每周总结①——Java实现五子棋游戏(人机对弈+人人对弈)

这周有小学期,所以一直在做小学期,我选择的题目是五子棋游戏。

参考博客:https://blog.csdn.net/oldhunter686/article/details/104039536

界面截图如下:

  

    

 

代码如下:

Main.java

 1 package wuziqii;
 2 
 3 /**
 4  * Main方法创建了ChessFrame类的一个实例对象(chess_frame)
 5  * 并启动屏幕显示
 6  * 显示该实例对象
 7  * @author Administrator
 8  *
 9  */
10 public class Main {
11     @SuppressWarnings("deprecation")
12     public static void main(String[] args) {
13         ChessFrame chess_frame = new ChessFrame();
14         chess_frame.show();
15     }
16 }

ChessFrame.java

  1 package wuziqii;
  2 
  3 import java.awt.Container;
  4 import java.awt.event.ActionEvent;
  5 import java.awt.event.ActionListener;
  6 import java.awt.event.WindowAdapter;
  7 import java.awt.event.WindowEvent;
  8 
  9 import javax.swing.ButtonGroup;
 10 import javax.swing.JFrame;
 11 import javax.swing.JMenu;
 12 import javax.swing.JMenuBar;
 13 import javax.swing.JMenuItem;
 14 import javax.swing.JOptionPane;
 15 import javax.swing.JRadioButtonMenuItem;
 16 import javax.swing.SwingUtilities;
 17 import javax.swing.UIManager;
 18 
 19 /**
 20  * 主要功能:
 21  * 创建五子棋游戏主窗体和菜单
 22  * @author Administrator
 23  *
 24  */
 25 @SuppressWarnings("serial")
 26 public class ChessFrame extends JFrame implements ActionListener {
 27     private String[] strsize= {"20x15","30x20","40x30","50x50"};//棋盘
 28     private String[] strmode= {"人机对弈","人人对弈"};//模式
 29     
 30     public static boolean iscomputer=true;
 31     public static boolean checkcomputer=true;
 32     
 33     private int width;
 34     private int height;
 35     private ChessModel chessmodel;//ChessModel.java
 36     private MainPanel mainpanel;//MainPanel.java
 37     
 38     //构造五子棋游戏的主窗体
 39     public ChessFrame() {
 40         //菜单标题
 41         this.setTitle("五子棋游戏");
 42         //创建棋盘,默认第一种模式
 43         chessmodel=new ChessModel(1);//创建棋盘,默认第一种模式
 44         mainpanel=new MainPanel(chessmodel);//落子用的画笔,处理鼠标点击事件
 45         Container container=this.getContentPane();//获得当前JFramede的内容面板
 46         container.add(mainpanel,"Center");//添加面板对象到当前的jframe
 47         this.setResizable(false);//设置当前窗口不能自由改变大小
 48         this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//关闭窗口就结束程序
 49         //匿名内部类
 50         this.addWindowListener(new WindowAdapter(){            
 51             public void windowClosing(WindowEvent e){
 52                 System.exit(0);//表示在窗口添加一个Windows事件消息,用于退出
 53             }
 54         });
 55         MapSize(20,15);//棋盘大小(默认)
 56         JMenuBar mbar=new JMenuBar();//创建菜单栏对象
 57         this.setJMenuBar(mbar);
 58         JMenu gameMenu=new JMenu("游戏");//创建菜单栏游戏
 59         mbar.add(makeMenu(gameMenu,new Object[] { "开局", "棋盘","模式",null,"退出" },this));
 60         JMenu lookMenu=new JMenu("视图");
 61         mbar.add(makeMenu(lookMenu,new Object[] { "Metal","Motif","Windows" },this));
 62         JMenu helpMenu=new JMenu("帮助");
 63         mbar.add(makeMenu(helpMenu,new Object[] { "游戏介绍" },this));
 64     }
 65     
 66     //构造五子棋游戏的主菜单
 67     public JMenu makeMenu(Object parent,Object items[],Object target){
 68         JMenu m=null;
 69         if(parent instanceof JMenu)
 70             m=(JMenu)parent;
 71         else if(parent instanceof String)
 72             m=new JMenu((String)parent);
 73         else
 74             return null;
 75         for(int i= 0;i<items.length;i++)
 76             if(items[i] == null)//如果为空,在菜单项添加分割线
