首页编程java编程五子棋java源代码(开源五子棋)

五子棋java源代码(开源五子棋)

编程之家2026-05-261201次浏览

大家好,感谢邀请,今天来为大家分享一下五子棋java源代码的问题,以及和开源五子棋的一些困惑,大家要是还不太明白的话,也没有关系,因为接下来将为大家分享,希望可以帮助到大家,解决大家的问题,下面就开始吧!

五子棋java源代码(开源五子棋)

跪求JAVA五子棋源代码

很sb的电脑五子棋:

import java.io.*;

import java.util.*;

public class Gobang{

//定义一个二维数组来充当棋盘

private String[][] board;

五子棋java源代码(开源五子棋)

//定义棋盘的大小

private static int BOARD_SIZE= 15;

public void initBoard(){

//初始化棋盘数组

board= new String[BOARD_SIZE][BOARD_SIZE];

//把每个元素赋为"╋",用于在控制台画出棋盘

五子棋java源代码(开源五子棋)

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

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

// windows是一行一行来打印的。坐标值为(行值,列值)

board[i][j]="╋";

}

}

}

//在控制台输出棋盘的方法

public void printBoard(){

//打印每个数组元素

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

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

//打印数组元素后不换行

System.out.print(board[i][j]);

}

//每打印完一行数组元素后输出一个换行符

System.out.print("\n");

}

}

//该方法处理电脑下棋:随机生成2个整数,作为电脑下棋的坐标,赋给board数组。

private void compPlay(){

//构造一个随机数生成器

Random rnd= new Random();

// Random类的nextInt(int n))方法:随机地生成并返回指定范围中的一个 int值,

//即:在此随机数生成器序列中 0(包括)和 n(不包括)之间均匀分布的一个int值。

int compXPos= rnd.nextInt(15);

int compYPos= rnd.nextInt(15);

//保证电脑下的棋的坐标上不能已经有棋子(通过判断对应数组元素只能是"╋"来确定)

while(board[compXPos][compYPos].equals("╋")== false){

compXPos= rnd.nextInt(15);

compYPos= rnd.nextInt(15);

}

System.out.println(compXPos);

System.out.println(compYPos);

//把对应的数组元素赋为"○"。

board[compXPos][compYPos]="○";

}

//该方法用于判断胜负:进行四次循环扫描,判断横、竖、左斜、右斜是否有5个棋连在一起

private boolean judgeWin(){

// flag表示是否可以断定赢/输

boolean flag= false;

// joinEle:将每一个横/竖/左斜/右斜行中的元素连接起来得到的一个字符串

String joinEle;

//进行横行扫描

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

//每扫描一行前,将joinEle清空

joinEle="";

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

joinEle+= board[i][j];

}

// String类的contains方法:当且仅当该字符串包含指定的字符序列时,返回true。

if(joinEle.contains("●●●●●")){

System.out.println("您赢啦!");

flag= true;

//停止往下继续执行,提前返回flag。

//如果执行了这个return,就直接返回该方法的调用处;

//不会再执行后面的任何语句,包括最后那个return语句。

//(而break仅仅是完全跳出这个for循环,还会继续执行下面的for循环。)

return flag;

} else if(joinEle.contains("○○○○○")){

System.out.println("您输啦!");

flag= true;

//提前返回flag

return flag;

}

}

//进行竖行扫描

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

joinEle="";

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

//竖行的元素是它们的列值相同

joinEle+= board[j][i];

}

if(joinEle.contains("●●●●●")){

System.out.println("您赢啦!");

flag= true;

return flag;

} else if(joinEle.contains("○○○○○")){

System.out.println("您输啦!");

flag= true;

return flag;

}

}

//进行左斜行扫描

for(int i=-(BOARD_SIZE- 2); i< BOARD_SIZE- 1; i++){

joinEle="";

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

int line= i+ j;

//只截取坐标值没有越界的点

if(line>= 0&& line< 15){

joinEle+= board[j][line];

}

}

if(joinEle.contains("●●●●●")){

System.out.println("您赢啦!");

flag= true;

return flag;

