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java五子棋代码悔棋 java五子棋源代码及uml类图

java五子棋悔棋代码根据我的代码加

// 悔棋

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public void goback() {

if (chessCount == 0) //判断剩余棋子数

return;

chessList[chessCount - 1] = null; //chessList是棋子数组

chessCount--;

if (chessCount 0) {

xIndex = chessList[chessCount - 1].getX(); // xIndex, yIndex 当前刚下棋子的索引

yIndex = chessList[chessCount - 1].getY();

}

isBlack = !isBlack;

repaint();

}

JAVA五子棋中如何实现重新开始和悔棋的功能

一般来说是不应该像你这样写的,应该是把要画的步骤写在组件的被覆写的paintComponent函数里,然后在你响应事件的函数里直接掉用该组件的repaint()函数即可。repaint函数是会去掉该组件的paintComponent()函数的。至于你这么写为啥不行,这个我也不清楚,据我猜测,repaint函数要做的事情是刷新组件,并且重新去画一遍,不过这个步骤不一定是立即完成,可能有延迟。总之在你画那些棋子之后,它又干了一些事情,导致你画的棋子没了(但这不会影响到它自己想去画的东西,即paintComponent()函数里的东西),另外不要忘了,覆写paintComponent时,第一行要写,super.paintComponent(g),这是去画它原来有的东西(比如加上去的按钮,文本框之类的东西)

例如下面:

12345678910111213141516171819202122232425262728293031323334353637class PanelM extends JPanel{ ImageIcon icon = new ImageIcon("app.gif"); JLabel jl = new JLabel(icon, SwingConstants.CENTER); int x, y; private ListInteger listX = new ArrayListInteger(); private ListInteger listY = new ArrayListInteger(); public PanelM() { add(jl); addMouseListener(new MouseAdapter() { public void mousePressed(MouseEvent m) { x = m.getX(); y = m.getY(); listX.add(x); listY.add(y); repaint(); } }); } public void paintComponent(Graphics g) { super.paintComponent(g); for (int i = 0; i listX.size(); i++) { g.fillOval(listX.get(i), listY.get(i), 20, 20); } }}

用JAVA实现五子棋悔棋代码

保存成.java文件直接运行编译

这是我回答的别人问题的答案地址

import java.util.*;

import java.io.*;

import java.awt.*;

import java.awt.event.*;

import java.applet.*;

import javax.swing.*;

class Gobang extends JFrame implements Runnable, ActionListener

{

final static int Player=1;

final static int AI =-1;

ClassLoader cl = this.getClass().getClassLoader();

Toolkit tk = Toolkit.getDefaultToolkit();

int length=14, game_state, winner, check, step;

int grid[][] = new int[length][length];

int locX, locY /* �囱�竚 */, count /* 硈囱计 */, x, y /* 既��竚 */, displace_x=0, displace_y=0 /* �簿秖 */, direction;

ArrayList steps = new ArrayList(); /* 疠魁囱˙ */

JPopupMenu control_menu = new JPopupMenu(); /* �龄匡虫�� */

JMenuItem[] command = new JMenuItem[4];

String[] command_str={"�囱", "�郎", "弄郎", "�秨"};

int[][] dir = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };

boolean[] dir2 = new boolean[8];

boolean turn;

String message;

final JDialog dialog = new JDialog(this, "叫匡�", true);

Font font=new Font("new_font", Font.BOLD, 20);

Grid grids[][] = new Grid[length][length];

Image white= tk.getImage(cl.getResource("res/white.png"));

Image black= tk.getImage(cl.getResource("res/black.png"));

Image title= tk.getImage(cl.getResource("res/title.png"));

Image temp;

JPanel boardPanel, bigpanel;

JRadioButton[] choice = new JRadioButton[2];

final static int Start =0;

final static int Select =1;

final static int Playing =2;

final static int End =3;

final static int nil=-1; /* 礚よ� */

final static int oblique_1 =0; /* ���オ� */

final static int oblique_2 =1; /* オ���� */

final static int horizontal =2; /* 绢� */

final static int vertical=3; /* �� */

Gobang()

