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简单java五子棋代码(java五子棋完整代码)

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java五子棋简单的人机对战程序逻辑

兄弟,不是没有落子行为,是一直有你看不出来吧,determineNextMove(int who)函数中获得坐标时:int x = (int)Math.random() * 10;,这个x永远都是0吧,应该是int x=(int)(Math.random()*10);优先级搞错了。所以你得到的坐标cell都是(0,0),通过后台打印System.out.println(cell.x + " " + cell.y);也可以看出来的吧。

急!!! Java五子棋源代码注释

package org.liky.game.frame;

import java.awt.Color;

import java.awt.Font;

import java.awt.Graphics;

import java.awt.Toolkit;

import java.awt.event.MouseEvent;

import java.awt.event.MouseListener;

import java.awt.image.BufferedImage;

import java.io.File;

import java.io.IOException;

import javax.imageio.ImageIO;

import javax.swing.JFrame;

import javax.swing.JOptionPane;

public class FiveChessFrame extends JFrame implements MouseListener, Runnable {

// 取得屏幕的宽度

int width = Toolkit.getDefaultToolkit().getScreenSize().width;

// 取得屏幕的高度

int height = Toolkit.getDefaultToolkit().getScreenSize().height;

// 背景图片

BufferedImage bgImage = null;

// 保存棋子的坐标

int x = 0;

int y = 0;

// 保存之前下过的全部棋子的坐标

// 其中数据内容 0: 表示这个点并没有棋子, 1: 表示这个点是黑子, 2:表示这个点是白子

int[][] allChess = new int[19][19];

// 标识当前应该黑棋还是白棋下下一步

boolean isBlack = true;

// 标识当前游戏是否可以继续

boolean canPlay = true;

// 保存显示的提示信息

String message = "黑方先行";

// 保存最多拥有多少时间(秒)

int maxTime = 0;

// 做倒计时的线程类

Thread t = new Thread(this);

// 保存黑方与白方的剩余时间

int blackTime = 0;

int whiteTime = 0;

// 保存双方剩余时间的显示信息

String blackMessage = "无限制";

String whiteMessage = "无限制";

public FiveChessFrame() {

// 设置标题

this.setTitle("五子棋");

// 设置窗体大小

this.setSize(500, 500);

// 设置窗体出现位置

this.setLocation((width - 500) / 2, (height - 500) / 2);

// 将窗体设置为大小不可改变

this.setResizable(false);

// 将窗体的关闭方式设置为默认关闭后程序结束

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

// 为窗体加入监听器

this.addMouseListener(this);

// 将窗体显示出来

this.setVisible(true);

t.start();

t.suspend();

// 刷新屏幕,防止开始游戏时出现无法显示的情况.

this.repaint();

String imagePath = "" ;

try {

imagePath = System.getProperty("user.dir")+"/bin/image/background.jpg" ;

bgImage = ImageIO.read(new File(imagePath.replaceAll("\\\\", "/")));

} catch (IOException e) {

// TODO Auto-generated catch block

e.printStackTrace();

}

}

public void paint(Graphics g) {

// 双缓冲技术防止屏幕闪烁

BufferedImage bi = new BufferedImage(500, 500,

BufferedImage.TYPE_INT_RGB);

Graphics g2 = bi.createGraphics();

g2.setColor(Color.BLACK);

// 绘制背景

g2.drawImage(bgImage, 1, 20, this);

// 输出标题信息

g2.setFont(new Font("黑体", Font.BOLD, 20));

g2.drawString("游戏信息:" + message, 130, 60);

// 输出时间信息

g2.setFont(new Font("宋体", 0, 14));

g2.drawString("黑方时间:" + blackMessage, 30, 470);

g2.drawString("白方时间:" + whiteMessage, 260, 470);

// 绘制棋盘

for (int i = 0; i 19; i++) {

g2.drawLine(10, 70 + 20 * i, 370, 70 + 20 * i);

g2.drawLine(10 + 20 * i, 70, 10 + 20 * i, 430);

}

// 标注点位

g2.fillOval(68, 128, 4, 4);

g2.fillOval(308, 128, 4, 4);

g2.fillOval(308, 368, 4, 4);

g2.fillOval(68, 368, 4, 4);

g2.fillOval(308, 248, 4, 4);

g2.fillOval(188, 128, 4, 4);

g2.fillOval(68, 248, 4, 4);

g2.fillOval(188, 368, 4, 4);

g2.fillOval(188, 248, 4, 4);