 77                 m.addSeparator();
 78             else if(items[i] == "棋盘"){
 79                 JMenu jm=new JMenu("棋盘");
 80                 //每个JRadioButton都是独立的,需要加入到ButtonGroup对象,
 81                 ButtonGroup group=new ButtonGroup();
 82                 //类表示可以包含在菜单中的复选框。选中菜单中的复选框可将控件的状态从打开更改为关闭或从关闭更改为打开。
 83                 JRadioButtonMenuItem rmenu;
 84                 for(int j=0;j<strsize.length;j++){
 85                     rmenu=makeRadioButtonMenuItem(strsize[j],target);
 86                     if(j==0) rmenu.setSelected(true);
 87                     jm.add(rmenu);
 88                     group.add(rmenu);
 89                 }
 90                 m.add(jm);
 91             }else if(items[i] == "模式"){
 92                 JMenu jmenu=new JMenu("模式");
 93                 ButtonGroup buttongroup=new ButtonGroup();
 94                 JRadioButtonMenuItem rmenu;
 95                 for(int h=0;h<strmode.length;h++){//strmode 人机对弈和人人对弈
 96                     rmenu=makeRadioButtonMenuItem(strmode[h],target);
 97                     if(h==0)
 98                         rmenu.setSelected(true);//默认人机对弈
 99                     jmenu.add(rmenu);
100                     buttongroup.add(rmenu);
101                 }
102                 m.add(jmenu);
103             }else
104                 m.add(makeMenuItem(items[i],target));
105         return m;
106     }
107     
108     //构造五子棋游戏的菜单项
109     public JMenuItem makeMenuItem(Object item,Object target){
110         JMenuItem jmenuitem= null;
111         if(item instanceof String)
112             jmenuitem=new JMenuItem((String)item);
113         else if(item instanceof JMenuItem)
114             jmenuitem=(JMenuItem)item;
115         else
116             return null;
117         if(target instanceof ActionListener)
118             jmenuitem.addActionListener((ActionListener)target);
119         return jmenuitem;
120     }
121     
122     //构造五子棋游戏的单选按钮式菜单项
123     public JRadioButtonMenuItem makeRadioButtonMenuItem(Object item,Object target){
124         JRadioButtonMenuItem jradiobuttonmenuitem= null;
125         if(item instanceof String)
126             jradiobuttonmenuitem=new JRadioButtonMenuItem((String)item);
127         else if(item instanceof JRadioButtonMenuItem)
128             jradiobuttonmenuitem=(JRadioButtonMenuItem)item;
129         else
130             return null;
131         if(target instanceof ActionListener)
132             jradiobuttonmenuitem.addActionListener((ActionListener)target);
133         return jradiobuttonmenuitem;
134     }
135     
136     @SuppressWarnings("static-access")
137     public void MapSize(int width,int height){
138         setSize(width*20+50,height*20+100);
139         if(this.checkcomputer)
140             this.iscomputer=true;
141         else
142             this.iscomputer=false;
143         //设置棋盘大小的方法
144         mainpanel.setModel(chessmodel);
145         //component中己有的图形发生变化后不会立刻显示,须使用repaint方法
146         mainpanel.repaint();
147     }
148     
149     @SuppressWarnings("static-access")
150     public boolean getiscomputer(){
151         //返回是否为人机对弈模式
152         return this.iscomputer;
153     }
154     
155     public void restart(){
156         //重新开局的方法
157         int modeChess=chessmodel.getModeChess();
158         if(modeChess<= 4&&modeChess>= 1){
159             chessmodel=new ChessModel(modeChess);
160             MapSize(chessmodel.getWidth(),chessmodel.getHeight());
