2024年4月28日发(作者:)

JAVA课程设计

设计题目:五子棋游戏

一. 简要的介绍五子棋

1. 五子棋的起源

五子棋,又被称为“连五子、五子连、串珠、五目、五目碰、五格、

五石、五法、五联、京棋”。五子棋相传起源于四千多年前的尧帝时

期,比围棋的历史还要悠久,可能早在“尧造围棋”之前,民间就已

有五子棋游戏。有关早期五子棋的文史资料与围棋有相似之处,因为

古代五子棋的棋具与围棋是完全相同的。

2.现在五子棋标准棋盘(如图所示)

3.五子棋的棋子

五子棋采用两种颜色棋子,黑色棋子和白色棋子,和围棋相同,

4.五子棋规则

五子棋就是五个棋子连在一起就算赢,黑棋先行,下棋下在棋盘交叉线

上,由于黑棋先行,优势太大,所以对黑棋设了禁手,又规定了“三手交换”,

就是黑棋下第 2 手棋,盘面第 3 着棋之后,白方在应白 2 之前,如感觉

黑方棋形不利于己方,可出交换,即执白棋一方变为执黑棋一方。和“五手

两打法”,就是黑棋在下盘面上关键的第 5 手时,必须下两步棋,让白方在

这两步棋中任选一步,然后再续下。不过一般爱好者不需要遵循这么多规则。

二.程序流程

三.代码设计与分析

main方法创建了ChessFrame类的一个实例对象(cf),

并启动屏幕显示显示该实例对象。

public class FiveChessAppletDemo {

public static void main(String args[]){

ChessFrame cf = new ChessFrame();

();

}

}

用类ChessFrame创建五子棋游戏主窗体和菜单

import .*;

import .*;

import .*;

import .*;

import tream;

import nent;

import ;

class ChessFrame extends JFrame implements ActionListener {

private String[] strsize={"标准棋盘","改进棋盘","扩大棋盘"};

private String[] strmode={"人机对战","人人对战"};

public static boolean iscomputer=true,checkcomputer=true;

private int width,height;

private ChessModel cm;

private MainPanel mp;

构造五子棋游戏的主窗体

public ChessFrame() {

le("五子棋游戏");

cm=new ChessModel(1);

mp=new MainPanel(cm);

Container con=tentPane();

(mp,"Center");

izable(false);

dowListener(new ChessWindowEvent());

MapSize(14,14);

JMenuBar mbar = new JMenuBar();

nuBar(mbar);

JMenu gameMenu = new JMenu("游戏");

(makeMenu(gameMenu, new Object[] {

"开局", null,"棋盘",null,"模式", null, "退出"

}, this));

JMenu lookMenu =new JMenu("外观");

(makeMenu(lookMenu,new Object[] {

"类型一","类型二","类型三"

},this));

JMenu helpMenu = new JMenu("版本");

(makeMenu(helpMenu, new Object[] {

"关于"

}, this));

}

构造五子棋游戏的主菜单

public JMenu makeMenu(Object parent, Object items[], Object target){

JMenu m = null;

if(parent instanceof JMenu)

m = (JMenu)parent;

else if(parent instanceof String)

m = new JMenu((String)parent);

else

return null;

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

if(items[i] == null)

arator();

else if(items[i] == "棋盘"){

JMenu jm = new JMenu("棋盘");

ButtonGroup group=new ButtonGroup();

JRadioButtonMenuItem rmenu;

for (int j=0;j<;j++){

rmenu=makeRadioButtonMenuItem(strsize[j],target);

if (j==0)

ected(true);

(rmenu);

(rmenu);

}

(jm);

}else if(items[i] == "模式"){

JMenu jm = new JMenu("模式");

ButtonGroup group=new ButtonGroup();

JRadioButtonMenuItem rmenu;

for (int h=0;h<;h++){

rmenu=makeRadioButtonMenuItem(strmode[h],target);

if(h==0)

ected(true);

(rmenu);