/*

* //绘制棋子 x = (x - 10) / 20 * 20 + 10 ; y = (y - 70) / 20 * 20 + 70 ;

* //黑子 g.fillOval(x - 7, y - 7, 14, 14); //白子 g.setColor(Color.WHITE) ;

* g.fillOval(x - 7, y - 7, 14, 14); g.setColor(Color.BLACK) ;

* g.drawOval(x - 7, y - 7, 14, 14);

*/

// 绘制全部棋子

for (int i = 0; i 19; i++) {

for (int j = 0; j 19; j++) {

if (allChess[i][j] == 1) {

// 黑子

int tempX = i * 20 + 10;

int tempY = j * 20 + 70;

g2.fillOval(tempX - 7, tempY - 7, 14, 14);

}

if (allChess[i][j] == 2) {

// 白子

int tempX = i * 20 + 10;

int tempY = j * 20 + 70;

g2.setColor(Color.WHITE);

g2.fillOval(tempX - 7, tempY - 7, 14, 14);

g2.setColor(Color.BLACK);

g2.drawOval(tempX - 7, tempY - 7, 14, 14);

}

}

}

g.drawImage(bi, 0, 0, this);

}

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

/*

* System.out.println("X:"+e.getX()); System.out.println("Y:"+e.getY());

*/

if (canPlay == true) {

x = e.getX();

y = e.getY();

if (x = 10 x = 370 y = 70 y = 430) {

x = (x - 10) / 20;

y = (y - 70) / 20;

if (allChess[x][y] == 0) {

// 判断当前要下的是什么颜色的棋子

if (isBlack == true) {

allChess[x][y] = 1;

isBlack = false;

message = "轮到白方";

} else {

allChess[x][y] = 2;

isBlack = true;

message = "轮到黑方";

}

// 判断这个棋子是否和其他的棋子连成5连,即判断游戏是否结束

boolean winFlag = this.checkWin();

if (winFlag == true) {

JOptionPane.showMessageDialog(this, "游戏结束,"

+ (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");

canPlay = false;

}

} else {

JOptionPane.showMessageDialog(this, "当前位置已经有棋子,请重新落子!");

}

this.repaint();

}

}

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

// 点击 开始游戏 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 70

e.getY() = 100) {

int result = JOptionPane.showConfirmDialog(this, "是否重新开始游戏?");

if (result == 0) {

// 现在重新开始游戏

// 重新开始所要做的操作: 1)把棋盘清空,allChess这个数组中全部数据归0.

// 2) 将 游戏信息: 的显示改回到开始位置

// 3) 将下一步下棋的改为黑方

for (int i = 0; i 19; i++) {

for (int j = 0; j 19; j++) {

allChess[i][j] = 0;

}

}

// 另一种方式 allChess = new int[19][19];

message = "黑方先行";

isBlack = true;

blackTime = maxTime;

whiteTime = maxTime;

if (maxTime 0) {

blackMessage = maxTime / 3600 + ":"

+ (maxTime / 60 - maxTime / 3600 * 60) + ":"

+ (maxTime - maxTime / 60 * 60);

whiteMessage = maxTime / 3600 + ":"

+ (maxTime / 60 - maxTime / 3600 * 60) + ":"

+ (maxTime - maxTime / 60 * 60);

t.resume();

} else {

blackMessage = "无限制";

whiteMessage = "无限制";

}

this.canPlay = true;

this.repaint();

}

}

// 点击 游戏设置 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 120

e.getY() = 150) {

String input = JOptionPane

.showInputDialog("请输入游戏的最大时间(单位:分钟),如果输入0,表示没有时间限制:");

try {

maxTime = Integer.parseInt(input) * 60;

if (maxTime 0) {

JOptionPane.showMessageDialog(this, "请输入正确信息,不允许输入负数!");

}

if (maxTime == 0) {

int result = JOptionPane.showConfirmDialog(this,

"设置完成,是否重新开始游戏?");

if (result == 0) {

for (int i = 0; i 19; i++) {

for (int j = 0; j 19; j++) {

allChess[i][j] = 0;