} else if(joinEle.contains("○○○○○")){

System.out.println("您输啦!");

flag= true;

return flag;

}

}

//进行右斜行扫描

for(int i= 1; i< 2*(BOARD_SIZE- 1); i++){

joinEle="";

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

int line= i- j;

if(line>= 0&& line< 15){

joinEle+= board[j][line];

}

}

if(joinEle.contains("●●●●●")){

System.out.println("您赢啦!");

flag= true;

return flag;

} else if(joinEle.contains("○○○○○")){

System.out.println("您输啦!");

flag= true;

//最后这个return可省略

}

}

//确保该方法有返回值(如果上面条件都不满足时)

return flag;

}

public static void main(String[] args) throws Exception, IOException{

Gobang gb= new Gobang();

gb.initBoard();

gb.printBoard();

// BufferedReader类:带缓存的读取器————从字符输入流中读取文本,并缓存字符。可用于高效读取字符、数组和行。

//最好用它来包装所有其 read()操作可能开销很高的 Reader(如 FileReader和 InputStreamReader)。

//下面构造一个读取器对象。

BufferedReader br= new BufferedReader(new InputStreamReader(System.in));

//定义输入字符串

String inputStr= null;

// br.readLine():每当在键盘上输入一行内容按回车,刚输入的内容将被br(读取器对象)读取到。

// BufferedReader类的readLine方法:读取一个文本行。

//初始状态由于无任何输入,br.readLine()会抛出异常。因而main方法要捕捉异常。

while((inputStr= br.readLine())!= null){

//将用户输入的字符串以逗号(,)作为分隔符,分隔成2个字符串。

// String类的split方法,将会返回一个拆分后的字符串数组。

String[] posStrArr= inputStr.split(",");

//将2个字符串转换成用户下棋的坐标

int xPos= Integer.parseInt(posStrArr[0]);

int yPos= Integer.parseInt(posStrArr[1]);

//校验用户下棋坐标的有效性,只能是数字,不能超出棋盘范围

if(xPos> 15|| xPos< 1|| yPos> 15|| yPos< 1){

System.out.println("您下棋的坐标值应在1到15之间,请重新输入!");

continue;

}

//保证用户下的棋的坐标上不能已经有棋子(通过判断对应数组元素只能是"╋"来确定)

// String类的equals方法:比较字符串和指定对象是否相等。结果返回true或false。

if(gb.board[xPos- 1][yPos- 1].equals("╋")){

//把对应的数组元素赋为"●"。

gb.board[xPos- 1][yPos- 1]="●";

} else{

System.out.println("您下棋的点已有棋子,请重新输入!");

continue;

}

//电脑下棋

gb.compPlay();

gb.printBoard();

//每次下棋后,看是否可以断定赢/输了

if(gb.judgeWin()== false){

System.out.println("请输入您下棋的坐标,应以x,y的格式:");

} else{

//完全跳出这个while循环,结束下棋

break;

}

}

}

}

急求Java五子棋代码。。。要绝对的原创(可以加分)

java网络五子棋

下面的源代码分为4个文件;

chessClient.java:客户端主程序。

chessInterface.java:客户端的界面。

chessPad.java:棋盘的绘制。

chessServer.java:服务器端。

可同时容纳50个人同时在线下棋,聊天。

没有加上详细注释,不过绝对可以运行,j2sdk1.4下通过。

/*********************************************************************************************

1.chessClient.java

**********************************************************************************************/

import java.awt.*;

import java.awt.event.*;

import java.io.*;

import java.net.*;

import java.util.*;

class clientThread extends Thread

{

chessClient chessclient;

clientThread(chessClient chessclient)

{

this.chessclient=chessclient;

}

public void acceptMessage(String recMessage)

{

if(recMessage.startsWith("/userlist"))

{

StringTokenizer userToken=new StringTokenizer(recMessage,"");

int userNumber=0;

chessclient.userpad.userList.removeAll();

chessclient.inputpad.userChoice.removeAll();

chessclient.inputpad.userChoice.addItem("所有人");

while(userToken.hasMoreTokens())

