就给你一个吧,只不过没有添加棋子,你自己搞吧。import java.applet.*;
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import java.awt.*;
import java.awt.event.*;
class ChessPad extends Panel implements MouseListener,ActionListener
{int x=-1,y=-1,棋子颜色=1;
Button button=new Button("重新开局");
TextField text_1=new TextField("请黑棋下子"),
text_2=new TextField();
ChessPad()
{setSize(440,440);
setLayout(null);setBackground(Color.pink);
addMouseListener(this);add(button);button.setBounds(10,5,60,26);
button.addActionListener(this);
add(text_1);text_1.setBounds(90,5,90,24);
add(text_2);text_2.setBounds(290,5,90,24);
text_1.setEditable(false);text_2.setEditable(false);
}
public void paint(Graphics g)
{for(int i=40;i=380;i+=20)
{g.drawLine(40,i,400,i);
}
g.drawLine(40,400,400,400);
for(int j=40;j=380;j+=20)
{g.drawLine(j,40,j,400);
}
g.drawLine(400,40,400,400);
g.fillOval(97,97,6,6);g.fillOval(337,97,6,6);
g.fillOval(97,337,6,6);g.fillOval(337,337,6,6);
g.fillOval(217,217,6,6);
}
public void mousePressed(MouseEvent e)
{if(e.getModifiers()==InputEvent.BUTTON1_MASK)
{x=(int)e.getX();y=(int)e.getY();
ChessPoint_black chesspoint_black=new ChessPoint_black(this);
ChessPoint_white chesspoint_white=new ChessPoint_white(this);
int a=(x+10)/2,b=(y+10)/2;
if(x/202||y/202||x/2019||y/2019)
{}
else
{
if(棋子颜色==1)
{this.add(chesspoint_black);
chesspoint_black.setBounds(a*20-7,b*20-7,16,16);
棋子颜色=棋子颜色*(-1);
text_2.setText("请白棋下子");
text_1.setText("");
}
else if(棋子颜色==-1)
{this.add(chesspoint_white);
chesspoint_white.setBounds(a*20-7,b*20-7,16,16);
棋子颜色=棋子颜色*(-1);
text_1.setText("请黑棋下子");
text_2.setText("");
}
}
}
}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseClicked(MouseEvent e){}
public void actionPerformed(ActionEvent e)
{this.removeAll();棋子颜色=1;
add(button);button.setBounds(10,5,60,26);
add(text_1);text_1.setBounds(90,5,90,24);
text_2.setText("");text_1.setText("请黑棋下子");
add(text_2);text_2.setBounds(290,5,90,24);
}
}
class ChessPoint_black extends Canvas implements MouseListener
{ChessPad chesspad=null;
ChessPoint_black(ChessPad p)
{setSize(20,20);chesspad=p;addMouseListener(this);
}
public void paint(Graphics g)
{g.setColor(Color.black);g.fillOval(0,0,14,14);
}
public void mousePressed(MouseEvent e)
{if(e.getModifiers()==InputEvent.BUTTON3_MASK)
{chesspad.remove(this);
chesspad.棋子颜色=1;
chesspad.text_2.setText("");chesspad.text_1.setText("请黑棋下子");
}
}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseClicked(MouseEvent e)
{if(e.getClickCount()=2)
chesspad.remove(this);
}
}
class ChessPoint_white extends Canvas implements MouseListener
{ChessPad chesspad=null;
ChessPoint_white(ChessPad p)
{setSize(20,20);addMouseListener(this);
chesspad=p;
}
public void paint(Graphics g)
{g.setColor(Color.white);g.fillOval(0,0,14,14);
}
public void mousePressed(MouseEvent e)
{if(e.getModifiers()==InputEvent.BUTTON3_MASK)
{chesspad.remove(this);
chesspad.棋子颜色=-1;
chesspad.text_2.setText("请白棋下子");chesspad.text_1.setText("");
}
}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseClicked(MouseEvent e)
{if(e.getClickCount()=2)
chesspad.remove(this);
}
}
public class Chess extends Frame
{ChessPad chesspad=new ChessPad();
Chess()
{setVisible(true);
setLayout(null);
Label label=new Label("单击左键下子,双击吃子,右击棋子悔棋",Label.CENTER);