}

}

// 另一种方式 allChess = new int[19][19];

message = "黑方先行";

isBlack = true;

blackTime = maxTime;

whiteTime = maxTime;

blackMessage = "无限制";

whiteMessage = "无限制";

this.canPlay = true;

this.repaint();

}

}

if (maxTime 0) {

int result = JOptionPane.showConfirmDialog(this,

"设置完成,是否重新开始游戏?");

if (result == 0) {

for (int i = 0; i 19; i++) {

for (int j = 0; j 19; j++) {

allChess[i][j] = 0;

}

}

// 另一种方式 allChess = new int[19][19];

message = "黑方先行";

isBlack = true;

blackTime = maxTime;

whiteTime = maxTime;

blackMessage = maxTime / 3600 + ":"

+ (maxTime / 60 - maxTime / 3600 * 60) + ":"

+ (maxTime - maxTime / 60 * 60);

whiteMessage = maxTime / 3600 + ":"

+ (maxTime / 60 - maxTime / 3600 * 60) + ":"

+ (maxTime - maxTime / 60 * 60);

t.resume();

this.canPlay = true;

this.repaint();

}

}

} catch (NumberFormatException e1) {

// TODO Auto-generated catch block

JOptionPane.showMessageDialog(this, "请正确输入信息!");

}

}

// 点击 游戏说明 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 170

e.getY() = 200) {

JOptionPane.showMessageDialog(this,

"这个一个五子棋游戏程序,黑白双方轮流下棋,当某一方连到五子时,游戏结束。");

}

// 点击 认输 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 270

e.getY() = 300) {

int result = JOptionPane.showConfirmDialog(this, "是否确认认输?");

if (result == 0) {

if (isBlack) {

JOptionPane.showMessageDialog(this, "黑方已经认输,游戏结束!");

} else {

JOptionPane.showMessageDialog(this, "白方已经认输,游戏结束!");

}

canPlay = false;

}

}

// 点击 关于 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 320

e.getY() = 350) {

JOptionPane.showMessageDialog(this,

"本游戏由MLDN制作,有相关问题可以访问");

}

// 点击 退出 按钮

if (e.getX() = 400 e.getX() = 470 e.getY() = 370

e.getY() = 400) {

JOptionPane.showMessageDialog(this, "游戏结束");

System.exit(0);

}

}

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

private boolean checkWin() {

boolean flag = false;

// 保存共有相同颜色多少棋子相连

int count = 1;

// 判断横向是否有5个棋子相连,特点 纵坐标 是相同, 即allChess[x][y]中y值是相同

int color = allChess[x][y];

/*

* if (color == allChess[x+1][y]) { count++; if (color ==

* allChess[x+2][y]) { count++; if (color == allChess[x+3][y]) {

* count++; } } }

*/

// 通过循环来做棋子相连的判断

/*

* int i = 1; while (color == allChess[x + i][y + 0]) { count++; i++; }

* i = 1; while (color == allChess[x - i][y - 0]) { count++; i++; } if

* (count = 5) { flag = true; } // 纵向的判断 int i2 = 1 ; int count2 = 1 ;

* while (color == allChess[x + 0][y + i2]) { count2++; i2++; } i2 = 1;

* while (color == allChess[x - 0][y - i2]) { count2++; i2++; } if

* (count2 = 5) { flag = true ; } // 斜方向的判断(右上 + 左下) int i3 = 1 ; int

* count3 = 1 ; while (color == allChess[x + i3][y - i3]) { count3++;

* i3++; } i3 = 1; while (color == allChess[x - i3][y + i3]) { count3++;

* i3++; } if (count3 = 5) { flag = true ; } // 斜方向的判断(右下 + 左上) int i4 =

* 1 ; int count4 = 1 ; while (color == allChess[x + i4][y + i4]) {

* count4++; i4++; } i4 = 1; while (color == allChess[x - i4][y - i4]) {

* count4++; i4++; } if (count4 = 5) { flag = true ; }

*/

// 判断横向

count = this.checkCount(1, 0, color);

if (count = 5) {

flag = true;

} else {

// 判断纵向

count = this.checkCount(0, 1, color);

if (count = 5) {

flag = true;

} else {

// 判断右上、左下

count = this.checkCount(1, -1, color);

if (count = 5) {

flag = true;

} else {

// 判断右下、左上

count = this.checkCount(1, 1, color);

if (count = 5) {

flag = true;

}

}

}

}

return flag;

