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判斷棋子顏色java代碼 判斷棋子顏色java代碼是什么

圍棋java源代碼

就給你一個吧,只不過沒有添加棋子,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,棋子顏色=1;

Button button=new Button("重新開局");

TextField text_1=new TextField("請黑棋下子"),

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(棋子顏色==1)

{this.add(chesspoint_black);

chesspoint_black.setBounds(a*20-7,b*20-7,16,16);

棋子顏色=棋子顏色*(-1);

text_2.setText("請白棋下子");

text_1.setText("");

}

else if(棋子顏色==-1)

{this.add(chesspoint_white);

chesspoint_white.setBounds(a*20-7,b*20-7,16,16);

棋子顏色=棋子顏色*(-1);

text_1.setText("請黑棋下子");

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();棋子顏色=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("請黑棋下子");

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.棋子顏色=1;

chesspad.text_2.setText("");chesspad.text_1.setText("請黑棋下子");

}

}

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.棋子顏色=-1;

chesspad.text_2.setText("請白棋下子");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("單擊左鍵下子,雙擊吃子,右擊棋子悔棋",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();

}

}

求一個JAVA游戲代碼!!!急!!!

俄羅斯方塊——java源代碼提供

import java.awt.*;

import java.awt.event.*;

//俄羅斯方塊類

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("俄羅斯方塊游戲 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄羅斯方塊類的構(gòu)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);

//右邊信息窗體的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定義標簽和初始值

Label scorep = new Label("分數(shù):",Label.LEFT);

Label levelp = new Label("級數(shù):",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");

//右邊控制按鈕窗體的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定義按鈕play

Button play_b = new Button("開始游戲");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定義按鈕Level UP

Button level_up_b = new Button("提高級數(shù)");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定義按鈕Level Down

Button level_down_b =new Button("降低級數(shù)");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定義按鈕Level Pause

Button pause_b =new Button("游戲暫停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定義按鈕Quit

Button quit_b = new Button("退出游戲");

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();

}

}

//重寫MyPanel類,使Panel的四周留空間

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戲畫布類

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方塊邊長

int rowNum; //正方格的行數(shù)

int columnNum; //正方格的列數(shù)

int maxAllowRowNum; //允許有多少行未削

int blockInitRow; //新出現(xiàn)塊的起始行坐標

int blockInitCol; //新出現(xiàn)塊的起始列坐標

int [][] scrArr; //屏幕數(shù)組

Block b; //對方快的引用

//畫布類的構(gòu)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,并將屏幕數(shù)組清零的方法

void initScr(){

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

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

scrArr[j]=0;

b.reset();

repaint();

}

//重新刷新畫布方法

public void paint(Graphics g){

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

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

drawUnit(i,j,scrArr[j]);

}

//畫方塊的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

tch(type){ //表示畫方快的方法

case 0: g.setColor(Color.black);break; //以背景為顏色畫

case 1: g.setColor(Color.blue);break; //畫正在下落的方塊

case 2: g.setColor(Color.magenta);break; //畫已經(jīng)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實例的引用

}

//返回屏幕數(shù)組中(row,col)位置的屬性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新塊的初始行坐標方法

public int getInitRow(){

return(blockInitRow); //返回新塊的初始行坐標

}

//返回新塊的初始列坐標方法

public int getInitCol(){

return(blockInitCol); //返回新塊的初始列坐標

}

//滿行刪除方法

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);

}

//判斷游戲是否結(jié)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){

}

//處理鍵盤輸入的方法

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;

}

}

}

//處理控制類

class Command implements ActionListener{

static final int button_play = 1; //給按鈕分配編號

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; //當前按鈕

GameCanvas scr;

//控制按鈕類的構(gòu)造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按鈕執(zhí)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);

}

}

}

//方塊類

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六進至表示,本行表示長條四種狀態(tài)

{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; //塊的模式號(0-6)

int turnState; //塊的翻轉(zhuǎn)狀態(tài)(0-3)

int blockState; //快的下落狀態(tài)

int row,col; //塊在畫布上的坐標

GameCanvas scr;

//塊類的構(gòu)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();

}

//重新初始化塊,并顯示新塊

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);

}

//實現(xiàn)“塊”翻轉(zhuǎn)的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//實現(xiàn)“塊”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//實現(xiàn)塊的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//實現(xiàn)塊落下的操作的方法

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);

}

}

//判斷是否正確的方法

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;

}

//同步顯示的方法

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;

}

}

}

}

//定時線程

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java黑白棋搜索算法。。。。

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;

}

下了個JAVA五子棋代碼不會看 求注釋

public void itemStateChanged(ItemEvent e) //ItemListener接口中的方法,必須要有

{

if (ckbHB[0].getState()) //選擇黑子先還是白子先

{

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,也是必須的

{

Graphics g=getGraphics(); //這句話貌似可以去掉,g是用來畫圖或者畫界面的

if (e.getSource()==b1) //如果動作的來源是第一個按鈕

{

Game_start(); //游戲開始

}

else //否則

{

Game_re(); //游戲重新開始

}

}

public void mousePressed(MouseEvent e){} //MouseListener接口中的方法,用不到所以留個空,但一定要有

public void mouseClicked(MouseEvent e) //鼠標單擊時

{

Graphics g=getGraphics(); //獲得畫筆

int x1,y1;

x1=e.getX(); //單擊處的x坐標

y1=e.getY(); //單擊處的y坐標

if (e.getX()20 || e.getX()300 || e.getY()20 || e.getY()300) //在棋盤范圍之外

{

return; //則這是不能走棋的,直接返回

}

//下面這兩個if和兩個賦值的作用是將x和y坐標根據(jù)舍入原則修改成棋盤上格子的坐標

if (x1%2010)