161             System.out.println("重新开局");
162         }else{
163             System.out.println("重新开局失败");
164         }
165     }
166     
167     @SuppressWarnings("static-access")
168     public void actionPerformed(ActionEvent actionevent){
169         String arg=actionevent.getActionCommand();
170         
171         //视图风格
172         try{
173             if(arg.equals("Windows"))
174                 UIManager.setLookAndFeel(
175                         "com.sun.java.swing.plaf.windows.WindowsLookAndFeel");
176             else if(arg.equals("Motif"))
177                 UIManager.setLookAndFeel(
178                         "com.sun.java.swing.plaf.motif.MotifLookAndFeel");
179             else UIManager.setLookAndFeel(
180                         "javax.swing.plaf.metal.MetalLookAndFeel");
181             SwingUtilities.updateComponentTreeUI(this);
182         }catch(Exception ee){}
183         
184         if(arg.equals("20x15")){
185             this.width=20;
186             this.height=15;
187             chessmodel=new ChessModel(1);
188             MapSize(this.width,this.height);
189             SwingUtilities.updateComponentTreeUI(this);
190         }
191         if(arg.equals("30x20")){
192             this.width=30;
193             this.height=20;
194             chessmodel=new ChessModel(2);
195             MapSize(this.width,this.height);
196             SwingUtilities.updateComponentTreeUI(this);
197         }
198         if(arg.equals("40x30")){
199             this.width=40;
200             this.height=30;
201             chessmodel=new ChessModel(3);
202             MapSize(this.width,this.height);
203             SwingUtilities.updateComponentTreeUI(this);
204         }
205         if(arg.equals("50x50")){
206             this.width=50;
207             this.height=50;
208             chessmodel=new ChessModel(4);
209             MapSize(this.width,this.height);
210             SwingUtilities.updateComponentTreeUI(this);
211         }
212         if(arg.equals("人机对弈")){
213             System.out.println("进入人机对弈模式");
214             this.checkcomputer=true;
215             this.iscomputer=true;
216             chessmodel=new ChessModel(chessmodel.getModeChess());
217             MapSize(chessmodel.getWidth(),chessmodel.getHeight());
218             SwingUtilities.updateComponentTreeUI(this);
219         }
220         if(arg.equals("人人对弈")){
221             System.out.println("进入人人对弈模式");
222             this.checkcomputer=false;
223             this.iscomputer=false;
224             chessmodel=new ChessModel(chessmodel.getModeChess());
225             MapSize(chessmodel.getWidth(),chessmodel.getHeight());
226             SwingUtilities.updateComponentTreeUI(this);
227         }
228         if(arg.equals("开局")){ 
229             restart(); 
230         }
231         if(arg.equals("游戏介绍")) {
232             System.out.println("打开游戏介绍");
233             JOptionPane.showMessageDialog(this,"五子棋是一种受大众广泛喜爱的游戏,"
234                     + "
其规则简单,非常富有趣味性和消遣性。"
235                     + "
基本规则:"
236                     + "
选定一方先下,之后黑白双方依次落子。棋盘上形成横向、竖向、斜向的连续的相同颜色的五个棋子称为'五连' 。"
237                     + "
黑白双方先在棋盘上形成五连的一方为胜。"
238                     + "
若对局双方均认为不可能形成五连或是剩余棋盘空间已不足以形成五连则为和棋。", "游戏介绍",0);
239         }
240         if(arg.equals("退出")) {
241             System.out.println("成功退出五子棋游戏");
242             System.exit(0);
243         }
244     }
245 }