}

// 判断棋子连接的数量

private int checkCount(int xChange, int yChange, int color) {

int count = 1;

int tempX = xChange;

int tempY = yChange;

while (x + xChange = 0 x + xChange = 18 y + yChange = 0

y + yChange = 18

color == allChess[x + xChange][y + yChange]) {

count++;

if (xChange != 0)

xChange++;

if (yChange != 0) {

if (yChange 0)

yChange++;

else {

yChange--;

}

}

}

xChange = tempX;

yChange = tempY;

while (x - xChange = 0 x - xChange = 18 y - yChange = 0

y - yChange = 18

color == allChess[x - xChange][y - yChange]) {

count++;

if (xChange != 0)

xChange++;

if (yChange != 0) {

if (yChange 0)

yChange++;

else {

yChange--;

}

}

}

return count;

}

public void run() {

// TODO Auto-generated method stub

// 判断是否有时间限制

if (maxTime 0) {

while (true) {

if (isBlack) {

blackTime--;

if (blackTime == 0) {

JOptionPane.showMessageDialog(this, "黑方超时,游戏结束!");

}

} else {

whiteTime--;

if (whiteTime == 0) {

JOptionPane.showMessageDialog(this, "白方超时,游戏结束!");

}

}

blackMessage = blackTime / 3600 + ":"

+ (blackTime / 60 - blackTime / 3600 * 60) + ":"

+ (blackTime - blackTime / 60 * 60);

whiteMessage = whiteTime / 3600 + ":"

+ (whiteTime / 60 - whiteTime / 3600 * 60) + ":"

+ (whiteTime - whiteTime / 60 * 60);

this.repaint();

try {

Thread.sleep(1000);

} catch (InterruptedException e) {

// TODO Auto-generated catch block

e.printStackTrace();

}

System.out.println(blackTime + " -- " + whiteTime);

}

}

}

}

求五子棋的JAVA代码,已写出部分,我应该如何保存输入过的坐标?

棋盘是20X20的,你用String数组来表示的话,没有棋子的棋盘上的qipan[x]y[]的值为空,该地方有黑棋的时候qipan[X][y]=‘1’,白棋的话qipan[X][Y]=‘2’,你无需记录你下过的位置,只需画棋盘时候该位置的值,为空的话可以继续下棋子就可以了

用eclipse编写一个基于java的五子棋(与电脑对弈)

基于java的五子棋:

主要功能代码如下:

import java.awt.*;

import javax.swing.*;

import java.awt.event.*;

public class Main extends JFrame implements ActionListener{

        private static final long serialVersionUID = 1L;

        JButton[][] point=new JButton[40][40];

        int[][] state=new int[40][40];

        int[][] value=new int[40][40];

        int[] place=new int[2];

        public Main(){

                this.setTitle("五子棋");

                this.setBounds(100,10,1000,1000);

                this.setLayout(new GridLayout(30,30));

                int i,j;

                for(i=0;i=39;i++){

                        for(j=0;j=39;j++){

                                state[i][j]=0;

                                value[i][j]=0;

                        }

                }

                for(i=5;i=34;i++){

                        for (j=5;j=34;j++){

                                point[i][j]=new JButton("");

                                this.add(point[i][j]);

                                point[i][j].addActionListener(this);

                        }

                }

                this.setVisible(true);

        }

        public void actionPerformed(ActionEvent e)

    {

            int i,j;

            for(i=5;i=34;i++){

                    for(j=5;j=34;j++){

                            if(e.getSource()==point[i][j]){

                                    point[i][j].setBackground(Color.RED);

                                    state[i][j]=1;

                                    point[i][j].setEnabled(false);

                                    value[i][j]=0;

                            }

                    }

            }

          

    public static void main(String[] args)throws NullPointerException{

            new Main();

    }

                else if(((state[i][j]==0)(state[i][j+1]==1)(state[i][j+2]==0))||

                                ((state[i][j]==0)(state[i][j-1]==1)(state[i][j-2]==0))||

                                ((state[i][j]==0)(state[i+1][j]==1)(state[i+2][j]==0))||

                                ((state[i][j]==0)(state[i-1][j]==1)(state[i-2][j]==0))||                               //空红空