(rmenu);

}

(jm);

}else

(makeMenuItem(items[i], target));

return m;

}

构造五子棋游戏的菜单项

public JMenuItem makeMenuItem(Object item, Object target){

JMenuItem r = null;

if(item instanceof String)

r = new JMenuItem((String)item);

else if(item instanceof JMenuItem)

r = (JMenuItem)item;

else

return null;

if(target instanceof ActionListener)

ionListener((ActionListener)target);

return r;

}

构造五子棋游戏的单选按钮式菜单项

public JRadioButtonMenuItem makeRadioButtonMenuItem(

Object item, Object target){

JRadioButtonMenuItem r = null;

if(item instanceof String)

r = new JRadioButtonMenuItem((String)item);

else if(item instanceof JRadioButtonMenuItem)

r = (JRadioButtonMenuItem)item;

else

return null;

if(target instanceof ActionListener)

ionListener((ActionListener)target);

return r;

}

public void MapSize(int w,int h){

setSize(w * 24, h * 27);

if(omputer)

uter=true;

else

uter=false;

el(cm);

t();

}

public boolean getiscomputer(){

return uter;

}

public void restart(){

int modeChess = eChess();

if(modeChess <= 3 && modeChess >= 0){

cm = new ChessModel(modeChess);

MapSize(th(),ght());

}

}

public void actionPerformed(ActionEvent e){

String arg=ionCommand();

try{

if (("类型三"))

kAndFeel(

"sLookAndFeel");

else if(("类型二"))

kAndFeel(

"ookAndFeel");

else

kAndFeel(

"ookAndFeel" );

ComponentTreeUI(this);

}catch(Exception ee){}

if(("标准棋盘")){

=14;

=14;

cm=new ChessModel(1);

MapSize(,);

ComponentTreeUI(this);

}

if(("改进棋盘")){

=18;

=18;

cm=new ChessModel(2);

MapSize(,);

ComponentTreeUI(this);

}

if(("扩大棋盘")){

=22;

=22;

cm=new ChessModel(3);

MapSize(,);

ComponentTreeUI(this);

}

if(("人机对战")){

omputer=true;

uter=true;

cm=new ChessModel(eChess());

MapSize(th(),ght());

ComponentTreeUI(this);

}

if(("人人对战")){

omputer=false;

uter=false;

cm=new ChessModel(eChess());

MapSize(th(),ght());

ComponentTreeUI(this);

}

if(("开局")){

restart();

}

if(("关于"))

ssageDialog(null, "第一版", "版本

",_MESSAGE );

if(("退出"))

(0);

}

}

用类ChessModel实现了整个五子棋程序算法的核心

import .*;

import .*;

import .*;

import .*;

import tream;

import nent;

import ;

class ChessModel {

规定棋盘的宽度、高度、棋盘的模式

private int width,height,modeChess;

规定棋盘方格的横向、纵向坐标

private int x=0,y=0;

棋盘方格的横向、纵向坐标所对应的棋子颜色,

数组arrMapShow只有3个值:1,2,3,-1,

其中1代表该棋盘方格上下的棋子为黑子,

2代表该棋盘方格上下的棋子为白子,

3代表为该棋盘方格上没有棋子,

-1代表该棋盘方格不能够下棋子

private int[][] arrMapShow;

交换棋手的标识,棋盘方格上是否有棋子的标识符

private boolean isOdd,isExist;

public ChessModel() {}

该构造方法根据不同的棋盘模式(modeChess)来构建对应大小的

棋盘

public ChessModel(int modeChess){

=true;

if(modeChess == 1){

PanelInit(14, 14, modeChess);

}

if(modeChess == 2){

PanelInit(18, 18, modeChess);

}

if(modeChess == 3){

PanelInit(22, 22, modeChess);

}

}

按照棋盘模式构建棋盘大小

private void PanelInit(int width, int height, int modeChess){

= width;