ChessModel.java

  1 package wuziqii;
  2 
  3 import javax.swing.JOptionPane;
  4 import javax.swing.JPanel;
  5 
  6 /**
  7  * 实现整个五子棋程序算法的核心
  8  * @author Administrator
  9  *
 10  */
 11 public class ChessModel {
 12     /**
 13      * 棋盘的宽度
 14      * 棋盘的高度
 15      * 棋盘的模式(比如:20x15)
 16      * 
 17      */
 18     private int width,height,modeChess;//棋盘方格的横向、纵向坐标
 19     private int x = 0;//棋盘方格横向坐标所对应的棋子颜色
 20     private int y = 0;//棋盘方格纵向坐标所对应的棋子颜色
 21     private int[][]arrMapShow;//交换棋手的标识,棋盘方格上是否有棋子的标识符
 22     
 23     //获取某棋盘方格是否有棋子的标识值
 24     public boolean getisExist() {
 25         return this.isExist;
 26     }
 27     
 28     //获取棋盘宽度
 29     public int getWidth() {
 30         return this.width;
 31     }
 32     
 33     //获取棋盘高度
 34     public int getHeight() {
 35         return this.height;
 36     }
 37     
 38     //获取棋盘模式
 39     public int getModeChess() {
 40         return this.modeChess;
 41     }
 42     
 43     //获取棋盘方格上棋子的信息
 44     public int[][]getarrMapShow(){
 45         return arrMapShow;
 46     }
 47     
 48     //记录电脑下子后的横向坐标
 49     public void setX(int x) {
 50         this.x=x;
 51     }
 52     //获取电脑下子的横向坐标
 53     public int getX() {
 54         return this.x;
 55     }
 56     //记录电脑下子后的纵向坐标
 57     public void setY(int y) {
 58         this.y=y;
 59     }
 60     //获取电脑下子的纵向坐标
 61     public int getY() {
 62         return this.y;
 63     }
 64     
 65     /**
 66      * 数组arrMapShow只有4个值:1,2,3,-5
 67      * 1——该棋盘方格上下的棋子为黑子
 68      * 2——该棋盘方格上下的棋子为白子
 69      * 3——该棋盘方格上没有棋子
 70      * -5——该棋盘方格上不能够下棋子
 71      * :
 72      */
 73     private boolean isOdd;
 74     private boolean isExist;
 75     
 76     //获取是否交换棋手的标识符
 77     public boolean getisOdd() {
 78         return this.isOdd;
 79     }
 80     //设置交换棋手的标识符
 81     public void setisOdd(boolean isOdd) {
 82         if(isOdd)
 83             this.isOdd = true;
 84         else
 85             this.isOdd = false;
 86     }
 87     
 88     //构造方法
 89     public ChessModel() {}
 90     public ChessModel(int modeChess) {//此构造方法根据不同的棋盘模式(modeChess)来构建对应大小的棋盘
 91         //默认先手——黑子
 92         this.isOdd = true;
 93         if(modeChess == 1) {
 94             Panellnit(20,15,modeChess);
 95         }
 96         if(modeChess == 2) {
 97             Panellnit(30,20,modeChess);
 98         }
 99         if(modeChess == 3) {
100             Panellnit(40,30,modeChess);
101         }
102         if(modeChess == 4) {
103             Panellnit(50,50,modeChess);
104         }
105     }
106     
107     //按照棋盘模式构建棋盘大小
108     private void Panellnit(int width,int height,int modeChess) {
109         this.width = width;
110         this.height = height;
111         this.modeChess = modeChess;
112         
113         arrMapShow = new int[width+1][height+1];
114         for(int i = 0;i <= width;i++) {
115             for(int j = 0;j <= height;j++) {
116                 arrMapShow[i][j] = -5;
117             }
118         }
119     }
120     
121     //判断下子的横向、纵向是否越界
122     private boolean badxy(int x,int y) {
123         if(x >= width+20 || x<0) 
124             return true;
125         return y>=height||y<0;
126     }
127     
128     //计算棋盘上某一方格上八个方向棋子的最大值
129     //八个方向分别为:左-右-上-下-左上-左下-右上-右下
130     public int checkMax(int x,int y,int black_or_white) {
131         int num=0;
132         int max_num;
133         int max_temp=0;
134         int x_temp=x;
135         int y_temp=y;
136         int x_temp1=x_temp;
137         int y_temp1=y_temp;
138         
139         //右-x+
140         for(int i=1;i<5;i++) {
141             x_temp1+=1;
142             if(x_temp1>this.width)//如果到达边界,跳出循环
143                 break;
144             if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)//如果右边的下一个落子与当前字相同,num+1
145                 num++;
146             else
147                 break;
148         }
149         //左-x-
150         x_temp1=x_temp;
151         for(int i=1;i<5;i++) {
152             x_temp1-=1;
153             if(x_temp1<0)
154                 break;
155             if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
156                 num++;
157             else
158                 break;
159         }
160         if(num<5)
161             max_temp=num;
162         //上-x,y-
163         x_temp1=x_temp;
164         y_temp1=y_temp;
165         num=0;
166         for(int i=1;i<5;i++){
167             y_temp1-=1;
168             if(y_temp1<0)
169                 break;
170             if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
171                 num++;