{

super("き�囱");

boardPanel = new JPanel();

boardPanel.setLayout(new GridLayout(length, length, 0, 0));

boardPanel.setComponentOrientation(ComponentOrientation.RIGHT_TO_LEFT);

for(int i=0; ilength; i++)

for(int j=0; jlength; j++)

{

grids[i][j] = new Grid(i, j);

boardPanel.add(grids[i][j]);

}

bigpanel = new JPanel();

bigpanel.add(boardPanel, BorderLayout.CENTER);

getContentPane().add(bigpanel, BorderLayout.SOUTH);

game_state=Start;

ThreadStart();

dialog.setSize(160, 100);

dialog.setResizable(false);

dialog.setLocationRelativeTo(null);

ButtonGroup choice_group = new ButtonGroup();

JPanel choice_menu = new JPanel();

choice[0] = new JRadioButton("堵�", new ImageIcon(black), true);

choice[1] = new JRadioButton("フ�", new ImageIcon(white));

for(int i=0; ichoice.length; i++)

{

choice_menu.add(choice[i]);

choice_group.add(choice[i]);

}

for(int i=0; icommand.length; i++)

{

command[i] =new JMenuItem(command_str[i]);

command[i].addActionListener(this);

control_menu.add(command[i]);

}

JButton select = new JButton("絋)");

JPanel select_menu = new JPanel();

select_menu.add(select);

select.addActionListener(this);

dialog.getContentPane().add(choice_menu, BorderLayout.NORTH);

dialog.getContentPane().add(select_menu, BorderLayout.CENTER);

setIconImage(title);

setResizable(false);

setSize(300, 335);

setVisible(true);

setLocationRelativeTo(null);

}

public static void main(String[] arg)

{

Gobang application = new Gobang();

application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

}

public void actionPerformed(ActionEvent event)

{

if( event.getSource().equals(command[0]) )

{

if(steps.size()!=0)

undo();

}

else if(event.getSource().equals(command[1]) )

Save();

else if(event.getSource().equals(command[2]) )

Load();

else if(event.getSource().equals(command[3]) )

ReStart();

else

{

if(choice[1].isSelected())

{

temp=white;

white=black;

black=temp;

}

dialog.dispose();

}

}

public void WinCheck()

{

check = turn? Player: AI;

direction=oblique_1;

WinCheck2();

}

public void WinCheck2()

{

count=1;

switch(direction)

{

case oblique_1: displace_x=1;

displace_y=-1;

direction=oblique_2;

break;

case oblique_2: displace_x=displace_y=1;

direction=horizontal;

break;

case horizontal: displace_x=1;

displace_y=0;

direction=vertical;

break;

case vertical: displace_x=0;

displace_y=1;

direction=nil;

break;

}

x=locX+displace_x;

y=locY+displace_y;

while(x=0 xlength y=0 ylength grid[x][y]==check)

{

count=count+1;

x=x+displace_x;

y=y+displace_y;

}

x=locX-displace_x;

y=locY-displace_y;

while(x=0 xlength y=0 ylength grid[x][y]==check)

{

count=count+1;

x=x-displace_x;

y=y-displace_y;

}

if(count=5)

{

game_state=End;

winner=check;

ThreadStart();

}

else if(direction!=nil)

WinCheck2();

}

public void ReStart()

{

for(int i=0; ilength; i++)

for(int j=0; jlength; j++)

grids[i][j].Initial();

winner=0;

steps.clear();

game_state=Playing;

}

public void gobangRandom()

{

displace_y=0;

do

{

displace_x=(int)(Math.random()*8);

x =locX+dir[displace_x][0];

y =locY+dir[displace_x][1];

if(!dir2[displace_x])

{

displace_y=displace_y+1;

dir2[displace_x]=true;

