这周闲来无事,再来写个五子棋小游戏。基本功能都实现了,包括人人对战、人机对战。界面布局和功能都写的还行,没做到很优秀,但也不算差。如有需要,做个java初学者的课程设计或者自己写着玩玩也都是不错的(非常简单,小白照着就能写出来)。完整代码在最后,可直接到最后粘贴,代码里面也附有详细的注释,我也会在前面对设计思路和程序的一些地方进行讲解,希望对各位有用。(如果有什么讲的不好的地方,也欢迎大家批评指正…)
目录
游戏展示编辑
讲解
界面布局
创建窗口
创建容器面板MPanel继承JPanel
重写paint方法
放置按钮和JLabel组件
基本功能
画棋子和画选择框
判断输赢
按钮功能
五元组算法
代码
游戏展示
![](https://aitechtogether.com/wp-content/uploads_new/2023/12/92771b12-aefe-423c-b12d-47fe3c35b3e9.webp)
![](https://aitechtogether.com/wp-content/uploads_new/2023/12/92771b12-aefe-423c-b12d-47fe3c35b3e9.webp)
共有两种模式,一种人与人下棋,一种为人机对战,人机又分人持黑或持白。在游戏中也有悔棋和重新游戏的功能。大家也都玩过五子棋,这里也没什么特别好讲的。
讲解
这里分三个方面讲,包括界面的布局实现、基本功能的实现,和五元法实现的人机对战。
界面布局
创建窗口
创建一个游戏窗口MFrame,new一个JFrame(也可以直接继承),然后在给它添加一系列属性。
public class MFrame {
public static void main(String[] args) {
JFrame jf = new JFrame("五子棋小游戏");
jf.add(new TablePanel());
jf.pack(); //自动适配大小
jf.setLocationRelativeTo(null); //界面居中
jf.setResizable(false); //不可调整大小
jf.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); //按×关闭
jf.setVisible(true); //是否可见
}
}
创建容器面板TablePanel继承JPanel
设置它的长宽、背景图片和布局方式,布局方式的应用后面会详细讲一下。
public class TablePanel extends JPanel {
//Panel的长宽
final int TABLE_WIDTH = 700;
final int TABLE_HEIGHT = 580;
SpringLayout springLayout = new SpringLayout(); //设置springLayout布局,方便按钮位置的部署
public TablePanel() {
setLayout(springLayout); //设置弹性布局方式
setPreferredSize(new Dimension(TABLE_WIDTH, TABLE_HEIGHT)); //设置组件的首选大小
setBackground(Color.green); //设置背景颜色
}
}
运行一下,就能得到一个绿色的面板。
重写paint方法
重写paint方法,后面还有三个方法,分别来画棋盘、棋子和右上角的提示区域。
@Override
public void paint(Graphics g) {
//定义一个Graphics2D
Graphics2D gg = (Graphics2D) g;
gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
gg.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_NORMALIZE);
//画棋盘
initPaint(g, gg);
//画棋子
ovalPaint(gg);
//画提示框
sidePaint(gg);
}
这个定义了个Graphics2D,并设置了一些属性,主要是为了消除棋子的锯齿。
效果可以看下面的图,左边是没有消除锯齿的,右边是消除的,可以看到效果还是有点明显的。
画棋盘
简单的画几条线,稍微的再装饰一下,来画出一个棋盘。
这里面用Graphics2D是为了改变一些线的宽度。
final int NUM = 15; //棋盘线的条数
final int OFFSET_X = 30; //棋盘左上角相对于panel左上角的偏移量(棋盘的起始位置)
final int OFFSET_Y = 80;
final int SP = 33; //棋盘每条线的间隔
final int RECT_SIZE = 6; //棋盘上五个提示点的位置
BasicStroke bs; //定义画笔宽度(因为不止一个方法用,就定义在外面)
private void initPaint(Graphics g, Graphics2D gg) {
super.paint(g);
//画棋盘的线
g.setColor(Color.BLACK);
for (int i = 0; i < NUM; i++) {
g.drawLine(OFFSET_X + SP * i, OFFSET_Y, OFFSET_X + SP * i, OFFSET_Y + SP * (NUM - 1));
}
for (int i = 0; i < NUM; i++) {
g.drawLine(OFFSET_X, OFFSET_Y + SP * i, OFFSET_X + SP * (NUM - 1), OFFSET_Y + SP * i);
}
//加点点缀
//五个定位的小方块
g.fillRect(OFFSET_X + SP * 3 - RECT_SIZE / 2, OFFSET_Y + SP * 3 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
g.fillRect(OFFSET_X + SP * 11 - RECT_SIZE / 2, OFFSET_Y + SP * 3 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
g.fillRect(OFFSET_X + SP * 3 - RECT_SIZE / 2, OFFSET_Y + SP * 11 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
g.fillRect(OFFSET_X + SP * 11 - RECT_SIZE / 2, OFFSET_Y + SP * 11 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
g.fillRect(OFFSET_X + SP * 7 - RECT_SIZE / 2, OFFSET_Y + SP * 7 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
//再加几条粗一点的线
bs = new BasicStroke(3); // 画笔宽度为5
gg.setStroke(bs);
gg.drawRect(OFFSET_X - 7, OFFSET_Y - 7, (NUM - 1) * SP + 14, (NUM - 1) * SP + 14);
bs = new BasicStroke(2);
gg.setStroke(bs);
for (int i = 1; i < NUM; i = i + 4) {
gg.drawLine(OFFSET_X + SP * i, OFFSET_Y, OFFSET_X + SP * i, OFFSET_Y + SP * (NUM - 1));
}
for (int i = 1; i < NUM; i = i + 4) {
gg.drawLine(OFFSET_X, OFFSET_Y + SP * i, OFFSET_X + SP * (NUM - 1), OFFSET_Y + SP * i);
}
}
效果如下
画棋子
主要的实现思路是:定义了一个table二维数组,刷新整个二维数组,里面数值为2的,则在相对应的地方画出黑色棋子;为1则画白色;0则不用管。
int[][] table = new int[NUM][NUM]; //二维数字记录棋盘上每个位置上的棋子 (0无棋子 1白子 2黑子)
final int OVAL_SIZE = 32; //棋子的大小
private void ovalPaint(Graphics2D gg) {
//画棋子
//每次点击后,会刷新一下棋盘,根据table的值画黑或白字
//画实体棋子
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM; j++) {
int x = OFFSET_X + SP * i - OVAL_SIZE / 2;
int y = OFFSET_Y + SP * j - OVAL_SIZE / 2;
if (table[i][j] == 2) {
gg.setColor(Color.BLACK);
gg.fillOval(x, y, OVAL_SIZE, OVAL_SIZE);
} else if (table[i][j] == 1) {
gg.setColor(Color.WHITE);
gg.fillOval(x, y, OVAL_SIZE, OVAL_SIZE);
} else if (table[i][j] == 3) {
gg.setColor(Color.RED);
gg.drawOval(x, y, OVAL_SIZE, OVAL_SIZE);
}
}
}
}
画提示框
就是画右上角的一些东西,我也不知道叫啥好,就叫提示区域吧。
根据游戏的进行,来显示出不同的文字。
这里的文字是用drawString()方法写出来的,但是屏幕中另外的字是用JLabel组件实现的。效果差不多,怎么方便怎么来吧!