172             else
173                 break;
174         }
175         //下-y+
176         y_temp1=y_temp;
177         for(int i=1;i<5;i++){
178             y_temp1+=1;
179             if(y_temp1>this.height)
180                 break;
181             if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
182                 num++;
183             else
184                 break;
185         }
186         if(num>max_temp&&num<5)
187             max_temp=num;
188         //左上-x-,y-
189         x_temp1=x_temp;
190         y_temp1=y_temp;
191         num=0;
192         for(int i=1;i<5;i++){
193             x_temp1-=1; 
194             y_temp1-=1;
195             if(y_temp1<0||x_temp1<0)
196                 break;
197             if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
198                 num++;
199             else
200                 break;
201         }
202         //右下-x+,y+
203         x_temp1=x_temp;
204         y_temp1=y_temp;
205         for(int i=1;i<5;i++){
206             x_temp1+=1; 
207             y_temp1+=1;
208             if(y_temp1>this.height || x_temp1>this.width)
209                 break;
210             if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
211                 num++;
212             else
213                 break;
214         }
215         if(num>max_temp&&num<5)
216             max_temp=num;
217         //左下-x-,y+
218         x_temp1=x_temp;
219         y_temp1=y_temp;
220         for(int i=1;i<5;i++){
221             x_temp1-=1; 
222             y_temp1+=1;
223             if(y_temp1>this.height || x_temp1<0)
224                 break;
225             if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
226                 num++;
227             else
228                 break;
229         }
230         if(num>max_temp&&num<5)
231             max_temp=num;
232         max_num=max_temp;
233         //右上-x+,y-
234         x_temp1=x_temp;
235         y_temp1=y_temp;
236         num=0;
237         for(int i=1;i<5;i++){
238             x_temp1+=1;
239             y_temp1-=1;
240             if(y_temp1<0||x_temp1>this.width)
241                 break;
242             if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)
243                 num++;
244             else
245                 break;
246         }
247         
248         return max_num;
249     }
250     //判断位置是否已经落子-chessExist
251     public boolean chessExist(int i,int j) {
252         if(this.arrMapShow[i][j] == 1 || this.arrMapShow[i][j] == 2)//判断位置是否已经落子
253             return true;
254         return false;
255     }
256     //判断该坐标位置是否可下棋子-readyplay
257     public void readyplay(int x,int y) {
258         if(badxy(x,y))//判断是否越界
259             return;
260         if(chessExist(x,y))//判断是否已经落子
261             return;
262         this.arrMapShow[x][y]=3;//设置为3,可以落子
263     }
264     //在该坐标位置下棋子-play
265     public void play(int x,int y) {
266         if(badxy(x,y))
267             return;//判断是否越界
268         if(chessExist(x,y)) {
269             this.isExist=true;
270             return;//落子位置已经有子
271         }else {
272             this.isExist=false;
273         }
274         if(getisOdd()) {
275             setisOdd(false);
276             this.arrMapShow[x][y]=1;//先设置isOdd再下子
277         }else {
278             setisOdd(true);
279             this.arrMapShow[x][y]=2;
280         }
281     }
282     
283     /**
284      * 计算机走棋
285      * 说明:
286      * 用穷举法判断每一个坐标点的四个方向的的最大棋子数
287      * 最后得出棋子数最大值的坐标
288      * 下子
289      * 
290      */
291     public void computerDo(int width,int height) {
292         int max_black;
293         int max_white;
294         int max_temp;
295         int max=0;
296         
297         setisOdd(true);
298         for(int i=0;i<=width;i++) {
299             for(int j=0;j<=height;j++) {
300                 if(!chessExist(i,j)) {
301                     //如果当前位置没有落子
302                     max_white=checkMax(i,j,2);//判断白子的最大值
303                     max_black=checkMax(i,j,1);//判断黑子的最大值
304                     max_temp=Math.max(max_white, max_black);
305                     if(max_temp>max) {//最大值的坐标
306                         max=max_temp;
307                         this.x=i;
308                         this.y=j;
309                     }
310                 }
311             }
312         }
313         
314         setX(this.x);
315         setY(this.y);
316         this.arrMapShow[this.x][this.y]=2;//下子
317     }
318     
319     //判断胜负
320     public boolean judgeSuccess(int x,int y,boolean isOdd) {