}

}while((x0 || x=length || y0 || y=length || grid[x][y]!=0) displace_y8);

for(int i=0; i8; i++)

dir2[i]=false;

if(x=0 xlength y=0 ylength grid[x][y]==0)

setMark(x, y);

else

gobangRandom2();

}

private void gobangRandom2()

{

do

{

x=(int)(Math.random()*length);

y=(int)(Math.random()*length);

}while(grid[x][y]!=0);

setMark(x, y);

}

private void gobangAI()

{

boolean play=true;

for(int i=2; i0; i--)

{

play=!play;

gobangAI4(play);

if(turn)

return;

}

for(int i=7; i=4; i--)

{

play=!play;

step=i/2;

gobangAI2(play);

if(turn)

return;

}

gobangAI5();

if(!turn)

gobangRandom();

}

private void gobangAI2(boolean player)

{

check = player? Player: AI;

for(int i=0; ilength; i++)

for(int j=0; jlength; j++)

{

if(turn)

break;

if(grid[i][j] == check)

{

count=1;

direction=oblique_1;

gobangAI3(i, j);

}

}

}

private void gobangAI3(int x, int y)

{

if(count==1)

{

locX=x;

locY=y;

}

switch(direction)

{

case oblique_1: displace_x=1;

displace_y=-1;

break;

case oblique_2: displace_x=displace_y=1;

break;

case horizontal: displace_x=1;

displace_y=0;

break;

case vertical: displace_x=0;

displace_y=1;

break;

}

x=x+displace_x;

y=y+displace_y;

if(x=0 xlength y=0 ylength grid[x][y]==check)

{

count=count+1;

if(count==step)

{

if(x+displace_x=0 x+displace_xlength y+displace_y=0 y+displace_ylength grid[x+displace_x][y+displace_y]==0)

{

if(x-step*displace_x0 || x-step*displace_x=length || y-step*displace_y0 || y-step*displace_y=length || !gobang_SpaceAI(x+displace_x, y+displace_y) || (grid[x-step*displace_x][y-step*displace_y]!=0 step3) ) /* 癸翴�猵 */

gobangAI3_2();

else

setMark2(x+displace_x, y+displace_y);

}

else

gobangAI3_2();

}

else

gobangAI3(x, y);

}

else

gobangAI3_2();

}

private void gobangAI3_2()

{

if(direction!=vertical)

{

count=1;

direction=direction+1;

gobangAI3(locX, locY);

}

}

private void gobangAI4(boolean player)

{

check = player? Player: AI;

for(int i=0; ilength; i++)

for(int j=0; jlength; j++)

{

if(turn)

break;

if(grid[i][j]==0)

{

direction=oblique_1;

locX=i;

locY=j;

gobangAI4();

}

}

}

private void gobangAI4()

{

count=0;

switch(direction)

{

case oblique_1: displace_x=1;

displace_y=-1;

direction=oblique_2;

break;

case oblique_2: displace_x=displace_y=1;

direction=horizontal;

break;

case horizontal: displace_x=1;

displace_y=0;

direction=vertical;

break;

case vertical: displace_x=0;

displace_y=1;

direction=nil;

break;

}

x=locX+displace_x;

y=locY+displace_y;

while(x=0 xlength y=0 ylength grid[x][y]==check)

{

count=count+1;

x=x+displace_x;

y=y+displace_y;

}

x=locX-displace_x;

y=locY-displace_y;

while(x=0 xlength y=0 ylength grid[x][y]==check)

{

count=count+1;

x=x-displace_x;

y=y-displace_y;

}

if(count=4)

setMark(locX, locY);

else if(direction!=nil)

gobangAI4();

}

private void gobangAI5()

{

for(int i=0; ilength; i++)

for(int j=0; jlength; j++)

{

if(turn)

break;

if(grid[i][j]==-1)

{

direction=oblique_1;

locX=i;

locY=j;

gobangAI5_2();

}

}

}

/* 璸衡硈絬�フ耞糷 */

private void gobangAI5_2()

