import java.awt.*;
import java.awt.event.*;
import java.net.URL;
import javax.swing.*;
public class GobangGame {
public static void main(String[] args) {
GameF game = new GameF();
game.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
game.show();
}
}
class GameF extends JFrame {
public GameF() {
Container contentPane = getContentPane();
final Panel panel = new Panel();
panel.setBackground(new Color(255, 182, 147));
contentPane.setBackground(new Color(255, 182, 147));
contentPane.add(panel);
setSize(560, 560);
setTitle("杨雷的五子棋游戏 版本1.0");
setResizable(false);
panel.setCursor(new Cursor(Cursor.HAND_CURSOR));
JMenuBar menuBar=new JMenuBar();
JMenu menu=new JMenu("选项");
JMenuItem menuStart=new JMenuItem("开始游戏");
menuStart.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
panel.ResetGame();
panel.repaint();
}
});
JMenuItem menuExit =new JMenuItem("退出");
menuExit.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
System.exit(0);
}
});
menuBar.add(menu);
menu.add(menuStart);
menu.add(menuExit);
this.setJMenuBar(menuBar);
}
}
class Panel extends JPanel {
private URL blackImgURL = GobangGame.class.getResource("black.gif");
private ImageIcon black=new ImageIcon(blackImgURL);
private URL whiteImgURL = GobangGame.class.getResource("white.gif");
private ImageIcon white=new ImageIcon(whiteImgURL);
private URL currentImgURL = GobangGame.class.getResource("current.gif");
private ImageIcon current=new ImageIcon(currentImgURL);
private int i, j, k, m, n, icount;
private int[][] board = new int [16][16];
private boolean[][][] ptable = new boolean[16][16][672];
private boolean[][][] ctable = new boolean[16][16][672];
private int[][] cgrades = new int[16][16];
private int[][] pgrades = new int[16][16];
private int cgrade,pgrade;
private int[][] win = new int[2][672];
private int oldx,oldy;
private int bout=1;
private int pcount,ccount;
private boolean player,computer,over,pwin,cwin,tie,start;
private int mat,nat,mde,nde;
public Panel(){
addMouseListener(new Xiazi());
this.ResetGame();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (int i = 0; i < 16; i++)
for (int j = 0; j < 16; j++){
g.drawLine(50, 50 + j * 30, 500, 50 + j * 30);
}
for (int i = 0; i < 16; i++)
for (int j = 0; j < 16; j++){
g.drawLine(50 + j * 30, 50, 50 + j * 30, 500);
}
for (int i = 0; i < 16; i++){
String number = Integer.toString(i);
g.drawString(number, 46 + 30 * i, 45);
}
for (int i = 1; i < 16; i++){
String number = Integer.toString(i);
g.drawString(number, 33, 53 + 30 * i);
}
updatePaint(g);
}
class Xiazi extends MouseAdapter{
public void mouseClicked(MouseEvent e){
if(!over)
{
oldx = e.getX();
oldy = e.getY();
mouseClick();
repaint();
}
}
}
// 游戏初始化
public void ResetGame()
{
//初始化棋盘
for(i=0;i<16;i++)
for(j=0;j<16;j++)
{
this.pgrades[i][j] = 0;
this.cgrades[i][j] = 0;
this.board[i][j] = 2;
}
//遍历所有的五连子可能情况的权值
//横
for(i=0;i<16;i++)
for(j=0;j<12;j++){
for(k=0;k<5;k++){
this.ptable[j+k][i][icount] = true;
this.ctable[j+k][i][icount] = true;
}
icount++;
}
//竖
for(i=0;i<16;i++)
for(j=0;j<12;j++){
for(k=0;k<5;k++){
this.ptable[i][j+k][icount] = true;
this.ctable[i][j+k][icount] = true;
}
icount++;
}
//右斜
for(i=0;i<12;i++)
for(j=0;j<12;j++){
for(k=0;k<5;k++){
this.ptable[j+k][i+k][icount] = true;
this.ctable[j+k][i+k][icount] = true;
}
icount++;
}
//左斜
for(i=0;i<12;i++)
for(j=15;j>=4;j--){
for(k=0;k<5;k++){
this.ptable[j-k][i+k][icount] = true;
this.ctable[j-k][i+k][icount] = true;
}
icount++;
}
for(i=0;i<=1;i++) //初始化黑子白子上的每个权值上的连子数
for(j=0;j<672;j++)
this.win[i][j] = 0;
this.player = true;
this.icount = 0;
this.ccount = 0;
this.pcount = 0;
this.start = true;
this.over = false;
this.pwin = false;
this.cwin = false;
this.tie = false;
this.bout=1;
}
public void ComTurn(){ //找出电脑(白子)最佳落子点
