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java井字棋小游戏代码,Java井字棋
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井字游戏 运算法则
给你一份详细的代码吧,
已经编译运行确认了:
#include iostream
#include string
using namespace std;
typedef char chess[10]; //字符数组
typedef int temparr[10]; //整型数组
chess arr; //定义字符数组变量
temparr brr; //定义整型数组变量
int number,suc,n3,c3,n2,c2,n1,c1;
void inarrdata(chess a) //初始化棋盘编号
{
a[1]='1';a[2]='2';a[3]='3';
a[4]='4';a[5]='5';a[6]='6';
a[7]='7';a[8]='8';a[9]='9';
}
void display(chess a) //输出棋盘状态
{
coutendl;coutendl;
cout" "a[1]" "'|'" "a[2]" "'|'" "a[3]endl;
cout" -----------"endl;
cout" "a[4]" "'|'" "a[5]" "'|'" "a[6]endl;
cout" -----------"endl;
cout" "a[7]" "'|'" "a[8]" "'|'" "a[9]endl;
coutendl;coutendl;
}
int arrfull() //判断还有没有下棋的位置
{
int i;
int arrf=0;
for(i=1;i=9;i++)
if(i==arr[i]-48) //如果字符arr[i]-48等于i
arrf=1; //那么arrf=1,也就是可以走棋
return arrf;
}
void cn(int line) //判断状态
{
switch(line)
{
case 0:c3=c3+1;break;
case 1:n2=n2+1;break;
case 2:c2=c2+1;break;
case 3:n1=n1+1;break;
case 4:c1=c1+1;break;
case 5:n3=n3+1;break;
}
}
int linenum(char a,char b,char c) //判断状态
{
int ln=6;
if((a=='X')(b=='X')(c=='X'))
ln=0;
if(((a=='O')(b=='O')(c!='O'))||((a=='O')(b!='O')(c=='O'))||((a!='O')(b=='O')(c=='O')))
ln=1;
if(((a=='X')(b=='X')(c!='X'))||((a=='X')(b!='X')(c=='X'))||((a!='X')(b=='X')(c=='X')))
ln=2;
if(((a=='O')(b!='O')(c!='O'))||((a!='O')(b=='O')(c!='O'))||((a!='O')(b!='O')(c=='O')))
ln=3;
if(((a=='X')(b!='X')(c!='x'))||((a!='X')(b=='X')(c!='X'))||((a!='X')(b!='X')(c=='X')))
ln=4;
if((a=='O')(b=='O')(c=='O'))
ln=5;
return ln;
}
int maxbrr(int *br) //判断最大权值
{
int temp,i,mb;
temp=-888;
for(i=1;i=9;i++)
{
if(temp=br[i])
{
temp=br[i];
mb=i;
}
}
return mb;
}
void manstep() //人走棋处理模块
{
int j;
display(arr);
if(arrfull()) //如果棋盘上还有下棋的位置,人走一步棋
{
cout"您要走哪一步?请输入数字(1--9):";
cinj;
while((j1)||(j9)||(j!=arr[j]-48))
{
cout"对不起,您输入的数字不对,请重新输入(1--9):";
cinj;
}
arr[j]='O';
n3=0;c3=0;n2=0;c2=0;n1=0;c1=0;
number=linenum(arr[1],arr[2],arr[3]);cn(number);
number=linenum(arr[4],arr[5],arr[6]);cn(number);
number=linenum(arr[7],arr[8],arr[9]);cn(number);
number=linenum(arr[1],arr[4],arr[7]);cn(number);
number=linenum(arr[2],arr[5],arr[8]);cn(number);
number=linenum(arr[3],arr[6],arr[9]);cn(number);
number=linenum(arr[1],arr[5],arr[9]);cn(number);
number=linenum(arr[3],arr[5],arr[7]);cn(number);
if(n3!=0) //您赢了
{
display(arr);
coutendl;
cout"恭喜您赢了!!!"endl;
suc=0;
}
}
}
void computerstep() //计算机走棋处理模块
{
int i;
if(arrfull()) //如果棋盘上还有可下棋的位置,则计算机走棋
{
for(i=1;i=9;i++) //对每一步可走的棋进行计算
{
if(i==arr[i]-48)
{
c3=0;n2=0;c2=0;n1=0;c1=0;
arr[i]='X';
number=linenum(arr[1],arr[2],arr[3]);cn(number);
number=linenum(arr[4],arr[5],arr[6]);cn(number);
number=linenum(arr[7],arr[8],arr[9]);cn(number);
number=linenum(arr[1],arr[4],arr[7]);cn(number);
number=linenum(arr[2],arr[5],arr[8]);cn(number);
number=linenum(arr[3],arr[6],arr[9]);cn(number);
number=linenum(arr[1],arr[5],arr[9]);cn(number);
number=linenum(arr[3],arr[5],arr[7]);cn(number);
brr[i]=(128*c3-63*n2+31*c2-15*n1+7*c1); //计算此步权值
arr[i]=i+48;
}
else
brr[i]=-999;
}
arr[maxbrr(brr)]='X'; //确定计算机走哪一步,权值最大的一步
c3=0;n2=0;c2=0;n1=0;c1=0;
number=linenum(arr[1],arr[2],arr[3]);cn(number);
number=linenum(arr[4],arr[5],arr[6]);cn(number);
number=linenum(arr[7],arr[8],arr[9]);cn(number);
number=linenum(arr[1],arr[4],arr[7]);cn(number);
