1、JAVA课程设计设计题目:五子棋游戏一. 简明介绍五子棋1. 五子棋起源五子棋,又被称为“连五子、五子连、串珠、五目、五目碰、五格、五石、五法、五联、京棋”。五子棋相传起源于四千多年前尧帝时期,比围棋历史还要悠久,可能早在“尧造围棋”之前,民间就已经有五子棋游戏。相关早期五子棋文史资料和围棋有相同之处,因为古代五子棋棋具和围棋是完全相同。2.现在五子棋标准棋盘(图所表示)3.五子棋棋子五子棋采取两种颜色棋子,黑色棋子和白色棋子,和围棋相同,4.五子棋规则五子棋就是五个棋子连在一起就算赢,黑棋先行,下棋下在棋盘交叉线上,因为黑棋先行,优势太大,所以对黑棋设了禁手,又要求了“三手交换”,就是黑棋下
2、第 2 手棋,盘面第 3 着棋以后,白方在应白 2 之前,如感觉黑方棋形不利于己方,可出交换,即执白棋一方变为执黑棋一方。和“五手两打法”,就是黑棋在下盘面上关键第 5 手时,必需下两步棋,让白方在这两步棋中任选一步,然后再续下。不过通常爱好者不需要遵照这么多规则。二.程序步骤 三.代码设计和分析main方法创建了ChessFrame类一个实例对象(cf),并开启屏幕显示显示该实例对象。public class FiveChessAppletDemo public static void main(String args) ChessFrame cf = new ChessFrame(); c
3、f.show();用类ChessFrame创建五子棋游戏主窗体和菜单import java.awt.*;import java.awt.event.*;import java.applet.*;import javax.swing.*;import java.io.PrintStream;import javax.swing.JComponent;import javax.swing.JPanel;class ChessFrame extends JFrame implements ActionListener private String strsize=标准棋盘,改善棋盘,扩大棋盘;pri
4、vate String strmode=人机对战,人人对战;public static boolean iscomputer=true,checkcomputer=true;private int width,height;private ChessModel cm;private MainPanel mp;结构五子棋游戏主窗体public ChessFrame() this.setTitle(五子棋游戏); cm=new ChessModel(1); mp=new MainPanel(cm); Container con=this.getContentPane(); con.add(mp,C
5、enter); this.setResizable(false); this.addWindowListener(new ChessWindowEvent(); MapSize(14,14); JMenuBar mbar = new JMenuBar(); this.setJMenuBar(mbar); JMenu gameMenu = new JMenu(游戏); mbar.add(makeMenu(gameMenu, new Object 开局, null,棋盘,null,模式, null, 退出 , this); JMenu lookMenu =new JMenu(外观); mbar.a
6、dd(makeMenu(lookMenu,new Object 类型一,类型二,类型三 ,this); JMenu helpMenu = new JMenu(版本); mbar.add(makeMenu(helpMenu, new Object 相关 , this);结构五子棋游戏主菜单public JMenu makeMenu(Object parent, Object items, Object target) JMenu m = null; if(parent instanceof JMenu) m = (JMenu)parent; else if(parent instanceof S
7、tring) m = new JMenu(String)parent); else return null; for(int i = 0; i items.length; i+) if(itemsi = null) m.addSeparator(); else if(itemsi = 棋盘) JMenu jm = new JMenu(棋盘); ButtonGroup group=new ButtonGroup(); JRadioButtonMenuItem rmenu; for (int j=0;jstrsize.length;j+) rmenu=makeRadioButtonMenuItem
8、(strsizej,target); if (j=0) rmenu.setSelected(true); jm.add(rmenu); group.add(rmenu); m.add(jm); else if(itemsi = 模式) JMenu jm = new JMenu(模式); ButtonGroup group=new ButtonGroup(); JRadioButtonMenuItem rmenu; for (int h=0;hstrmode.length;h+) rmenu=makeRadioButtonMenuItem(strmodeh,target); if(h=0) rm
9、enu.setSelected(true); jm.add(rmenu); group.add(rmenu); m.add(jm); else m.add(makeMenuItem(itemsi, target); return m;结构五子棋游戏菜单项public JMenuItem makeMenuItem(Object item, Object target) JMenuItem r = null; if(item instanceof String) r = new JMenuItem(String)item); else if(item instanceof JMenuItem) r
