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黑白棋游戏java源代码,java五子棋游戏源代码
小程序:扫一扫查出行
【扫一扫了解最新限行尾号】
复制小程序
【扫一扫了解最新限行尾号】
复制小程序
求一个简单的黑白棋java可执行代码, 运行的时候输入坐标然后进行运算吃子儿的那种
求采纳,csdn自己去搜索,注册个帐号就给10积分,然后去下载就行了。在百度问很少有给你发的
java黑白棋代码,急求
一个小程序 简单的21点
package com.citicbank.other;
import java.awt.Color;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.SwingConstants;
import javax.swing.border.LineBorder;
public class gameTest extends JFrame {
private JLabel label_2;
private int number;
private int sum;
final JLabel label = new JLabel();
final JLabel label_1 = new JLabel();
public static void main(String[] args) {
new gameTest();
}
public gameTest() {
super("21点?!");
getContentPane().setLayout(null);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final JButton button = new JButton();
button.addActionListener(new ActionListener() {
public void actionPerformed(final ActionEvent arg0) {
onClick();
}
});
button.setText("出牌");
button.setBounds(170, 350, 106, 28);
getContentPane().add(button);
label.setBorder(new LineBorder(Color.black, 1, false));
label.setHorizontalAlignment(SwingConstants.CENTER);
label.setFont(new Font("", Font.BOLD, 26));
label.setText("背面");
label.setBounds(158, 81, 137, 153);
getContentPane().add(label);
label_1.setText("你已经拥有的牌:");
label_1.setBounds(109, 22, 270, 45);
getContentPane().add(label_1);
this.setBounds(200, 300, 501, 528);
this.setVisible(true);
getContentPane().add(getLabel_2());
}
public int randNumber() {
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
return (int) (Math.random() * 10 + 1);
}
public void onClick() {
number = this.randNumber();
this.sum += number;
label.setText("" + number);
String strTemp = this.label_1.getText();
strTemp += "" + number + " ";
label_1.setText(strTemp);
String temp = "合计:" + sum;
label_2.setText(temp);
isWin();
}
public void isWin() {
if (sum 21) {
JOptionPane.showMessageDialog(this, "你输了");
clear();
return;
} else if (sum == 21) {
JOptionPane.showMessageDialog(this, "你赢了");
clear();
return;
} else {
int i = JOptionPane.showOptionDialog(this, "是否继续?", "提示",
JOptionPane.OK_CANCEL_OPTION,
JOptionPane.INFORMATION_MESSAGE, null, null, null);
if (i == JOptionPane.OK_OPTION) {
onClick();
} else
return;
}
}
private void clear() {
label_2.setText("合计:");
sum = 0;
number = 0;
label_1.setText("你已经拥有的牌:");
}
/**
* @return
*/
protected JLabel getLabel_2() {
if (label_2 == null) {
label_2 = new JLabel();
label_2.setText("合计:");
label_2.setBounds(313, 35, 66, 18);
}
return label_2;
}
}
急求俄罗斯方块等小游戏的源代码
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);
}
}
求例如俄罗斯方块,五子棋,黑白棋等小游戏的JAVA版
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);
}
}
参考;bs=JAVA%B0%E6%B6%ED%C2%DE%CB%B9%B7%BD%BF%E9%2C%CE%E5%D7%D3%C6%E5%2C%BA%DA%B0%D7%C6%E5sr=z=cl=3f=8wd=JAVA%B6%ED%C2%DE%CB%B9%B7%BD%BF%E9%2C%CE%E5%D7%D3%C6%E5%2C%BA%DA%B0%D7%C6%E5ct=0
求用Java编程的黑白棋代码???急用!!!