= height;

ess = modeChess;

arrMapShow = new int[width+1][height+1];

for(int i = 0; i <= width; i++){

for(int j = 0; j <= height; j++){

arrMapShow[i][j] = -1;

}

}

}

获取是否交换棋手的标识符

public boolean getisOdd(){

return ;

}

设置交换棋手的标识符

public void setisOdd(boolean isodd){

if(isodd)

=true;

else

=false;

}

获取某棋盘方格是否有棋子的标识值

public boolean getisExist(){

return t;

}

获取棋盘宽度

public int getWidth(){

return ;

}

获取棋盘高度

public int getHeight(){

return ;

}

获取棋盘模式

public int getModeChess(){

return ess;

}

获取棋盘方格上棋子的信息

public int[][] getarrMapShow(){

return arrMapShow;

}

判断下子的横向、纵向坐标是否越界

private boolean badxy(int x, int y){

if(x >= width+20 || x < 0)

return true;

return y >= height+20 || y < 0;

}

计算棋盘上某一方格上八个方向棋子的最大值,

这八个方向分别是:左、右、上、下、左上、左下、右上、右下

public boolean chessExist(int i,int j){

if(Show[i][j]==1 || Show[i][j]==2)

return true;

return false;

}

判断该坐标位置是否可下棋子

public void readyplay(int x,int y){

if(badxy(x,y))

return;

if (chessExist(x,y))

return;

Show[x][y]=3;

}

在该坐标位置下棋子

public void play(int x,int y){

if(badxy(x,y))

return;

if(chessExist(x,y)){

t=true;

return;

}else

t=false;

if(getisOdd()){

setisOdd(false);

Show[x][y]=1;

}else{

setisOdd(true);

Show[x][y]=2;

}

}

计算机走棋

说明:用穷举法判断每一个坐标点的四个方向的的最大棋子数,

最后得出棋子数最大值的坐标,下子

public void computerDo(int width,int height){

int max_black,max_white,max_temp,max=0;

setisOdd(true);

n("计算机走棋 ...");

for(int i = 0; i <= width; i++){

for(int j = 0; j <= height; j++){

算法判断是否下子

if(!chessExist(i,j)){

判断白子的最大值

max_white=checkMax(i,j,2);

判断黑子的最大值

max_black=checkMax(i,j,1);

max_temp=(max_white,max_black);

if(max_temp>max){

max=max_temp;

this.x=i;

this.y=j;

}

}

}

}

setX(this.x);

setY(this.y);

Show[this.x][this.y]=2;

}

记录电脑下子后的横向坐标

public void setX(int x){

this.x=x;

}

记录电脑下子后的纵向坐标

public void setY(int y){

this.y=y;

}

获取电脑下子的横向坐标

public int getX(){

return this.x;

}

获取电脑下子的纵向坐标

public int getY(){

return this.y;

}

计算棋盘上某一方格上八个方向棋子的最大值,

这八个方向分别是:左、右、上、下、左上、左下、右上、右下

public int checkMax(int x, int y,int black_or_white){

int num=0,max_num,max_temp=0;

int x_temp=x,y_temp=y;

int x_temp1=x_temp,y_temp1=y_temp;

判断右边

for(int i=1;i<5;i++){

x_temp1+=1;

if(x_temp1>)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

判断左边

x_temp1=x_temp;

for(int i=1;i<5;i++){

x_temp1-=1;

if(x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

if(num<5)

max_temp=num;

判断上面

x_temp1=x_temp;

y_temp1=y_temp;

num=0;

for(int i=1;i<5;i++){

y_temp1-=1;

if(y_temp1<0)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

判断下面

y_temp1=y_temp;

for(int i=1;i<5;i++){

y_temp1+=1;

if(y_temp1>)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

if(num>max_temp&&num<5)

max_temp=num;