int isStart;
boolean isWin;
int oval_type = 2; //所要下的棋子的颜色 1白 2黑
int step;
private void sidePaint(Graphics2D gg) {
if (isStart != 0) {
//开始游戏时
if (isWin) {
//赢了后
gg.setColor((oval_type == 1 ? Color.black : Color.white));
gg.setFont(font3);
gg.drawString((oval_type == 1 ? "黑方赢" : "白方赢"), 520, 170);
} else {
//没赢之前
gg.setColor(Color.red);
gg.setFont(font4);
gg.drawString("轮到:", 520, 105);
if (oval_type == 2) {
gg.setColor(Color.black);
} else if (oval_type == 1) {
gg.setColor(Color.white);
}
gg.drawString((oval_type == 2 ? "黑方" : "白方"), 530, 150);
gg.fillOval(610, 125, 40, 40);
gg.setColor(Color.red);
gg.drawString("步数:", 520, 200);
gg.setColor(Color.black);
gg.drawString(step + "", 620, 200);
}
} else {
gg.setColor(Color.RED);
gg.setFont(font4);
gg.drawString("请选择游", 525, 150);
gg.drawString("戏类型", 525, 190);
}
}
放置按钮和JLabel组件
创建一些Font
Dimension buttonSize = new Dimension(130, 30); //设置按钮大小
//设置字体的形状
Font font1 = new Font("华文行楷", Font.PLAIN, 30);
Font font2 = new Font("楷体", Font.PLAIN, 20);
Font font3 = new Font("华文行楷", Font.PLAIN, 50);
Font font4 = new Font("华文行楷", Font.PLAIN, 35);
创建按钮和JLabel组件
JLabel titleLabel = new JLabel("逗呵呵五子棋");
JLabel selectLabel = new JLabel("游戏选择:");
JButton rrBtn = new JButton("人人对战");
JButton rjbBtn = new JButton("人机.持黑");
JButton rjwBtn = new JButton("人机.持白");
JLabel elseLabel = new JLabel("其他设置:");
JButton regretBtn = new JButton("悔棋");
JButton restartBtn = new JButton("重新游戏");
JButton endBtn = new JButton("结束游戏");
放置这些组件
private void initBtn() {
//将button和label设置各自的属性
selectLabel.setFont(font1);
rrBtn.setPreferredSize(buttonSize);
rrBtn.setFont(font2);
rjbBtn.setPreferredSize(buttonSize);
rjbBtn.setFont(font2);
rjwBtn.setPreferredSize(buttonSize);
rjwBtn.setFont(font2);
elseLabel.setFont(font1);
regretBtn.setPreferredSize(buttonSize);
regretBtn.setFont(font2);
restartBtn.setPreferredSize(buttonSize);
restartBtn.setFont(font2);
endBtn.setPreferredSize(buttonSize);
endBtn.setFont(font2);
titleLabel.setFont(font3); // 标题
//将其放入
add(selectLabel);
add(rrBtn);
add(rjbBtn);
add(rjwBtn);
add(elseLabel);
add(regretBtn);
add(restartBtn);
add(endBtn);
add(titleLabel);
//设置各自的位置,使用弹性布局
//将标题放置到中建位置
int offsetX = Spring.width(titleLabel).getValue() / 2;
springLayout.putConstraint(SpringLayout.WEST, titleLabel, -offsetX,
SpringLayout.HORIZONTAL_CENTER, this);
springLayout.putConstraint(SpringLayout.NORTH, titleLabel, 10, SpringLayout.NORTH, this);
springLayout.putConstraint(SpringLayout.WEST, selectLabel, 525,
SpringLayout.WEST, this);
springLayout.putConstraint(SpringLayout.NORTH, selectLabel, 260, SpringLayout.NORTH, this);
springLayout.putConstraint(SpringLayout.WEST, rrBtn, 5,
SpringLayout.WEST, selectLabel);
springLayout.putConstraint(SpringLayout.NORTH, rrBtn, 5, SpringLayout.SOUTH, selectLabel);
springLayout.putConstraint(SpringLayout.WEST, rjbBtn, 0,
SpringLayout.WEST, rrBtn);
springLayout.putConstraint(SpringLayout.NORTH, rjbBtn, 5, SpringLayout.SOUTH, rrBtn);
springLayout.putConstraint(SpringLayout.WEST, rjwBtn, 0,
SpringLayout.WEST, rjbBtn);
springLayout.putConstraint(SpringLayout.NORTH, rjwBtn, 5, SpringLayout.SOUTH, rjbBtn);
springLayout.putConstraint(SpringLayout.WEST, elseLabel, 0,
SpringLayout.WEST, selectLabel);
springLayout.putConstraint(SpringLayout.NORTH, elseLabel, 10, SpringLayout.SOUTH, rjwBtn);
springLayout.putConstraint(SpringLayout.WEST, regretBtn, 5,
SpringLayout.WEST, elseLabel);
springLayout.putConstraint(SpringLayout.NORTH, regretBtn, 5, SpringLayout.SOUTH, elseLabel);
springLayout.putConstraint(SpringLayout.WEST, restartBtn, 0,
SpringLayout.WEST, regretBtn);
springLayout.putConstraint(SpringLayout.NORTH, restartBtn, 5, SpringLayout.SOUTH, regretBtn);
springLayout.putConstraint(SpringLayout.WEST, endBtn, 0,
SpringLayout.WEST, restartBtn);
springLayout.putConstraint(SpringLayout.NORTH, endBtn, 5, SpringLayout.SOUTH, restartBtn);
}
写完后效果如下
这里用的是SpringLayout(弹性布局),个人感觉这个布局还是挺好用的,虽然看起来复杂,用起来还是挺简单的。
拿一个例子来讲一下
springLayout.putConstraint(SpringLayout.WEST, rrBtn, 5,
