五子棋应该是所有棋类游戏中规则最简单的一种了,对应着我们写代码,也是最简单,我们今天就来根据学过的知识,写一个五子棋玩一玩。

基本界面

五子棋首先要画出界面,界面其实并不麻烦,但是在画出界面之前,肯定首先需要计算一下,不然脑子里面会完全是乱的.

首先,我们约定整个棋盘是 15 * 15 的大小

其次,棋盘格子和格子之间肯定是有距离的,我们约定,每个格子之间的距离是 35

当然为了让棋盘稍微美观一点,我们可以为棋盘加上一点背景色.为了让大家看到的更加直观,整个棋盘的布局,如下图:

1.整个Swing界面的大小

2.棋盘的大小

这里要稍微注意的一点是,这个棋盘是 15 * 15 的大小,但是棋盘的格子其实只有14个,所以有线框的部分实际只有 490 * 490 的大小

3.棋盘和Swing边框周围的计算

所以,根据上面的图像,先来编写代码

编写代码

根据面向对象的思想,将代码划分了3个类去编写:
BoardPanel类专门负责画出棋盘
Board类负责画出旗子以及判定胜负
GameFrame类画出主面板

首先来看画出棋盘的类BoardPanel.java,既然专门负责画出棋盘,所以让这个类直接去继承Panel类,然后paint出相应的图像就ok

BoardPanel.java

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package com.fivechess;
import javax.swing.*;
import java.awt.*;
public class BoardPanel extends JPanel{
@Override
public void paint(Graphics g) {
g.setColor(new Color(165,185,75));
g.fillRect(35,35,525,525);
g.setColor(Color.BLACK);
//绘制棋盘
for (int i=0; i<15; i++){
g.drawLine(50, 50 + i*35, 540, 50 + i*35);
g.drawLine(50 + i*35, 50, 50 + i*35, 540);
}
//绘制天元(中间的圆点)
g.fillOval(290,290,10,10);
}
}

可以将这个放入到棋盘当如到Swing界面上,编写代码创建GameFrame.java

GameFrame.java

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public class GameFrame extends JFrame{
private JPanel boardPanel;
public GameFrame(){
this.setTitle("五子棋");
this.setSize(700, 600);
this.setResizable(false);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLayout(null);
boardPanel = new BoardPanel();
boardPanel.setBounds(0, 0, 600,600);
this.add(boardPanel);
}
public static void main(String[] args) {
GameFrame tf = new GameFrame();
tf.setVisible(true);
}
}

这样执行代码,一个棋盘就出来了,接下来实现点击出现棋子,而棋子我们需要单独的类来生成,编写Board代码,并将之前的代码稍微修改

Board.java

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public class Board {
private int [][] board = new int[15][15];
public void draw(Graphics g){
for (int i=0; i<board.length; i++){
for (int j=0; j<board[i].length; j++){
if(board[i][j] != 0){ //如果不是空格
if(board[i][j] == 1){ //如果是黑子
g.setColor(Color.BLACK);
}else{ //白子
g.setColor(Color.white);
}
g.fillOval(35*(j+1),35*(i+1),30,30);
//如果是白子,为了好看,给白子加上边框
if(board[i][j] == 2){
g.setColor(Color.BLACK);
g.drawOval(35*(j+1),35*(i+1),30,30);
}
}
}
}
}
/**
* 向棋盘中放置棋子
* @param row 行
* @param col 列
* @param isBlack 黑子还是白子
* @return 落子成功true,失败false(该位置已经有子)
*/
public boolean addPiece(int row, int col, boolean isBlack){
if(board[row][col] == 0){ //没有棋子的地方才能落子
board[row][col] = isBlack?1:2;
return true;
}
return false;
}
}

修改BoardPanel.java文件,加入棋子的绘制

BoardPanel.java

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package com.fivechess;
import javax.swing.*;
import java.awt.*;
public class BoardPanel extends JPanel{
private Board b = null;
public BoardPanel(Board b) {
this.b = b;
}
@Override
public void paint(Graphics g) {
g.setColor(new Color(165,185,75));
g.fillRect(35,35,525,525);
g.setColor(Color.BLACK);
//绘制棋盘
for (int i=0; i<15; i++){
g.drawLine(50, 50 + i*35, 540, 50 + i*35);
g.drawLine(50 + i*35, 50, 50 + i*35, 540);
}
//绘制天元(中间的圆点)
g.fillOval(290,290,10,10);
//绘制棋子
b.draw(g);
}
}

