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java中国象棋代码(单机版).docx

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import javax.swing.*; import java.util.*; import java.io.*; import java.awt.*; import java.awt.event.*; public class Chess{ public static void main(String args[]){ new ChessMainFrame("中国象棋:观棋不语真君子,棋死无悔大丈夫"); } } //主框架类 class ChessMainFrame extends JFrame implements ActionListener,MouseListener,Runnable{ //玩家 JLabel play[] = new JLabel[32]; //棋盘 JLabel image; //窗格 Container con; //工具栏 JToolBar jmain; //重新开始 JButton anew; //悔棋 JButton repent; //退出 JButton exit; //当前信息 JLabel text; //保存当前操作 Vector Var; //规则类对象(使于调用方法) ChessRule rule; /** ** 单击棋子 ** chessManClick = true 闪烁棋子 并给线程响应 ** chessManClick = false 吃棋子 停止闪烁 并给线程响应 */ boolean chessManClick; /** ** 控制玩家走棋 ** chessPlayClick=1 黑棋走棋 ** chessPlayClick=2 红棋走棋 默认红棋 ** chessPlayClick=3 双方都不能走棋 */ int chessPlayClick=2; //控制棋子闪烁的线程 Thread tmain; //把第一次的单击棋子给线程响应 static int Man,i; ChessMainFrame(){ new ChessMainFrame("中国象棋"); } /** ** 构造函数 ** 初始化图形用户界面 */ ChessMainFrame(String Title){ //获行客格引用 con = this.getContentPane(); con.setLayout(null); //实例化规则类 rule = new ChessRule(); Var = new Vector(); //创建工具栏 jmain = new JToolBar(); text = new JLabel("欢迎使用象棋对弈系统"); //当鼠标放上显示信息 text.setToolTipText("信息提示"); anew = new JButton(" 新 游 戏 "); anew.setToolTipText("重新开始新的一局"); exit = new JButton(" 退 出 "); exit.setToolTipText("退出象棋程序程序"); repent = new JButton(" 悔 棋 "); repent.setToolTipText("返回到上次走棋的位置"); //把组件添加到工具栏 jmain.setLayout(new GridLayout(0,4)); jmain.add(anew); jmain.add(repent); jmain.add(exit); jmain.add(text); jmain.setBounds(0,0,558,30); con.add(jmain); //添加棋子标签 drawChessMan(); //注册按扭监听 anew.addActionListener(this); repent.addActionListener(this); exit.addActionListener(this); //注册棋子移动监听 for (int i=0;i<32;i++){ con.add(play[i]); play[i].addMouseListener(this); } //添加棋盘标签 con.add(image = new JLabel(new ImageIcon("image\\Main.GIF"))); image.setBounds(0,30,558,620); image.addMouseListener(this); //注册窗体关闭监听 this.addWindowListener( new WindowAdapter() { public void windowClosing(WindowEvent we){ System.exit(0); } } ); //窗体居中 Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize(); Dimension frameSize = this.getSize(); if (frameSize.height > screenSize.height){ frameSize.height = screenSize.height; } if (frameSize.width > screenSize.width){ frameSize.width = screenSize.width; } this.setLocation((screenSize.width - frameSize.width) / 2 - 280 ,(screenSize.height - frameSize.height ) / 2 - 350); //设置 this.setIconImage(new ImageIcon("image\\红将.GIF").getImage()); this.setResizable(false); this.setTitle(Title); this.setSize(558,670); this.show(); } /** ** 添加棋子方法 */ public void drawChessMan(){ //流程控制 int i,k; //图标 Icon in; //黑色棋子 //车 in = new ImageIcon("image\\黑车.GIF"); for (i=0,k=24;i<2;i++,k+=456){ play[i] = new JLabel(in); play[i].setBounds(k,56,55,55); play[i].setName("车1"); } //马 in = new