add(label);label.setBounds(70,55,440,26);
label.setBackground(Color.orange);
add(chesspad);chesspad.setBounds(70,90,440,440);
addWindowListener(new WindowAdapter()
{public void windowClosing(WindowEvent e)
{System.exit(0);
}
});
pack();setSize(600,550);
}
public static void main (String args[])
{Chess chess=new Chess();
}
}
俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame{
public static boolean isPlay=false;
public static int level=1,score=0;
public static TextField scoreField,levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus){
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类的构造方法
ERS_Block(String title){
super(title);
setSize(600,480);
setLayout(new GridLayout(1,2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2,1,0,30));
rightScr.setSize(120,500);
add(rightScr);
//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:",Label.LEFT);
Label levelp = new Label("级数:",Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20,60));
scoreField.setSize(new Dimension(20,60));
levelp.setSize(new Dimension(20,60));
levelField.setSize(new Dimension(20,60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
//定义按钮Level Down
Button level_down_b =new Button("降低级数");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
//定义按钮Level Pause
Button pause_b =new Button("游戏暂停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50,200));
quit_b.addActionListener(new Command(Command.button_quit,gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int [][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32];
}
//初始化屏幕,并将屏幕数组清零的方法
void initScr(){
for(int i=0;irowNum;i++)
for (int j=0; jcolumnNum;j++)
scrArr[j]=0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; i rowNum; i++)
for(int j = 0; j columnNum; j++)
drawUnit(i,j,scrArr[j]);
}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示画方快的方法
case 0: g.setColor(Color.black);break; //以背景为颜色画
case 1: g.setColor(Color.blue);break; //画正在下落的方块
case 2: g.setColor(Color.magenta);break; //画已经落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row,int col){
if (row 0 || row = rowNum || col 0 || col = columnNum)
return(-1);
else
return(scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow(){
return(blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol(){
return(blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
void deleteFullLine(){
int full_line_num = 0;
int k = 0;
for (int i=0;irowNum;i++){
boolean isfull = true;
L1:for(int j=0;jcolumnNum;j++)
if(scrArr[j] == 0){
k++;
isfull = false;
break L1;
}
if(isfull) full_line_num++;
if(k!=0 k-1!=i !isfull)
for(int j = 0; j columnNum; j++){
if (scrArr[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;i rowNum; i++){
for(int j = 0; j columnNum; j++){
drawUnit(i,j,0);
scrArr[j]=0;
}
}
ERS_Block.score += full_line_num;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
//判断游戏是否结束方法
boolean isGameEnd(){
for (int col = 0 ; col columnNum; col ++){
if(scrArr[maxAllowRowNum][col] !=0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e){
}
public void keyReleased(KeyEvent e){
}
//处理键盘输入的方法
public void keyPressed(KeyEvent e){
if(!ERS_Block.isPlay)
return;
tch(e.getKeyCode()){
case KeyEvent.VK_DOWN:b.fallDown();break;