                                ((state[i][j]==0)(state[i+1][j+1]==1)(state[i+2][j+2]==0))||

                                ((state[i][j]==0)(state[i+1][j-1]==1)(state[i+2][j-2]==0))||

                                ((state[i][j]==0)(state[i-1][j+1]==1)(state[i-2][j+2]==0))||

                                ((state[i][j]==0)(state[i-1][j-1]==1)(state[i-2][j-2]==0))||

                        ((state[i][j]==0)(state[i][j+1]==1)(state[i][j+2]==1)(state[i][j+3]==2))||

                                ((state[i][j]==0)(state[i][j-1]==1)(state[i][j-2]==1)(state[i][j-3]==2))||

                                ((state[i][j]==0)(state[i+1][j]==1)(state[i+2][j]==1)(state[i+3][j]==2))||

                                ((state[i][j]==0)(state[i-1][j]==1)(state[i-2][j]==1)(state[i-3][j]==2))||                            //空红红蓝型

                                ((state[i][j]==0)(state[i+1][j+1]==1)(state[i+2][j+2]==1)(state[i+3][j+3]==2))||

                                ((state[i][j]==0)(state[i+1][j-1]==1)(state[i+2][j-2]==1)(state[i+3][j-3]==2))||

                                ((state[i][j]==0)(state[i-1][j+1]==1)(state[i-2][j+2]==1)(state[i-3][j+3]==2))||

                                ((state[i][j]==0)(state[i-1][j-1]==1)(state[i-2][j-2]==1)(state[i-3][j-3]==2))){

                                value[i][j]=2;

                                return value[i][j];

                }

                else if(((state[i][j]==0)(state[i][j+1]==2)(state[i][j+2]==0))||

                                ((state[i][j]==0)(state[i][j-1]==2)(state[i][j-2]==0))||

                                ((state[i][j]==0)(state[i+1][j]==2)(state[i+2][j]==0))||

                                ((state[i][j]==0)(state[i-1][j]==2)(state[i-2][j]==0))||

                                ((state[i][j]==0)(state[i+1][j+1]==2)(state[i+2][j+2]==0))||

                                ((state[i][j]==0)(state[i+1][j-1]==2)(state[i+2][j-2]==0))||

                                ((state[i][j]==0)(state[i-1][j+1]==2)(state[i-2][j+2]==0))||

                                ((state[i][j]==0)(state[i-1][j-1]==2)(state[i-2][j-2]==0))||

                        ((state[i][j]==0)(state[i][j+1]==2)(state[i][j+2]==2)(state[i][j+3]==1))||

                                ((state[i][j]==0)(state[i][j-1]==2)(state[i][j-2]==2)(state[i][j-3]==1))||

                                ((state[i][j]==0)(state[i+1][j]==2)(state[i+2][j]==2)(state[i+3][j]==1))||

                                ((state[i][j]==0)(state[i-1][j]==2)(state[i-2][j]==2)(state[i-3][j]==1))||

                                ((state[i][j]==0)(state[i+1][j+1]==2)(state[i+2][j+2]==2)(state[i+3][j+3]==1))||

                                ((state[i][j]==0)(state[i+1][j-1]==2)(state[i+2][j-2]==2)(state[i+3][j-3]==1))||

                                ((state[i][j]==0)(state[i-1][j+1]==2)(state[i-2][j+2]==2)(state[i-3][j+3]==1))||

                                ((state[i][j]==0)(state[i-1][j-1]==2)(state[i-2][j-2]==2)(state[i-3][j-3]==1))){

                                value[i][j]=1;

                                return value[i][j];

                }

                else{

                        value[i][j]=0;

                        return value[i][j];

                }

    }

    public int[] largestValue(int[][] value){

            int max,i,j,l,k;

            l=0;k=0;

            max=0;

            for(i=5;i34;i++){

                    for(j=5;j34;j++){

                            if(maxvalue[i][j]){

                                    max=value[i][j];

                                    place[0]=i;

                                    place[1]=j;

                            }

                    }

            }

            return place;

    }

}

运行结果如下图所示:

求一个简单的JAVA五子棋代码!! 网上复制的别来了!

