package cn.edu.ouc.fiveChess;

import sun.awt.image.ToolkitImage;

import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.geom.Ellipse2D;
import java.awt.image.RescaleOp;
import javax.swing.*;
/**
 * 五子棋--棋盘类
 */
public class ChessBoard extends JPanel implements MouseListener {
    public static final int MARGIN=30;//边距
    public static final int GRID_SPAN=35;//网格间距
    public static final int ROWS=15;//棋盘行数
    public static final int COLS=15;//棋盘列数
    Point[] chessList=new Point[(ROWS+1)*(COLS+1)];//初始每个数组元素为null
    boolean isBlack=true;//默认开始是黑棋先
    boolean gameOver=false;//游戏是否结束
    int chessCount;//当前棋盘棋子的个数
    int xIndex,yIndex;//当前刚下棋子的索引
    //声明变量
    Image img;
    Image shadows;
    Color colortemp;
    //程序暂停,true为暂停
    private boolean paused;
    //创建ChessBoard类
    public ChessBoard(){
        //使用Toolkit类的getDefaultToolkit方法获取默认工具包
        img= Toolkit.getDefaultToolkit().getImage("C:\Users\shixunlou\IdeaProjects\ydm\src\cn\edu\ouc\fiveChess\board.jpg");
        shadows=Toolkit.getDefaultToolkit().getImage("C:\Users\shixunlou\IdeaProjects\ydm\src\cn\edu\ouc\fiveChess\board.jpg");
        //添加鼠标监视器
        addMouseListener(this);
        //添加一个鼠标移动监听器
        addMouseMotionListener(new MouseMotionListener(){
            public void mouseDragged(MouseEvent e){
            }
            public void mouseMoved(MouseEvent e){
                int x1=(e.getX()-MARGIN+GRID_SPAN/2)/GRID_SPAN;
                //将鼠标点击的坐标位置转成网格索引
                int y1=(e.getY()-MARGIN+GRID_SPAN/2)/GRID_SPAN;
                //游戏已经结束不能下
                //落在棋盘外不能下
                //x,y位置已经有棋子存在,不能下
                if(x1<0||x1>ROWS||y1<0||y1>COLS||gameOver||findChess(x1,y1))
                    setCursor(new Cursor(Cursor.DEFAULT_CURSOR));
                    //设置成默认状态
                else setCursor(new Cursor(Cursor.HAND_CURSOR));
            }
        });
    }
    private boolean isPaused = false;//添加一个标志位记录游戏是否暂停
    //绘制
    public void paintComponent(Graphics g){
        super.paintComponent(g);//画棋盘
        int imgWidth= img.getWidth(this);
        int imgHeight=img.getHeight(this);//获得图片的宽度与高度


        int FWidth=getWidth();
        int FHeight=getHeight();//获得窗口的宽度与高度
        //将图片绘制到窗口中

       // int x=(FWidth-imgWidth)/2;
        //int y=(FHeight-imgHeight)/2;
        g.drawImage(img, 0, 0, FWidth, FHeight, null);
        for(int i=0;i<=ROWS;i++){//画横线
            for(int j=0;j<COLS;j++) {
                g.drawLine(MARGIN, MARGIN + i * GRID_SPAN, MARGIN + COLS * GRID_SPAN, MARGIN + i * GRID_SPAN);
            }
        }
        //判断游戏是否暂停,如果暂停则不进行绘制
        if(!isPaused) {//如果游戏未暂停,进行绘制
            for (int i = 0; i <= COLS; i++) {//画竖线
                g.drawLine(MARGIN + i * GRID_SPAN, MARGIN, MARGIN + i * GRID_SPAN, MARGIN + ROWS * GRID_SPAN);
            }
            //画棋子
            for (int i = 0; i < chessCount; i++) {
                //网格交叉点x,y坐标
                int xPos = chessList[i].getX() * GRID_SPAN + MARGIN;
                int yPos = chessList[i].getY() * GRID_SPAN + MARGIN;
                g.setColor(chessList[i].getColor());//设置颜色
                colortemp = chessList[i].getColor();
                if (colortemp == Color.black) {
                    RadialGradientPaint paint = new RadialGradientPaint(xPos - Point.DIAMETER / 2 + 25, yPos - Point.DIAMETER / 2 + 10, 20, new float[]{0f, 1f}
                            , new Color[]{Color.WHITE, Color.BLACK});
                    ((Graphics2D) g).setPaint(paint);
                    ((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
                    ((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_DEFAULT);

