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📄 chesscanvas.java

📁 这是一个Java编写的手机象棋游戏
💻 JAVA
📖 第 1 页 / 共 2 页
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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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