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簡單的五子棋

import java.awt.BorderLayout;

import java.awt.Color;

import java.awt.Container;

import java.awt.Graphics;

import java.awt.event.MouseEvent;

import java.awt.event.MouseListener;

import java.util.Vector;

import javax.swing.JFrame;

import javax.swing.JOptionPane;

public class FiveInARow extends JFrame implements MouseListener {

Vector v = new Vector(); //所有的每步走棋資訊

Vector white = new Vector(); //白方走棋資訊

Vector black = new Vector(); //黑方走棋資訊

boolean b; //用來判斷白旗還是黑棋

int whiteCount, blackCount; //計算悔棋步數

int w = 50; //間距大小

int px = 100, py = 100; //棋盤的大小

int pxw = px + w, pyw = py + w;

int width = w * 16, height = w * 16;

int vline = width + px; //垂直線的長度

int hline = height + py; //水準線的長度

/**

* 構造方法

*/

public FiveInARow() {

super("單機版五子棋");

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//關閉按鈕

Container con = this.getContentPane();

con.setLayout(new BorderLayout());

this.addMouseListener(this);//添加監聽

this.setSize(1200, 1200);//設定窗體大小

this.setBackground(Color.yellow);

this.setVisible(true);

}

* 畫棋盤和棋子

* @param

public void paint(Graphics g) {

g.clearRect(0, 0, this.getWidth(), this.getHeight());//清除畫闆

g.setColor(Color.BLACK);//繪制網格顔色

g.drawRect(px, py, width, height);//網格大小

g.drawString("單機版五子棋小遊戲,右擊可以悔棋,歡迎使用", 180, 70);

for (int i=0; i<15; i++) {

g.drawLine(pxw+i*w, py, pxw+i*w, hline);//每條橫線和豎線

g.drawLine(px, pyw+i*w, vline, pyw+i*w);

for (int x=0; x<v.size(); x++) {

String str = (String)v.get(x);

String tmp[] = str.split("-");

int a = Integer.parseInt(tmp[0]);

int b = Integer.parseInt(tmp[1]);

a = a * w + px;

b = b * w + py;

if (x%2 == 0) {

g.setColor(Color.WHITE);

} else {

g.setColor(Color.BLACK);

g.fillArc(a-w/2, b-w/2, w, w, 0, 360);

@Override

public void mouseClicked(MouseEvent e) {

if (e.getButton() == e.BUTTON1) {

int x = e.getX();

int y = e.getY();

x = (x - x % w) + (x % w > w / 2 ? w : 0);

y = (y - y % w) + (y % w > w / 2 ? w : 0);

x = (x - px) / w;

y = (y - py) / w;

if (x >= 0 && y >= 0 && x <= 16 && y <= 16) {

if (v.contains(x+"-"+y)) {

System.out.println("已經有棋了!");

v.add(x+"-"+y);

this.repaint();

if (v.size() % 2 == 0) {

black.add(x+"-"+y);

this.victory(x, y, black);

// System.out.println("黑棋");

white.add(x+"-"+y);

this.victory(x, y, white);

// System.out.println("白棋");

// System.out.println(e.getX()+"-"+e.getY());

// System.out.println(e.getX()+"-"+e.getY()+"|"+x+"-"+y+"\t超出邊界了");

if (e.getButton() == e.BUTTON3) { //右擊悔棋的方法

// System.out.println("滑鼠右擊--悔棋");

if (v.isEmpty()) {

JOptionPane.showMessageDialog(this, "沒有棋可悔");

if (v.size() % 2 == 0) { //判斷是白棋悔棋,還是黑棋悔棋

blackCount++;

if (blackCount > 3) {

JOptionPane.showMessageDialog(this, "黑棋已經悔了3步");

v.remove(v.lastElement());

whiteCount++;

if (whiteCount > 3) {

JOptionPane.showMessageDialog(this, "白棋已經悔了3步");

* 判斷勝利的方法

private void victory(int x, int y, Vector contain) {

int cv = 0; //垂直方向棋子數量

int ch = 0; //水準方向棋子數量

int ci1 = 0; //斜面方向棋子數量1

int ci2 = 0; //斜面方向棋子數量2

//計算水準方向棋子數量

for (int i=1; i<5; i++) {

if (contain.contains((x+i)+"-"+y)) {

ch++;

break;

if (contain.contains((x-i)+"-"+y)) {

//計算垂直方向棋子數量

if (contain.contains(x+"-"+(y+i))) {

cv++;

if (contain.contains(x+"-"+(y-i))) {

//計算45°斜面方向棋子數量

if (contain.contains((x+i)+"-"+(y+i))) {

ci1++;

if (contain.contains((x-i)+"-"+(y-i))) {

//計算135°斜面方向棋子數量

if (contain.contains((x+i)+"-"+(y-i))) {

ci2++;

for (int i=1; i<5; i++) {(http://www.amjmh.com/v/)

if (contain.contains((x-i)+"-"+(y+i))) {

if (ch>=4 || cv>=4 ||ci1>=4 ||ci2>=4) {

System.out.println(v.size()+"步棋");

//判斷是黑棋赢,還是白棋赢

JOptionPane.showMessageDialog(null, "黑棋赢了");

JOptionPane.showMessageDialog(null, "白棋赢了");

this.v.clear();

this.black.clear();

this.white.clear();

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

public void mouseExited(MouseEvent e) {

public void mousePressed(MouseEvent e) {

public void mouseReleased(MouseEvent e) {

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public class Start {

public static void main(String[] args) {

FiveInARow five = new FiveInARow();