《游戏学习》java实现连珠五子棋完整代码
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《游戏学习》java实现连珠五子棋完整代码
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游戲介紹
五子棋是全國智力運動會競技項目之一,是一種兩人對弈的純策略型棋類游戲。
五子棋有兩種玩法。玩法一:雙方分別使用黑白兩色的棋子,下在棋盤直線與橫線的交叉點上,先形成五子連線者獲勝。玩法二:自己形成五子連線就替換對方任意一枚棋子。被替換的棋子可以和對方交換棋子。最后以先出完所有棋子的一方為勝。
五子棋的棋具與圍棋通用,是一種傳統(tǒng)的棋種。
五子棋容易上手,老少皆宜,而且趣味橫生,引人入勝:它不僅能增強思維能力,提高智力,而且富含哲理,有助于修身養(yǎng)性。
游戲規(guī)則
(1)對局雙方各執(zhí)一色棋子。
(2)空棋盤開局。
(3)黑先、白后,交替下子,每次只能下一子。
(4)棋子下在棋盤的空白點上,棋子下定后,不得向其它點移動,不得從棋盤上拿掉或拿起另落別處。
(5)黑方的第一枚棋子必須下在天元點上,即中心交叉點
(6)輪流下子是雙方的權(quán)利,但允許任何一方放棄下子權(quán)(即:PASS權(quán))。
五子棋對局,執(zhí)行黑方指定開局、三手可交換、五手兩打的規(guī)定。整個對局過程中黑方有禁手,白方無禁手。黑方禁手有三三禁手、四四禁手和長連禁手三種。
項目結(jié)構(gòu)
項目代碼
?啟動類代碼
import javax.swing.*;import java.awt.*; import java.awt.event.*;@SuppressWarnings("serial") public class ChessMap extends JFrame {private ImageIcon map; //棋盤背景位圖private ImageIcon blackchess; //黑子位圖private ImageIcon whitechess; //白子位圖private ChessPanel cp; //棋盤private JPanel east;private JPanel west;private static final int FINAL_WIDTH = 450;private static final int FINAL_HEIGHT = 500;//以下為下拉菜單private JMenuBar menubar; private JMenu[] menu={new JMenu("開始"),new JMenu("設置"),new JMenu("幫助")};private JMenuItem[] menuitem1={new JMenuItem("重新開始"),new JMenuItem("悔棋"),new JMenuItem("退出")};private JMenuItem[] menuitem2={new JMenuItem("禁手選擇"),new JMenuItem("人機博弈"),new JMenuItem("人人對弈")};private JMenuItem[] menuitem3={new JMenuItem("規(guī)則"),new JMenuItem("關(guān)于")};private boolean haveai=true; //人與人下還是人與電腦下,true與電腦下Mouseclicked mouseclicked=new Mouseclicked();MouseMoved mousemoved=new MouseMoved();Menuitemclicked menuclicked=new Menuitemclicked();//構(gòu)造函數(shù)public ChessMap(){//改變系統(tǒng)默認字體Font font = new Font("Dialog", Font.PLAIN, 12);java.util.Enumeration keys = UIManager.getDefaults().keys();while (keys.hasMoreElements()) {Object key = keys.nextElement();Object value = UIManager.get(key);if (value instanceof javax.swing.plaf.FontUIResource) {UIManager.put(key, font);}}setTitle("五子棋 ");setSize(FINAL_WIDTH,FINAL_HEIGHT);setResizable(false);init();setLocation(Toolkit.getDefaultToolkit().getScreenSize().width / 2- FINAL_WIDTH / 2, Toolkit.getDefaultToolkit().getScreenSize().height/ 2 - FINAL_HEIGHT / 2);setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);cp.reset(); setVisible(true);}//初始化與默認值public void init() {map=new ImageIcon(getClass().getResource("img/bg.jpg"));blackchess=new ImageIcon(getClass().getResource("img/blackchess.gif"));whitechess=new ImageIcon(getClass().getResource("img/whitechess.gif"));cp=new ChessPanel(map,blackchess,whitechess);menubar=new JMenuBar();menuitem1[0].setActionCommand("Restart");menuitem1[1].setActionCommand("Rollback");menuitem1[2].setActionCommand("Exit");menuitem2[0].setActionCommand("Forbid");menuitem2[1].setActionCommand("Robot");menuitem2[2].setActionCommand("Human");menuitem3[0].setActionCommand("Rule");menuitem3[1].setActionCommand("About");for(int i=0;i<3;i++)menu[0].add(menuitem1[i]);for(int i=0;i<3;i++)menu[1].add(menuitem2[i]);for(int i=0;i<2;i++)menu[2].add(menuitem3[i]);for(int i=0;i<3;i++)menubar.add(menu[i]);Container p = getContentPane();setJMenuBar(menubar);east = new