case KeyEvent.VK_LEFT:b.leftMove();break;
case KeyEvent.VK_RIGHT:b.rightMove();break;
case KeyEvent.VK_SPACE:b.leftTurn();break;
}
}
}
//处理控制类
class Command implements ActionListener{
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
//按钮执行方法
public void actionPerformed (ActionEvent e){
tch(curButton){
case button_play:if(!ERS_Block.isPlay){
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(ERS_Block.level 10){
ERS_Block.level++;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:if(ERS_Block.level 1){
ERS_Block.level--;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
ERS_Block.timer.suspend();
pause_resume = false;
}else{
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:System.exit(0);
}
}
}
//方块类
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
{0x04e0,0x0464,0x00e4,0x04c4},
{0x4620,0x6c00,0x4620,0x6c00},
{0x2640,0xc600,0x2640,0xc600},
{0x6220,0x1700,0x2230,0x0740},
{0x6440,0x0e20,0x44c0,0x8e00},
{0x0660,0x0660,0x0660,0x0660}
};
int blockType; //块的模式号(0-6)
int turnState; //块的翻转状态(0-3)
int blockState; //快的下落状态
int row,col; //块在画布上的坐标
GameCanvas scr;
//块类的构造方法
Block(GameCanvas scr){
this.scr = scr;
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
}
//重新初始化块,并显示新块
public void reset(){
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
dispBlock(1);
}
//实现“块”翻转的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}
//实现“块”的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
//实现块的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}
//实现块落下的操作的方法
public boolean fallDown(){
if(blockState == 2)
return(false);
if(assertValid(blockType,turnState,row-1,col)){
dispBlock(0);
row--;
dispBlock(1);
return(true);
}else{
blockState = 2;
dispBlock(2);
return(false);
}
}
//判断是否正确的方法
boolean assertValid(int t,int s,int row,int col){
int k = 0x8000;
for(int i = 0; i 4; i++){
for(int j = 0; j 4; j++){
if((int)(pattern[t][s]k) != 0){
int temp = scr.getScrArrXY(row-i,col+j);
if (temp0||temp==2)
return false;
}
k = k 1;
}
}
return true;
}
//同步显示的方法
public synchronized void dispBlock(int s){
int k = 0x8000;
for (int i = 0; i 4; i++){
for(int j = 0; j 4; j++){
if(((int)pattern[blockType][turnState]k) != 0){
scr.drawUnit(row-i,col+j,s);
}
k=k1;
}
}
}
}
//定时线程
class MyTimer extends Thread{
GameCanvas scr;
public MyTimer(GameCanvas scr){
this.scr = scr;
}
public void run(){
while(true){
try{
sleep((10-ERS_Block.level + 1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
ERS_Block.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}
public boolean fanqi(int x, int y) {
boolean a = false;
if (qi[x][y] == 0) {
if (flag) {// 黑吃白
if (y - 1 0 qi[x][y - 1] == -1) {
for (int i = 2; y - i = 0; i++) {
if (qi[x][y - i] == 1) {
for (int n = 1; n i; n++) {
qi[x][y - n] = 1;
}
a = true;
if (qi[x][y - i] == 0)
i = 9;
}
}
}
if (y + 1 8 qi[x][y + 1] == -1) {
for (int i = 2; y + i 8; i++) {
if (qi[x][y + i] == 1) {
for (int n = 1; n i; n++) {
qi[x][y + n] = 1;
}
a = true;
if (qi[x][y + i] == 0)
i = 9;
}
}
}
if (x + 1 8 qi[x + 1][y] == -1) {
for (int i = 2; x + i 8; i++) {
if (qi[x + i][y] == 1) {
for (int n = 1; n i; n++) {
qi[x + n][y] = 1;
}
a = true;
if (qi[x + i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0 qi[x - 1][y] == -1) {