ImageIcon("image\\黑马.GIF"); for (i=4,k=81;i<6;i++,k+=342){ play[i] = new JLabel(in); play[i].setBounds(k,56,55,55); play[i].setName("马1"); } //相 in = new ImageIcon("image\\黑象.GIF"); for (i=8,k=138;i<10;i++,k+=228){ play[i] = new JLabel(in); play[i].setBounds(k,56,55,55); play[i].setName("象1"); } //士 in = new ImageIcon("image\\黑士.GIF"); for (i=12,k=195;i<14;i++,k+=114){ play[i] = new JLabel(in); play[i].setBounds(k,56,55,55); play[i].setName("士1"); } //卒 in = new ImageIcon("image\\黑卒.GIF"); for (i=16,k=24;i<21;i++,k+=114){ play[i] = new JLabel(in); play[i].setBounds(k,227,55,55); play[i].setName("卒1" + i); } //炮 in = new ImageIcon("image\\黑炮.GIF"); for (i=26,k=81;i<28;i++,k+=342){ play[i] = new JLabel(in); play[i].setBounds(k,170,55,55); play[i].setName("炮1" + i); } //将 in = new ImageIcon("image\\黑将.GIF"); play[30] = new JLabel(in); play[30].setBounds(252,56,55,55); play[30].setName("将1"); //红色棋子 //车 in = new ImageIcon("image\\红车.GIF"); for (i=2,k=24;i<4;i++,k+=456){ play[i] = new JLabel(in); play[i].setBounds(k,569,55,55); play[i].setName("车2"); } //马 in = new ImageIcon("image\\红马.GIF"); for (i=6,k=81;i<8;i++,k+=342){ play[i] = new JLabel(in); play[i].setBounds(k,569,55,55); play[i].setName("马2"); } //相 in = new ImageIcon("image\\红象.GIF"); for (i=10,k=138;i<12;i++,k+=228){ play[i] = new JLabel(in); play[i].setBounds(k,569,55,55); play[i].setName("象2"); } //士 in = new ImageIcon("image\\红士.GIF"); for (i=14,k=195;i<16;i++,k+=114){ play[i] = new JLabel(in); play[i].setBounds(k,569,55,55); play[i].setName("士2"); } //兵 in = new ImageIcon("image\\红卒.GIF"); for (i=21,k=24;i<26;i++,k+=114){ play[i] = new JLabel(in); play[i].setBounds(k,398,55,55); play[i].setName("卒2" + i); } //炮 in = new ImageIcon("image\\红炮.GIF"); for (i=28,k=81;i<30;i++,k+=342){ play[i] = new JLabel(in); play[i].setBounds(k,455,55,55); play[i].setName("炮2" + i); } //帅 in = new ImageIcon("image\\红将.GIF"); play[31] = new JLabel(in); play[31].setBounds(252,569,55,55); play[31].setName("帅2"); } /** ** 线程方法控制棋子闪烁 */ public void run(){ while (true){ //单击棋子第一下开始闪烁 if (chessManClick){ play[Man].setVisible(false); //时间控制 try{ tmain.sleep(200); } catch(Exception e){ } play[Man].setVisible(true); } //闪烁当前提示信息 以免用户看不见 else { text.setVisible(false); //时间控制 try{ tmain.sleep(250); } catch(Exception e){ } text.setVisible(true); } try{ tmain.sleep(350); } catch (Exception e){ } } } /** ** 单击棋子方法 */ public void mouseClicked(MouseEvent me){ System.out.println("Mouse"); //当前坐标 int Ex=0,Ey=0; //启动线程 if (tmain == null){ tmain = new Thread(this); tmain.start(); } //单击棋盘(移动棋子) if (me.getSource().equals(image)){ //该红棋走棋的时候 if (chessPlayClick == 2 && play[Man].getName().charAt(1) == '2'){ Ex = play[Man].getX(); Ey = play[Man].getY(); //移动卒、兵 if (Man > 15 && Man < 26){ rule.armsRule(Man,play[Man],me); } //移动炮 else if (Man > 25 && Man < 30){ rule.cannonRule(play[Man],play,me); } //移动车 else if (Man >=0 && Man < 4){ rule.cannonRule(play[Man],play,me); } //移动马 