{

String user=(String)userToken.nextToken("");

if(userNumber>0&&!user.startsWith("[inchess]"))

{

chessclient.userpad.userList.add(user);

chessclient.inputpad.userChoice.addItem(user);

}

userNumber++;

}

chessclient.inputpad.userChoice.select("所有人");

}

else if(recMessage.startsWith("/yourname"))

{

chessclient.chessClientName=recMessage.substring(10);

chessclient.setTitle("Java五子棋客户端"+"用户名:"+chessclient.chessClientName);

}

else if(recMessage.equals("/reject"))

{

try

{

chessclient.chesspad.statusText.setText("不能加入游戏");

chessclient.controlpad.cancelGameButton.setEnabled(false);

chessclient.controlpad.joinGameButton.setEnabled(true);

chessclient.controlpad.creatGameButton.setEnabled(true);

}

catch(Exception ef)

{

chessclient.chatpad.chatLineArea.setText("chessclient.chesspad.chessSocket.close无法关闭");

}

chessclient.controlpad.joinGameButton.setEnabled(true);

}

else if(recMessage.startsWith("/peer"))

{

chessclient.chesspad.chessPeerName=recMessage.substring(6);

if(chessclient.isServer)

{

chessclient.chesspad.chessColor=1;

chessclient.chesspad.isMouseEnabled=true;

chessclient.chesspad.statusText.setText("请黑棋下子");

}

else if(chessclient.isClient)

{

chessclient.chesspad.chessColor=-1;

chessclient.chesspad.statusText.setText("已加入游戏,等待对方下子...");

}

}

else if(recMessage.equals("/youwin"))

{

chessclient.isOnChess=false;

chessclient.chesspad.chessVictory(chessclient.chesspad.chessColor);

chessclient.chesspad.statusText.setText("对方退出,请点放弃游戏退出连接");

chessclient.chesspad.isMouseEnabled=false;

}

else if(recMessage.equals("/OK"))

{

chessclient.chesspad.statusText.setText("创建游戏成功,等待别人加入...");

}

else if(recMessage.equals("/error"))

{

chessclient.chatpad.chatLineArea.append("传输错误:请退出程序,重新加入\n");

}

else

{

chessclient.chatpad.chatLineArea.append(recMessage+"\n");

chessclient.chatpad.chatLineArea.setCaretPosition(

chessclient.chatpad.chatLineArea.getText().length());

}

}

public void run()

{

String message="";

try

{

while(true)

{

message=chessclient.in.readUTF();

acceptMessage(message);

}

}

catch(IOException es)

{

}

}

}

public class chessClient extends Frame implements ActionListener,KeyListener

{

userPad userpad=new userPad();

chatPad chatpad=new chatPad();

controlPad controlpad=new controlPad();

chessPad chesspad=new chessPad();

inputPad inputpad=new inputPad();

Socket chatSocket;

DataInputStream in;

DataOutputStream out;

String chessClientName=null;

String host=null;

int port=4331;

boolean isOnChat=false;//在聊天?

boolean isOnChess=false;//在下棋?

boolean isGameConnected=false;//下棋的客户端连接?

boolean isServer=false;//如果是下棋的主机

boolean isClient=false;//如果是下棋的客户端

Panel southPanel=new Panel();

Panel northPanel=new Panel();

Panel centerPanel=new Panel();

Panel westPanel=new Panel();

Panel eastPanel=new Panel();

chessClient()

{

super("Java五子棋客户端");

setLayout(new BorderLayout());

host=controlpad.inputIP.getText();

westPanel.setLayout(new BorderLayout());

westPanel.add(userpad,BorderLayout.NORTH);

westPanel.add(chatpad,BorderLayout.CENTER);

westPanel.setBackground(Color.pink);

inputpad.inputWords.addKeyListener(this);

chesspad.host=controlpad.inputIP.getText();

centerPanel.add(chesspad,BorderLayout.CENTER);

centerPanel.add(inputpad,BorderLayout.SOUTH);

centerPanel.setBackground(Color.pink);

controlpad.connectButton.addActionListener(this);

controlpad.creatGameButton.addActionListener(this);

controlpad.joinGameButton.addActionListener(this);

controlpad.cancelGameButton.addActionListener(this);

controlpad.exitGameButton.addActionListener(this);