for(i=0;i<=15;i++) //遍历棋盘上的所有坐标
for(j=0;j<=15;j++){
this.pgrades[i][j]=0; //该坐标的黑子奖励积分清零
if(this.board[i][j] == 2) //在还没下棋子的地方遍历
for(k=0;k<672;k++) //遍历该棋盘可落子点上的黑子所有权值的连子情况,并给该落子点加上相应奖励分
if(this.ptable[i][j][k]){
switch(this.win[0][k]){
case 1: //一连子
this.pgrades[i][j]+=5;
break;
case 2: //两连子
this.pgrades[i][j]+=50;
break;
case 3: //三连子
this.pgrades[i][j]+=180;
break;
case 4: //四连子
this.pgrades[i][j]+=400;
break;
}
}
this.cgrades[i][j]=0;//该坐标的白子的奖励积分清零
if(this.board[i][j] == 2) //在还没下棋子的地方遍历
for(k=0;k<672;k++) //遍历该棋盘可落子点上的白子所有权值的连子情况,并给该落子点加上相应奖励分
if(this.ctable[i][j][k]){
switch(this.win[1][k]){
case 1: //一连子
this.cgrades[i][j]+=5;
break;
case 2: //两连子
this.cgrades[i][j]+=52;
break;
case 3: //三连子
this.cgrades[i][j]+=100;
break;
case 4: //四连子
this.cgrades[i][j]+=400;
break;
}
}
}
if(this.start){ //开始时白子落子坐标
if(this.board[4][4]==2){
m = 4;
n = 4;
}else{
m = 5;
n = 5;
}
this.start = false;
}else{
for(i=0;i<16;i++)
for(j=0;j<16;j++)
if(this.board[i][j] == 2){ //找出棋盘上可落子点的黑子白子的各自最大权值,找出各自的最佳落子点
if(this.cgrades[i][j]>=this.cgrade){
this.cgrade = this.cgrades[i][j];
this.mat = i;
this.nat = j;
}
if(this.pgrades[i][j]>=this.pgrade){
this.pgrade = this.pgrades[i][j];
this.mde = i;
this.nde = j;
}
}
if(this.cgrade>=this.pgrade){ //如果白子的最佳落子点的权值比黑子的最佳落子点权值大,则电脑的最佳落子点为白子的最佳落子点,否则相反
m = mat;
n = nat;
}else{
m = mde;
n = nde;
}
}
this.cgrade = 0;
this.pgrade = 0;
this.board[m][n] = 1; //电脑下子位置
ccount++;
if((ccount == 50) && (pcount == 50)) //平局判断
{
this.tie = true;
this.over = true;
}
for(i=0;i<672;i++){
if(this.ctable[m][n][i] && this.win[1][i] != 7)
this.win[1][i]++; //给白子的所有五连子可能的加载当前连子数
if(this.ptable[m][n][i]){
this.ptable[m][n][i] = false;
this.win[0][i]=7;
}
}
this.player = true; //该人落子
this.computer = false; //电脑落子结束
}
public void mouseClick(){
if(!this.over)
if(this.player){
if(this.oldx<520 && this.oldy<520) {
int m1=m,n1=n;
m = (oldx-33)/30;
n = (oldy-33)/30;
if(this.board[m][n] == 2){
this.bout++;
this.board[m][n] = 0;
pcount++;
if((ccount == 50) && (pcount == 50)){
this.tie = true;
this.over = true;
}
for(i=0;i<672;i++){
if(this.ptable[m][n][i] && this.win[0][i] != 7)
this.win[0][i]++; //给黑子的所有五连子可能的加载当前连子数
if(this.ctable[m][n][i]){
this.ctable[m][n][i] = false;
this.win[1][i]=7;
}
}
this.player = false;
this.computer = true;
}else{
m=m1;n=n1;
}
}
}
}
public void updatePaint(Graphics g){
if(!this.over){ //如果是轮到电脑下
if(this.computer)
this.ComTurn(); //得到最佳下子点
//遍历当前棋盘上的五连子情况,判断输赢
for(i=0;i<=1;i++)
for(j=0;j<672;j++){
if(this.win[i][j] == 5)
if(i==0){ //人赢
this.pwin = true;
this.over = true; //游戏结束
break;
}else{
this.cwin = true; //电脑赢
this.over = true;
break;
}
if(this.over) //一遇到五连子退出棋盘遍历
break;
}
g.setFont(new Font("华文行楷",0,20));
g.setColor(Color.RED);
//画出当前棋盘所有棋子
for(i=0;i<=15;i++)
for(j=0;j<=15;j++){ //如果board元素值为0,则该坐标处为黑子
if(this.board[i][j] == 0){
g.drawImage(black.getImage(),i*30+31,j*30+31,black.getImage().getWidth(black.getImageObserver())-3,black.getImage().getHeight(black.getImageObserver())-3, black.getImageObserver());
}
//如果board元素值为1,则该坐标处为白子
if(this.board[i][j] == 1){
g.drawImage(white.getImage(),i*30+31,j*30+31,white.getImage().getWidth(white.getImageObserver())-3,white.getImage().getHeight(white.getImageObserver())-3, white.getImageObserver());
}
}
//画出白子(电脑)当前所下子,便于辨认
if(this.board[m][n]!=2)
g.drawImage(current.getImage(),m*30+31,n*30+31,current.getImage().getWidth(current.getImageObserver())-4,current.getImage().getHeight(current.getImageObserver())-4, current.getImageObserver());
//判断输赢情况
//人赢
if(this.pwin)
g.drawString("您太厉害了!再来一次请重新开始游戏..",20,200);
//电脑赢
if(this.cwin)
g.drawString("很遗憾,你输了!再来一次请重新开始游戏..",84,190);
//平局
if(this.tie)
g.drawString("不分胜负!再来一次请重新开始游戏..",80,200);
g.dispose();
}
}
}