修改GameFrame.java代码,加入鼠标点击事件和相应的判断

GameFrame.java

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package com.fivechess;
import javax.swing.*;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
public class GameFrame extends JFrame{
private boolean isBlack = true; //是否黑子 true黑子 false白子
private JPanel boardPanel;
private Board b = new Board();
public GameFrame(){
this.setTitle("五子棋");
this.setSize(700, 600);
this.setResizable(false);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLayout(null);
boardPanel = new BoardPanel(b);
boardPanel.setBounds(0, 0, 600,600);
//在boardPanel下棋需要执行点击事件
boardPanel.addMouseListener(new MouseHandle());
this.add(boardPanel);
}
private class MouseHandle extends MouseAdapter {
@Override
public void mousePressed(MouseEvent e) {
int x = e.getX();
int y = e.getY();
//点击事件必须在棋盘内
if( x >= 50 && x<= 540 && y>=50 && y<=540) {
//通过鼠标坐标计算出点击棋盘的行或者列
int row = Math.round((y - 50) / 35F);
int col = Math.round((x - 50) / 35F);
if (b.addPiece(row, col, isBlack)) {
//刷新页面
repaint();
//黑白子轮流下棋,每次进行替换
isBlack = !isBlack;
}
}
}
}
public static void main(String[] args) {
GameFrame tf = new GameFrame();
tf.setVisible(true);
}
}

这样,我们就可以再棋盘上落子了,只是还不能判断输赢而已

所以接下来,我们在棋子类中加入判断输赢的代码

Board.java

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package com.fivechess;
import java.awt.*;
public class Board {
private int [][] board = new int[15][15];
/**
* 绘制棋盘
* @param g
*/
public void draw(Graphics g){
for (int i=0; i<board.length; i++){
for (int j=0; j<board[i].length; j++){
if(board[i][j] != 0){ //如果不是空格
if(board[i][j] == 1){ //如果是黑子
g.setColor(Color.BLACK);
}else{ //白子
g.setColor(Color.white);
}
g.fillOval(35*(j+1),35*(i+1),30,30);
//如果是白子,为了好看,给白子加上边框
if(board[i][j] == 2){
g.setColor(Color.BLACK);
g.drawOval(35*(j+1),35*(i+1),30,30);
}
}
}
}
}
/**
* 向棋盘中放置棋子
* @param row 行
* @param col 列
* @param isBlack 黑子还是白子
* @return 落子成功true,失败false(该位置已经有子)
*/
public boolean addPiece(int row, int col, boolean isBlack){
if(board[row][col] == 0){ //没有棋子的地方才能落子
board[row][col] = isBlack?1:2;
return true;
}
return false;
}
public boolean isWin(int row, int col, boolean isBlack){
return checkH(row,col,isBlack) || checkV(row, col, isBlack)
|| checkX1(row, col, isBlack) || checkX2(row, col, isBlack);
}
/**
* 从右斜线判断是否连成5颗
* @param row 行
* @param col 列
* @param isBlack 黑子还是白子
* @return 是否获胜
*/
public boolean checkX2(int row, int col, boolean isBlack){
int count = 1;
int currentRow = row;
int currentCol = col;
int v = isBlack ? 1 : 2;
//从左下到右上判断
while(currentRow > 0 && currentCol < 14
&& board[--currentRow][++currentCol] == v){
count ++;
}
currentRow = row;
currentCol = col;
//从右上到左下判断
while(currentRow < 14 && currentCol > 0
&& board[++currentRow][--currentCol] == v){
count ++;
}
return count >= 5;
}
/**
* 从左斜线判断是否连成5颗
* @param row 行
* @param col 列
* @param isBlack 黑子白子
* @return 是否获胜
*/
public boolean checkX1(int row, int col, boolean isBlack){
int count = 1;
int currentRow = row;
int currentCol = col;
int v = isBlack ? 1 : 2;
//从右下到左上判断
while(currentRow > 0 && currentCol > 0
&& board[--currentRow][--currentCol] == v){
count ++;
}
currentRow = row;
currentCol = col;
//从左上到右下判断
while(currentRow < 14 && currentCol < 14
&& board[++currentRow][++currentCol] == v){
count ++;
}
return count >= 5;
}
/**
* 竖线判断是否连成5颗
* @param row
* @param col
* @param isBlack
* @return
*/
public boolean checkV(int row, int col, boolean isBlack){
int count = 1;
int currentRow = row;
int currentCol = col;
int v = isBlack ? 1 : 2;
//从上到下判断
while(currentRow < 14
&& board[++currentRow][currentCol] == v){
count ++;
}
currentRow = row;
currentCol = col;
//从下到上判断
while(currentRow > 0
&& board[--currentRow][currentCol] == v){
count ++;
}
return count >= 5;
}
/**
* 横向判断是否连成5颗
* @param row
* @param col
* @param isBlack
* @return
*/
public boolean checkH(int row, int col, boolean isBlack){
int count = 1;
int currentRow = row;
int currentCol = col;
int v = isBlack ? 1 : 2;
//从左到右判断
while(currentCol < 14
&& board[currentRow][++currentCol] == v){
count ++;
}
currentRow = row;
currentCol = col;
//从右到左判断
while(currentCol > 0
&& board[currentRow][--currentCol] == v){
count ++;
}
return count >= 5;
}
public void clearBoard(){
for (int i = 0; i < board.length; i++) {
for (int j = 0; j < board[i].length; j++) {
board[i][j] = 0;
}
}
}
}