判断左上方

x_temp1=x_temp;

y_temp1=y_temp;

num=0;

for(int i=1;i<5;i++){

x_temp1-=1;

y_temp1-=1;

if(y_temp1<0 || x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

判断右下方

x_temp1=x_temp;

y_temp1=y_temp;

for(int i=1;i<5;i++){

x_temp1+=1;

y_temp1+=1;

if(y_temp1> || x_temp1>)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

if(num>max_temp&&num<5)

max_temp=num;

判断右上方

x_temp1=x_temp;

y_temp1=y_temp;

num=0;

for(int i=1;i<5;i++){

x_temp1+=1;

y_temp1-=1;

if(y_temp1<0 || x_temp1>)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

判断左下方

x_temp1=x_temp;

y_temp1=y_temp;

for(int i=1;i<5;i++){

x_temp1-=1;

y_temp1+=1;

if(y_temp1> || x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

if(num>max_temp&&num<5)

max_temp=num;

max_num=max_temp;

return max_num;

}

判断胜负

public boolean judgeSuccess(int x,int y,boolean isodd){

int num=1;

int arrvalue;

int x_temp=x,y_temp=y;

if(isodd)

arrvalue=2;

else

arrvalue=1;

int x_temp1=x_temp,y_temp1=y_temp;

判断右边胜负

for(int i=1;i<6;i++){

x_temp1+=1;

if(x_temp1>)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

判断左边胜负

x_temp1=x_temp;

for(int i=1;i<6;i++){

x_temp1-=1;

if(x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

if(num==5)

return true;

判断上方胜负

x_temp1=x_temp;

y_temp1=y_temp;

num=1;

for(int i=1;i<6;i++){

y_temp1-=1;

if(y_temp1<0)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

判断下方胜负

y_temp1=y_temp;

for(int i=1;i<6;i++){

y_temp1+=1;

if(y_temp1>)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

if(num==5)

return true;

判断左上胜负

x_temp1=x_temp;

y_temp1=y_temp;

num=1;

for(int i=1;i<6;i++){

x_temp1-=1;

y_temp1-=1;

if(y_temp1<0 || x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

判断右下胜负

x_temp1=x_temp;

y_temp1=y_temp;

for(int i=1;i<6;i++){

x_temp1+=1;

y_temp1+=1;

if(y_temp1> || x_temp1>)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

if(num==5)

return true;

判断右上胜负

x_temp1=x_temp;

y_temp1=y_temp;

num=1;

for(int i=1;i<6;i++){

x_temp1+=1;

y_temp1-=1;

if(y_temp1<0 || x_temp1>)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

判断左下胜负

x_temp1=x_temp;

y_temp1=y_temp;

for(int i=1;i<6;i++){

x_temp1-=1;

y_temp1+=1;

if(y_temp1> || x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

if(num==5)

return true;

return false;

}

赢棋后的提示

public void showSuccess(JPanel jp){

ssageDialog(jp,"你赢了","结果",

ATION_MESSAGE);

}

输棋后的提示

public void showDefeat(JPanel jp){

ssageDialog(jp,"你输了","结果",

ATION_MESSAGE);

}

}

用类MainPanel主要完成如下功能:

1、构建一个面板,在该面板上画上棋盘;

2、处理在该棋盘上的鼠标事件(如鼠标左键点击、鼠标右键点击、

鼠标拖动等)

import .*;

import .*;

import .*;

import .*;

import tream;

import nent;

import ;

class MainPanel extends JPanel

implements MouseListener,MouseMotionListener{

设定棋盘的宽度和高度

private int width,height;

private ChessModel cm;

根据棋盘模式设定面板的大小

MainPanel(ChessModel mm){

cm=mm;

width=th();

height=ght();

addMouseListener(this);

}

根据棋盘模式设定棋盘的宽度和高度

public void setModel(ChessModel mm){

cm = mm;

width = th();

height = ght();

}

根据坐标计算出棋盘方格棋子的信息(如白子还是黑子),

然后调用draw方法在棋盘上画出相应的棋子

public void paintComponent(Graphics g){

omponent(g);

for(int j = 0; j <= height; j++){

for(int i = 0; i <= width; i++){

int v = MapShow()[i][j];

draw(g, i, j, v);