JPanel();west = new JPanel();p.add(east, "East");p.add(west, "West");p.add(cp, "Center");cp.addMouseListener(mouseclicked);cp.addMouseMotionListener(mousemoved);menuitem1[0].addActionListener(menuclicked);menuitem1[1].addActionListener(menuclicked);menuitem1[2].addActionListener(menuclicked);menuitem2[0].addActionListener(menuclicked);menuitem2[1].addActionListener(menuclicked);menuitem2[2].addActionListener(menuclicked);menuitem3[0].addActionListener(menuclicked);menuitem3[1].addActionListener(menuclicked);}class Mouseclicked extends MouseAdapter //判斷鼠標左擊并通知棋盤和電腦{public void mouseClicked(MouseEvent e){if(cp.win==false){if(haveai){ //和電腦博弈Point p1=new Point();p1=cp.getPoint(e.getX(),e.getY());int x=p1.x;int y=p1.y;// 如果該位置已經(jīng)放置棋子System.out.println("x="+x+",y="+y);if (cp.isChessOn[x][y] != 2)return;// 玩家為黑棋,考慮禁手if( cp.able_flag && cp.bw == 0) {int type = cp.getType(x,y,cp.bw);String str = null;switch(type){case 20: str = "黑長連禁手!請選擇其它位置下棋!";break;case 21:str = "黑四四禁手!請選擇其它位置下棋!";break;case 22: str = "黑三三禁手!請選擇其它位置下棋!";break;default : break;}if(str != null) {JOptionPane.showMessageDialog(null,str);return;}}boolean flag=cp.haveWin(x, y, cp.bw);cp.update( x, y );cp.putVoice(); //落子聲音// 第一步棋,需初始化設置邊界值if( cp.chess_num == 1){ if(x-1>=0)cp.x_min = x-1;if(x-1<=15)cp.x_max = x+1;if(y-1>=0)cp.y_min = y-1;if(y-1<=15)cp.y_max = y+1;}else cp.resetMaxMin(x,y);if (flag) {cp.wined(1 - cp.bw);return;}cp.putOne(cp.bw);}else{ //和人博弈Point p1=new Point();p1=cp.getPoint(e.getX(),e.getY());int x=p1.x;int y=p1.y;// 如果該位置已經(jīng)放置棋子System.out.println("x="+x+",y="+y);if (cp.isChessOn[x][y] != 2)return;// 玩家為黑棋,考慮禁手if( cp.able_flag && cp.bw == 0) {int type = cp.getType(x,y,cp.bw);String str = null;switch(type){case 20: str = "黑長連禁手!請選擇其它位置下棋!";break;case 21:str = "黑四四禁手!請選擇其它位置下棋!";break;case 22: str = "黑三三禁手!請選擇其它位置下棋!";break;default : break;}if(str != null) {JOptionPane.showMessageDialog(null,str);return;}}boolean flag=cp.haveWin(x, y, cp.bw);cp.update( x, y );cp.putVoice(); //落子聲音cp.repaint();// 第一步棋,需初始化設置邊界值if( cp.chess_num == 1){ if(x-1>=0)cp.x_min = x-1;if(x-1<=15)cp.x_max = x+1;if(y-1>=0)cp.y_min = y-1;if(y-1<=15)cp.y_max = y+1;}else cp.resetMaxMin(x,y);if (flag) {cp.wined(1 - cp.bw);return;}}} }}class MouseMoved implements MouseMotionListener //調(diào)試用,獲得鼠標位置{public void mouseMoved(MouseEvent e){cp.showMousePos(e.getPoint());}public void mouseDragged(MouseEvent e){}}class Menuitemclicked implements ActionListener //菜單消息處理{public void actionPerformed(ActionEvent e) {JMenuItem target = (JMenuItem)e.getSource();String actionCommand = target.getActionCommand();if(actionCommand.equals("Restart")){ //重開一局cp.reset(); if(cp.sbw==cp.WHITE_ONE)cp.update(7, 7); //player=cp.BLACK_ONE;}if(actionCommand.equals("Rollback")){ //悔棋if(cp.win) {JOptionPane.showMessageDialog(null,"棋局已經(jīng)結(jié)束,不能悔棋!