10、 = (JMenuItem)item; else return null; if(target instanceof ActionListener) r.addActionListener(ActionListener)target); return r;结构五子棋游戏单选按钮式菜单项public JRadioButtonMenuItem makeRadioButtonMenuItem( Object item, Object target) JRadioButtonMenuItem r = null; if(item instanceof String) r = new JRadioButt
11、onMenuItem(String)item); else if(item instanceof JRadioButtonMenuItem) r = (JRadioButtonMenuItem)item; else return null; if(target instanceof ActionListener) r.addActionListener(ActionListener)target); return r; public void MapSize(int w,int h) setSize(w * 24, h * 27); if(this.checkcomputer) this.is
12、computer=true; else this.iscomputer=false; mp.setModel(cm); mp.repaint(); public boolean getiscomputer() return this.iscomputer; public void restart() int modeChess = cm.getModeChess(); if(modeChess = 0) cm = new ChessModel(modeChess); MapSize(cm.getWidth(),cm.getHeight(); public void actionPerforme
13、d(ActionEvent e) String arg=e.getActionCommand(); try if (arg.equals(类型三) UIManager.setLookAndFeel( com.sun.java.swing.plaf.windows.WindowsLookAndFeel); else if(arg.equals(类型二) UIManager.setLookAndFeel( com.sun.java.swing.plaf.motif.MotifLookAndFeel); else UIManager.setLookAndFeel( javax.swing.plaf.
14、metal.MetalLookAndFeel ); SwingUtilities.updateComponentTreeUI(this); catch(Exception ee) if(arg.equals(标准棋盘) this.width=14; this.height=14; cm=new ChessModel(1); MapSize(this.width,this.height); SwingUtilities.updateComponentTreeUI(this); if(arg.equals(改善棋盘) this.width=18; this.height=18; cm=new Ch
15、essModel(2); MapSize(this.width,this.height); SwingUtilities.updateComponentTreeUI(this); if(arg.equals(扩大棋盘) this.width=22; this.height=22; cm=new ChessModel(3); MapSize(this.width,this.height); SwingUtilities.updateComponentTreeUI(this); if(arg.equals(人机对战) this.checkcomputer=true; this.iscomputer
16、=true; cm=new ChessModel(cm.getModeChess(); MapSize(cm.getWidth(),cm.getHeight(); SwingUtilities.updateComponentTreeUI(this); if(arg.equals(人人对战) this.checkcomputer=false; this.iscomputer=false; cm=new ChessModel(cm.getModeChess(); MapSize(cm.getWidth(),cm.getHeight(); SwingUtilities.updateComponent
17、TreeUI(this); if(arg.equals(开局) restart(); if(arg.equals(相关) JOptionPane.showMessageDialog(null, 第一版, 版本,JOptionPane.PLAIN_MESSAGE ); if(arg.equals(退出) System.exit(0);用类ChessModel实现了整个五子棋程序算法关键import java.awt.*;import java.awt.event.*;import java.applet.*;import javax.swing.*;import java.io.PrintStr
18、eam;import javax.swing.JComponent;import javax.swing.JPanel;class ChessModel 要求棋盘宽度、高度、棋盘模式private int width,height,modeChess;要求棋盘方格横向、纵向坐标private int x=0,y=0;棋盘方格横向、纵向坐标所对应棋子颜色,数组arrMapShow只有3个值:1,2,3,-1,其中1代表该棋盘方格上下棋子为黑子,2代表该棋盘方格上下棋子为白子,3代表为该棋盘方格上没有棋子,-1代表该棋盘方格不能够下棋子private int arrMapShow;交换棋手标识,棋