{

x1+=20;

}

if(y1%2010)

{

y1+=20;

}

x1=x1/20*20;

y1=y1/20*20;

set_Qizi(x1,y1); //在棋盤上畫上一個棋子

}

public void mouseEntered(MouseEvent e){} //MouseListener接口中的方法,用不到所以留個空,但一定要有

public void mouseExited(MouseEvent e){} //MouseListener接口中的方法,用不到所以留個空,但一定要有

public void mouseReleased(MouseEvent e){} //MouseListener接口中的方法,用不到所以留個空,但一定要有

public void mouseDragged(MouseEvent e){} //MouseListener接口中的方法,用不到所以留個空,但一定要有

public void mouseMoved(MouseEvent e){} //MouseListener接口中的方法,用不到所以留個空,但一定要有

public void paint(Graphics g) //重繪和applet程序裝載的時候會調(diào)用這個繪制的過程

{

draw_qipan(g); //畫棋盤

}

public void set_Qizi(int x,int y) //落子

{

if (intGame_Start==0) //判斷游戲未開始

{

return; //走棋無效,返回

}

if (intGame_Body[x/20][y/20]!=0) //如果這個位置上已經(jīng)有了棋子

{

return; //走棋無效,返回

}

Graphics g=getGraphics(); //獲得畫筆

if (color_Qizi==1)//判斷黑子還是白子

{

g.setColor(Color.black); //設(shè)置顏色為黑色

color_Qizi=0; //下一步棋就會是白色了

}

else

{

g.setColor(Color.white); //設(shè)置顏色為白色

color_Qizi=1; //下一步棋顏色為黑色

}

g.fillOval(x-10,y-10,20,20); //畫一個圓,前面兩個參數(shù)是左上角坐標

intGame_Body[x/20][y/20]=color_Qizi+1; //棋盤狀態(tài)中這個位置上相應(yīng)地添上棋子,1為白棋2為黑棋0為空位置

if (Game_win_1(x/20,y/20)) //判斷輸贏,這么幾個判斷輸贏的函數(shù)沒找到嘛~樓主看看代碼是不是全的

{

lblWin.setText(Get_qizi_color(color_Qizi)+"贏了!"); //修改標簽上的輸贏的信息

intGame_Start=0; //游戲結(jié)束

}

if (Game_win_2(x/20,y/20)) //判斷輸贏

{

lblWin.setText(Get_qizi_color(color_Qizi)+"贏了!"); //修改標簽上的輸贏的信息

intGame_Start=0; //游戲結(jié)束

}

if (Game_win_3(x/20,y/20)) //判斷輸贏

{

lblWin.setText(Get_qizi_color(color_Qizi)+"贏了!"); //修改標簽上的輸贏的信息

intGame_Start=0; //游戲結(jié)束

}

if (Game_win_4(x/20,y/20)) //判斷輸贏

{

lblWin.setText(Get_qizi_color(color_Qizi)+"贏了!"); //修改標簽上的輸贏的信息

intGame_Start=0; //游戲結(jié)束

}

}

public String Get_qizi_color(int x) //獲得棋子顏色的字符串

{

if (x==0) //黑棋

{

return "黑子";

}

else //白棋

{

return "白子";

}

}public void draw_qipan(Graphics G) //畫棋盤 15*15

{

G.setColor(Color.lightGray); //設(shè)置顏色為亮灰色

G.fill3DRect(10,10,300,300,true); //繪制一個用當前顏色填充的 3-D 高亮顯示矩形,矩形的邊是高亮顯示的

G.setColor(Color.black); //設(shè)置顏色為黑色

for(int i=1;i16;i++) //15*15的棋盤,橫豎各有16道線

{

G.drawLine(20,20*i,300,20*i); //畫豎線

G.drawLine(20*i,20,20*i,300); //畫橫線

}

}

public void Game_start() //游戲開始

{

intGame_Start=1; //游戲狀態(tài)為 1游戲中

Game_btn_enable(false); //設(shè)置所有組件不可用

b2.setEnabled(true); //重新開始游戲的按鈕可用

}

public void Game_start_csh() //游戲開始初始化

{

intGame_Start=0; //游戲狀態(tài)為 0未開始游戲

Game_btn_enable(true); //設(shè)置所有組件可用

b2.setEnabled(false); //重新開始游戲的按鈕不可用

ckbHB[0].setState(true); //默認設(shè)置為白棋先手

//下面的二重循環(huán)是初始化棋盤為空棋盤,即一個棋子都沒有

for (int i=0;i16 ;i++ )

{

for (int j=0;j16 ;j++ )

{

intGame_Body[i][j]=0;

}

}

lblWin.setText(""); //輸贏信息為空

}

public void Game_re() //游戲重新開始

{

repaint(); //界面重繪

Game_start_csh(); //游戲重新初始化

}

public void Game_btn_enable(boolean e) //設(shè)置組件狀態(tài)

{

b1.setEnabled(e); //第一個按鈕設(shè)置為可用(e == true)或不可用(e == false)

b2.setEnabled(e); //第二個按鈕設(shè)置 同上

ckbHB[0].setEnabled(e); //第一個checkbox設(shè)置 同上

ckbHB[1].setEnabled(e); //第二個checkbox設(shè)置 同上

}

java五子棋代碼錯誤

用二維數(shù)組保存棋子的位置,以1,0表示有和沒有,當點擊時判斷是1還是0

文章標題:判斷棋子顏色java代碼 判斷棋子顏色java代碼是什么
標題來源:http://chinadenli.net/article44/hpjjee.html

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