以下是现写的 实现了两人对战 自己复制后运行把 没什么难度 类名 Games

import java.util.Scanner;

public class Games {

private String board[][];

private static int SIZE = 17;

private static String roles = "A玩家";

//初始化数组

public void initBoard() {

board = new String[SIZE][SIZE];

for (int i = 0; i SIZE; i++) {

for (int j = 0; j SIZE; j++) {

// if(i==0){

// String str = "";

// str += j+" ";

// board[i][j]= str;

// }else if(i!=0j==0){

// String str = "";

// str += i+" ";

// board[i][j]= str;

// }else{

board[i][j] = "╋";

// }

}

}

}

//输出棋盘

public void printBoard() {

for (int i = 0; i SIZE; i++) {

for (int j = 0; j SIZE; j++) {

System.out.print(board[i][j]);

}

System.out.println();

}

}

//判断所下棋子位置是否合理

public boolean isOk(int x, int y) {

boolean isRight = true;

if (x = 16 || x 1 || y = 16 | y 1) {

//System.out.println("输入错误,请从新输入");

isRight = false;

}

if (board[x][y].equals("●") || board[x][y].equals("○")) {

isRight = false;

}

return isRight;

}

//判断谁赢了

public void whoWin(Games wz) {

// 从数组挨个查找找到某个类型的棋子就从该棋子位置向右,向下,斜向右下 各查找5连续的位置看是否为5个相同的

int xlabel;// 记录第一次找到某个棋子的x坐标

int ylabel;// 记录第一次找到某个棋子的y坐标

// ●○╋

// 判断人是否赢了

for (int i = 0; i SIZE; i++) {

for (int j = 0; j SIZE; j++) {

if (board[i][j].equals("○")) {

xlabel = i;

ylabel = j;

// 横向找 x坐标不变 y坐标以此加1连成字符串

String heng = "";

if (i + 5 SIZE j + 5 SIZE) {

for (int k = j; k j + 5; k++) {

heng += board[i][k];

}

if (heng.equals("○○○○○")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

// 向下判断y不变 x逐增5 连成字符串

String xia = "";

for (int l = j; l i + 5; l++) {

xia += board[l][j];

// System.out.println(xia);

}

if (xia.equals("○○○○○")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

// 斜向右下判断

String youxia = "";

for (int a = 1; a = 5; a++) {

youxia += board[xlabel++][ylabel++];

}

if (youxia.equals("○○○○○")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

}

}

}

}

// 判断电脑是否赢了

for (int i = 0; i SIZE; i++) {

for (int j = 0; j SIZE; j++) {

if (board[i][j].equals("●")) {

xlabel = i;

ylabel = j;

// 横向找 x坐标不变 y坐标以此加1连成字符串

String heng = "";

if (j + 5 SIZE i + 5 SIZE) {

for (int k = j; k j + 5; k++) {

heng += board[i][k];

}

if (heng.equals("●●●●●")) {

System.out.println(roles+"赢输了!您输了!");

System.exit(0);

}

// 向下判断y不变 x逐增5 连成字符串

String xia = "";

for (int l = i; l i + 5; l++) {

xia += board[l][ylabel];

// System.out.println(xia);

}

if (xia.equals("●●●●●")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

// 斜向右下判断

String youxia = "";

for (int a = 1; a = 5; a++) {

youxia += board[xlabel++][ylabel++];

}

if (youxia.equals("●●●●●")) {

System.out.println(roles+"赢了!您输了!");

System.exit(0);

}

}

}

}

}

}

public static void main(String[] args) {

Games wz = new Games();

Scanner sc = new Scanner(System.in);

wz.initBoard();

wz.printBoard();

while (true) {

System.out.print("请"+roles+"输入X,Y坐标,必须在0-15范围内,xy以空格隔开,输入16 16结束程序");

int x = sc.nextInt();

int y = sc.nextInt();

if (x == SIZE y == SIZE) {

System.out.println("程序结束");

System.exit(0);

}

if (x SIZE || x 0 || y SIZE | y 0) {

System.out.println("输入错误,请从新输入");

continue;

}

//如果roles是A玩家 就让A玩家下棋,否则就让B玩家下棋。

if (wz.board[x][y].equals("╋")roles.equals("A玩家")) {

wz.board[x][y] = "○";

wz.printBoard();

//判断输赢

wz.whoWin(wz);

}else if(wz.board[x][y].equals("╋")roles.equals("B玩家")){

wz.board[x][y] = "●";

wz.printBoard();

//判断输赢

wz.whoWin(wz);

} else {

System.out.println("此处已经有棋子,从新输入");

continue;

}

if(roles.equals("A玩家")){

roles = "B玩家";

