五子棋棋盘类:实现棋盘状态存储功能
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 java.util.Stack; import javax.swing.; /**
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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; //添加一个栈来存储棋盘状态 private Stack<Point[]> chessStack = new Stack<Point[]>(); //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; //将当前棋盘状态存储到栈中 chessStack.push(chessList.clone()); 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
chessStack.clear(); // 清空棋盘状态栈
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;
}
// 存储棋盘状态
public void saveGame() {
chessStack.push(chessList.clone());
}
// 恢复棋盘状态
public void loadGame() {
if (!chessStack.isEmpty()) {
chessList = chessStack.pop();
chessCount = 0;
for (int i = 0; i < chessList.length; i++) {
if (chessList[i] != null) {
chessCount++;
}
}
// 重新设置当前下棋颜色
isBlack = (chessCount % 2 == 0); // 判断最后一个棋子是黑棋还是白棋
repaint();
}
}
原文地址: https://www.cveoy.top/t/topic/oLEx 著作权归作者所有。请勿转载和采集!