SpringLayout.WEST, selectLabel);
springLayout.putConstraint(SpringLayout.NORTH, rrBtn, 5, SpringLayout.SOUTH, selectLabel);
这代码是设置rrBtn的位置,即rrBtn组件的西边距离selectLabel组件的西边正5个像素,rrBtn组件的北边距离selectLabel的南边正5个像素。(还是比较简单的吧,只是看着比较多)
布局到这就完成了,要是觉得不好看,自己也可以改,我个人感觉还是能看的。
基本功能
也没啥什么复杂的功能,也就包括画出棋子,画选择框,判断输赢,还有按钮的一些功能。
画棋子和画选择框
创建鼠标事件
MouseAdapter mouseAdapter = new MouseAdapter() {
};
重写mouseClicked()方法
基本思路是,获得鼠标的xy值,在棋盘区域内,则讲鼠标的xy转换为二维数组的行和列,当点击时,将二维数组该处的值设置为2或者1,然后重绘画布。下完后改变棋子类型(oval_type)以便改变颜色。随着棋子的下出,改变提示框响应的内容。根据选择类型的不同,来确定下棋的方法,大体上是相同的,看看代码应该也能明白,这里写的有点乱,各位可以自己优化一下。(能用就好)
@Override
public void mouseClicked(MouseEvent e) {
//赢的时候不能用
if (!isWin) {
if (isStart == 1) {
//来判断是否在棋盘内
if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2
&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {
//将坐标转换为二维数组的i和j
mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;
mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;
if (table[mouse_X][mouse_Y] == 0) {
table[mouse_X][mouse_Y] = oval_type;
if (oval_type == 2) {
oval_type = 1;
step++; //根据黑棋下的次数来增加总步数
} else if (oval_type == 1) {
oval_type = 2;
}
last_xy.add(mouse_X);
last_xy.add(mouse_Y);
//如果下了棋子,才能使用悔棋和重新游戏的按钮
restartBtn.setEnabled(true);
regretBtn.setEnabled(true);
judge(oval_type % 2 + 1, mouse_X, mouse_Y);
}
repaint();
}
} else if (isStart == 2) {
if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2
&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {
mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;
mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;
if (table[mouse_X][mouse_Y] == 0) {
table[mouse_X][mouse_Y] = 2;
oval_type = 1;
last_xy.add(mouse_X);
last_xy.add(mouse_Y);
repaint();
judge(2, mouse_X, mouse_Y);
if (!isWin) {
machine();
table[robot_x][robot_y] = 1;
oval_type = 2;
judge(1, robot_x, robot_y);
last_xy.add(robot_x);
last_xy.add(robot_y);
}
step++;
restartBtn.setEnabled(true);
regretBtn.setEnabled(true);
}
}
} else if (isStart == 3) {
if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2
&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {
mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;
mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;
if (table[mouse_X][mouse_Y] == 0) {
table[mouse_X][mouse_Y] = 1;
oval_type = 2;
last_xy.add(mouse_X);
last_xy.add(mouse_Y);
repaint();
judge(1, mouse_X, mouse_Y);
if (!isWin) {
machine();
table[robot_x][robot_y] = 2;
oval_type = 1;
judge(2, robot_x, robot_y);
last_xy.add(robot_x);
last_xy.add(robot_y);
}
step++;
restartBtn.setEnabled(true);
regretBtn.setEnabled(true);
}
}
}
}
}
重写mouseMoved()方法
用来画红色的框框,也是比较简单的,和画棋子差不多。
@Override
public void mouseMoved(MouseEvent e) {
if (!isWin) {
if (isStart > 0) {
if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2
&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {
select_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;
select_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;
} else {
select_X = -10;
select_Y = -10;
}
}
}
repaint();
}
判断输赢
思路:判断下的位置的四个方向上是否有五个一样的。
private void judge(int type, int x, int y) {
//传入参数,来判断是黑(2)或白(1)子
int sum;
//判断四个方向
//1.左 右
sum = 0;
for (int k = x - 1; k >= 0; k--) {
if (table[k][y] == type) {
sum++;
} else {
break;
}
}
for (int k = x + 1; k < NUM; k++) {
if (table[k][y] == type) {
sum++;
} else {
break;
}
}
if (sum >= 4) {
isWin = true;
return;
}
//2.上 下
sum = 0;
for (int k = y - 1; k >= 0; k--) {
if (table[x][k] == type) {
sum++;
} else {
break;
}
}
for (int k = y + 1; k < NUM; k++) {
if (table[x][k] == type) {
sum++;
} else {
break;
}
}
if (sum >= 4) {
isWin = true;
return;
}
//3。左上 右下
sum = 0;
for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j--) {
if (table[i][j] == type) {
sum++;
} else {
break;
}
}
for (int i = x + 1, j = y + 1; i < NUM && j < NUM; i++, j++) {
if (table[i][j] == type)
sum++;
else {
break;
}
}
if (sum >= 4) {
isWin = true;
return;
}
//3。右上 左下
sum = 0;
for (int i = x - 1, j = y + 1; i >= 0 && j < NUM; i--, j++) {
if (table[i][j] == type) {
sum++;
} else {
break;
}
}