請重新開始新的棋局!");return;}// 當前輪到玩家下棋,取消兩步 否則,取消一步if(cp.chess_num >= 2 && cp.bw == cp.sbw){cp.isChessOn[cp.pre[cp.chess_num-1][0]][cp.pre[cp.chess_num-1][1]] = 2;cp.isChessOn[cp.pre[cp.chess_num-2][0]][cp.pre[cp.chess_num-2][1]] = 2;cp.chess_num -= 2;cp.repaint();}else if(cp.chess_num >= 1 && cp.bw == 1-cp.sbw){cp.isChessOn[cp.pre[cp.chess_num-1][0]][cp.pre[cp.chess_num-1][1]] = 2;cp.chess_num --;cp.repaint();}}else if(actionCommand.equals("Exit")){ //退出System.exit(1); }else if(actionCommand.equals("Forbid")){ //禁手選擇Object[] options = { "無禁手", "有禁手" };int sel = JOptionPane.showOptionDialog(null, "你的選擇:", "禁手選擇",JOptionPane.DEFAULT_OPTION,JOptionPane.QUESTION_MESSAGE, null,options, options[0]);if(sel==1){cp.able_flag=true;System.out.println("有禁手");}else{cp.able_flag=false;System.out.println("無禁手");}}else if(actionCommand.equals("Robot")){ //人機博弈haveai=true;Object[] options = { "人類先手", "機器先手" };int sel = JOptionPane.showOptionDialog(null, "你的選擇:", "先手選擇",JOptionPane.DEFAULT_OPTION,JOptionPane.QUESTION_MESSAGE, null,options, options[0]);if(sel==1){ //機器先手cp.sbw=cp.WHITE_ONE;cp.update(7, 7);System.out.println("機器先手");}else{ //人先手//player=cp.BLACK_ONE;cp.sbw=cp.BLACK_ONE;System.out.println("人先手");}}else if(actionCommand.equals("Human")){ //人人博弈haveai=false; cp.setHumanhuman(true);}else if(actionCommand.equals("Rule")){ //規(guī)則JOptionPane.showConfirmDialog(null,"1、無禁手:" +"\n"+" 黑白雙方依次落子,任一方先在棋盤上形成連續(xù)的五個(含五個以上)棋子的一方為勝。" +"\n"+"2、有禁手:(走禁手就輸,禁手不能落子)" +"\n"+" 鑒于無禁手規(guī)則黑棋必勝,人們不斷采用一些方法限制黑棋先行的優(yōu)勢,以平衡黑白雙方的形式。" +"\n"+" 于是針對黑棋的各種禁手逐漸形成。" +"\n"+" 禁手主要分為以下幾類:" +"\n"+" (1)黑長連禁手:連成六個以上連續(xù)相同的棋子。" +"\n"+" (2)黑三三禁手:兩個以上的活三。" + "\n"+" (3)黑四四禁手:兩個以上的四。" + "\n"+" 禁手是針對黑棋而言的,白棋沒有任何禁手。" ,"規(guī)則",JOptionPane.CLOSED_OPTION,JOptionPane.INFORMATION_MESSAGE);}else if(actionCommand.equals("About")){ //版權(quán)與幫助JOptionPane.showConfirmDialog(null,"團隊成員:\n" +"陳江濤 07061229\n" +"夏軍 07061225\n" +"李盤龍 07061230\n" +"郝云燾 07061207\n","關(guān)于",JOptionPane.CLOSED_OPTION,JOptionPane.INFORMATION_MESSAGE); }}}public static void main(String[] args) {new ChessMap(); } }排序工具類
import java.util.Comparator;/*** 排序 Comparator*/ class ArrComparator implements Comparator<Object> {int column = 2;int sortOrder = -1; // 遞減public ArrComparator() {}public int compare(Object a, Object b) {if (a instanceof int[]) {return sortOrder * (((int[]) a)[column] - ((int[]) b)[column]);}throw new IllegalArgumentException("param a,b must int[].");} }五子棋邏輯類
import javax.swing.*; import java.applet.AudioClip; import java.awt.*; import java.net.URL; import java.util.Arrays; import java.util.Random;@SuppressWarnings("serial") public class ChessPanel extends JPanel{private ImageIcon map; //棋盤背景位圖private ImageIcon blackchess; //黑子位圖private ImageIcon whitechess; //白子位圖public int isChessOn [][]; //棋局protected boolean win = false; // 是否已經(jīng)分出勝負protected int win_bw; // 勝利棋色protected int deep = 3, weight = 7; // 搜索的深度以及廣度public int drawn_num = 110; // 和棋步數(shù)int chess_num = 0; // 總落子數(shù)目public int[][] pre = new int[drawn_num + 1][2]; // 記錄下棋點的x,y坐標 最多 (drawn_num + 1) 個public int sbw = 0; //玩家棋色黑色0,白色1public int bw = 0; // 當前應該下的棋色 0:黑色(默認), 1:白色// 邊界值,用于速度優(yōu)化protected int x_max = 15, x_min = 0;protected int y_max = 15, y_min = 0;protected boolean able_flag = true; // 是否選擇禁手標志 0:無禁手 1:有禁手(默認private int h; //棋子長private int w; //棋子寬private int insx; //插入棋子的位置private int insy;private Point mousePoint; //鼠標當前位置private int winer; //獲勝方private boolean humanhuman=false; //是否是人人對弈private int