321         int num=1;
322         int arrvalue;
323         int x_temp=x;
324         int y_temp=y;
325         
326         if(isOdd)//白子落子后判断胜负
327             arrvalue=2;
328         else//黑子落子后判断胜负
329             arrvalue=1;
330         
331         int x_temp1=x_temp;
332         int y_temp1=y_temp;
333         
334         //判断右边-x+
335         for(int i=1;i<6;i++) {
336             x_temp1+=1;
337             if(x_temp1>this.width)
338                 break;
339             if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
340                 num++;
341             else
342                 break;
343         }
344         //判断左边-x-
345         x_temp1=x_temp;
346         for(int i=1;i<6;i++){
347             x_temp1-=1;
348             if(x_temp1<0)
349                 break;
350             if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
351                 num++;
352             else
353                 break;
354         }
355         if(num==5)
356             return true;
357         //判断上方-x,y-
358         x_temp1=x_temp;
359         y_temp1=y_temp;
360         num=1;
361         for(int i=1;i<6;i++){
362             y_temp1-=1;
363             if(y_temp1<0)
364                 break;
365             if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
366                 num++;
367             else
368                 break;
369         }
370         //判断下方-y+
371         y_temp1=y_temp;
372         for(int i=1;i<6;i++){
373             y_temp1+=1;
374             if(y_temp1>this.height)
375                 break;
376             if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
377                 num++;
378             else
379                 break;
380         }
381         if(num==5)
382             return true;
383         //判断左上-x-,y-
384         x_temp1=x_temp;
385         y_temp1=y_temp;
386         num=1;
387         for(int i=1;i<6;i++){
388             x_temp1-=1;
389             y_temp1-=1;
390             if(y_temp1<0||x_temp1<0)
391                 break;
392             if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
393                 num++;
394             else
395                 break;
396         }
397         //判断右下-x+,y+
398         x_temp1=x_temp;
399         y_temp1=y_temp;
400         for(int i=1;i<6;i++){
401             x_temp1+=1;
402             y_temp1+=1;
403             if(y_temp1>this.height || x_temp1>this.width)
404                 break;
405             if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
406                 num++;
407             else
408                 break;
409         }
410         if(num==5)
411             return true;
412         //判断右上-x+,y-
413         x_temp1=x_temp;
414         y_temp1=y_temp;
415         num=1;
416         for(int i=1;i<6;i++){
417             x_temp1+=1; 
418             y_temp1-=1;
419             if(y_temp1<0||x_temp1>this.width)
420                 break;
421             if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
422                 num++;
423             else break;
424         }
425         //判断左下-x-,y+
426         x_temp1=x_temp;
427         y_temp1=y_temp;
428         for(int i=1;i<6;i++){
429             x_temp1-=1;
430             y_temp1+=1;
431             if(y_temp1>this.height || x_temp1<0)
432                 break;
433             if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)
434                 num++;
435             else
436                 break;
437         }
438         if(num==5)
439             return true;
440         
441         return false;
442     }
443     
444     //赢棋后的提示,根据判断是否为人机模式,以及胜负关系,显示不同的消息
445     public void showSuccess(JPanel jpanel) {
446         if(ChessFrame.iscomputer) {
447             JOptionPane.showMessageDialog(jpanel, "你赢啦!","win",JOptionPane.INFORMATION_MESSAGE);
448             System.out.println("win");
449         }else {
450             if(isOdd) {
451                 JOptionPane.showMessageDialog(jpanel, "白棋赢!","win",JOptionPane.INFORMATION_MESSAGE);
452                 System.out.println("白棋win");
453             }else {
454                 JOptionPane.showMessageDialog(jpanel, "黑棋赢!","win",JOptionPane.INFORMATION_MESSAGE);
455                 System.out.println("黑棋win");
456             }
457         }
458     }
459     
460     //输棋后的提示
461     public void showDefault(JPanel jpanel) {
462         System.out.println("lost");
463         JOptionPane.showMessageDialog(jpanel, "很遗憾,你输了!请重新开始!","lost",JOptionPane.INFORMATION_MESSAGE);
464     }
465 }