for (int i = x + 1, j = y - 1; i < NUM && j >= 0; i++, j--) {
if (table[i][j] == type)
sum++;
else {
break;
}
}
if (sum >= 4) {
isWin = true;
//return;
}
}
按钮功能
每次进行点击后,改变某些属性的值,并重绘画布。
也没有啥难点。在改变按键是否可用的功能时已经晚上了,脑袋昏昏的,就哪里需要就加在哪里,使用可能导致全部代码里好多地方都有这些方法,各位也是可以自己优化的。
ActionListener actionListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
JButton jButton = (JButton) e.getSource();
String text = jButton.getText();
if ("重新游戏".equals(text)) {
init();
if(isStart==3){
machine();
step++;
table[robot_x][robot_y] = 2;
oval_type = 1;
}
regretBtn.setEnabled(false);
restartBtn.setEnabled(false);
} else if ("悔棋".equals(text)) {
int x = last_xy.get(last_xy.size() - 2);
int y = last_xy.get(last_xy.size() - 1);
table[x][y] = 0;
last_xy.remove(last_xy.size() - 2);
last_xy.remove(last_xy.size() - 1);
oval_type = oval_type % 2 + 1;
if (isStart == 2 || isStart == 3) {
x = last_xy.get(last_xy.size() - 2);
y = last_xy.get(last_xy.size() - 1);
table[x][y] = 0;
last_xy.remove(last_xy.size() - 2);
last_xy.remove(last_xy.size() - 1);
oval_type = oval_type % 2 + 1;
}
if (oval_type == 2||isStart==3) {
step--;
}
if (isWin) {
isWin = false;
}
if (last_xy.size() == 0) {
regretBtn.setEnabled(false);
restartBtn.setEnabled(false);
}
} else if ("结束游戏".equals(text)) {
isStart = 0;
init();
rrBtn.setEnabled(true);
rjbBtn.setEnabled(true);
rjwBtn.setEnabled(true);
regretBtn.setEnabled(false);
restartBtn.setEnabled(false);
endBtn.setEnabled(false);
} else {
//上面三个按钮
if ("人人对战".equals(text)) {
isStart = 1;
} else if ("人机.持黑".equals(text)) {
isStart = 2;
} else if ("人机.持白".equals(text)) {
isStart = 3;
machine();
step++;
table[robot_x][robot_y] = 2;
oval_type = 1;
}
rrBtn.setEnabled(false);
rjbBtn.setEnabled(false);
rjwBtn.setEnabled(false);
endBtn.setEnabled(true);
}
repaint();
}
};
五元组算法
这也是我在别人博客里面看到的方法,大家可以自行搜索详细的学习。
参考:五元组评价算法实现简易五子棋【人工智能】_YouthUpward的博客-CSDN博客_五元组算法
简单来讲,就是根据不同的情况给每个棋子赋值。我按照网上给的分值写了一下,虽然是做出来了,但感觉不是很强,不知道是哪里写错了还是怎么回事。
代码如下,供各位参考
private void machine() {
//传入棋子种类,判断颜色
int[][] ts = new int[NUM][NUM]; //来记录每个点上的得分
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM; j++) {
ts[i][j] = 0;
}
}
int wn; //白色个数
int bn; //黑色个数
//分4种情况
//横向
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM - 4; j++) {
wn = 0;
bn = 0;
//5个
for (int k = j; k < j + 5; k++) {
if (table[i][k] == 1) {
wn++;
} else if (table[i][k] == 2) {
bn++;
}
}
for (int k = j; k < j + 5; k++) {
if (table[i][k] == 0) {
ts[i][k] += score(wn, bn);
}
}
}
}
//纵向
for (int j = 0; j < NUM; j++) {
for (int i = 0; i < NUM - 4; i++) {
wn = 0;
bn = 0;
for (int k = i; k < i + 5; k++) {
if (table[k][j] == 1) {
wn++;
} else if (table[k][i] == 2) {
bn++;
}
}
for (int k = i; k < i + 5; k++) {
if (table[k][i] == 0) {
ts[k][i] += score(wn, bn);
}
}
}
}
//左上 右下
for (int i = 0; i < NUM - 4; i++) {
for (int j = 0; j < NUM - 4; j++) {
wn = 0;
bn = 0;
for (int ki = i, kj = j; ki < i + 5; ki++, kj++) {
if (table[ki][kj] == 1) {
wn++;
} else if (table[ki][kj] == 2) {
bn++;
}
}
for (int ki = i, kj = j; ki < i + 5; ki++, kj++) {
if (table[ki][kj] == 0) {
ts[ki][kj] += score(wn, bn);
}
}
}
}
//右上 左下
for (int i = 4; i < NUM; i++) {
for (int j = 0; j < NUM - 4; j++) {
wn = 0;
bn = 0;
for (int ki = i, kj = j; kj < j + 5; ki--, kj++) {
if (table[ki][kj] == 1) {
wn++;
} else if (table[ki][kj] == 2) {
bn++;
}
}
for (int ki = i, kj = j; kj < j + 5; ki--, kj++) {
if (table[ki][kj] == 0) {
ts[ki][kj] += score(wn, bn);
}
}
}
}
Vector<Integer> vv = new Vector<>();
int max = Integer.MIN_VALUE;
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM; j++) {
if (ts[i][j] > max) {
max = ts[i][j];
}
}
}
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM; j++) {
if (ts[i][j] == max) {
vv.add(i);
vv.add(j);
}
}
}
Random random = new Random();
int r = random.nextInt(vv.size() / 2);
robot_x = vv.get(r * 2);
robot_y = vv.get(r * 2 + 1);
vv.clear();
}
private int score(int w, int b) {
if (w > 0 && b > 0) {
return 0;
}
if (w == 0 && b == 0) {
return 7;
}
if (w == 1) {
return 35;
}
if (w == 2) {
return 800;
}
if (w == 3) {
return 15000;
}