plast=0; //走了幾步了,public int BLACK_ONE; //0表黑子public int WHITE_ONE; //1表白子public int NONE_ONE; //2表無子public int N; //棋盤邊長//-------聲音String[] choics = {"wav/put.wav", "wav/win.wav", "wav/lost.wav"}; //聲音文件名數(shù)組URL file1 = getClass().getResource(choics[0]); //落子聲音文件URL file2 = getClass().getResource(choics[1]); //獲勝聲音文件URL file3 = getClass().getResource(choics[2]); //失敗聲音文件AudioClip soundPut = java.applet.Applet.newAudioClip(file1); //落子聲音剪輯對象AudioClip soundWin = java.applet.Applet.newAudioClip(file2); //獲勝聲音剪輯對象AudioClip soundLost = java.applet.Applet.newAudioClip(file3); //失敗聲音剪輯對象public ChessPanel(ImageIcon r_map,ImageIcon r_blackchess,ImageIcon r_whitechess) {N=15;map=new ImageIcon();blackchess=new ImageIcon();whitechess=new ImageIcon();map=r_map;blackchess=r_blackchess;whitechess=r_whitechess;NONE_ONE=2;BLACK_ONE=0;WHITE_ONE=1;winer=NONE_ONE;isChessOn=new int[N][N];h=blackchess.getIconHeight()*(N-1);w=blackchess.getIconWidth()*(N-1);insx=0;insy=0;mousePoint=new Point();}public void reset(){ //重開一局winer=NONE_ONE;for(int i=0;i<N;i++)for(int j=0;j<N;j++){isChessOn[i][j]=NONE_ONE;}chess_num = 0; win = false; win_bw=2;bw = 0;x_max = 15; x_min = 0;y_max = 15;y_min = 0;repaint();}public void showMousePos(Point p){ //調(diào)試用,顯示鼠標位置int cw;cw=h/N;mousePoint.x=p.x/cw;mousePoint.y=p.y/cw;repaint();}public Point getPoint(int x,int y){int cw;insx=x;insy=y;cw=h/N;Point r=new Point(x/cw,y/cw);return r;}public void gameOver(int r_winer){ //游戲勝負已分winer=r_winer;}public void paint(Graphics g){ //整體布局super.paint(g);paintChessMap(g); paintChess(g);if(winer==BLACK_ONE){g.drawString(new String("游戲結(jié)束!黑棋獲勝!"),500,200);}else if(winer==WHITE_ONE){g.drawString(new String("游戲結(jié)束!白棋獲勝!"),500,200);}}private void paintChessMap(Graphics g){ //畫棋盤map.paintIcon(this,g,10,10);int j;g.setColor(Color.BLACK);for(j=0;j<N;j++){ //畫線g.drawLine(h/N/2,h/N*j+h/N/2,w-w/N+(N%2)*(h/N/2),h/N*j+h/N/2);g.drawLine(w/N*j+h/N/2,h/N/2,w/N*j+h/N/2,h-h/N+(N%2)*(h/N/2));}g.fillRect(w/N*7+h/N/2-3,h/N*7+h/N/2-3,6,6);//畫5個黑方塊g.fillRect(w/N*3+h/N/2-3,h/N*3+h/N/2-3,6,6);g.fillRect(w/N*11+h/N/2-3,h/N*3+h/N/2-3,6,6);g.fillRect(w/N*3+h/N/2-3,h/N*11+h/N/2-3,6,6);g.fillRect(w/N*11+h/N/2-3,h/N*11+h/N/2-3,6,6);}private void paintChess(Graphics g){ //畫棋子int i,j;for(i=0;i<N;i++)for(j=0;j<N;j++){if(isChessOn[i][j]==BLACK_ONE){blackchess.paintIcon(this,g,w/N*i,h/N*j);}else if(isChessOn[i][j]==WHITE_ONE){whitechess.paintIcon(this,g,w/N*i,h/N*j);} }}//-------------------------------下棋聲音設置-------------------------------------------------//落子聲音public void putVoice(){soundPut.play(); }//獲勝聲音public void winVoice(){soundWin.play();}//失敗聲音public void lostVoice(){soundLost.play();}//----------------------電腦下棋-------------------------------//public void putOne(int bwf ) { //bwf 棋色 0:黑色 1:白色int x, y, mx = -100000000;x = y = -1;// 搜索最優(yōu)下棋點int[][] bests = getBests( bwf );for (int k = 0; k < bests.length; k++) {int i = bests[k][0];int j = bests[k][1];// 有成5,則直接下子,并退出循環(huán)..