19、盘方格上是否有棋子标识符private boolean isOdd,isExist;public ChessModel() 该结构方法依据不一样棋盘模式(modeChess)来构建对应大小棋盘public ChessModel(int modeChess) this.isOdd=true; if(modeChess = 1) PanelInit(14, 14, modeChess); if(modeChess = 2) PanelInit(18, 18, modeChess); if(modeChess = 3) PanelInit(22, 22, modeChess); 根据棋盘模式构建棋盘
20、大小private void PanelInit(int width, int height, int modeChess) this.width = width; this.height = height; this.modeChess = modeChess; arrMapShow = new intwidth+1height+1; for(int i = 0; i = width; i+) for(int j = 0; j = width+20 | x = height+20 | y 0;计算棋盘上某一方格上八个方向棋子最大值,这八个方向分别是:左、右、上、下、左上、左下、右上、右下pu
21、blic boolean chessExist(int i,int j) if(this.arrMapShowij=1 | this.arrMapShowij=2) return true; return false;判定该坐标位置是否可下棋子public void readyplay(int x,int y) if(badxy(x,y) return; if (chessExist(x,y) return; this.arrMapShowxy=3;在该坐标位置下棋子public void play(int x,int y) if(badxy(x,y) return; if(chessExis
22、t(x,y) this.isExist=true; return; else this.isExist=false; if(getisOdd() setisOdd(false); this.arrMapShowxy=1; else setisOdd(true); this.arrMapShowxy=2; 计算机走棋说明:用穷举法判定每一个坐标点四个方向最大棋子数,最终得出棋子数最大值坐标,下子public void computerDo(int width,int height) int max_black,max_white,max_temp,max=0; setisOdd(true); S
23、ystem.out.println(计算机走棋 .); for(int i = 0; i = width; i+)for(int j = 0; j max) max=max_temp; this.x=i; this.y=j; setX(this.x); setY(this.y); this.arrMapShowthis.xthis.y=2;统计电脑下子后横向坐标public void setX(int x) this.x=x;统计电脑下子后纵向坐标public void setY(int y) this.y=y;获取电脑下子横向坐标public int getX() return this.x
24、;获取电脑下子纵向坐标public int getY() return this.y;计算棋盘上某一方格上八个方向棋子最大值,这八个方向分别是:左、右、上、下、左上、左下、右上、右下public int checkMax(int x, int y,int black_or_white) int num=0,max_num,max_temp=0; int x_temp=x,y_temp=y; int x_temp1=x_temp,y_temp1=y_temp; 判定右边 for(int i=1;ithis.width) break; if(this.arrMapShowx_temp1y_temp
25、1=black_or_white) num+; else break; 判定左边 x_temp1=x_temp; for(int i=1;i5;i+) x_temp1-=1; if(x_temp10) break; if(this.arrMapShowx_temp1y_temp1=black_or_white) num+; else break; if(num5) max_temp=num; 判定上面 x_temp1=x_temp; y_temp1=y_temp; num=0; for(int i=1;i5;i+) y_temp1-=1; if(y_temp10) break; if(this
26、.arrMapShowx_temp1y_temp1=black_or_white) num+; else break; 判定下面 y_temp1=y_temp; for(int i=1;ithis.height) break; if(this.arrMapShowx_temp1y_temp1=black_or_white) num+; else break; if(nummax_temp&num5) max_temp=num; 判定左上方 x_temp1=x_temp; y_temp1=y_temp; num=0; for(int i=1;i5;i+) x_temp1-=1; y_temp1-