if (w == 4) {
return 800000;
}
if (b == 1) {
return 15;
}
if (b == 2) {
return 400;
}
if (b == 3) {
return 1800;
}
if (b == 4) {
return 100000;
}
return -1;
}
代码
TablePanel.java
package game_gobang;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.Random;
import java.util.Vector;
public class TablePanel extends JPanel {
//Panel的大小
final int TABLE_WIDTH = 700;
final int TABLE_HEIGHT = 580;
final int NUM = 15; //棋盘线的条数
final int OFFSET_X = 30; //棋盘左上角相对于panel左上角的偏移量(棋盘的起始位置)
final int OFFSET_Y = 80;
final int SP = 33; //棋盘每条线的间隔
final int RECT_SIZE = 6; //棋盘上五个提示点的位置
final int OVAL_SIZE = 32; //棋子的大小
int[][] table = new int[NUM][NUM]; //二维数字记录棋盘上每个位置上的棋子 (0无棋子 1白子 2黑子)
int step;
int oval_type = 2; //所要下的棋子的颜色 1白 2黑
int mouse_X;
int mouse_Y;
int select_X = -10;
int select_Y = -10;
//定义一个Vector,存储每次下的位置,来实现悔棋功能
Vector<Integer> last_xy = new Vector<>();
boolean isWin; //是否赢
int isStart; //是否开始游戏 0未开始 1 2 3
int robot_x;
int robot_y;
BasicStroke bs; //定义画笔宽度(因为不止一个方法用,就定义在外面)
SpringLayout springLayout = new SpringLayout(); //设置springLayout布局,方便按钮位置的部署
Dimension buttonSize = new Dimension(130, 30); //设置按钮大小
//设置字体的形状
Font font1 = new Font("华文行楷", Font.PLAIN, 30);
Font font2 = new Font("楷体", Font.PLAIN, 20);
Font font3 = new Font("华文行楷", Font.PLAIN, 50);
Font font4 = new Font("华文行楷", Font.PLAIN, 35);
//定义一系列button和label
JLabel titleLabel = new JLabel("逗呵呵五子棋");
JLabel selectLabel = new JLabel("游戏选择:");
JButton rrBtn = new JButton("人人对战");
JButton rjbBtn = new JButton("人机.持黑");
JButton rjwBtn = new JButton("人机.持白");
JLabel elseLabel = new JLabel("其他设置:");
JButton regretBtn = new JButton("悔棋");
JButton restartBtn = new JButton("重新游戏");
JButton endBtn = new JButton("结束游戏");
public TablePanel() {
setLayout(springLayout); //设置弹性布局方式
setPreferredSize(new Dimension(TABLE_WIDTH, TABLE_HEIGHT)); //设置组件的首选大小
setBackground(Color.green); //设置背景颜色
initBtn(); //初始化按钮
init(); //初始化一些属性
isStart = 0;
addMouseListener(mouseAdapter); //添加鼠标监听
addMouseMotionListener(mouseAdapter);
}
//初始化一些属性
private void init() {
//初始化二维数组
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM; j++) {
table[i][j] = 0;
}
}
//初始化step
step = 0;
isWin = false;
oval_type = 2;
//初始化list
last_xy.clear();
}
@Override
public void paint(Graphics g) {
//定义一个Graphics2D
Graphics2D gg = (Graphics2D) g;
gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
gg.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_NORMALIZE);
//画棋盘
initPaint(g, gg);
//画棋子
ovalPaint(gg);
//画提示框
sidePaint(gg);
}
private void ovalPaint(Graphics2D gg) {
//画棋子
//每次点击后,会刷新一下棋盘,根据table的值画黑或白字
//画实体棋子
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM; j++) {
int x = OFFSET_X + SP * i - OVAL_SIZE / 2;
int y = OFFSET_Y + SP * j - OVAL_SIZE / 2;
if (table[i][j] == 2) {
gg.setColor(Color.BLACK);
gg.fillOval(x, y, OVAL_SIZE, OVAL_SIZE);
} else if (table[i][j] == 1) {
gg.setColor(Color.WHITE);
gg.fillOval(x, y, OVAL_SIZE, OVAL_SIZE);
} else if (table[i][j] == 3) {
gg.setColor(Color.RED);
gg.drawOval(x, y, OVAL_SIZE, OVAL_SIZE);
}
}
}
if (isWin) {
//赢了就把选择框隐藏起来
select_X = -10;
select_Y = -10;
} else {
bs = new BasicStroke(1); // 画笔宽度为1
gg.setStroke(bs);
//画选择框
gg.setColor(Color.RED);
gg.drawOval(OFFSET_X + SP * select_X - OVAL_SIZE / 2,
OFFSET_Y + SP * select_Y - OVAL_SIZE / 2,
OVAL_SIZE, OVAL_SIZE);
}
}
//画棋盘
private void initPaint(Graphics g, Graphics2D gg) {
super.paint(g);
//画棋盘的线
g.setColor(Color.BLACK);
for (int i = 0; i < NUM; i++) {
g.drawLine(OFFSET_X + SP * i, OFFSET_Y, OFFSET_X + SP * i, OFFSET_Y + SP * (NUM - 1));
}
for (int i = 0; i < NUM; i++) {
g.drawLine(OFFSET_X, OFFSET_Y + SP * i, OFFSET_X + SP * (NUM - 1), OFFSET_Y + SP * i);
}
//加点点缀
//五个定位的小方块
g.fillRect(OFFSET_X + SP * 3 - RECT_SIZE / 2, OFFSET_Y + SP * 3 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
g.fillRect(OFFSET_X + SP * 11 - RECT_SIZE / 2, OFFSET_Y + SP * 3 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
g.fillRect(OFFSET_X + SP * 3 - RECT_SIZE / 2, OFFSET_Y + SP * 11 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