/**
* 实验课作业
* @author Administrator
* 这个实现允许重画
*/
package com.test;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.ImageObserver;
import java.text.AttributedCharacterIterator;
public class GameDemo2 {
/**
* @param args
*/
public static void main(String[] args) {
// TODO Auto-generated method stub
MainWindow mw=new MainWindow();
mw.setSize(400,400);
mw.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mw.setVisible(true);
//mw.setResizable(false);
}
}
class MainWindow extends JFrame implements ActionListener{
/**
*
*/
private static final long serialVersionUID = 1L;
NewPanel mp=null;
JButton jbt1;
JButton jbt2;
JButton jbt3;
JButton jbt4;
int flag=-1;
JPanel jp=null;
public MainWindow(){
//初始化组件
mp=new NewPanel();
mp.addMouseListener(mp);
jbt1=new JButton("O 先手");
jbt2=new JButton("X 先手 ");
jbt3=new JButton("RESET");
jbt4=new JButton("EXIT");
jp=new JPanel();
GridLayout gl=new GridLayout(4,1);
gl.setHgap(4);
gl.setVgap(5);
jp.setLayout(gl);
jp.add(jbt1);
jp.add(jbt2);
jp.add(jbt3);
jp.add(jbt4);
this.add(mp,BorderLayout.CENTER);
this.add(jp,BorderLayout.EAST);
jbt1.addActionListener(this);
jbt2.addActionListener(this);
jbt3.addActionListener(this);
jbt4.addActionListener(this);
}
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
if(e.getSource()==jbt1){
flag=1;
mp.setHand(0);
jbt1.setEnabled(false);
jbt2.setEnabled(false);
}
if(e.getSource()==jbt2){
flag=2;
mp.setHand(1);
jbt1.setEnabled(false);
jbt2.setEnabled(false);
}
if(e.getSource()==jbt3){
flag=3;
mp.getGraphics().dispose();
this.remove(mp);
mp=new NewPanel();
this.add(mp,BorderLayout.CENTER);
mp.addMouseListener(mp);
this.remove(jp);
jp=new JPanel();
GridLayout gl=new GridLayout(4,1);
gl.setHgap(4);
gl.setVgap(5);
jp.setLayout(gl);
jp.add(jbt1);
jp.add(jbt2);
jp.add(jbt3);
jp.add(jbt4);
this.add(jp,BorderLayout.EAST);
this.validate();
jbt1.setEnabled(true);
jbt2.setEnabled(true);
}
if(e.getSource()==jbt4){
flag=4;
jbt1.setEnabled(false);
jbt2.setEnabled(false);
System.exit(0);
}
}
public int getFlag(){
return flag;
}
}
//画板
class NewPanel extends JPanel implements MouseListener{
/**
*
*/
private static final long serialVersionUID = 1L;
//记录画图的位置
int xx,yy;
//flag表示是否是初始化
int flag;
//0画X,1画0,2不画
int kind;
//记录是有有图形的数组
//a[i]=0代表是空白可以画 a[i]=1代表X a[i]=2代表画O
int []a=null;
//记录当前鼠标位置所在方格,便于判断是否可以继续画
int curLoc;
//记录谁先手 0-0 1-X
int firstHand;
int times;
//0-O 1-X
int whoWin;
public void setFlag(int f){
flag=f;
}
public void setHand(int h){
firstHand=h;
}
public void setWhoWin(){
whoWin=-1;
}
public NewPanel(){
xx=0;
yy=0;
flag=0;
a=new int[9];
kind=-1;
curLoc=0;
whoWin=-1;
firstHand=-1;
times=1;
whoWin=-1;
}
public void paint(Graphics g){
//super.paint(g);
g.drawRect(0, 0, 300, 300);
g.drawRect(0, 100, 300, 100);
g.drawRect(100, 0, 100, 300);
if(flag==1){
if(isFull()==false){
if(testWin()==false){
if((times+firstHand)%2==0){
if(a[curLoc]==0){
g.drawLine(xx,yy,xx+60,yy+60);