}

}

}

根据提供的棋子信息(颜色、坐标)画棋子

public void draw(Graphics g, int i, int j, int v){

int x = 20 * i+20;

int y = 20 * j+20;

画棋盘

if(i!=width && j!=height){

or(ay);

ct(x,y,20,20);

}

画黑色棋子

if(v == 1 ){

or();

al(x-8,y-8,16,16);

or();

al(x-8,y-8,16,16);

}

画白色棋子

if(v == 2 ){

or();

al(x-8,y-8,16,16);

or();

al(x-8,y-8,16,16);

}

if(v ==3){

or();

al(x-8,y-8,16,16);

}

}

响应鼠标的点击事件,根据鼠标的点击来下棋,

根据下棋判断胜负等

public void mousePressed(MouseEvent evt){

int x = (()-10) / 20;

int y = (()-10) / 20;

n(x+" "+y);

if (ifiers()==1_MASK){

(x,y);

n(dd()+" "+MapShow()[x][y]);

repaint();

if(uccess(x,y,dd())){

ccess(this);

e();

uter=false;

}

判断是否为人机对弈

if(uter&&!xist()){

erDo(th(),ght());

repaint();

if(uccess((),(),dd())){

feat(this);

e();

}

}

}

}

public void mouseClicked(MouseEvent evt){}

public void mouseReleased(MouseEvent evt){}

public void mouseEntered(MouseEvent mouseevt){}

public void mouseExited(MouseEvent mouseevent){}

public void mouseDragged(MouseEvent evt){}

响应鼠标的拖动事件

public void mouseMoved(MouseEvent moveevt){

int x = (()-10) / 20;

int y = (()-10) / 20;

lay(x,y);

repaint();

}

}

import Adapter;

import Event;

响应退出窗口

class ChessWindowEvent extends WindowAdapter{

public void windowClosing(WindowEvent e){

(0);

}

ChessWindowEvent()

{

}

}

四.程序调试与运行

运行:

标准棋盘

改进棋盘:

扩大棋盘:

外观类型二:

外观类型三:

人机对战:

结果:

五.结论

通过对五子棋游戏的编写,使自己对java语言有了更深的了解。也更加熟悉

和了解了java开发工具Eclipse的使用。不过还有很多不足之处,比如没有能

设置禁手,没有能设置悔棋,还有很多东西可以扩充完善。

完整源代码:

import .*;

import .*;

import .*;

import .*;

import tream;

import nent;

import ;

class ChessFrame extends JFrame implements ActionListener {

private String[] strsize={"标准棋盘","改进棋盘","扩大棋盘"};

private String[] strmode={"人机对战","人人对战"};

public static boolean iscomputer=true,checkcomputer=true;

private int width,height;

private ChessModel cm;

private MainPanel mp;

public ChessFrame() {

le("五子棋游戏");

cm=new ChessModel(1);

mp=new MainPanel(cm);

Container con=tentPane();

(mp,"Center");

izable(false);

dowListener(new ChessWindowEvent());

MapSize(14,14);

JMenuBar mbar = new JMenuBar();

nuBar(mbar);

JMenu gameMenu = new JMenu("游戏");

(makeMenu(gameMenu, new Object[] {

"开局", null,"棋盘",null,"模式", null, "退出"

}, this));

JMenu lookMenu =new JMenu("外观");

(makeMenu(lookMenu,new Object[] {

"类型一","类型二","类型三"

},this));

JMenu helpMenu = new JMenu("版本");

(makeMenu(helpMenu, new Object[] {

"关于"

}, this));

}

public JMenu makeMenu(Object parent, Object items[], Object target){

JMenu m = null;

if(parent instanceof JMenu)

m = (JMenu)parent;

else if(parent instanceof String)

m = new JMenu((String)parent);

else

return null;

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

if(items[i] == null)

arator();

else if(items[i] == "棋盘"){

JMenu jm = new JMenu("棋盘");

