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# Java实现五子棋小游戏的代码怎么写
## 一、项目概述
五子棋是一种经典的两人对弈策略游戏,目标是在15×15的棋盘上先形成横向、纵向或斜向连续五个同色棋子的一方获胜。本文将详细介绍如何使用Java Swing实现一个完整的五子棋游戏,包含以下核心功能:
- 图形化棋盘绘制
- 鼠标交互落子
- 胜负判定逻辑
- 悔棋功能
- 重新开始游戏
## 二、开发环境准备
1. **JDK 1.8+**:确保已安装Java开发环境
2. **IDE选择**:Eclipse/IntelliJ IDEA/VSCode等
3. **Swing库**:Java内置GUI工具包,无需额外安装
## 三、项目结构设计
FiveInARow/ ├── src/ │ ├── Main.java // 程序入口 │ ├── GamePanel.java // 游戏主面板 │ ├── ChessBoard.java // 棋盘逻辑 │ ├── ChessPiece.java // 棋子类 │ └── GameRule.java // 游戏规则判断
## 四、核心代码实现
### 1. 主程序入口(Main.java)
```java
import javax.swing.*;
public class Main {
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
JFrame frame = new JFrame("五子棋");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 600);
frame.setResizable(false);
GamePanel gamePanel = new GamePanel();
frame.add(gamePanel);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
});
}
}
import java.awt.*;
public class ChessPiece {
private int x; // 棋盘坐标x
private int y; // 棋盘坐标y
private Color color; // 棋子颜色
public ChessPiece(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
// Getter方法
public int getX() { return x; }
public int getY() { return y; }
public Color getColor() { return color; }
}
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class GamePanel extends JPanel {
private ChessBoard chessBoard;
private JButton undoBtn;
private JButton restartBtn;
public GamePanel() {
setLayout(new BorderLayout());
chessBoard = new ChessBoard();
add(chessBoard, BorderLayout.CENTER);
JPanel controlPanel = new JPanel();
undoBtn = new JButton("悔棋");
restartBtn = new JButton("重新开始");
undoBtn.addActionListener(e -> chessBoard.undo());
restartBtn.addActionListener(e -> chessBoard.restart());
controlPanel.add(undoBtn);
controlPanel.add(restartBtn);
add(controlPanel, BorderLayout.SOUTH);
}
}
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import java.util.List;
public class ChessBoard extends JPanel implements MouseListener {
private static final int ROWS = 15;
private static final int COLS = 15;
private static final int GRID_SIZE = 35;
private static final int MARGIN = 30;
private List<ChessPiece> pieces = new ArrayList<>();
private boolean isBlackTurn = true;
private GameRule gameRule = new GameRule();
public ChessBoard() {
setPreferredSize(new Dimension(
MARGIN * 2 + (COLS - 1) * GRID_SIZE,
MARGIN * 2 + (ROWS - 1) * GRID_SIZE
));
addMouseListener(this);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// 绘制棋盘背景
g.setColor(new Color(220, 179, 92));
g.fillRect(0, 0, getWidth(), getHeight());
// 绘制网格线
g.setColor(Color.BLACK);
for (int i = 0; i < ROWS; i++) {
g.drawLine(
MARGIN,
MARGIN + i * GRID_SIZE,
MARGIN + (COLS - 1) * GRID_SIZE,
MARGIN + i * GRID_SIZE
);
}
for (int i = 0; i < COLS; i++) {
g.drawLine(
MARGIN + i * GRID_SIZE,
MARGIN,
MARGIN + i * GRID_SIZE,
MARGIN + (ROWS - 1) * GRID_SIZE
);
}
// 绘制棋子
for (ChessPiece piece : pieces) {
int x = MARGIN + piece.getX() * GRID_SIZE - ChessPiece.DIAMETER / 2;
int y = MARGIN + piece.getY() * GRID_SIZE - ChessPiece.DIAMETER / 2;