number=linenum(arr[2],arr[5],arr[8]);cn(number);
number=linenum(arr[3],arr[6],arr[9]);cn(number);
number=linenum(arr[1],arr[5],arr[9]);cn(number);
number=linenum(arr[3],arr[5],arr[7]);cn(number);
if(c3!=0) //计算机已赢
{
display(arr);
coutendl;
cout"计算机赢了!!!"endl;
suc=0;
}
}
else
suc=0;
}
int main()
{
cout"游戏规则:"endl"棋盘格式如图,人和计算机在棋盘上交替走棋"endl;
cout"约定计算机使用符号X,人使用符号O"endl;
cout"谁先使一横行或一竖行或对角线上有三个自己的符号,就胜利了!"endl;
string s="y";
string ch;
while(s=="y"||s=="Y")
{
inarrdata(arr); //棋盘坐标编号
display(arr); //显示初始棋盘
suc=1;
cout"请选择您是否先走?(y/n)";
cinch;
while(ch!="y"ch!="Y"ch!="n"ch!="N")
{
cout"错误!请输入y或n:";
cinch;
}
if((ch=="y")||(ch=="Y")) //输入Y,表示人先走棋
{
while(suc)
{
manstep();
computerstep();
}
}
else //计算机先走棋
{
while(suc)
{
computerstep();
if(suc)
manstep();
}
}
if(n3==0c3==0)
coutendl"和棋!"endlendl;
cout"再来一盘(y/n)?";
cins;
while(s!="y"s!="Y"s!="n"s!="N")
{
cout"错误!请输入y或n:";
cins;
}
}
return 0;
}
求java小游戏源代码
表1. CheckerDrag.java
// CheckerDrag.javaimport java.awt.*;import java.awt.event.*;public class CheckerDrag extends java.applet.Applet{ // Dimension of checkerboard square. // 棋盘上每个小方格的尺寸 final static int SQUAREDIM = 40; // Dimension of checkerboard -- includes black outline. // 棋盘的尺寸 – 包括黑色的轮廓线 final static int BOARDDIM = 8 * SQUAREDIM + 2; // Dimension of checker -- 3/4 the dimension of a square. // 棋子的尺寸 – 方格尺寸的3/4 final static int CHECKERDIM = 3 * SQUAREDIM / 4; // Square colors are dark green or white. // 方格的颜色为深绿色或者白色 final static Color darkGreen = new Color (0, 128, 0); // Dragging flag -- set to true when user presses mouse button over checker // and cleared to false when user releases mouse button. // 拖动标记 --当用户在棋子上按下鼠标按键时设为true, // 释放鼠标按键时设为false boolean inDrag = false; // Left coordinate of checkerboard's upper-left corner. // 棋盘左上角的左方向坐标 int boardx; // Top coordinate of checkerboard's upper-left corner. //棋盘左上角的上方向坐标 int boardy; // Left coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的左方向坐标 int ox; // Top coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的上方向坐标 int oy; // Left displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的左方向位移 int relx; // Top displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的上方向位移 int rely; // Width of applet drawing area. // applet绘图区域的宽度 int width; // Height of applet drawing area. // applet绘图区域的高度 int height; // Image buffer. // 图像缓冲 Image imBuffer; // Graphics context associated with image buffer. // 图像缓冲相关联的图形背景 Graphics imG; public void init () { // Obtain the size of the applet's drawing area. // 获取applet绘图区域的尺寸 width = getSize ().width; height = getSize ().height; // Create image buffer. // 创建图像缓冲 imBuffer = createImage (width, height); // Retrieve graphics context associated with image buffer. // 取出图像缓冲相关联的图形背景 imG = imBuffer.getGraphics (); // Initialize checkerboard's origin, so that board is centered. // 初始化棋盘的原点,使棋盘在屏幕上居中 boardx = (width - BOARDDIM) / 2 + 1; boardy = (height - BOARDDIM) / 2 + 1; // Initialize checker's rectangle's starting origin so that checker is // centered in the square located in the top row and second column from // the left. // 初始化棋子矩形的起始原点,使得棋子在第一行左数第二列的方格里居中 ox = boardx + SQUAREDIM + (SQUAREDIM - CHECKERDIM) / 2 + 1; oy = boardy + (SQUAREDIM - CHECKERDIM) / 2 + 1; // Attach a mouse listener to the applet. That listener listens for // mouse-button press and mouse-button release events. // 向applet添加一个用来监听鼠标按键的按下和释放事件的鼠标监听器 addMouseListener (new MouseAdapter () { public void mousePressed (MouseEvent e) { // Obtain mouse coordinates at time of press. // 获取按键时的鼠标坐标 int x = e.getX (); int y = e.getY (); // If mouse is over draggable checker at time // of press (i.e., contains (x, y) returns // true), save distance between current mouse // coordinates and draggable checker origin // (which will always be positive) and set drag // flag to true (to indicate drag in progress). // 在按键时如果鼠标位于可拖动的棋子上方 // (也就是contains (x, y)返回true),则保存当前 // 鼠标坐标与棋子的原点之间的距离(始终为正值)并且 // 将拖动标志设为true(用来表明正处在拖动过程中) if (contains (x, y)) { relx = x - ox; rely = y - oy; inDrag = true; } } boolean contains (int x, int y) { // Calculate center of draggable checker. // 计算棋子的中心位置 int cox = ox + CHECKERDIM / 2; int coy = oy + CHECKERDIM / 2; // Return true if (x, y) locates with bounds // of draggable checker. CHECKERDIM / 2 is the // radius. // 如果(x, y)仍处于棋子范围内则返回true // CHECKERDIM / 2为半径 return (cox - x) * (cox - x) + (coy - y) * (coy - y) CHECKERDIM / 2 * CHECKERDIM / 2; } public void mouseReleased (MouseEvent e) { // When mouse is released, clear inDrag (to // indicate no drag in progress) if inDrag is // already set. // 当鼠标按键被释放时,如果inDrag已经为true, // 则将其置为false(用来表明不在拖动过程中) if (inDrag) inDrag = false; } }); // Attach a mouse motion listener to the applet. That listener listens // for mouse drag events. //向applet添加一个用来监听鼠标拖动事件的鼠标运动监听器 addMouseMotionListener (new MouseMotionAdapter () { public void mouseDragged (MouseEvent e) { if (inDrag) { // Calculate draggable checker's new // origin (the upper-left corner of // the checker rectangle). // 计算棋子新的原点(棋子矩形的左上角) int tmpox = e.getX () - relx; int tmpoy = e.getY () - rely; // If the checker is not being moved // (at least partly) off board, // assign the previously calculated // origin (tmpox, tmpoy) as the // permanent origin (ox, oy), and // redraw the display area (with the // draggable checker at the new // coordinates). // 如果棋子(至少是棋子的一部分)没有被 // 移出棋盘,则将之前计算的原点 // (tmpox, tmpoy)赋值给永久性的原点(ox, oy), // 并且刷新显示区域(此时的棋子已经位于新坐标上) if (tmpox boardx tmpoy boardy tmpox + CHECKERDIM boardx + BOARDDIM tmpoy + CHECKERDIM boardy + BOARDDIM) { ox = tmpox; oy = tmpoy; repaint (); } } } }); } public void paint (Graphics g) { // Paint the checkerboard over which the checker will be dragged. // 在棋子将要被拖动的位置上绘制棋盘 paintCheckerBoard (imG, boardx, boardy); // Paint the checker that will be dragged. // 绘制即将被拖动的棋子 paintChecker (imG, ox, oy); // Draw contents of image buffer. // 绘制图像缓冲的内容 g.drawImage (imBuffer, 0, 0, this); } void paintChecker (Graphics g, int x, int y) { // Set checker shadow color. // 设置棋子阴影的颜色 g.setColor (Color.black); // Paint checker shadow. // 绘制棋子的阴影 g.fillOval (x, y, CHECKERDIM, CHECKERDIM); // Set checker color. // 设置棋子颜色 g.setColor (Color.red); // Paint checker. // 绘制棋子 g.fillOval (x, y, CHECKERDIM - CHECKERDIM / 13, CHECKERDIM - CHECKERDIM / 13); } void paintCheckerBoard (Graphics g, int x, int y) { // Paint checkerboard outline. // 绘制棋盘轮廓线 g.setColor (Color.black); g.drawRect (x, y, 8 * SQUAREDIM + 1, 8 * SQUAREDIM + 1); // Paint checkerboard. // 绘制棋盘 for (int row = 0; row 8; row++) { g.setColor (((row 1) != 0) ? darkGreen : Color.white); for (int col = 