g.drawLine(xx+60, yy, xx, yy+60);
a[curLoc]=1;
times++;
if(testWin()==true){
System.out.println("X赢了");
}
}
}
if((times+firstHand)%2==1){
if(a[curLoc]==0){
g.drawOval(xx,yy,60,60);
a[curLoc]=2;
times++;
if(testWin()==true){
System.out.println("O赢了");
}
}
}
}
}else{
System.out.println("it is FULL!!!");
}
}
}
//将鼠标的坐标转换为所画图形的基准坐标 ,返回当前鼠标在记录数组a中的下标
//圆形为外接矩形的左上角
//X为左上角起始点的坐标
public int Format(int x,int y,int kind){
//第一行第一列
int loc=-1;
if(x=0x100y=0y100){
xx=20;
yy=20;
loc= 0;
}
//第一行第二列
if(x=100x200y=0y100){
xx=120;
yy=20;
loc= 1;
}
//第一行第三列
if(x=200x300y=0y100){
xx=220;
yy=20;
loc= 2;
}
//第二行第一列
if(x=0x100y=100y200){
xx=20;
yy=120;
loc= 3;
}
//第二行第二列
if(x=100x200y=100y200){
xx=120;
yy=120;
loc= 4;
}
//第二行第三列
if(x=200x300y=100y200){
xx=220;
yy=120;
loc= 5;
}
//第三行第一列
if(x=0x100y=200y300){
xx=20;
yy=220;
loc= 6;
}
//第三行第二列
if(x=100x200y=200y300){
xx=120;
yy=220;
loc= 7;
}
//第三行第三列
if(x=200x300y=200y300){
xx=220;
yy=220;
loc= 8;
}
return loc;
}
@Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
xx=e.getX();
yy=e.getY();
flag=1;
//kind=new Random().nextInt(3);
curLoc=Format(xx,yy,kind);
this.repaint();
}
//判断是否可以继续画的函数
public boolean isFull(){
for(int i=0;i9;i++)
if(a[i]!=1a[i]!=2)
return false;
return true;
}
@Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
}
public boolean testWin(){
boolean isWin=false;
//a[0]=1
if(a[0]!=0a[0]==a[1]a[0]==a[2]){
whoWin=a[0];
isWin=true;
}
if(a[0]!=0a[3]==a[0]a[0]==a[6]){
whoWin=a[0];
isWin=true;
}
if(a[0]!=0a[0]==a[4]a[0]==a[8]){
whoWin=a[0];
isWin=true;
}
if(a[1]!=0a[1]==a[4]a[1]==a[7]){
whoWin=a[1];
isWin=true;
}
if(a[2]!=0a[2]==a[4]a[2]==a[6]){
whoWin=a[2];
isWin=true;
}
if(a[2]!=0a[2]==a[5]a[2]==a[8]){
whoWin=a[2];
isWin=true;
}
if(a[3]!=0a[3]==a[4]a[3]==a[5]){
whoWin=a[3];
isWin=true;
}
if(a[6]!=0a[6]==a[7]a[6]==a[8]){
whoWin=a[6];
isWin=true;
}
return isWin;
}
@Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
//重新设置初始值
public void reset(){
this.getGraphics().dispose();
xx=0;
yy=0;
flag=0;
a=new int[9];
kind=-1;
curLoc=0;
whoWin=-1;
firstHand=-1;
times=1;
whoWin=-1;
}
}
就是这个了吧
额们实验课的作业
急求Java黑白棋设计源代码
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.awt.geom.*;
import javax.swing.JOptionPane.*;
public class FiveChess
{
public static void main(String[] args)
{
JFrame myFrame = new JFrame("快乐五子棋");
myFrame.getContentPane().add(new MyPanel());
Toolkit mykit = myFrame.getToolkit();
Dimension mysize = mykit.getScreenSize();
myFrame.setBounds(0,0,mysize.width,mysize.height - 40);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
myFrame.show();
}
}
class MyPanel extends JPanel implements MouseListener
{
private Point start = new Point(0,0);
private Point next = new Point(0,0);
boolean[][] chessBo = new boolean[19][19];
boolean chessCo = true; //判断颜色的,true 黑
boolean winchess = true; //true,为胜利
MyPanel(){
addMouseListener(this);
setBackground(Color.blue);
}
public boolean winkill(int x,int y) //win ?