这里修改Board.java代码其实主要就是加上了输赢判断,要判断输赢,就是判断横,输,左斜,右斜是否连续是一个颜色并且连成5个

最后在GameFrame.java中加入相应的代码和点击开始游戏的按钮

GameFrame.java

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package com.fivechess;
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
public class GameFrame extends JFrame {
private boolean isBlack = true; //是否黑子
private Board b = new Board(); //棋盘对象
private boolean isWin = false; //是否胜利
private boolean isStart = false; //是否开始
private class MouseHandle extends MouseAdapter{
@Override
public void mousePressed(MouseEvent e) {
if(isStart && !isWin){
int x = e.getX();
int y = e.getY();
//点击事件必须在棋盘内
if( x >= 50 && x<= 540 && y>=50 && y<=540){
//通过鼠标坐标计算出点击棋盘的行或者列
int row = Math.round((y - 50) / 35F);
int col = Math.round((x - 50) / 35F);
if(b.addPiece(row,col,isBlack)){
repaint();
isWin = b.isWin(row,col,isBlack);
if(!isWin){
isBlack = !isBlack;
}else{
JOptionPane.showMessageDialog(null,
isBlack ? "黑子胜" : "白子胜");
btnStartGame.setEnabled(true);
}
}
}
}
}
}
private JPanel boardPanel;
private JButton btnStartGame;
private JLabel lblStatus;
public GameFrame() {
this.setTitle("五子棋");
this.setSize(700, 600);
this.setResizable(false);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLayout(null);
//测试显示每次鼠标点击的坐标
lblStatus = new JLabel("~~~~");
lblStatus.setBounds(580, 200, 150,50);
boardPanel = new BoardPanel(b);
boardPanel.setBounds(0, 0, 600,600);
//在boardPanel下棋需要执行点击事件
boardPanel.addMouseListener(new MouseHandle());
/**测试坐标位置*/
boardPanel.addMouseListener(new MouseAdapter() {
public void mouseClicked(MouseEvent e) {
lblStatus.setText("坐标 x:" + e.getX() + ",y:"+e.getY());
}
});
btnStartGame = new JButton("开始游戏");
btnStartGame.setBounds(580,100,100,35);
//点击开始游戏,初始化变量
btnStartGame.addActionListener(new AbstractAction() {
public void actionPerformed(ActionEvent e) {
isStart = true; //开始游戏
isWin = false; //开始游戏之后还没有输赢
btnStartGame.setEnabled(false); //点击之后按钮不可用
b.clearBoard(); //清空界面,实际就是将数组所有值设置为0
repaint(); //刷新页面
}
});
this.add(lblStatus);
this.add(boardPanel);
this.add(btnStartGame);
}
public static void main(String[] args) {
GameFrame gf = new GameFrame();
gf.setVisible(true);
}
}