}else if(roles.equals("B玩家")){

roles = "A玩家";

}

}

}

}

JAVA五子棋程序代码分析(1)

楼主要是觉得看的不舒服可以拷到记事本里看~ import java.applet.*; import java.awt.*; import java.awt.event.*; import java.applet.Applet; import java.awt.Color; //这一段import就不说了,下面要用到的就import进来 public class wuziqi extends Applet implements ActionListener,MouseListener,MouseMotionListener,ItemListener //继承Applet表明是个applet,后面的接口必须要实现每个接口的所有方法 { int color_Qizi=0;//旗子的颜色标识 0:白子 1:黑子 int intGame_Start=0;//游戏开始标志 0未开始 1游戏中 int intGame_Body[][]=new int[16][16]; //设置棋盘棋子状态 0 无子 1 白子 2 黑子 Button b1=new Button("游戏开始"); Button b2=new Button("重置游戏"); //两个按钮 Label lblWin=new Label(" "); //这个label用来显示最后输赢信息的,先留空 Checkbox ckbHB[]=new Checkbox[2]; //用来表明选择黑气或白棋先走的checkbox CheckboxGroup ckgHB=new CheckboxGroup(); //两个checkbox必须放在同一个checkboxgroup里才能做到单选 public void init() //初始化,堆砌界面 { setLayout(null); //不设布局管理器 addMouseListener(this); //将本类作为鼠标事件的接口响应鼠标动作 add(b1); //将事先定义好的第一个按钮添加入界面 b1.setBounds(330,50,80,30); //设置第一个按钮左上角的位置和大小 b1.addActionListener(this); //将本类作为按钮事件的接口响应按钮动作 add(b2); //将事先定义好的第二个按钮添加进去 b2.setBounds(330,90,80,30); /设置第二个按钮左上角的位置和大小 b2.addActionListener(this); //将本类作为按钮事件的接口响应按钮动作 ckbHB[0]=new Checkbox("白子先",ckgHB,false); //new一个checkbox ckbHB[0].setBounds(320,20,60,30); //设置左上角位置和大小 ckbHB[1]=new Checkbox("黑子先",ckgHB,false); //new第二个checkbox ckbHB[1].setBounds(380,20,60,30); //设置左上角位置和大小 add(ckbHB[0]); //将第一个checkbox加入界面 add(ckbHB[1]); //将第二个checkbox加入界面 ckbHB[0].addItemListener(this); //将本类作为其事件接口来响应选中动作 ckbHB[1].addItemListener(this); //将本类作为其事件接口来响应选中动作 add(lblWin); //将标签加入界面 lblWin.setBounds(330,130,80,30); //设置标签的左上角位置和大小 Game_start_csh(); //调用游戏初始化 } public void itemStateChanged(ItemEvent e) //ItemListener接口中的方法,必须要有 { if (ckbHB[0].getState()) //选择黑子先还是白子先 { color_Qizi=0; //白棋先 } else { color_Qizi=1; //黑棋先 } } public void actionPerformed(ActionEvent e) //ActionListener接口中的方法,也是必须的 { Graphics g=getGraphics(); //这句话貌似可以去掉,g是用来画图或者画界面的 if (e.getSource()==b1) //如果动作的来源是第一个按钮 { Game_start(); //游戏开始 } else //否则 { Game_re(); //游戏重新开始 } } public void mousePressed(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有 public void mouseClicked(MouseEvent e) //鼠标单击时 { Graphics g=getGraphics(); //获得画笔 int x1,y1; x1=e.getX(); //单击处的x坐标 y1=e.getY(); //单击处的y坐标 if (e.getX()20 || e.getX()300 || e.getY()20 || e.getY()300) //在棋盘范围之外 { return; //则这是不能走棋的,直接返回 } //下面这两个if和两个赋值的作用是将x和y坐标根据舍入原则修改成棋盘上格子的坐标 if (x1%2010) { x1+=20; } if(y1%2010) { y1+=20; } x1=x1/20*20; y1=y1/20*20; set_Qizi(x1,y1); //在棋盘上画上一个棋子 } public void mouseEntered(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有 public void mouseExited(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有 public void mouseReleased(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有 public void mouseDragged(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有 public void mouseMoved(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有 public void paint(Graphics g) //重绘和applet程序装载的时候会调用这个绘制的过程 { draw_qipan(g); //画棋盘 }

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