{
int countBlack = 0,countWhite = 0;
boolean winchess01 = false;
//x,y 取到r01,r02的值
for(int i = 0;i 5;i++)//判断纵向下
{
if((x + i) 20)
break;
if(chessCo chessBo[x + i][y])
countBlack++;
else if(chessBo[x + i][y] (chessCo == false))
countWhite++;
}
for(int i = 0;i 5;i++)//判断纵向上
{
if((x - i) = 0)
break;
if(chessCo chessBo[x - i][y])
countBlack++;
else if(chessBo[x - i][y] (chessCo == false))
countWhite++;
}
if((countBlack == 5) || (countWhite == 5))
winchess01 = true;
return winchess01;
}
public void paint(Graphics g)//画棋盘
{
Graphics2D g2D = (Graphics2D)g;
g2D.setPaint(Color.black);
float pay = 60.0f,pbx = 60.0f;
float lett = 25.0f;
Point2D.Float p1 = new Point2D.Float(60.0f,pay);
Point2D.Float p2 = new Point2D.Float(510.0f,pay);
Point2D.Float p3 = new Point2D.Float(pbx,60.0f);
Point2D.Float p4 = new Point2D.Float(pbx,510.0f);
for(int i=0;i19;i++){
Line2D.Float lineH = new Line2D.Float(p1,p2);
Line2D.Float lineV = new Line2D.Float(p3,p4);
pay += lett;
p1 = new Point2D.Float(60.0f,pay);
p2 = new Point2D.Float(510.0f,pay);
pbx += lett;
p3 = new Point2D.Float(pbx,60.0f);
p4 = new Point2D.Float(pbx,510.0f);
g2D.draw(lineH);
g2D.draw(lineV);
}
}
public void mousePressed(MouseEvent evt)
{
}
public void mouseClicked(MouseEvent evt)
{
int x = evt.getX();
int y = evt.getY();
int clickCount = evt.getClickCount();
if(clickCount =1 ){
if((x 48 x 522) (y 48 y 522))
draw(x,y);
}
}
public void draw(int dx,int dy)
{
int r01 = 0,r02 = 0;
Graphics g = getGraphics();
start.x = dx;
start.y = dy;
r01 = (start.x + 13 - 60) / 25; //r01 、r02当前的格子
r02 = (start.y + 13 - 60) / 25;
//System.out.println(r01 + "-" + r02);
next.x = 25 * r01 + 60 - 11;
next.y = 25 * r02 + 60 - 11;
//System.out.println(next.x + "-" + next.y);
if(chessCo){
chessCo = false;
g.setColor(Color.black);
g.fillOval(next.x,next.y,20,20);
chessBo[next.x][next.y] = true;//用这个时,黑白子可交替出现,
//chessBo[r01][r02] = true;//用这个代替上面那个时黑白子不可交替了,不知道为什么会这样
//加入判断胜负的方法winkill()
if(winchess == winkill(r01,r02))
showMessage();
}
if(!chessCo){
chessCo = true;
g.setColor(Color.white);
g.fillOval(next.x,next.y,20,20);
chessBo[r01][r02] = true;
}
//g.drawOval(next.x,next.y,20,20);
g.dispose();
}
public void mouseReleased(MouseEvent evt)
{
}
public void mouseEntered(MouseEvent evt)
{
}
public void mouseExited(MouseEvent evt)
{
}
public void showMessage()
{
JOptionPane.showMessageDialog(null,
"You are win.",
"wide288 to Message!",
JOptionPane.INFORMATION_MESSAGE);
}
}