{

count=0;

switch(direction)

{

case oblique_1: displace_x=1;

displace_y=-1;

direction=oblique_2;

break;

case oblique_2: displace_x=displace_y=1;

direction=horizontal;

break;

case horizontal: displace_x=1;

displace_y=0;

direction=vertical;

break;

case vertical: displace_x=0;

displace_y=1;

direction=nil;

break;

}

x=locX+displace_x;

y=locY+displace_y;

while(x=0 xlength y=0 ylength grid[x][y]==0 count4)

{

count=count+1;

x=x+displace_x;

y=y+displace_y;

}

x=locX-displace_x;

y=locY-displace_y;

if(count==4 x=0 xlength y=0 ylength grid[x][y]==0)

setMark(locX+displace_x, locY+displace_y);

else if(count1)

{

count = count==4? 3: count;

while(x=0 xlength y=0 ylength grid[x][y]==0 count4)

{

count=count+1;

x=x-displace_x;

y=y-displace_y;

}

if(count==4)

setMark(locX+displace_x, locY+displace_y);

else if(direction!=nil)

gobangAI5_2();

}

else if(direction!=nil)

gobangAI5_2();

}

private boolean gobang_SpaceAI(int x, int y) /* 璸衡逞缁�フ�竚 */

{

int space=0;

do

{

space=space+1;

x=x+displace_x;

y=y+displace_y;

}while(x=0 xlength y=0 ylength grid[x][y]==0 space4);

if(space+count=5) /* 逞缁�フ场だΤ硈絬ぇ�� */

return true;

else

{

space=0;

x=locX-displace_x;

y=locY-displace_y;

while(x=0 xlength y=0 ylength grid[x][y]==0 space4)

{

space=space+1;

x=x-displace_x;

y=y-displace_y;

}

if(space+count=5) /* 逞缁�フ场だΤ硈絬ぇ�� */

return true;

else

return false;

}

}

public void ThreadStart()

{

new Thread(this).start();

}

private void setMark(int x, int y)

{

steps.add(grids[x][y]);

grids[x][y].setValue(-1);

WinCheck();

turn=true;

}

/* 璸衡�ê�よ�Τ�隔 */

private void setMark2(int x, int y)

{

int space=0, temp_x=x, temp_y=y;

do

{

space=space+1;

temp_x=temp_x+displace_x;

temp_y=temp_y+displace_y;

}while(temp_x=0 temp_xlength temp_y=0 temp_ylength grid[temp_x][temp_y]==0 space4);

if(space+step=5)

setMark(x, y);

else

setMark(x-(step+1)*displace_x, y-(step+1)*displace_y); /* э�癸翴 */

}

public void run()

{

try

{

switch(game_state)

{

case Start: Thread.sleep(2000);

dialog.show();

game_state=Playing;

repaint();

break;

case End: repaint();

Thread.sleep(1500);

ReStart();

repaint();

break;

}

}

catch(InterruptedException ex)

{

}

}

public void paint(Graphics g)

{

super.paint(g);

switch(game_state)

{

case Start: g.drawString("2005.7 by Yu Lin Tao", 91, 240);

g.setFont(font);

g.setColor(Color.BLUE);

g.drawString("Gobang", 112, 120);

g.drawImage(title, 134, 135, this);

break;

case Playing:

case End:

g.drawString("�产: 筿福:", 105, 40);

g.drawImage(black, 132, 30, this);

g.drawImage(white, 182, 30, this);

if(winner!=0)

{

g.setFont(font);

g.setColor(Color.RED);

message = winner==1? "�墓�":"�块�";

g.drawString(message, 120, 185);

}

break;

}

}

public void undo()

{

if(steps.size()0)

{

for(int i=0; i2; i++)

{

((Grid)steps.get(steps.size()-1)).Initial();

steps.remove(steps.size()-1);

}

}

}

private void Save()

{

String str;

try

{

File file = new File("innings.men");

file.createNewFile();

