送棋子我方走步
//System.out.println("3");
if(!ifTelent)
{//不处于人机对战模式则发送棋子走步
sendChance();
}
isFired=true;
//System.out.println("走棋计算完成");
}
else
{
//选择一个棋子后,在空地按一下,选择取消
//System.out.println("放弃,或走错,state恢复原值");
state=false;
}
}
}
//***********************画棋局
//画出背景
g.setColor(bgColorR,bgColorG,bgColorB);
g.fillRect(0,0,WIDTH,HEIGHT);
g.setColor(chessColorR,chessColorG,chessColorB);
//画出大矩形
g.drawRect(vx,hy,width * 8 ,height * 9);
//画出上半截竖条
for(int i=1;i<8;i++)
g.drawLine(vx+i*width,hy,vx+i*width,hy+height*4);
g.drawLine(vx+3*width, hy, vx+5*width, hy+2*height);
g.drawLine(vx+5*width, hy, vx+3*width, hy+2*height);
//画出横条
for(int i=1;i<9;i++)
g.drawLine(vx,hy+i*height,vx + width * 8,hy+i*height);
//画出下半截竖条
for(int i=1;i<8;i++)
g.drawLine(vx+i*width,hy+5*height,vx+i*width,hy+9*height);
g.drawLine(vx+3*width, hy, vx+5*width, hy+2*height);
g.drawLine(vx+5*width, hy, vx+3*width, hy+2*height);
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