//wuziqi.java
import java.applet.Applet
import java.awt.Button
import java.awt.Checkbox
import java.awt.CheckboxGroup
import java.awt.Color
import java.awt.Graphics
import java.awt.Label
import java.awt.event.ActionEvent
import java.awt.event.ActionListener
import java.awt.event.ItemEvent
import java.awt.event.ItemListener
import java.awt.event.MouseEvent
import java.awt.event.MouseListener
import java.awt.event.MouseMotionListener
@SuppressWarnings("serial")
public class wuziqi extends Applet implements ActionListener,MouseListener,MouseMotionListener,ItemListener
{
int color_Qizi=0//旗子的颜色标识 0:白子 1:黑子
int intGame_Start=0//游戏开始标志 0未开始 1游戏中
int intGame_Body[][]=new int[16][16]//设置棋盘棋子状态 0 无子 1 白子 2 黑子
Button b1=new Button("游戏开始")
Button b2=new Button("重置游戏")
Label lblWin=new Label(" ")
Checkbox ckbHB[]=new Checkbox[2]
CheckboxGroup ckgHB=new CheckboxGroup()
public void init()
{
setLayout(null)
addMouseListener(this)
add(b1)
b1.setBounds(330,50,80,30)
b1.addActionListener(this)
add(b2)
b2.setBounds(330,90,80,30)
b2.addActionListener(this)
ckbHB[0]=new Checkbox("白子先",ckgHB,false)
ckbHB[0].setBounds(320,20,60,30)
ckbHB[1]=new Checkbox("黑子先",ckgHB,false)
ckbHB[1].setBounds(380,20,60,30)
add(ckbHB[0])
add(ckbHB[1])
ckbHB[0].addItemListener(this)
ckbHB[1].addItemListener(this)
add(lblWin)
lblWin.setBounds(330,130,80,30)
Game_start_csh()
}
public void itemStateChanged(ItemEvent e)
{
if (ckbHB[0].getState()) //选择黑子先还是白子先
{
color_Qizi=0
}
else
{
color_Qizi=1
}
}
public void actionPerformed(ActionEvent e)
{
@SuppressWarnings("unused")
Graphics g=getGraphics()
if (e.getSource()==b1)
{
Game_start()
}
else
{
Game_re()
}
}
public void mousePressed(MouseEvent e){}
@SuppressWarnings("unused")
public void mouseClicked(MouseEvent e)
{
Graphics g=getGraphics()
int x1,y1
x1=e.getX()
y1=e.getY()
if (e.getX()<20 || e.getX()>300 || e.getY()<20 || e.getY()>300)
{
return
}
if (x1%20>10)
{
x1+=20
}
if(y1%20>10)
{
y1+=20
}
x1=x1/20*20
y1=y1/20*20
set_Qizi(x1,y1)
}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseReleased(MouseEvent e){}
public void mouseDragged(MouseEvent e){}
public void mouseMoved(MouseEvent e){}
public void paint(Graphics g)
{
draw_qipan(g)
}
public void set_Qizi(int x,int y) //落子
{
if (intGame_Start==0) //判断游戏未开始
{
return
}
if (intGame_Body[x/20][y/20]!=0)
{
return
}
Graphics g=getGraphics()
if (color_Qizi==1)//判断黑子还是白子
{
g.setColor(Color.black)
color_Qizi=0
}
else
{
g.setColor(Color.white)
color_Qizi=1
}
g.fillOval(x-10,y-10,20,20)
intGame_Body[x/20][y/20]=color_Qizi+1
if (Game_win_1(x/20,y/20)) //判断输赢
{
lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!")
intGame_Start=0
}
if (Game_win_2(x/20,y/20)) //判断输赢
{
lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!")
intGame_Start=0
}
if (Game_win_3(x/20,y/20)) //判断输赢
{
lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!")
intGame_Start=0
}
if (Game_win_4(x/20,y/20)) //判断输赢
{
lblWin.setText(Get_qizi_color(color_Qizi)+"赢了!")