ButtonGroup group=new ButtonGroup();

JRadioButtonMenuItem rmenu;

for (int j=0;j<;j++){

rmenu=makeRadioButtonMenuItem(strsize[j],target);

if (j==0)

ected(true);

(rmenu);

(rmenu);

}

(jm);

}else if(items[i] == "模式"){

JMenu jm = new JMenu("模式");

ButtonGroup group=new ButtonGroup();

JRadioButtonMenuItem rmenu;

for (int h=0;h<;h++){

rmenu=makeRadioButtonMenuItem(strmode[h],target);

if(h==0)

ected(true);

(rmenu);

(rmenu);

}

(jm);

}else

(makeMenuItem(items[i], target));

return m;

}

public JMenuItem makeMenuItem(Object item, Object target){

JMenuItem r = null;

if(item instanceof String)

r = new JMenuItem((String)item);

else if(item instanceof JMenuItem)

r = (JMenuItem)item;

else

return null;

if(target instanceof ActionListener)

ionListener((ActionListener)target);

return r;

}

public JRadioButtonMenuItem makeRadioButtonMenuItem(

Object item, Object target){

JRadioButtonMenuItem r = null;

if(item instanceof String)

r = new JRadioButtonMenuItem((String)item);

else if(item instanceof JRadioButtonMenuItem)

r = (JRadioButtonMenuItem)item;

else

return null;

if(target instanceof ActionListener)

ionListener((ActionListener)target);

return r;

}

public void MapSize(int w,int h){

setSize(w * 24, h * 27);

if(omputer)

uter=true;

else

uter=false;

el(cm);

t();

}

public boolean getiscomputer(){

return uter;

}

public void restart(){

int modeChess = eChess();

if(modeChess <= 3 && modeChess >= 0){

cm = new ChessModel(modeChess);

MapSize(th(),ght());

}

}

public void actionPerformed(ActionEvent e){

String arg=ionCommand();

try{

if (("类型三"))

kAndFeel(

"sLookAndFeel");

else if(("类型二"))

kAndFeel(

"ookAndFeel");

else

kAndFeel(

"ookAndFeel" );

ComponentTreeUI(this);

}catch(Exception ee){}

if(("标准棋盘")){

=14;

=14;

cm=new ChessModel(1);

MapSize(,);

ComponentTreeUI(this);

}

if(("改进棋盘")){

=18;

=18;

cm=new ChessModel(2);

MapSize(,);

ComponentTreeUI(this);

}

if(("扩大棋盘")){

=22;

=22;

cm=new ChessModel(3);

MapSize(,);

ComponentTreeUI(this);

}

if(("人机对战")){

omputer=true;

uter=true;

cm=new ChessModel(eChess());

MapSize(th(),ght());

ComponentTreeUI(this);

}

if(("人人对战")){

omputer=false;

uter=false;

cm=new ChessModel(eChess());

MapSize(th(),ght());

ComponentTreeUI(this);

}

if(("开局")){

restart();

}

if(("关于"))

ssageDialog(null, " 第一版 ", "版本

",_MESSAGE );

if(("退出"))

(0);

}

}

import .*;

import .*;

import .*;

import .*;

import tream;

import nent;

import ;

class ChessModel {

private int width,height,modeChess;

private int x=0,y=0;

private int[][] arrMapShow;

private boolean isOdd,isExist;

public ChessModel() {}

public ChessModel(int modeChess){

=true;

if(modeChess == 1){

PanelInit(14, 14, modeChess);

}

if(modeChess == 2){

PanelInit(18, 18, modeChess);

}

if(modeChess == 3){

PanelInit(22, 22, modeChess);

}

}

private void PanelInit(int width, int height, int modeChess){

= width;

= height;

ess = modeChess;

arrMapShow = new int[width+1][height+1];

for(int i = 0; i <= width; i++){

for(int j = 0; j <= height; j++){

arrMapShow[i][j] = -1;

}

}

}

public boolean getisOdd(){

return ;