沒有,則思考對方情況if (getType(i, j, bwf) == 1) {x = i;y = j;break;}if (getType(i, j,1 - bwf) == 1) {x = i;y = j;break;}// 預存當前邊界值int temp1=x_min,temp2=x_max,temp3=y_min,temp4=y_max;// 預設己方下棋,并更新邊界值isChessOn[i][j] = bwf;resetMaxMin(i,j);// 預測未來int t = findMin(-100000000, 100000000, deep);// 還原預設下棋位置以及邊界值isChessOn[i][j] = 2;x_min=temp1;x_max=temp2;y_min=temp3;y_max=temp4;// 差距小于1000,50%概率隨機選取//System.out.println("外 :" + i + "," + j + " mx:" + mx + " t:" + t);if (t - mx > 1000 || Math.abs(t - mx)<1000 && randomTest(3)) {x = i;y = j;mx = t;//System.out.println(i + "," + j + " mx:" + mx + " t:" + t);}}System.out.println("x="+x+",y="+y);// addChess(x,y,(bwf+1)%2,true);// repaint();int step=0;step++;System.out.println("step "+step+":-----------------------------------------------");for(int i=0;i<15;i++,System.out.print("\n"))for(int j=0;j<15;j++){if(isChessOn[j][i]!=2)System.out.print(isChessOn[j][i]);else System.out.print(isChessOn[j][i]);} // 判斷是否已分勝負boolean flag = haveWin(x, y, bwf);//記錄update( x, y );repaint();// 重設邊界值resetMaxMin(x,y);// 勝負已分if (flag) wined(bwf);if (!flag && chess_num >= drawn_num) {win = true;String str = drawn_num + "步?jīng)]分勝負,判和棋!";JOptionPane.showMessageDialog(null,str);return;}}//---------搜索當前搜索狀態(tài)極大值--------------------------------////alpha 祖先節(jié)點得到的當前最小最大值,用于alpha 剪枝//beta 祖先節(jié)點得到的當前最大最小值,用于beta 剪枝。//step 還要搜索的步數(shù)//return 當前搜索子樹極大值protected int findMax(int alpha, int beta, int step) {int max = alpha;if (step == 0) {return evaluate();}int[][] rt = getBests(1 - sbw);for (int i = 0; i < rt.length; i++) {int x = rt[i][0];int y = rt[i][1];if (getType(x, y, 1 - sbw) == 1) //電腦可取勝return 100 * ( getMark(1) + step*1000 );isChessOn[x][y] = 1 - sbw;// 預存當前邊界值int temp1=x_min,temp2=x_max,temp3=y_min,temp4=y_max;resetMaxMin(x,y);int t = findMin(max, beta, step - 1);isChessOn[x][y] = 2;// 還原預設邊界值x_min=temp1;x_max=temp2;y_min=temp3;y_max=temp4;if (t > max)max = t;//beta 剪枝if (max >= beta) return max;}return max;}//-----------------------搜索當前搜索狀態(tài)極小值---------------------------------////alpha 祖先節(jié)點得到的當前最小最大值,用于alpha 剪枝//beta 祖先節(jié)點得到的當前最大最小值,用于beta 剪枝//step 還要搜索的步數(shù)//return 當前搜索子樹極小值。protected int findMin(int alpha, int beta, int step) {int min = beta;if (step == 0) {return evaluate();}int[][] rt = getBests(sbw);for (int i = 0; i < rt.length; i++) {int x = rt[i][0];int y = rt[i][1];int type = getType(x, y, sbw);if (type == 1) //玩家成5return -100 * ( getMark(1) + step*1000 );// 預存當前邊界值int temp1=x_min,temp2=x_max,temp3=y_min,temp4=y_max;isChessOn[x][y] = sbw;resetMaxMin(x,y);int t = findMax( alpha, min, step - 1 );isChessOn[x][y] = 2;// 還原預設邊界值x_min=temp1;x_max=temp2;y_min=temp3;y_max=temp4;if (t < min)min = t;//alpha 剪枝if (min <= alpha) {return min;}}return min;}//-----------------選取局部最優(yōu)的幾個落子點作為下一次擴展的節(jié)點---------////bwf 棋色 0:黑棋 1:白棋//return 選出來的節(jié)點坐標private int[][] getBests(int bwf) {int i_min=(x_min==0 ? x_min:x_min-1);int j_min=(y_min==0 ? y_min:y_min-1);int i_max=(x_max==15 ? x_max:x_max+1);int j_max=(y_max==15 ? y_max:y_max+1);int n = 0;int type_1,type_2;int[][] rt = new int[(i_max-i_min) * (j_max-j_min)][3];for ( int i = i_min; i < i_max; i++) for (int j = j_min; j < j_max; j++)if (isChessOn[i][j] == 2) {type_1 = getType(i, j, bwf);type_2 = getType(i, j, 1 - bwf);if(able_flag && bwf==0 && (type_1 == 20 || type_1 == 21 || type_1 == 22)) // 禁手棋位置,不記錄continue;rt[n][0] = i;rt[n][1] = j;rt[n][2] = getMark(type_1) + getMark(type_2);n++;}// 對二維數(shù)組排序Arrays.sort(rt, new ArrComparator());int size = weight > n? n:weight;int[][] bests = new int[size][3];System.arraycopy(rt, 0, bests, 0, size);return bests;}//----------------------------計算指定方位上的棋型-------------------//// x,y 方向線基準一點。