for (int i = 2; x - i = 0; i++) {
if (qi[x - i][y] == 1) {
for (int n = 1; n i; n++) {
qi[x - n][y] = 1;
}
a = true;
if (qi[x - i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0 y - 1 = 0 qi[x - 1][y - 1] == -1) {
for (int i = 2; x - i = 0 y - i = 0; i++) {
if (qi[x - i][y - i] == 1) {
for (int n = 1; n i; n++) {
qi[x - n][y - n] = 1;
}
a = true;
if (qi[x - i][y - i] == 0)
i = 9;
}
}
}
if (x + 1 8 y - 1 = 0 qi[x + 1][y - 1] == -1) {
for (int i = 2; x + i 8 y - i = 0; i++) {
if (qi[x + i][y - i] == 1) {
for (int n = 1; n i; n++) {
qi[x + n][y - n] = 1;
}
a = true;
if (qi[x + i][y - i] == 0)
i = 9;
}
}
}
if (x - 1 = 0 y + 1 8 qi[x - 1][y + 1] == -1) {
for (int i = 2; x - i = 0 y + i 8; i++) {
if (qi[x - i][y + i] == 1) {
for (int n = 1; n i; n++) {
qi[x - n][y + n] = 1;
}
a = true;
if (qi[x - i][y + i] == 0)
i = 9;
}
}
}
if (x + 1 8 y + 1 8 qi[x + 1][y + 1] == -1) {
for (int i = 2; x + i 8 y + i 8; i++) {
if (qi[x + i][y + i] == 1) {
for (int n = 1; n i; n++) {
qi[x + n][y + n] = 1;
}
a = true;
if (qi[x + i][y + i] == 0)
i = 9;
}
}
}
}
else {// 白吃黑
if (y - 1 0 qi[x][y - 1] == 1) {
for (int i = 2; y - i = 0; i++) {
if (qi[x][y - i] == -1) {
for (int n = 1; n i; n++) {
qi[x][y - n] = -1;
}
a = true;
if (qi[x][y - i] == 0)
i = 9;
}
}
}
if (y + 1 8 qi[x][y + 1] == 1) {
for (int i = 2; y + i 8; i++) {
if (qi[x][y + i] == -1) {
for (int n = 1; n i; n++) {
qi[x][y + n] = -1;
}
a = true;
if (qi[x][y + i] == 0)
i = 9;
}
}
}
if (x + 1 8 qi[x + 1][y] == 1) {
for (int i = 2; x + i 8; i++) {
if (qi[x + i][y] == -1) {
for (int n = 1; n i; n++) {
qi[x + n][y] = -1;
}
a = true;
if (qi[x + i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0 qi[x - 1][y] == 1) {
for (int i = 2; x - i = 0; i++) {
if (qi[x - i][y] == -1) {
for (int n = 1; n i; n++) {
qi[x - n][y] = -1;
}
a = true;
if (qi[x - i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0 y - 1 = 0 qi[x - 1][y - 1] == 1) {
for (int i = 2; x - i = 0 y - i = 0; i++) {
if (qi[x - i][y - i] == -1) {
for (int n = 1; n i; n++) {
qi[x - n][y - n] = -1;
}
a = true;
if (qi[x - i][y - i] == 0)
i = 9;
}
}
}
if (x + 1 8 y - 1 = 0 qi[x + 1][y - 1] == 1) {
for (int i = 2; x + i 8 y - i = 0; i++) {
if (qi[x + i][y - i] == -1) {
for (int n = 1; n i; n++) {
qi[x + n][y - n] = -1;
}
a = true;
if (qi[x + i][y - i] == 0)
i = 9;
}
}
}
if (x - 1 = 0 y + 1 8 qi[x - 1][y + 1] == 1) {
for (int i = 2; x - i = 0 y + i 8; i++) {
if (qi[x - i][y + i] == -1) {
for (int n = 1; n i; n++) {
qi[x - n][y + n] = -1;
}
a = true;
if (qi[x - i][y + i] == 0)
i = 9;
}
}
}
if (x + 1 8 y + 1 8 qi[x + 1][y + 1] == 1) {
for (int i = 2; x + i 8 y + i 8; i++) {
if (qi[x + i][y + i] == -1) {
for (int n = 1; n i; n++) {
qi[x + n][y + n] = -1;
}
a = true;
if (qi[x + i][y + i] == 0)
i = 9;
}
}
}
}
}
if (a)
return true;
else
return false;
}
public void itemStateChanged(ItemEvent e) //ItemListener接口中的方法,必须要有
{
if (ckbHB[0].getState()) //选择黑子先还是白子先
{
color_Qizi=0; //白棋先
}
else
{
color_Qizi=1; //黑棋先
}
}
public void actionPerformed(ActionEvent e) //ActionListener接口中的方法,也是必须的
{
Graphics g=getGraphics(); //这句话貌似可以去掉,g是用来画图或者画界面的
if (e.getSource()==b1) //如果动作的来源是第一个按钮
{
Game_start(); //游戏开始
}
else //否则
{
Game_re(); //游戏重新开始
}
}