}

public void setisOdd(boolean isodd){

if(isodd)

=true;

else

=false;

}

public boolean getisExist(){

return t;

}

public int getWidth(){

return ;

}

public int getHeight(){

return ;

}

public int getModeChess(){

return ess;

}

public int[][] getarrMapShow(){

return arrMapShow;

}

private boolean badxy(int x, int y){

if(x >= width+20 || x < 0)

return true;

return y >= height+20 || y < 0;

}

public boolean chessExist(int i,int j){

if(Show[i][j]==1 || Show[i][j]==2)

return true;

return false;

}

public void readyplay(int x,int y){

if(badxy(x,y))

return;

if (chessExist(x,y))

return;

Show[x][y]=3;

}

public void play(int x,int y){

if(badxy(x,y))

return;

if(chessExist(x,y)){

t=true;

return;

}else

t=false;

if(getisOdd()){

setisOdd(false);

Show[x][y]=1;

}else{

setisOdd(true);

Show[x][y]=2;

}

}

public void computerDo(int width,int height){

int max_black,max_white,max_temp,max=0;

setisOdd(true);

n("计算机走棋 ...");

for(int i = 0; i <= width; i++){

for(int j = 0; j <= height; j++){

if(!chessExist(i,j)){

max_white=checkMax(i,j,2);

max_black=checkMax(i,j,1);

max_temp=(max_white,max_black);

if(max_temp>max){

max=max_temp;

this.x=i;

this.y=j;

}

}

}

}

setX(this.x);

setY(this.y);

Show[this.x][this.y]=2;

}

public void setX(int x){

this.x=x;

}

public void setY(int y){

this.y=y;

}

public int getX(){

return this.x;

}

public int getY(){

return this.y;

}

public int checkMax(int x, int y,int black_or_white){

int num=0,max_num,max_temp=0;

int x_temp=x,y_temp=y;

int x_temp1=x_temp,y_temp1=y_temp;

for(int i=1;i<5;i++){

x_temp1+=1;

if(x_temp1>)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

x_temp1=x_temp;

for(int i=1;i<5;i++){

x_temp1-=1;

if(x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

if(num<5)

max_temp=num;

x_temp1=x_temp;

y_temp1=y_temp;

num=0;

for(int i=1;i<5;i++){

y_temp1-=1;

if(y_temp1<0)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

y_temp1=y_temp;

for(int i=1;i<5;i++){

y_temp1+=1;

if(y_temp1>)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

if(num>max_temp&&num<5)

max_temp=num;

x_temp1=x_temp;

y_temp1=y_temp;

num=0;

for(int i=1;i<5;i++){

x_temp1-=1;

y_temp1-=1;

if(y_temp1<0 || x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

x_temp1=x_temp;

y_temp1=y_temp;

for(int i=1;i<5;i++){

x_temp1+=1;

y_temp1+=1;

if(y_temp1> || x_temp1>)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

if(num>max_temp&&num<5)

max_temp=num;

x_temp1=x_temp;

y_temp1=y_temp;

num=0;

for(int i=1;i<5;i++){

x_temp1+=1;

y_temp1-=1;

if(y_temp1<0 || x_temp1>)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

x_temp1=x_temp;

y_temp1=y_temp;

for(int i=1;i<5;i++){

x_temp1-=1;

y_temp1+=1;

if(y_temp1> || x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==black_or_white)

num++;

else

break;

}

if(num>max_temp&&num<5)

max_temp=num;

max_num=max_temp;

return max_num;