0; col 8; col++) { g.fillRect (x + 1 + col * SQUAREDIM, y + 1 + row * SQUAREDIM, SQUAREDIM, SQUAREDIM); g.setColor ((g.getColor () == darkGreen) ? Color.white : darkGreen); } } } // The AWT invokes the update() method in response to the repaint() method // calls that are made as a checker is dragged. The default implementation // of this method, which is inherited from the Container class, clears the // applet's drawing area to the background color prior to calling paint(). // This clearing followed by drawing causes flicker. CheckerDrag overrides // update() to prevent the background from being cleared, which eliminates // the flicker. // AWT调用了update()方法来响应拖动棋子时所调用的repaint()方法。该方法从 // Container类继承的默认实现会在调用paint()之前,将applet的绘图区域清除 // 为背景色,这种绘制之后的清除就导致了闪烁。CheckerDrag重写了update()来 // 防止背景被清除,从而消除了闪烁。 public void update (Graphics g) { paint (g); }}
用Java做井字棋游戏
以前写过一个java的井字棋 ,
其中的重点是要判断每走一步后,是否有比赛的结果(输,赢,平)
可以使用swing 来作为外观进行显示.
表示棋盘如下
0 1 2
3 4 5
6 7 8
定义一个二维数组,每次走完后,匹配该数组, 如果匹配成功就赢了
int[][] WIN = { { 0, 1, 2 }, { 3, 4, 5 }, { 6, 7, 8 }, { 0, 3, 6 }, { 1, 4, 7 }, { 2, 5, 8 }, { 0, 4, 8 },
{ 2, 4, 6 } };
效果图
当然了,因为井字棋比较简单, 可以写一个比较简单的判断局势,然后自动下棋的AI .
(AI使用了很多的if else判断, 比如人现在的情况是什么样的,有几个棋子连在一起了,电脑自己的情况是怎么样的)
求JAVA编程题"井字棋"
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class TicTacToe extends JApplet
{
private JTextField rows=new JTextField("3");
private JTextField cols=new JTextField("3");
private static final int BLANK=0,XX=1,OO=2;
class ToeDialog extends JDialog
{
private int turn=XX;
ToeDialog(int cellsWide,int cellsHigh)
{
setTitle("The game itself");
Container cp=getContentPane();
cp.setLayout(new GridLayout(cellsWide,cellsHigh));
for(int i=0;icellsWide*cellsHigh;i++)
cp.add(new ToeButton());
setSize(cellsWide*50,cellsHigh*50);
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
}
class ToeButton extends JPanel
{
private int state=BLANK;
public ToeButton()
{
addMouseListener(new ML());
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
int x1=0,y1=0;
int x2=getSize().width-1;
int y2=getSize().height-1;
g.drawRect(x1,y1,x2,y2);
x1=x2/4;
y1=y2/4;
int wide=x2/2,high=y2/2;
if(state==XX)
{
g.drawLine(x1,y1,x1+wide,y1+high);
g.drawLine(x1,y1+high,x1+wide,y1);
}
if(state==OO)
g.drawOval(x1,y1,x1+wide/2,y1+high/2);
}
class ML extends MouseAdapter
{
public void mousePressed(MouseEvent e)
{
if(state==BLANK)
{
state=turn;
turn=(turn==XX?OO:XX);
}
else
state=(state==XX?OO:XX);
repaint();
}
}
}
}
class BL implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
JDialog d=new ToeDialog(Integer.parseInt(rows.getText()),Integer.parseInt(cols.getText()));
d.setVisible(true);
}
}
public void init()
{
JPanel p=new JPanel();
p.setLayout(new GridLayout(2,2));
p.add(new JLabel("Rows",JLabel.CENTER));
p.add(rows);
p.add(new JLabel("Columns",JLabel.CENTER));
p.add(cols);
Container cp=getContentPane();
cp.add(p,BorderLayout.NORTH);
JButton b=new JButton("go");
b.addActionListener(new BL());
cp.add(b,BorderLayout.SOUTH);
}
public static void main(String[] args)
{
TicTacToe test=new TicTacToe();
JFrame frame=new JFrame("TicTacToe");
frame.addWindowListener(new WindowAdapter()
{
public void windowClosing(WindowEvent e)
{
System.exit(0);
}
});
frame.getContentPane().add(test);
frame.setSize(100,100);
test.init();
test.start();
frame.setVisible(true);
}
}