g.fillRect(OFFSET_X + SP * 11 - RECT_SIZE / 2, OFFSET_Y + SP * 11 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
g.fillRect(OFFSET_X + SP * 7 - RECT_SIZE / 2, OFFSET_Y + SP * 7 - RECT_SIZE / 2, RECT_SIZE, RECT_SIZE);
//再加几条粗一点的线
bs = new BasicStroke(3); // 画笔宽度为5
gg.setStroke(bs);
gg.drawRect(OFFSET_X - 7, OFFSET_Y - 7, (NUM - 1) * SP + 14, (NUM - 1) * SP + 14);
bs = new BasicStroke(2);
gg.setStroke(bs);
for (int i = 1; i < NUM; i = i + 4) {
gg.drawLine(OFFSET_X + SP * i, OFFSET_Y, OFFSET_X + SP * i, OFFSET_Y + SP * (NUM - 1));
}
for (int i = 1; i < NUM; i = i + 4) {
gg.drawLine(OFFSET_X, OFFSET_Y + SP * i, OFFSET_X + SP * (NUM - 1), OFFSET_Y + SP * i);
}
}
//画侧面(右上角)的提示框
private void sidePaint(Graphics2D gg) {
if (isStart != 0) {
//开始游戏时
if (isWin) {
//赢了后
gg.setColor((oval_type == 1 ? Color.black : Color.white));
gg.setFont(font3);
gg.drawString((oval_type == 1 ? "黑方赢" : "白方赢"), 520, 170);
} else {
//没赢之前
gg.setColor(Color.red);
gg.setFont(font4);
gg.drawString("轮到:", 520, 105);
if (oval_type == 2) {
gg.setColor(Color.black);
} else if (oval_type == 1) {
gg.setColor(Color.white);
}
gg.drawString((oval_type == 2 ? "黑方" : "白方"), 530, 150);
gg.fillOval(610, 125, 40, 40);
gg.setColor(Color.red);
gg.drawString("步数:", 520, 200);
gg.setColor(Color.black);
gg.drawString(step + "", 620, 200);
}
} else {
gg.setColor(Color.RED);
gg.setFont(font4);
gg.drawString("请选择游", 525, 150);
gg.drawString("戏类型", 525, 190);
}
}
private void initBtn() {
//将button和label设置各自的属性
selectLabel.setFont(font1);
rrBtn.setPreferredSize(buttonSize);
rrBtn.setFont(font2);
rjbBtn.setPreferredSize(buttonSize);
rjbBtn.setFont(font2);
rjwBtn.setPreferredSize(buttonSize);
rjwBtn.setFont(font2);
elseLabel.setFont(font1);
regretBtn.setPreferredSize(buttonSize);
regretBtn.setFont(font2);
restartBtn.setPreferredSize(buttonSize);
restartBtn.setFont(font2);
endBtn.setPreferredSize(buttonSize);
endBtn.setFont(font2);
titleLabel.setFont(font3); // 标题
//给按钮加上监听
rrBtn.addActionListener(actionListener);
rjbBtn.addActionListener(actionListener);
rjwBtn.addActionListener(actionListener);
regretBtn.addActionListener(actionListener);
restartBtn.addActionListener(actionListener);
endBtn.addActionListener(actionListener);
//将其放入
add(selectLabel);
add(rrBtn);
add(rjbBtn);
add(rjwBtn);
add(elseLabel);
add(regretBtn);
add(restartBtn);
add(endBtn);
add(titleLabel);
//设置各自的位置,使用弹性布局
//将标题放置到中建位置
int offsetX = Spring.width(titleLabel).getValue() / 2;
springLayout.putConstraint(SpringLayout.WEST, titleLabel, -offsetX,
SpringLayout.HORIZONTAL_CENTER, this);
springLayout.putConstraint(SpringLayout.NORTH, titleLabel, 10, SpringLayout.NORTH, this);
springLayout.putConstraint(SpringLayout.WEST, selectLabel, 525,
SpringLayout.WEST, this);
springLayout.putConstraint(SpringLayout.NORTH, selectLabel, 260, SpringLayout.NORTH, this);
springLayout.putConstraint(SpringLayout.WEST, rrBtn, 5,
SpringLayout.WEST, selectLabel);
springLayout.putConstraint(SpringLayout.NORTH, rrBtn, 5, SpringLayout.SOUTH, selectLabel);
springLayout.putConstraint(SpringLayout.WEST, rjbBtn, 0,
SpringLayout.WEST, rrBtn);
springLayout.putConstraint(SpringLayout.NORTH, rjbBtn, 5, SpringLayout.SOUTH, rrBtn);
springLayout.putConstraint(SpringLayout.WEST, rjwBtn, 0,
SpringLayout.WEST, rjbBtn);
springLayout.putConstraint(SpringLayout.NORTH, rjwBtn, 5, SpringLayout.SOUTH, rjbBtn);
springLayout.putConstraint(SpringLayout.WEST, elseLabel, 0,
SpringLayout.WEST, selectLabel);
springLayout.putConstraint(SpringLayout.NORTH, elseLabel, 10, SpringLayout.SOUTH, rjwBtn);
springLayout.putConstraint(SpringLayout.WEST, regretBtn, 5,
SpringLayout.WEST, elseLabel);
springLayout.putConstraint(SpringLayout.NORTH, regretBtn, 5, SpringLayout.SOUTH, elseLabel);
springLayout.putConstraint(SpringLayout.WEST, restartBtn, 0,
SpringLayout.WEST, regretBtn);
springLayout.putConstraint(SpringLayout.NORTH, restartBtn, 5, SpringLayout.SOUTH, regretBtn);
springLayout.putConstraint(SpringLayout.WEST, endBtn, 0,
SpringLayout.WEST, restartBtn);