//ex,ey 指定方向步進向量。// k 棋子顏色,0:黑色,1:白色// 該方向上的棋子數(shù)目 以及 活度private int[] count(int x, int y, int ex, int ey, int bwf) {// 該方向沒意義,返回0if( !makesense(x, y, ex, ey, bwf))return new int[] {0, 1};// 正方向 以及 反方向棋子個數(shù)int rt_1 = 1,rt_2 = 1;// 總棋子個數(shù)int rt = 1;// 正方向 以及 反方向連子的活度int ok_1 = 0,ok_2 =0;// 總活度int ok = 0;// 連子中間有無空格boolean flag_mid1 =false,flag_mid2 = false;// 連子中間空格的位置int flag_i1 = 1,flag_i2 = 1;if (isChessOn[x][y] != 2) {throw new IllegalArgumentException("position x,y must be empty!..");}int i;// 往正方向搜索for (i = 1; x + i * ex < 15 && x + i * ex >= 0 && y + i * ey < 15 && y + i * ey >= 0; i++) {if (isChessOn[x + i * ex][y + i * ey] == bwf)rt_1++;// 位置為空,若中空標志為false,則記為中空并繼續(xù)搜索 否則,breakelse if(isChessOn[x + i * ex][y + i * ey] == 2) {if(!flag_mid1) {flag_mid1 = true;flag_i1 = i;}else break;}// 位置為對方棋子else break;}// 計算正方向活度,,// 最后一個位置不超過邊界if (x + i * ex < 15 && x + i * ex >= 0 && y + i * ey < 15 && y + i * ey >= 0) {// 最后一個位置為空位 +1活if( isChessOn[x + i * ex][y + i * ey] == 2) {ok_1++;// 若是在尾部檢測到連續(xù)的空格而退出搜索,則不算有中空if(rt_1 == flag_i1)flag_mid1 = false;// 若中空的位置在4以下 且 棋子數(shù)>=4,則這一邊的4非活if(flag_mid1 && rt_1 > 3 && flag_i1 < 4) {ok_1--;}}// 最后一個位置不是空格,且搜索了2步以上,若前一個是空格, 則不算中空,且為活的邊else if( isChessOn[x + i * ex][y + i * ey] != bwf && i >= 2) if(isChessOn[x + (i-1) * ex][y + (i-1) * ey] == 2) {ok_1++;flag_mid1 = false;}}// 最后一個位置是邊界 搜索了2步以上,且前一個是空格, 則不算中空,且為活的邊else if(i >= 2 && isChessOn[x + (i-1) * ex][y + (i-1) * ey] == 2) {ok_1++;flag_mid1 = false;}// 往反方向搜索 for (i = 1; x - i * ex >= 0 && x - i * ex < 15 && y - i * ey >= 0 && y - i * ey < 15; i++) {if (isChessOn[x - i * ex][y - i * ey] == bwf)rt_2++;else if(isChessOn[x - i * ex][y - i * ey] == 2) {if(!flag_mid2) {flag_mid2 = true;flag_i2 = i;}elsebreak;}elsebreak;}// 計算反方向活度if (x - i * ex < 15 && x - i * ex >= 0 && y - i * ey < 15 && y - i * ey >= 0) {if( isChessOn[x - i * ex][y - i * ey] == 2) {ok_2++;if(rt_2 == flag_i2)flag_mid2 = false;if(flag_mid2 && rt_2 > 3 && flag_i2 < 4) {ok_2--;}}else if( isChessOn[x - i * ex][y - i * ey] != bwf && i >= 2 ) if(isChessOn[x - (i-1) * ex][y - (i-1) * ey] == 2) {ok_2++;flag_mid2 = false;}}else if(i >= 2 && isChessOn[x - (i-1) * ex][y - (i-1) * ey] == 2) {ok_2++;flag_mid2 = false;}//------------------分析棋子類型// 兩邊都沒中空,直接合成if( !flag_mid1 && !flag_mid2 ) {rt = rt_1 + rt_2 - 1;ok = ok_1 + ok_2;return new int[] {rt, ok};}// 兩邊都有中空else if( flag_mid1 && flag_mid2 ){int temp = flag_i1 + flag_i2 - 1;// 判斷中間的純連子數(shù),在5以上,直接返回; 為4,返回活4; if(temp >= 5)return new int[] {temp, 2};if(temp == 4) return new int[] {temp, 2};// 先看有沒死4,再看有沒活3,剩下只能是死3if(rt_1 + flag_i2 - 1 >= 4 || rt_2 + flag_i1 - 1 >= 4) return new int[] {4, 1};if(rt_1+flag_i2-1 == 3 && ok_1 > 0 || rt_2+flag_i1-1 == 3 && ok_2 > 0)return new int[] {3, 2};return new int[] {3, 1};}// 有一邊有中空else {// 總棋子數(shù)少于5,直接合成if( rt_1 + rt_2 - 1 < 5 )return new int[] {rt_1 + rt_2 - 1, ok_1 + ok_2};// 多于5,先找成5,再找活4,剩下的只能是死4else {if(flag_mid1 && rt_2 + flag_i1 - 1 >= 5) return new int[] {rt_2 + flag_i1 - 1, ok_2 + 1};if(flag_mid2 && rt_1 + flag_i2 - 1 >= 5) return new int[] {rt_1 + flag_i2 - 1, ok_1 + 1};if(flag_mid1 && (rt_2 + flag_i1 - 1 == 4 && ok_2 == 1 || flag_i1 == 4) )return new int[] {4, 2};if(flag_mid2 && (rt_1 + flag_i2 - 1 == 4 && ok_1 == 1 || flag_i2 == 4) )return new int[] {4, 2};return new int[] {4, 1};}}}//----------------------------判斷指定方向下棋是否有意義,即最大可能的棋子數(shù)是否 >=5-------------------------------//// x,y 評估的基準點// ex,ey 方向向量// k 棋色// true:有意義 false:沒意義private Boolean makesense(int x, int y, int ex, int ey, int bwf) {int rt = 1;for (int i = 1; x + i * ex < 15 && x + i * ex >= 0 && y + i * ey < 15 && y + i * ey >= 0 && rt < 5; i++)if (isChessOn[x + i * ex][y + i * ey] != 1 - bwf)rt++;elsebreak;for (int i = 1; x - i * ex >= 0 && x - i * ex < 15 && y - i * ey >= 0 && y - i * ey < 15 && rt < 5; i++)if (isChessOn[x - i * ex][y - i * ey] != 1 - bwf)rt++;elsebreak;return (rt >= 5);}//------------------------------------ 棋型判別-------------------------------------//// x,y 落子位置// bwf 棋色 0:黑子,1:白子// 對應的棋型: 棋型代碼對應如下:// 1:成5// 2:成活4或者是雙死4或者是死4活3// 3:成雙活3// 4:成死3活3// 5:成死4// 6:單活3// 7:成雙活2// 8:成死3// 9:成死2活2// 10:成活2// 11:成死2// 12: 其他// 20: 長連禁手// 21: 雙四禁手// 22: 雙活三禁手protected int getType(int x, int y, int bwf) {if (isChessOn[x][y] != 2)return -1;int[][] types = new int[4][2];types[0] = count(x, y, 0, 1, bwf); // 豎直types[1] = count(x, y, 1, 0, bwf); // 橫向types[2] = count(x, y, -1, 1, bwf); // 斜上types[3] = count(x, y, 1, 1, bwf); // 斜下// 各種棋型的方向的數(shù)目int longfive = 0;int five_OR_more = 0;int four_died = 0, four_live = 0;int three_died = 0, three_live = 0;int two_died = 0, two_live = 0;// 各方向上棋型的判別for (int k = 0; k < 4; k++) {if (types[k][0] > 5) { longfive++; // 長連five_OR_more++;}else if (types[k][0] == 5)five_OR_more++; // 成5else if (types[k][0] == 4 && types[k][1] == 2)four_live++; // 活4else if (types[k][0] == 4 && types[k][1] != 2)four_died++; // 死4else if (types[k][0] == 3 && types[k][1] == 2)three_live ++; // 活3else if (types[k][0] == 3 && types[k][1] != 2)three_died++; // 死3else if (types[k][0] == 2 && types[k][1] == 2)two_live++; // 活2else if (types[k][0] == 2 && types[k][1] != 2)two_died++; // 死2else;}// 總棋型的判別if(bwf == 0 && able_flag) { // 黑棋且選擇有禁手if (longfive != 0) // 長連禁手return 20;if (four_live + four_died >=2) // 雙4禁手return 21;if (three_live >=2) // 雙活三禁手return 22;}if (five_OR_more != 0)return 1; // 成5if (four_live != 0 || four_died >= 2 || four_died != 0 && three_live != 0)return 2; // 成活4或者是雙死4或者是死4活3if (three_live >= 2)return 3; // 成雙活3if (three_died != 0 && three_live != 0)return 4; // 成死3活3if (four_died != 0)return 5; // 成死4if (three_live != 0)return 6; // 單活3if (two_live >= 2)return 7; // 成雙活2if (three_died != 0)return 8; // 成死3if (two_live != 0 && two_died != 0)return 9; // 成死2活2if (two_live != 0)return 10; // 成活2if (two_died != 0)return 11; // 成死2return 12;}//--------------------------對當前棋面進行打分------------------------------------------------------------//protected int evaluate() {int rt = 0, mt_c = 1, mt_m = 1;if(bw == sbw)mt_m = 2;elsemt_c = 2;int i_min=(x_min==0 ? x_min:x_min-1);int j_min=(y_min==0 ? y_min:y_min-1);int i_max=(x_max==15 ? x_max:x_max+1);int j_max=(y_max==15 ? y_max:y_max+1);for (int i = i_min; i < i_max; i++)for (int j = j_min; j < j_max; j++)if (isChessOn[i][j] == 2) {// 電腦棋面分數(shù)int type = getType(i, j, 1 - sbw );if(type == 1) // 棋型1,棋型2以及棋型3,加權(quán). 