MainPanel.java

  1 package wuziqii;
  2 
  3 import java.awt.Color;
  4 import java.awt.Graphics;
  5 import java.awt.event.MouseEvent;
  6 import java.awt.event.MouseListener;
  7 import java.awt.event.MouseMotionListener;
  8 import javax.swing.JPanel;
  9 
 10 /**
 11  * 功能如下:
 12  * 1、构建一个面板,在该面板上画上棋盘;
 13  * 2、处理在该棋盘上的鼠标事件(如鼠标左键点击、鼠标右键点击、鼠标拖动等)
 14  * @author Administrator
 15  *
 16  */
 17 @SuppressWarnings("serial")
 18 public class MainPanel extends JPanel implements MouseListener,MouseMotionListener {
 19     private int width;//棋盘的宽度
 20     private int height;//棋盘的高度
 21     private ChessModel chessmodel;
 22     
 23     //根据棋盘模式设定面板的大小-MainPanel(ChessModel cm)
 24     MainPanel(ChessModel cm){
 25         chessmodel=cm;
 26         width=chessmodel.getWidth();
 27         height=chessmodel.getHeight();
 28         addMouseListener(this);
 29     }
 30     
 31     //根据棋盘模式设定棋盘的宽度和高度-setModel(ChessModel cm)
 32     public void setModel(ChessModel cm){
 33         chessmodel=cm;
 34         width=chessmodel.getWidth();
 35         height =chessmodel.getHeight();
 36     }
 37     
 38     //根据坐标计算出棋盘方格棋子的信息(如白子还是黑子),然后调用draw方法在棋盘上画出相应的棋子-paintComponent(Graphocs g)
 39     public void paintComponent(Graphics graphics){
 40         super.paintComponent(graphics);
 41         for(int j= 0;j<=height; j++){
 42             for(int i=0;i <=width; i++){
 43                 int v= chessmodel.getarrMapShow()[i][j];
 44                 draw(graphics,i,j,v);
 45             }
 46         }
 47     }
 48     
 49     //根据提供的棋子信息(颜色、坐标)画棋子
 50     public void draw(Graphics graphics,int i, int j,int v){
 51         int x=20*i+20;
 52         int y=20*j+20;
 53         //画棋盘
 54         if(i!=width&&j!=height){
 55             graphics.setColor(Color.white);
 56             graphics.drawRect(x,y,20,20);
 57         }
 58         //画黑色棋子
 59         if(v== 1){
 60             graphics.setColor(Color.gray);
 61             graphics.drawOval(x-8,y-8,16,16);
 62             graphics.setColor(Color.black);
 63             graphics.fillOval(x-8,y-8,16,16);
 64         }
 65         //画白色棋子
 66         if(v== 2){
 67             graphics.setColor(Color.gray);
 68             graphics.drawOval(x-8,y-8,16,16);
 69             graphics.setColor(Color.white);
 70             graphics.fillOval(x-8,y-8,16,16);
 71         }
 72         if(v==3){
 73             graphics.setColor(Color.cyan);
 74             graphics.drawOval(x-8,y-8,16,16);
 75         }
 76     }
 77     
 78     //响应鼠标的点击事件,根据鼠标的点击来下棋,根据下棋判断胜负等
 79     public void mousePressed(MouseEvent mouseevent){
 80         int x=(mouseevent.getX()-10)/20;
 81         int y=(mouseevent.getY()-10)/20;
 82         System.out.println("----------------------------------");
 83         System.out.println("x="+x+",y="+y);
 84         if(mouseevent.getModifiers()==MouseEvent.BUTTON1_MASK){
 85             chessmodel.play(x,y);
 86             //true-白棋,false-黑棋,人人对弈模式
 87             System.out.println("黑棋(false),白棋(true):"+chessmodel.getisOdd());
 88             //黑棋输出为1,白棋输出为2
 89             System.out.println("黑棋(1),白棋(2):"+chessmodel.getarrMapShow()[x][y]);
 90             repaint();
 91             //判断是否胜利并显示消息
 92             if(chessmodel.judgeSuccess(x,y,chessmodel.getisOdd())){
 93                 chessmodel.showSuccess(this);
 94                 mouseevent.consume();
 95                 ChessFrame.iscomputer=false;
 96             }
 97             //判断是否为人机对弈
 98             //当机器获胜,上一个if语句无效
 99             if(ChessFrame.iscomputer&&!chessmodel.getisExist()){
100                 //当是人机模式,且棋盘上有子时,计算机走下一步
101                 chessmodel.computerDo(chessmodel.getWidth(),chessmodel.getHeight());
102                 repaint();
103                 if(chessmodel.judgeSuccess(chessmodel.getX(),chessmodel.getY(),chessmodel.getisOdd())){
104                     chessmodel.showDefault(this);//调用ChessModel的showDefault()方法
105                     mouseevent.consume();
106                 }
107             }
108         }
109     }
110     
111     public void mouseClicked(MouseEvent evt){}
112     public void mouseReleased(MouseEvent evt){}
113     public void mouseEntered(MouseEvent mouseevt){}
114     public void mouseExited(MouseEvent mouseevent){}
115     public void mouseDragged(MouseEvent evt){}
116     
117     //响应鼠标的拖动事件
118     public void mouseMoved(MouseEvent mouseevent){
119         int x=(mouseevent.getX()-10)/ 20;
120         int y=(mouseevent.getY()-10)/ 20;
121         chessmodel.readyplay(x,y);
122         repaint();
123     }
124 }
原文地址:https://www.cnblogs.com/miao-com/p/14974529.html