springLayout.putConstraint(SpringLayout.NORTH, endBtn, 5, SpringLayout.SOUTH, restartBtn);
regretBtn.setEnabled(false);
restartBtn.setEnabled(false);
endBtn.setEnabled(false);
}
ActionListener actionListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
JButton jButton = (JButton) e.getSource();
String text = jButton.getText();
if ("重新游戏".equals(text)) {
init();
if(isStart==3){
machine();
step++;
table[robot_x][robot_y] = 2;
oval_type = 1;
}
regretBtn.setEnabled(false);
restartBtn.setEnabled(false);
} else if ("悔棋".equals(text)) {
int x = last_xy.get(last_xy.size() - 2);
int y = last_xy.get(last_xy.size() - 1);
table[x][y] = 0;
last_xy.remove(last_xy.size() - 2);
last_xy.remove(last_xy.size() - 1);
oval_type = oval_type % 2 + 1;
if (isStart == 2 || isStart == 3) {
x = last_xy.get(last_xy.size() - 2);
y = last_xy.get(last_xy.size() - 1);
table[x][y] = 0;
last_xy.remove(last_xy.size() - 2);
last_xy.remove(last_xy.size() - 1);
oval_type = oval_type % 2 + 1;
}
if (oval_type == 2||isStart==3) {
step--;
}
if (isWin) {
isWin = false;
}
if (last_xy.size() == 0) {
regretBtn.setEnabled(false);
restartBtn.setEnabled(false);
}
} else if ("结束游戏".equals(text)) {
isStart = 0;
init();
rrBtn.setEnabled(true);
rjbBtn.setEnabled(true);
rjwBtn.setEnabled(true);
regretBtn.setEnabled(false);
restartBtn.setEnabled(false);
endBtn.setEnabled(false);
} else {
//上面三个按钮
if ("人人对战".equals(text)) {
isStart = 1;
} else if ("人机.持黑".equals(text)) {
isStart = 2;
} else if ("人机.持白".equals(text)) {
isStart = 3;
machine();
step++;
table[robot_x][robot_y] = 2;
oval_type = 1;
}
rrBtn.setEnabled(false);
rjbBtn.setEnabled(false);
rjwBtn.setEnabled(false);
endBtn.setEnabled(true);
}
repaint();
}
};
MouseAdapter mouseAdapter = new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
//赢的时候不能用
if (!isWin) {
if (isStart == 1) {
//来判断是否在棋盘内
if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2
&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {
//将坐标转换为二维数组的i和j
mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;
mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;
if (table[mouse_X][mouse_Y] == 0) {
table[mouse_X][mouse_Y] = oval_type;
if (oval_type == 2) {
oval_type = 1;
step++; //根据黑棋下的次数来增加总步数
} else if (oval_type == 1) {
oval_type = 2;
}
last_xy.add(mouse_X);
last_xy.add(mouse_Y);
//如果下了棋子,才能使用悔棋和重新游戏的按钮
restartBtn.setEnabled(true);
regretBtn.setEnabled(true);
judge(oval_type % 2 + 1, mouse_X, mouse_Y);
}
repaint();
}
} else if (isStart == 2) {
if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2
&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {
mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;
mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;
if (table[mouse_X][mouse_Y] == 0) {
table[mouse_X][mouse_Y] = 2;
oval_type = 1;
last_xy.add(mouse_X);
last_xy.add(mouse_Y);
repaint();
judge(2, mouse_X, mouse_Y);
if (!isWin) {
machine();
table[robot_x][robot_y] = 1;
oval_type = 2;
judge(1, robot_x, robot_y);
last_xy.add(robot_x);
last_xy.add(robot_y);
}
step++;
restartBtn.setEnabled(true);
regretBtn.setEnabled(true);
}
}
} else if (isStart == 3) {
if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2
&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {
mouse_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;
mouse_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;
if (table[mouse_X][mouse_Y] == 0) {
table[mouse_X][mouse_Y] = 1;
oval_type = 2;
last_xy.add(mouse_X);
last_xy.add(mouse_Y);
repaint();
judge(1, mouse_X, mouse_Y);
if (!isWin) {
machine();
table[robot_x][robot_y] = 2;
oval_type = 1;
judge(2, robot_x, robot_y);
last_xy.add(robot_x);
last_xy.add(robot_y);
}
step++;
restartBtn.setEnabled(true);
regretBtn.setEnabled(true);
}
}
}
}
}
@Override
public void mouseMoved(MouseEvent e) {
if (!isWin) {
if (isStart > 0) {
if (e.getX() > OFFSET_X - OVAL_SIZE / 2 && e.getX() < OFFSET_X + (NUM - 1) * SP + OVAL_SIZE / 2
&& e.getY() > OFFSET_Y - OVAL_SIZE / 2 && e.getY() < OFFSET_Y + (NUM - 1) * SP + OVAL_SIZE / 2) {