else if (Man > 3 && Man < 8){ rule.horseRule(play[Man],play,me); } //移动相、象 else if (Man > 7 && Man < 12){ rule.elephantRule(Man,play[Man],play,me); } //移动仕、士 else if (Man > 11 && Man < 16){ rule.chapRule(Man,play[Man],play,me); } //移动将、帅 else if (Man == 30 || Man == 31){ rule.willRule(Man,play[Man],play,me); } //是否走棋错误(是否在原地没有动) if (Ex == play[Man].getX() && Ey == play[Man].getY()){ text.setText(" 红棋走棋"); chessPlayClick=2; } else { text.setText(" 黑棋走棋"); chessPlayClick=1; } }//if //该黑棋走棋的时候 else if (chessPlayClick == 1 && play[Man].getName().charAt(1) == '1'){ Ex = play[Man].getX(); Ey = play[Man].getY(); //移动卒、兵 if (Man > 15 && Man < 26){ rule.armsRule(Man,play[Man],me); } //移动炮 else if (Man > 25 && Man < 30){ rule.cannonRule(play[Man],play,me); } //移动车 else if (Man >=0 && Man < 4){ rule.cannonRule(play[Man],play,me); } //移动马 else if (Man > 3 && Man < 8){ rule.horseRule(play[Man],play,me); } //移动相、象 else if (Man > 7 && Man < 12){ rule.elephantRule(Man,play[Man],play,me); } //移动仕、士 else if (Man > 11 && Man < 16){ rule.chapRule(Man,play[Man],play,me); } //移动将、帅 else if (Man == 30 || Man == 31){ rule.willRule(Man,play[Man],play,me); } //是否走棋错误(是否在原地没有动) if (Ex == play[Man].getX() && Ey == play[Man].getY()){ text.setText(" 黑棋走棋"); chessPlayClick=1; } else { text.setText(" 红棋走棋"); chessPlayClick=2; } }//else if //当前没有操作(停止闪烁) chessManClick=false; }//if //单击棋子 else{ //第一次单击棋子(闪烁棋子) if (!chessManClick){ for (int i=0;i<32;i++){ //被单击的棋子 if (me.getSource().equals(play[i])){ //告诉线程让该棋子闪烁 Man=i; //开始闪烁 chessManClick=true; break; } }//for }//if //第二次单击棋子(吃棋子) else if (chessManClick){ //当前没有操作(停止闪烁) chessManClick=false; for (i=0;i<32;i++){ //找到被吃的棋子 if (me.getSource().equals(play[i])){ //该红棋吃棋的时候 if (chessPlayClick == 2 && play[Man].getName().charAt(1) == '2'){ Ex = play[Man].getX(); Ey = play[Man].getY(); //卒、兵吃规则 if (Man > 15 && Man < 26){ rule.armsRule(play[Man],play[i]); } //炮吃规则 else if (Man > 25 && Man < 30){ rule.cannonRule(0,play[Man],play[i],play,me); } //车吃规则 else if (Man >=0 && Man < 4){ rule.cannonRule(1,play[Man],play[i],play,me); } //马吃规则 else if (Man > 3 && Man < 8){ rule.horseRule(play[Man],play[i],play,me); } //相、象吃规则 else if (Man > 7 && Man < 12){ rule.elephantRule(play[Man],play[i],play); } //士、仕吃棋规则 else if (Man > 11 && Man < 16){ rule.chapRule(Man,play[Man],play[i],play); } //将、帅吃棋规则 else if (Man == 30 || Man == 31){ rule.willRule(Man,play[Man],play[i],play); play[Man].setVisible(true); } //是否走棋错误(是否在原地没有动) if (Ex == play[Man].getX() && Ey == play[Man].getY()){ text.setText(" 红棋走棋"); chessPlayClick=2; break; } else{ text.setText(" 黑棋走棋"); chessPlayClick=1; break; } }//if //该黑棋吃棋的时候 else if (chessPlayClick == 1 && play[Man].getName().charAt(1) == '1'){ Ex = play[Man].getX(); Ey = play[Man].getY(); //卒吃规则 if (Man > 15 && Man < 26){ rule.armsRule(play[Man],play[i]); } //炮吃规则 else if (Man > 25 && Man < 30){ rule.cannonRule(0,play[Man],play[i],play,me); } //车吃规则 