BufferedWriter write = new BufferedWriter(new FileWriter(file));

for(int i=0; isteps.size(); i++)

{

str=(((Grid)steps.get(i)).getLocX())+","+(((Grid)steps.get(i)).getLocY())+","+(((Grid)steps.get(i)).getValue());

write.write(str);

write.newLine();

}

write.close();

}

catch(Exception ex)

{

}

}

private void Load()

{

try

{

String[] step_array;

String str;

File file = new File("innings.men");

if(!file.exists())

{

JOptionPane.showMessageDialog(null, "⊿Τ�郎");

return;

}

BufferedReader read = new BufferedReader(new FileReader(file));

ReStart();

while(read.ready())

{

str=read.readLine();

step_array=str.split(",");

grids[Integer.parseInt(step_array[0])][Integer.parseInt(step_array[1])].setValue(Integer.parseInt(step_array[2]));

steps.add(grids[Integer.parseInt(step_array[0])][Integer.parseInt(step_array[1])]);

}

}

catch(Exception ex)

{

}

}

private class Grid extends JPanel implements MouseListener

{

int x, y, value;

boolean selected;

public Grid(int x, int y)

{

this.x=x;

this.y=y;

addMouseListener(this);

}

public void mousePressed(MouseEvent event)

{

if(game_state==Playing)

{

int button=event.getButton();

if(button==MouseEvent.BUTTON1)

{

if(value==0)

{

steps.add(this);

setValue(1);

WinCheck();

turn=false;

if(game_state==Playing)

gobangAI();

}

}

else

control_menu.show(this, event.getX(), event.getY());

}

}

public void mouseEntered(MouseEvent event)

{

if(game_state==Playing)

setSelected(true);

}

public void mouseExited(MouseEvent event)

{

if(game_state==Playing)

setSelected(false);

}

public void mouseClicked(MouseEvent event)

{

}

public void mouseReleased(MouseEvent event)

{

}

public Dimension getPreferredSize()

{

return new Dimension(20, 20);

}

public Dimension getMinimumSize()

{

return getPreferredSize();

}

public int getLocX()

{

return x;

}

public int getLocY()

{

return y;

}

public int getValue()

{

return value;

}

public void Initial()

{

value=grid[x][y]=0;

selected=false;

repaint();

}

public void setValue(int new_value)

{

locX=x;

locY=y;

value=grid[x][y]=new_value;

repaint();

}

public void setSelected(boolean select)

{

selected=select;

repaint();

}

public void paintComponent(Graphics g)

{

super.paintComponent(g);

if(game_state!=Start game_state!=Select)

{

g.drawLine(0, 10, 19, 10);

g.drawLine(10, 0, 10, 19);

/* 礶娩絬 */

g.setColor(Color.BLUE);

if(x==0)

g.drawLine(0, 0, 19, 0);

else if(x==length-1)

g.drawLine(0, 19, 19, 19);

if(y==0)

g.drawLine(19, 0, 19, 19);

else if(y==length-1)

g.drawLine(0, 0, 0, 19);

if(selected)

setBackground(Color.WHITE);

else

setBackground(Color.LIGHT_GRAY);

}

//g.drawString(x+" "+y, 1, 10);

if(value!=0)

{

temp = value==1? black: white;

g.drawImage(temp, 4, 4, this);

}

}

}

}

java 五子棋 源代码 在我的基础上加个悔棋 判断胜负后把胜利的一方显示在屏幕上 或别的标明胜利一方的 谢

我的设计是:

allChess[19][19] ;//19 * 19 的棋盘 存放所有的棋子

0 -- 当前没有棋子

1 -- 黑子

2 -- 白子

比如: allChess[2][3]=2 -- 第3行第4列为白子

如果想要悔棋的话,我的理解是这样的:

拿白子举例:

每下一个白子后,保存两个数组,连续下两次白子之后的数组,如果想悔棋,黑方确认之后,返回到上一次白子下后的数组。

楼主这样试试


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