}

public boolean judgeSuccess(int x,int y,boolean isodd){

int num=1;

int arrvalue;

int x_temp=x,y_temp=y;

if(isodd)

arrvalue=2;

else

arrvalue=1;

int x_temp1=x_temp,y_temp1=y_temp;

for(int i=1;i<6;i++){

x_temp1+=1;

if(x_temp1>)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

x_temp1=x_temp;

for(int i=1;i<6;i++){

x_temp1-=1;

if(x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

if(num==5)

return true;

x_temp1=x_temp;

y_temp1=y_temp;

num=1;

for(int i=1;i<6;i++){

y_temp1-=1;

if(y_temp1<0)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

y_temp1=y_temp;

for(int i=1;i<6;i++){

y_temp1+=1;

if(y_temp1>)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

if(num==5)

return true;

x_temp1=x_temp;

y_temp1=y_temp;

num=1;

for(int i=1;i<6;i++){

x_temp1-=1;

y_temp1-=1;

if(y_temp1<0 || x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

x_temp1=x_temp;

y_temp1=y_temp;

for(int i=1;i<6;i++){

x_temp1+=1;

y_temp1+=1;

if(y_temp1> || x_temp1>)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

if(num==5)

return true;

x_temp1=x_temp;

y_temp1=y_temp;

num=1;

for(int i=1;i<6;i++){

x_temp1+=1;

y_temp1-=1;

if(y_temp1<0 || x_temp1>)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

x_temp1=x_temp;

y_temp1=y_temp;

for(int i=1;i<6;i++){

x_temp1-=1;

y_temp1+=1;

if(y_temp1> || x_temp1<0)

break;

if(Show[x_temp1][y_temp1]==arrvalue)

num++;

else

break;

}

if(num==5)

return true;

return false;

}

public void showSuccess(JPanel jp){

ssageDialog(jp,"你赢了","结果",

ATION_MESSAGE);

}

public void showDefeat(JPanel jp){

ssageDialog(jp,"你输了","结果",

ATION_MESSAGE);

}

}

import Adapter;

import Event;

class ChessWindowEvent extends WindowAdapter{

public void windowClosing(WindowEvent e){

(0);

}

ChessWindowEvent()

{

}

}

public class FiveChessAppletDemo {

public static void main(String args[]){

ChessFrame cf = new ChessFrame();

();

}

}

import .*;

import .*;

import .*;

import .*;

import tream;

import nent;

import ;

class MainPanel extends JPanel

implements MouseListener,MouseMotionListener{

private int width,height;

private ChessModel cm;

MainPanel(ChessModel mm){

cm=mm;

width=th();

height=ght();

addMouseListener(this);

}

public void setModel(ChessModel mm){

cm = mm;

width = th();

height = ght();

}

public void paintComponent(Graphics g){

omponent(g);

for(int j = 0; j <= height; j++){

for(int i = 0; i <= width; i++){

int v = MapShow()[i][j];

draw(g, i, j, v);

}

}

}

public void draw(Graphics g, int i, int j, int v){

int x = 20 * i+20;

int y = 20 * j+20;

if(i!=width && j!=height){

or(ay);

ct(x,y,20,20);

}

if(v == 1 ){

or();

al(x-8,y-8,16,16);

or();

al(x-8,y-8,16,16);

}

if(v == 2 ){

or();

al(x-8,y-8,16,16);

or();

al(x-8,y-8,16,16);

}

if(v ==3){

or();

al(x-8,y-8,16,16);

}

}

public void mousePressed(MouseEvent evt){

int x = (()-10) / 20;

int y = (()-10) / 20;

n(x+" "+y);

if (ifiers()==1_MASK){

(x,y);

n(dd()+" "+MapShow()[x][y]);

repaint();

if(uccess(x,y,dd())){

ccess(this);

e();

uter=false;

}

if(uter&&!xist()){

erDo(th(),ght());

repaint();

if(uccess((),(),dd())){

feat(this);

e();

}

}

}

}

public void mouseClicked(MouseEvent evt){}

public void mouseReleased(MouseEvent evt){}

public void mouseEntered(MouseEvent mouseevt){}

public void mouseExited(MouseEvent mouseevent){}

public void mouseDragged(MouseEvent evt){}

public void mouseMoved(MouseEvent moveevt){

int x = (()-10) / 20;

int y = (()-10) / 20;

lay(x,y);

repaint();

}

}