                } else if (colortemp == Color.white) {
                    RadialGradientPaint paint = new RadialGradientPaint(xPos - Point.DIAMETER / 2 + 25, yPos - Point.DIAMETER / 2 + 10, 70, new float[]{0f, 1f}
                            , new Color[]{Color.WHITE, Color.BLACK});
                    ((Graphics2D) g).setPaint(paint);
                    ((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
                    ((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_DEFAULT);

                }
                Ellipse2D e = new Ellipse2D.Float(xPos - Point.DIAMETER / 2, yPos - Point.DIAMETER / 2, 34, 35);
                ((Graphics2D) g).fill(e);
                //标记最后一个棋子的红矩形框
            }
        }
    }

public void mousePressed(MouseEvent e){
    //游戏结束时,不再能下
    if (gameOver) {
        JOptionPane.showMessageDialog(this, '游戏已结束,请重新开始', '提示', JOptionPane.INFORMATION_MESSAGE);
        return;
    }
    //游戏暂停时,不能下棋
    if (paused) {
        JOptionPane.showMessageDialog(this, '当前处于暂停模式,请点击继续按钮继续游戏', '提示', JOptionPane.INFORMATION_MESSAGE);
        return;
    }
    String colorName=isBlack?'黑棋':'白棋';
    //将鼠标点击的坐标位置转换成网格索引
    xIndex=(e.getX()-MARGIN+GRID_SPAN/2)/GRID_SPAN;
    yIndex=(e.getY()-MARGIN+GRID_SPAN/2)/GRID_SPAN;
    //落在棋盘外不能下
    if(xIndex<0||xIndex>ROWS||yIndex<0||yIndex>COLS) {
        JOptionPane.showMessageDialog(this, '该位置不在界面内,请在界面内下棋');
        return;
    }
    //如果点击的位置已经有棋子存在,不能下
    if(findChess(xIndex,yIndex)) {
        JOptionPane.showMessageDialog(this, '该位置已经有棋子,请重新选择位置下棋!');
        return;
    }
    //可以进行时的处理
    Point ch=new Point(xIndex,yIndex,isBlack?Color.black:Color.white);
    chessList[chessCount++]=ch;
    repaint();//通知系统重新绘制
    //如果胜出则给出提示信息,不能继续下棋
    if(isWin()){
        String msg=String.format('恭喜,%s赢了!', colorName);
        JOptionPane.showMessageDialog(this, msg);
        gameOver=true;
    }
    isBlack=!isBlack;
}

    @Override
    public void mouseReleased(MouseEvent e) {

    }

    @Override
    public void mouseEntered(MouseEvent e) {

    }

    @Override
    public void mouseExited(MouseEvent e) {

    }

    private boolean findChess(int xIndex, int yIndex) {
        for (int i = 0; i < chessCount; i++) {
            Point ch = chessList[i];
            if (ch != null && ch.getX() == xIndex && ch.getY() == yIndex) {
                return true;
            }
        }
        return false;
    }