public void mousePressed(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有
public void mouseClicked(MouseEvent e) //鼠标单击时
{
Graphics g=getGraphics(); //获得画笔
int x1,y1;
x1=e.getX(); //单击处的x坐标
y1=e.getY(); //单击处的y坐标
if (e.getX()20 || e.getX()300 || e.getY()20 || e.getY()300) //在棋盘范围之外
{
return; //则这是不能走棋的,直接返回
}
//下面这两个if和两个赋值的作用是将x和y坐标根据舍入原则修改成棋盘上格子的坐标
if (x1%2010)
{
x1+=20;
}
if(y1%2010)
{
y1+=20;
}
x1=x1/20*20;
y1=y1/20*20;
set_Qizi(x1,y1); //在棋盘上画上一个棋子
}
public void mouseEntered(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有
public void mouseExited(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有
public void mouseReleased(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有
public void mouseDragged(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有
public void mouseMoved(MouseEvent e){} //MouseListener接口中的方法,用不到所以留个空,但一定要有
public void paint(Graphics g) //重绘和applet程序装载的时候会调用这个绘制的过程
{
draw_qipan(g); //画棋盘
}
public void set_Qizi(int x,int y) //落子
{
if (intGame_Start==0) //判断游戏未开始
{
return; //走棋无效,返回
}
if (intGame_Body[x/20][y/20]!=0) //如果这个位置上已经有了棋子
{
return; //走棋无效,返回
}
Graphics g=getGraphics(); //获得画笔
if (color_Qizi==1)//判断黑子还是白子
{
g.setColor(Color.black); //设置颜色为黑色
color_Qizi=0; //下一步棋就会是白色了
}
else
{
g.setColor(Color.white); //设置颜色为白色
color_Qizi=1; //下一步棋颜色为黑色
}
g.fillOval(x-10,y-10,20,20); //画一个圆,前面两个参数是左上角坐标
intGame_Body[x/20][y/20]=color_Qizi+1; //棋盘状态中这个位置上相应地添上棋子,1为白棋2为黑棋0为空位置
if (Game_win_1(x/20,y/20)) //判断输赢,这么几个判断输赢的函数没找到嘛~楼主看看代码是不是全的
{
lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!"); //修改标签上的输赢的信息
intGame_Start=0; //游戏结束
}
if (Game_win_2(x/20,y/20)) //判断输赢
{
lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!"); //修改标签上的输赢的信息
intGame_Start=0; //游戏结束
}
if (Game_win_3(x/20,y/20)) //判断输赢
{
lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!"); //修改标签上的输赢的信息
intGame_Start=0; //游戏结束
}
if (Game_win_4(x/20,y/20)) //判断输赢
{
lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!"); //修改标签上的输赢的信息
intGame_Start=0; //游戏结束
}
}
public String Get_qizi_color(int x) //获得棋子颜色的字符串
{
if (x==0) //黑棋
{
return "黑子";
}
else //白棋
{
return "白子";
}
}public void draw_qipan(Graphics G) //画棋盘 15*15
{
G.setColor(Color.lightGray); //设置颜色为亮灰色
G.fill3DRect(10,10,300,300,true); //绘制一个用当前颜色填充的 3-D 高亮显示矩形,矩形的边是高亮显示的
G.setColor(Color.black); //设置颜色为黑色
for(int i=1;i16;i++) //15*15的棋盘,横竖各有16道线
{
G.drawLine(20,20*i,300,20*i); //画竖线
G.drawLine(20*i,20,20*i,300); //画横线
}
}
public void Game_start() //游戏开始
{
intGame_Start=1; //游戏状态为 1游戏中
Game_btn_enable(false); //设置所有组件不可用
b2.setEnabled(true); //重新开始游戏的按钮可用
}
public void Game_start_csh() //游戏开始初始化
{
intGame_Start=0; //游戏状态为 0未开始游戏
Game_btn_enable(true); //设置所有组件可用
b2.setEnabled(false); //重新开始游戏的按钮不可用
ckbHB[0].setState(true); //默认设置为白棋先手
//下面的二重循环是初始化棋盘为空棋盘,即一个棋子都没有
for (int i=0;i16 ;i++ )
{
for (int j=0;j16 ;j++ )
{
intGame_Body[i][j]=0;
}
}
lblWin.setText(""); //输赢信息为空
}
public void Game_re() //游戏重新开始
{
repaint(); //界面重绘
Game_start_csh(); //游戏重新初始化
}
public void Game_btn_enable(boolean e) //设置组件状态
{
b1.setEnabled(e); //第一个按钮设置为可用(e == true)或不可用(e == false)
b2.setEnabled(e); //第二个按钮设置 同上
ckbHB[0].setEnabled(e); //第一个checkbox设置 同上
ckbHB[1].setEnabled(e); //第二个checkbox设置 同上
}
用二维数组保存棋子的位置,以1,0表示有和没有,当点击时判断是1还是0