27、=1; if(y_temp10 | x_temp10) break; if(this.arrMapShowx_temp1y_temp1=black_or_white) num+; else break; 判定右下方 x_temp1=x_temp; y_temp1=y_temp; for(int i=1;ithis.height | x_temp1this.width) break; if(this.arrMapShowx_temp1y_temp1=black_or_white) num+; else break; if(nummax_temp&num5) max_temp=num; 判定右上方
28、 x_temp1=x_temp; y_temp1=y_temp; num=0; for(int i=1;i5;i+) x_temp1+=1; y_temp1-=1; if(y_temp1this.width) break; if(this.arrMapShowx_temp1y_temp1=black_or_white) num+; else break; 判定左下方 x_temp1=x_temp; y_temp1=y_temp; for(int i=1;ithis.height | x_temp1max_temp&num5) max_temp=num; max_num=max_temp; re
29、turn max_num;判定胜败public boolean judgeSuccess(int x,int y,boolean isodd) int num=1; int arrvalue; int x_temp=x,y_temp=y; if(isodd) arrvalue=2; else arrvalue=1; int x_temp1=x_temp,y_temp1=y_temp; 判定右边胜败 for(int i=1;ithis.width) break; if(this.arrMapShowx_temp1y_temp1=arrvalue) num+; else break; 判定左边胜败
30、 x_temp1=x_temp; for(int i=1;i6;i+) x_temp1-=1; if(x_temp10) break; if(this.arrMapShowx_temp1y_temp1=arrvalue) num+; else break; if(num=5) return true; 判定上方胜败 x_temp1=x_temp; y_temp1=y_temp; num=1; for(int i=1;i6;i+) y_temp1-=1; if(y_temp10) break; if(this.arrMapShowx_temp1y_temp1=arrvalue) num+; el
31、se break; 判定下方胜败 y_temp1=y_temp; for(int i=1;ithis.height) break; if(this.arrMapShowx_temp1y_temp1=arrvalue) num+; else break; if(num=5) return true; 判定左上胜败 x_temp1=x_temp; y_temp1=y_temp; num=1; for(int i=1;i6;i+) x_temp1-=1; y_temp1-=1; if(y_temp10 | x_temp10) break; if(this.arrMapShowx_temp1y_tem
32、p1=arrvalue) num+; else break; 判定右下胜败 x_temp1=x_temp; y_temp1=y_temp; for(int i=1;ithis.height | x_temp1this.width) break; if(this.arrMapShowx_temp1y_temp1=arrvalue) num+; else break; if(num=5) return true; 判定右上胜败 x_temp1=x_temp; y_temp1=y_temp; num=1; for(int i=1;i6;i+) x_temp1+=1; y_temp1-=1; if(y
33、_temp1this.width) break; if(this.arrMapShowx_temp1y_temp1=arrvalue) num+; else break; 判定左下胜败 x_temp1=x_temp; y_temp1=y_temp; for(int i=1;ithis.height | x_temp10) break; if(this.arrMapShowx_temp1y_temp1=arrvalue) num+; else break; if(num=5) return true; return false;赢棋后提醒public void showSuccess(JPane
34、l jp) JOptionPane.showMessageDialog(jp,你赢了,结果, JOptionPane.INFORMATION_MESSAGE);输棋后提醒public void showDefeat(JPanel jp) JOptionPane.showMessageDialog(jp,你输了,结果, JOptionPane.INFORMATION_MESSAGE);用类MainPanel关键完成以下功效:1、构建一个面板,在该面板上画上棋盘;2、处理在该棋盘上鼠标事件(如鼠标左键点击、鼠标右键点击、鼠标拖动等)import java.awt.*;import java.awt
35、.event.*;import java.applet.*;import javax.swing.*;import java.io.PrintStream;import javax.swing.JComponent;import javax.swing.JPanel;class MainPanel extends JPanel implements MouseListener,MouseMotionListener设定棋盘宽度和高度private int width,height; private ChessModel cm;依据棋盘模式设定面板大小MainPanel(ChessModel mm) cm=mm; width=cm.getWidth();