intGame_Start=0
}
}
public String Get_qizi_color(int x)
{
if (x==0)
{
return "黑子"
}
else
{
return "白子"
}
}
public void draw_qipan(Graphics G) //画棋盘 15*15
{
G.setColor(Color.lightGray)
G.fill3DRect(10,10,300,300,true)
G.setColor(Color.black)
for(int i=1i<16i++)
{
G.drawLine(20,20*i,300,20*i)
G.drawLine(20*i,20,20*i,300)
}
}
public void Game_start() //游戏开始
{
intGame_Start=1
Game_btn_enable(false)
b2.setEnabled(true)
}
public void Game_start_csh() //游戏开始初始化
{
intGame_Start=0
Game_btn_enable(true)
b2.setEnabled(false)
ckbHB[0].setState(true)
for (int i=0i<16 i++ )
{
for (int j=0j<16 j++ )
{
intGame_Body[i][j]=0
}
}
lblWin.setText("")
}
public void Game_re() //游戏重新开始
{
repaint()
Game_start_csh()
}
public void Game_btn_enable(boolean e) //设置组件状态
{
b1.setEnabled(e)
b2.setEnabled(e)
ckbHB[0].setEnabled(e)
ckbHB[1].setEnabled(e)
}
public boolean Game_win_1(int x,int y) //判断输赢 横
{
int x1,y1,t=1
x1=x
y1=y
for (int i=1i<5 i++ )
{
if (x1>15)
{
break
}
if (intGame_Body[x1+i][y1]==intGame_Body[x][y])
{
t+=1
}
else
{
break
}
}
for (int i=1i<5 i++ )
{
if (x1<1)
{
break
}
if(intGame_Body[x1-i][y1]==intGame_Body[x][y])
{
t+=1
}
else
{
break
}
}
if (t>4)
{
return true
}
else
{
return false
}
}
public boolean Game_win_2(int x,int y) //判断输赢 竖
{
int x1,y1,t=1
x1=x
y1=y
for (int i=1i<5 i++ )
{
if (x1>15)
{
break
}
if (intGame_Body[x1][y1+i]==intGame_Body[x][y])
{
t+=1
}
else
{
break
}
}
for (int i=1i<5 i++ )
{
if (x1<1)
{
break
}
if(intGame_Body[x1][y1-i]==intGame_Body[x][y])
{
t+=1
}
else
{
break
}
}
if (t>4)
{
return true
}
else
{
return false
}
}
public boolean Game_win_3(int x,int y) //判断输赢 左斜
{
int x1,y1,t=1
x1=x
y1=y
for (int i=1i<5 i++ )
{
if (x1>15)
{
break
}
if (intGame_Body[x1+i][y1-i]==intGame_Body[x][y])
{
t+=1
}
else
{
break
}
}
for (int i=1i<5 i++ )
{
if (x1<1)
{
break
}
if(intGame_Body[x1-i][y1+i]==intGame_Body[x][y])
{
t+=1
}
else
{
break
}
}
if (t>4)
{
return true
}
else
{
return false
}
}
public boolean Game_win_4(int x,int y) //判断输赢 左斜
{
int x1,y1,t=1
x1=x
y1=y
for (int i=1i<5 i++ )
{
if (x1>15)
{
break
}
if (intGame_Body[x1+i][y1+i]==intGame_Body[x][y])
{
t+=1
}
else
{
break
}
}
for (int i=1i<5 i++ )
{
if (x1<1)
{
break
}
if(intGame_Body[x1-i][y1-i]==intGame_Body[x][y])
{
t+=1
}
else
{
break
}
}
if (t>4)
{
return true
}
else
{
return false
}
}
}
以下是现写的 实现了两人对战 自己复制后运行把 没什么难度 类名 Gamesimport java.util.Scanner
public class Games {
private String board[][]
private static int SIZE = 17
private static String roles = "A玩家"
//初始化数组
public void initBoard() {
board = new String[SIZE][SIZE]
for (int i = 0i <SIZEi++) {
for (int j = 0j <SIZEj++) {
// if(i==0){
//String str = ""
//str += j+" "
//board[i][j]= str
// }else if(i!=0&&j==0){
// String str = ""
// str += i+" "
//board[i][j]= str
// }else{
board[i][j] = "╋"
// }
}
}
}
//输出棋盘
public void printBoard() {
for (int i = 0i <SIZEi++) {
for (int j = 0j <SIZEj++) {
System.out.print(board[i][j])
}
System.out.println()
}
}
//判断所下棋子位置是否合理
public boolean isOk(int x, int y) {
boolean isRight = true
if (x >= 16 || x <1 || y >= 16 | y <1) {
//System.out.println("输入错误,请从新输入")
isRight = false
}
if (board[x][y].equals("●") || board[x][y].equals("○")) {
isRight = false
}
return isRight
}
//判断谁赢了
public void whoWin(Games wz) {
// 从数组挨个查找找到某个类型的棋子就从该棋子位置向右,向下,斜向右下 各查找5连续的位置看是否为5个相同的
int xlabel// 记录第一次找到某个棋子的x坐标
int ylabel// 记录第一次找到某个棋子的y坐标
// ●○╋
// 判断人是否赢了
for (int i = 0i <SIZEi++) {
for (int j = 0j <SIZEj++) {
if (board[i][j].equals("○")) {
xlabel = i
ylabel = j
// 横向找 x坐标不变 y坐标以此加1连成字符串
String heng = ""
if (i + 5 <SIZE &&j + 5 <SIZE) {
for (int k = jk <j + 5k++) {
heng += board[i][k]
}
if (heng.equals("○○○○○")) {
System.out.println(roles+"赢了!您输了!")