    //覆盖mouseListener的方法
    public void mouseClicked(MouseEvent e) {
        //判断游戏是否暂停,如果暂停则不进行下棋
        if (paused) {
            JOptionPane.showMessageDialog(this, '游戏已暂停,点击继续按钮继续游戏', '提示', JOptionPane.INFORMATION_MESSAGE);
            return;
        }
    }
    private boolean isWin(){
        int continueCount=1;//连续棋子的个数
        //横向向西寻找
        for(int x=xIndex-1;x>=0;x--){
            Color c=isBlack?Color.black:Color.white;
            if(getChess(x,yIndex,c)!=null){
                continueCount++;
            }else
                break;
        }
        //横向向东寻找
        for(int x=xIndex+1;x<=COLS;x++){
            Color c=isBlack?Color.black:Color.white;
            if(getChess(x,yIndex,c)!=null){
                continueCount++;
            }else
                break;
        }
        if(continueCount>=5){
            return true;
        }else
            continueCount=1;
        //继续另一种搜索纵向
        //向上搜索
        for(int y=yIndex-1;y>=0;y--){
            Color c=isBlack?Color.black:Color.white;
            if(getChess(xIndex,y,c)!=null){
                continueCount++;
            }else
                break;
        }
        //纵向向下寻找
        for(int y=yIndex+1;y<=ROWS;y++){
            Color c=isBlack?Color.black:Color.white;
            if(getChess(xIndex,y,c)!=null)
                continueCount++;
            else
                break;

        }
        if(continueCount>=5)
            return true;
        else
            continueCount=1;
        //继续另一种情况的搜索:斜向
        //东北寻找
        for(int x=xIndex+1,y=yIndex-1;y>=0&&x<=COLS;x++,y--){
            Color c=isBlack?Color.black:Color.white;
            if(getChess(x,y,c)!=null){
                continueCount++;
            }
            else break;
        }
        //西南寻找
        for(int x=xIndex-1,y=yIndex+1;x>=0&&y<=ROWS;x--,y++){
            Color c=isBlack?Color.black:Color.white;
            if(getChess(x,y,c)!=null){
                continueCount++;
            }
            else break;
        }
        if(continueCount>=5)
            return true;
        else continueCount=1;
        //继续另一种情况的搜索:斜向
        //西北寻找
        for(int x=xIndex-1,y=yIndex-1;x>=0&&y>=0;x--,y--){
            Color c=isBlack?Color.black:Color.white;
            if(getChess(x,y,c)!=null)
                continueCount++;
            else break;
        }
        //东南寻找
        for(int x=xIndex+1,y=yIndex+1;x<=COLS&&y<=ROWS;x++,y++){
            Color c=isBlack?Color.black:Color.white;
            if(getChess(x,y,c)!=null)
                continueCount++;
            else break;
        }
        if(continueCount>=5)
            return true;
        else continueCount=1;

        return false;
    }
    private Point getChess(int xIndex,int yIndex,Color color){
        for(Point p:chessList){
            if(p!=null&&p.getX()==xIndex&&p.getY()==yIndex
                    &&p.getColor()==color)
                return p;
        }
        return null;
    }
    public void restartGame(){
        //清除棋子
        for(int i=0;i<chessList.length;i++){
            chessList[i]=null;
        }
        //恢复游戏相关的变量值
        isBlack=true;
        gameOver=false; //游戏是否结束
        chessCount =0; //当前棋盘棋子个数
        repaint();
    }
    //悔棋
    public void goback(){
        if(chessCount==0)
            return ;
        chessList[chessCount-1]=null;
        chessCount--;
        if(chessCount>0){
            xIndex=chessList[chessCount-1].getX();
            yIndex=chessList[chessCount-1].getY();
        }
        isBlack=!isBlack;
        repaint();
    }
    //矩形Dimension
    public Dimension getPreferredSize(){
        return new Dimension(MARGIN*2+GRID_SPAN*COLS,MARGIN*2
                +GRID_SPAN*ROWS);
    }
    public void setPaused(boolean paused) {
        this.paused = paused;
    }
}

在比赛中可以随时存储棋盘是什么意思内容:

在比赛中随时存储棋盘是指在每个玩家下完棋子后,将当前的棋盘状态保存下来。这样可以在比赛中进行悔棋、重新开始等操作,同时也方便记录比赛过程和结果。存储棋盘可以使用数组、列表等数据结构进行存储,每个元素代表棋盘上的一个位置,记录该位置是否有棋子以及棋子的颜色等信息。在需要进行悔棋、重新开始等操作时,可以根据存储的棋盘状态进行相应的处理。
五子棋游戏棋盘类 - Java Swing 实现

原文地址: https://www.cveoy.top/t/topic/oLEP 著作权归作者所有。请勿转载和采集!

免费AI点我,无需注册和登录