else if (Man >=0 && Man < 4){ rule.cannonRule(1,play[Man],play[i],play,me); } //马吃规则 else if (Man > 3 && Man < 8){ rule.horseRule(play[Man],play[i],play,me); } //相、象吃规则 else if (Man > 7 && Man < 12){ rule.elephantRule(play[Man],play[i],play); } //士、仕吃棋规则 else if (Man > 11 && Man < 16){ rule.chapRule(Man,play[Man],play[i],play); } //将、帅吃棋规则 else if (Man == 30 || Man == 31){ rule.willRule(Man,play[Man],play[i],play); play[Man].setVisible(true); } //是否走棋错误(是否在原地没有动) if (Ex == play[Man].getX() && Ey == play[Man].getY()){ text.setText(" 黑棋走棋"); chessPlayClick=1; break; } else { text.setText(" 红棋走棋"); chessPlayClick=2; break; } }//else if }//if }//for //是否胜利 if (!play[31].isVisible()){ JOptionPane.showConfirmDialog( this,"黑棋胜利","玩家一胜利", JOptionPane.DEFAULT_OPTION,JOptionPane.WARNING_MESSAGE); //双方都不可以在走棋了 chessPlayClick=3; text.setText(" 黑棋胜利"); }//if else if (!play[30].isVisible()){ JOptionPane.showConfirmDialog( this,"红棋胜利","玩家二胜利", JOptionPane.DEFAULT_OPTION,JOptionPane.WARNING_MESSAGE); chessPlayClick=3; text.setText(" 红棋胜利"); }//else if }//else }//else } public void mousePressed(MouseEvent me){ } public void mouseReleased(MouseEvent me){ } public void mouseEntered(MouseEvent me){ } public void mouseExited(MouseEvent me){ } /** ** 定义按钮的事件响应 */ public void actionPerformed(ActionEvent ae) { //重新开始按钮 if (ae.getSource().equals(anew)){ int i,k; //重新排列每个棋子的位置 //黑色棋子 //车 for (i=0,k=24;i<2;i++,k+=456){ play[i].setBounds(k,56,55,55); } //马 for (i=4,k=81;i<6;i++,k+=342){ play[i].setBounds(k,56,55,55); } //相 for (i=8,k=138;i<10;i++,k+=228){ play[i].setBounds(k,56,55,55); } //士 for (i=12,k=195;i<14;i++,k+=114){ play[i].setBounds(k,56,55,55); } //卒 for (i=16,k=24;i<21;i++,k+=114){ play[i].setBounds(k,227,55,55); } //炮 for (i=26,k=81;i<28;i++,k+=342){ play[i].setBounds(k,170,55,55); } //将 play[30].setBounds(252,56,55,55); //红色棋子 //车 for (i=2,k=24;i<4;i++,k+=456){ play[i].setBounds(k,569,55,55); } //马 for (i=6,k=81;i<8;i++,k+=342){ play[i].setBounds(k,569,55,55); } //相 for (i=10,k=138;i<12;i++,k+=228){ play[i].setBounds(k,569,55,55); } //士 for (i=14,k=195;i<16;i++,k+=114){ play[i].setBounds(k,569,55,55); } //兵 for (i=21,k=24;i<26;i++,k+=114){ play[i].setBounds(k,398,55,55); } //炮 for (i=28,k=81;i<30;i++,k+=342){ play[i].setBounds(k,455,55,55); } //帅 play[31].setBounds(252,569,55,55); chessPlayClick = 2; text.setText(" 红棋走棋"); for (i=0;i<32;i++){ play[i].setVisible(true); } //清除Vector中的内容 Var.clear(); } //悔棋按钮 else if (ae.getSource().equals(repent)){ try{ //获得setVisible属性值 String S = (String)Var.get(Var.size()-4); //获得X坐标 int x = Integer.parseInt((String)Var.get(Var.size()-3)); //获得Y坐标 int y = Integer.parseInt((String)Var.get(Var.size()-2)); //获得索引 int M = Integer.parseInt((String)Var.get(Var.size()-1)); //赋给棋子 play[M].setVisible(true); play[M].setBounds(x,y,55,55); if (play[M].getName().charAt(1) == '1'){ text.s
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