System.exit(0)
}
// 向下判断y不变 x逐增5 连成字符串
String xia = ""
for (int l = jl <i + 5l++) {
xia += board[l][j]
// System.out.println(xia)
}
if (xia.equals("○○○○○")) {
System.out.println(roles+"赢了!您输了!")
System.exit(0)
}
// 斜向右下判断
String youxia = ""
for (int a = 1a <= 5a++) {
youxia += board[xlabel++][ylabel++]
}
if (youxia.equals("○○○○○")) {
System.out.println(roles+"赢了!您输了!")
System.exit(0)
}
}
}
}
}
// 判断电脑是否赢了
for (int i = 0i <SIZEi++) {
for (int j = 0j <SIZEj++) {
if (board[i][j].equals("●")) {
xlabel = i
ylabel = j
// 横向找 x坐标不变 y坐标以此加1连成字符串
String heng = ""
if (j + 5 <SIZE &&i + 5 <SIZE) {
for (int k = jk <j + 5k++) {
heng += board[i][k]
}
if (heng.equals("●●●●●")) {
System.out.println(roles+"赢输了!您输了!")
System.exit(0)
}
// 向下判断y不变 x逐增5 连成字符串
String xia = ""
for (int l = il <i + 5l++) {
xia += board[l][ylabel]
// System.out.println(xia)
}
if (xia.equals("●●●●●")) {
System.out.println(roles+"赢了!您输了!")
System.exit(0)
}
// 斜向右下判断
String youxia = ""
for (int a = 1a <= 5a++) {
youxia += board[xlabel++][ylabel++]
}
if (youxia.equals("●●●●●")) {
System.out.println(roles+"赢了!您输了!")
System.exit(0)
}
}
}
}
}
}
public static void main(String[] args) {
Games wz = new Games()
Scanner sc = new Scanner(System.in)
wz.initBoard()
wz.printBoard()
while (true) {
System.out.print("请"+roles+"输入X,Y坐标,必须在0-15范围内,xy以空格隔开,输入16 16结束程序")
int x = sc.nextInt()
int y = sc.nextInt()
if (x == SIZE &&y == SIZE) {
System.out.println("程序结束")
System.exit(0)
}
if (x >SIZE || x <0 || y >SIZE | y <0) {
System.out.println("输入错误,请从新输入")
continue
}
//如果roles是A玩家 就让A玩家下棋,否则就让B玩家下棋。
if (wz.board[x][y].equals("╋")&&roles.equals("A玩家")) {
wz.board[x][y] = "○"
wz.printBoard()
//判断输赢
wz.whoWin(wz)
}else if(wz.board[x][y].equals("╋")&&roles.equals("B玩家")){
wz.board[x][y] = "●"
wz.printBoard()
//判断输赢
wz.whoWin(wz)
} else {
System.out.println("此处已经有棋子,从新输入")
continue
}
if(roles.equals("A玩家")){
roles = "B玩家"
}else if(roles.equals("B玩家")){
roles = "A玩家"
}
}
}
}
一般来说是不应该像你这样写的,应该是把要画的步骤写在组件的被覆写的paintComponent函数里,然后在你响应事件的函数里直接掉用该组件的repaint()函数即可。repaint函数是会去掉该组件的paintComponent()函数的。至于你这么写为啥不行,这个我也不清楚,据我猜测,repaint函数要做的事情是刷新组件,并且重新去画一遍,不过这个步骤不一定是立即完成,可能有延迟。总之在你画那些棋子之后,它又干了一些事情,导致你画的棋子没了(但这不会影响到它自己想去画的东西,即paintComponent()函数里的东西),另外不要忘了,覆写paintComponent时,第一行要写,super.paintComponent(g),这是去画它原来有的东西(比如加上去的按钮,文本框之类的东西)例如下面:
12345678910111213141516171819202122232425262728293031323334353637class PanelM extends JPanel{ImageIcon icon = new ImageIcon("app.gif") JLabel jl = new JLabel(icon, SwingConstants.CENTER) int x, yprivate List<Integer>listX = new ArrayList<Integer>() private List<Integer>listY = new ArrayList<Integer>()public PanelM(){add(jl) addMouseListener(new MouseAdapter(){public void mousePressed(MouseEvent m){x = m.getX() y = m.getY()listX.add(x) listY.add(y)repaint() }}) } public void paintComponent(Graphics g){ super.paintComponent(g) for (int i = 0i <listX.size()i++){g.fillOval(listX.get(i), listY.get(i), 20, 20) }}}