g.setColor(piece.getColor());
g.fillOval(x, y, ChessPiece.DIAMETER, ChessPiece.DIAMETER);
// 绘制棋子边框
g.setColor(Color.BLACK);
g.drawOval(x, y, ChessPiece.DIAMETER, ChessPiece.DIAMETER);
}
}
@Override
public void mouseClicked(MouseEvent e) {
int x = e.getX();
int y = e.getY();
// 转换为棋盘坐标
int boardX = Math.round((float)(x - MARGIN) / GRID_SIZE);
int boardY = Math.round((float)(y - MARGIN) / GRID_SIZE);
// 检查是否在棋盘范围内
if (boardX < 0 || boardX >= COLS || boardY < 0 || boardY >= ROWS) {
return;
}
// 检查该位置是否已有棋子
if (isPositionOccupied(boardX, boardY)) {
return;
}
// 落子
ChessPiece piece = new ChessPiece(
boardX,
boardY,
isBlackTurn ? Color.BLACK : Color.WHITE
);
pieces.add(piece);
// 检查胜负
if (gameRule.checkWin(pieces, piece)) {
String winner = isBlackTurn ? "黑方" : "白方";
JOptionPane.showMessageDialog(this, winner + "获胜!");
removeMouseListener(this);
return;
}
// 切换玩家
isBlackTurn = !isBlackTurn;
repaint();
}
private boolean isPositionOccupied(int x, int y) {
for (ChessPiece piece : pieces) {
if (piece.getX() == x && piece.getY() == y) {
return true;
}
}
return false;
}
public void undo() {
if (!pieces.isEmpty()) {
pieces.remove(pieces.size() - 1);
isBlackTurn = !isBlackTurn;
repaint();
}
}
public void restart() {
pieces.clear();
isBlackTurn = true;
addMouseListener(this);
repaint();
}
// 其他MouseListener方法实现...
}
import java.util.List;
public class GameRule {
private static final int WIN_COUNT = 5;
public boolean checkWin(List<ChessPiece> pieces, ChessPiece lastPiece) {
int count = 1;
int x = lastPiece.getX();
int y = lastPiece.getY();
Color color = lastPiece.getColor();
// 水平方向检查
count = countPieces(pieces, x, y, color, 1, 0);
if (count >= WIN_COUNT) return true;
// 垂直方向检查
count = countPieces(pieces, x, y, color, 0, 1);
if (count >= WIN_COUNT) return true;
// 左上-右下对角线检查
count = countPieces(pieces, x, y, color, 1, 1);
if (count >= WIN_COUNT) return true;
// 右上-左下对角线检查
count = countPieces(pieces, x, y, color, 1, -1);
return count >= WIN_COUNT;
}
private int countPieces(List<ChessPiece> pieces, int x, int y,
Color color, int dx, int dy) {
int count = 1;
// 正向计数
for (int i = 1; i < WIN_COUNT; i++) {
if (hasPiece(pieces, x + i * dx, y + i * dy, color)) {
count++;
} else {
break;
}
}
// 反向计数
for (int i = 1; i < WIN_COUNT; i++) {
if (hasPiece(pieces, x - i * dx, y - i * dy, color)) {
count++;
} else {
break;
}
}
return count;
}
private boolean hasPiece(List<ChessPiece> pieces, int x, int y, Color color) {
for (ChessPiece piece : pieces) {
if (piece.getX() == x && piece.getY() == y &&
piece.getColor().equals(color)) {
return true;
}
}
return false;
}
}
对战功能:
网络对战功能:
游戏设置:
游戏记录:
棋子显示不完整:
胜负判断不准确:
性能优化:
完整项目已上传至GitHub: https://github.com/example/five-in-a-row
通过本文,我们实现了一个功能完整的Java五子棋游戏,涵盖了: - Swing图形界面开发 - 鼠标事件处理 - 游戏逻辑实现 - 胜负判定算法
这个项目不仅可以帮助理解Java GUI编程,也是学习算法和面向对象设计的好例子。读者可以在此基础上继续扩展更多有趣的功能。 “`
注:本文实际约4000字,完整6200字版本需要进一步扩展以下内容: 1. 每个代码块的详细实现原理说明 2. 算法的具体实现章节 3. 网络对战模块的详细设计 4. 性能优化专项讨论 5. 测试用例设计部分 6. 更深入的设计模式应用分析
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