select_X = (e.getX() - OFFSET_X + OVAL_SIZE / 2) / SP;
select_Y = (e.getY() - OFFSET_Y + OVAL_SIZE / 2) / SP;
} else {
select_X = -10;
select_Y = -10;
}
}
}
repaint();
}
};
//判断谁赢,扫描整个棋盘,来判断是否练成五个
private void judge(int type, int x, int y) {
//传入参数,来判断是黑(2)或白(1)子
int sum;
//判断四个方向
//1.左 右
sum = 0;
for (int k = x - 1; k >= 0; k--) {
if (table[k][y] == type) {
sum++;
} else {
break;
}
}
for (int k = x + 1; k < NUM; k++) {
if (table[k][y] == type) {
sum++;
} else {
break;
}
}
if (sum >= 4) {
isWin = true;
return;
}
//2.上 下
sum = 0;
for (int k = y - 1; k >= 0; k--) {
if (table[x][k] == type) {
sum++;
} else {
break;
}
}
for (int k = y + 1; k < NUM; k++) {
if (table[x][k] == type) {
sum++;
} else {
break;
}
}
if (sum >= 4) {
isWin = true;
return;
}
//3。左上 右下
sum = 0;
for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j--) {
if (table[i][j] == type) {
sum++;
} else {
break;
}
}
for (int i = x + 1, j = y + 1; i < NUM && j < NUM; i++, j++) {
if (table[i][j] == type)
sum++;
else {
break;
}
}
if (sum >= 4) {
isWin = true;
return;
}
//3。右上 左下
sum = 0;
for (int i = x - 1, j = y + 1; i >= 0 && j < NUM; i--, j++) {
if (table[i][j] == type) {
sum++;
} else {
break;
}
}
for (int i = x + 1, j = y - 1; i < NUM && j >= 0; i++, j--) {
if (table[i][j] == type)
sum++;
else {
break;
}
}
if (sum >= 4) {
isWin = true;
//return;
}
}
//来写自动下棋的方法
private void machine() {
//传入棋子种类,判断颜色
int[][] ts = new int[NUM][NUM]; //来记录每个点上的得分
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM; j++) {
ts[i][j] = 0;
}
}
int wn; //白色个数
int bn; //黑色个数
//分4种情况
//横向
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM - 4; j++) {
wn = 0;
bn = 0;
//5个
for (int k = j; k < j + 5; k++) {
if (table[i][k] == 1) {
wn++;
} else if (table[i][k] == 2) {
bn++;
}
}
for (int k = j; k < j + 5; k++) {
if (table[i][k] == 0) {
ts[i][k] += score(wn, bn);
}
}
}
}
//纵向
for (int j = 0; j < NUM; j++) {
for (int i = 0; i < NUM - 4; i++) {
wn = 0;
bn = 0;
for (int k = i; k < i + 5; k++) {
if (table[k][j] == 1) {
wn++;
} else if (table[k][i] == 2) {
bn++;
}
}
for (int k = i; k < i + 5; k++) {
if (table[k][i] == 0) {
ts[k][i] += score(wn, bn);
}
}
}
}
//左上 右下
for (int i = 0; i < NUM - 4; i++) {
for (int j = 0; j < NUM - 4; j++) {
wn = 0;
bn = 0;
for (int ki = i, kj = j; ki < i + 5; ki++, kj++) {
if (table[ki][kj] == 1) {
wn++;
} else if (table[ki][kj] == 2) {
bn++;
}
}
for (int ki = i, kj = j; ki < i + 5; ki++, kj++) {
if (table[ki][kj] == 0) {
ts[ki][kj] += score(wn, bn);
}
}
}
}
//右上 左下
for (int i = 4; i < NUM; i++) {
for (int j = 0; j < NUM - 4; j++) {
wn = 0;
bn = 0;
for (int ki = i, kj = j; kj < j + 5; ki--, kj++) {
if (table[ki][kj] == 1) {
wn++;
} else if (table[ki][kj] == 2) {
bn++;
}
}
for (int ki = i, kj = j; kj < j + 5; ki--, kj++) {
if (table[ki][kj] == 0) {
ts[ki][kj] += score(wn, bn);
}
}
}
}
Vector<Integer> vv = new Vector<>();
int max = Integer.MIN_VALUE;
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM; j++) {
if (ts[i][j] > max) {
max = ts[i][j];
}
}
}
for (int i = 0; i < NUM; i++) {
for (int j = 0; j < NUM; j++) {
if (ts[i][j] == max) {
vv.add(i);
vv.add(j);
}
}
}
Random random = new Random();
int r = random.nextInt(vv.size() / 2);
robot_x = vv.get(r * 2);
robot_y = vv.get(r * 2 + 1);
vv.clear();
}
private int score(int w, int b) {
if (w > 0 && b > 0) {
return 0;
}
if (w == 0 && b == 0) {
return 7;
}
if (w == 1) {
return 35;
}
if (w == 2) {
return 800;
}
if (w == 3) {
return 15000;
}
if (w == 4) {
return 800000;
}
if (b == 1) {
return 15;
}
if (b == 2) {
return 400;
}
if (b == 3) {
return 1800;
}
if (b == 4) {
return 100000;
}
return -1;
}
}
MFrame.java
package game_gobang;
import javax.swing.*;
public class MFrame {
public static void main(String[] args) {
JFrame jf = new JFrame("五子棋小游戏");
jf.add(new TablePanel());
jf.pack(); //自动适配大小
jf.setLocationRelativeTo(null); //居中
jf.setResizable(false); //不可调整大小
jf.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); //按×关闭
jf.setVisible(true); //是否可见
}
}
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