防止"4個雙活3"的局分大于"1個雙四"之類的錯誤出現(xiàn)rt += 30 * mt_c * getMark(type);else if(type == 2) rt += 10 * mt_c * getMark(type);else if(type == 3)rt += 3 * mt_c * getMark(type);elsert += mt_c * getMark(type);// 玩家棋面分數(shù)type = getType(i, j, sbw );if(type == 1)rt -= 30 * mt_m * getMark(type);else if(type == 2) rt -= 10 * mt_m * getMark(type);else if(type == 3)rt -= 3 * mt_m * getMark(type);elsert -= mt_m * getMark(type);}return rt;}//--------------------------------下棋后,更新信息-----------------------------//void update(int x,int y) {isChessOn[x][y] = bw;bw = 1 - bw;pre[chess_num][0] = x;pre[chess_num][1] = y;chess_num++;}//-------------------------------------- 下棋后,重設邊界值------------------------------//// x 當前下棋位置的x坐標// y 當前下棋位置的y坐標public void resetMaxMin(int x,int y){if(x-1>=0)x_min = (x_min<x-1 ? x_min:x-1);if(x+1<=15)x_max = (x_max>x+1 ? x_max:x+1);if(y-1>=0)y_min = (y_min<y-1 ? y_min:y-1);if(y+1<=15)y_max = (y_max>y+1 ? y_max:y+1);}//------------------------------------------對分數(shù)相同的落子點,隨機選取-------------------//// kt 隨機因子 值越小,被選取的概率越大// return 是否選擇該位置private boolean randomTest(int kt) {Random rm = new Random();return rm.nextInt() % kt == 0;}//------------------------------------- 不同棋型對應分數(shù)---------------------------------// k 棋型代號//return 對應分數(shù)private int getMark(int k) {switch (k) {case 1: return 100000;case 2: return 30000;case 3:return 5000;case 4:return 1000;case 5:return 500;case 6:return 200;case 7:return 100;case 8:return 50;case 9:return 10;case 10:return 5;case 11:return 3;case 12:return 2;default: //禁手棋型return 0;}}//--------------------------------------- 判斷是否已分出勝負---------------------------------------------// x 落子點x坐標 y 落子點y坐標// bwf 棋色 0:黑色 1:白色// return true:分出勝負 false:未分出勝負public boolean haveWin(int x, int y, int bwf) {boolean flag = false;if (count(x, y, 1, 0, bwf)[0] >= 5)flag = true;if (!flag && count(x, y, 0, 1, bwf)[0] >= 5)flag = true;if (!flag && count(x, y, 1, 0, bwf)[0] >= 5)flag = true;if (!flag && count(x, y, 1, -1, bwf)[0] >= 5)flag = true;if (!flag && count(x, y, 1, 1, bwf)[0] >= 5)flag = true;// 測試用,激活此行代碼,不會有輸贏.. flag = false;return flag;}public void wined(int bw) {boolean hh=getHumanhuman();if(!hh){ //不是人人對弈win = true;win_bw = bw;String str = (bw == sbw ? "恭喜!你贏了!" : "電腦贏了,你還要繼續(xù)努力啊!");if(bw==sbw)winVoice();elselostVoice();JOptionPane.showMessageDialog(null,str);}else{ //人人對弈win = true;win_bw = bw;String str = (bw == BLACK_ONE ? "恭喜!黑棋獲勝!" : "恭喜!白棋獲勝!");winVoice();JOptionPane.showMessageDialog(null,str);}} public void setHumanhuman(boolean humanhuman) {this.humanhuman = humanhuman; } public boolean getHumanhuman() {return humanhuman; } }jar包 啟動 命令
java -classpath gobang.jar ChessMap?
游戲截圖
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游戲源碼和游戲素材下載地址
java實現(xiàn)連珠五子棋源碼-游戲開發(fā)文檔類資源-CSDN下載
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