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(false);

southPanel.add(controlpad,BorderLayout.CENTER);

southPanel.setBackground(Color.pink);

addWindowListener(new WindowAdapter()

{

public void windowClosing(WindowEvent e)

{

if(isOnChat)

{

try

{

chatSocket.close();

}

catch(Exception ed)

{

}

}

if(isOnChess|| isGameConnected)

{

try

{

chesspad.chessSocket.close();

}

catch(Exception ee)

{

}

}

System.exit(0);

}

public void windowActivated(WindowEvent ea)

{

}

});

add(westPanel,BorderLayout.WEST);

add(centerPanel,BorderLayout.CENTER);

add(southPanel,BorderLayout.SOUTH);

pack();

setSize(670,548);

setVisible(true);

setResizable(false);

validate();

}

public boolean connectServer(String serverIP,int serverPort) throws Exception

{

try

{

chatSocket=new Socket(serverIP,serverPort);

in=new DataInputStream(chatSocket.getInputStream());

out=new DataOutputStream(chatSocket.getOutputStream());

clientThread clientthread=new clientThread(this);

clientthread.start();

isOnChat=true;

return true;

}

catch(IOException ex)

{

chatpad.chatLineArea.setText("chessClient:connectServer:无法连接,建议重新启动程序\n");

}

return false;

}

public void actionPerformed(ActionEvent e)

{

if(e.getSource()==controlpad.connectButton)

{

host=chesspad.host=controlpad.inputIP.getText();

try

{

if(connectServer(host,port))

{

chatpad.chatLineArea.setText("");

controlpad.connectButton.setEnabled(false);

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

chesspad.statusText.setText("连接成功,请创建游戏或加入游戏");

}

}

catch(Exception ei)

{

chatpad.chatLineArea.setText("controlpad.connectButton:无法连接,建议重新启动程序\n");

}

}

if(e.getSource()==controlpad.exitGameButton)

{

if(isOnChat)

{

try

{

chatSocket.close();

}

catch(Exception ed)

{

}

}

if(isOnChess|| isGameConnected)

{

try

{

chesspad.chessSocket.close();

}

catch(Exception ee)

{

}

}

System.exit(0);

}

if(e.getSource()==controlpad.joinGameButton)

{

String selectedUser=userpad.userList.getSelectedItem();

if(selectedUser==null|| selectedUser.startsWith("[inchess]")||

selectedUser.equals(chessClientName))

{

chesspad.statusText.setText("必须先选定一个有效用户");

}

else

{

try

{

if(!isGameConnected)

{

if(chesspad.connectServer(chesspad.host,chesspad.port))

{

isGameConnected=true;

isOnChess=true;

isClient=true;

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(true);

chesspad.chessthread.sendMessage("/joingame"+userpad.userList.getSelectedItem()+""+chessClientName);

}

}

else

{

isOnChess=true;

isClient=true;

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(true);

chesspad.chessthread.sendMessage("/joingame"+userpad.userList.getSelectedItem()+""+chessClientName);

}

}

catch(Exception ee)

{

isGameConnected=false;

isOnChess=false;

isClient=false;

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

controlpad.cancelGameButton.setEnabled(false);

chatpad.chatLineArea.setText("chesspad.connectServer无法连接\n"+ee);

}

}

}

if(e.getSource()==controlpad.creatGameButton)

{

try

{

if(!isGameConnected)

{

if(chesspad.connectServer(chesspad.host,chesspad.port))

{

isGameConnected=true;

isOnChess=true;

isServer=true;

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(true);

chesspad.chessthread.sendMessage("/creatgame"+"[inchess]"+chessClientName);

}

}

else

{

isOnChess=true;

isServer=true;

controlpad.creatGameButton.setEnabled(false);

controlpad.joinGameButton.setEnabled(false);

controlpad.cancelGameButton.setEnabled(true);

chesspad.chessthread.sendMessage("/creatgame"+"[inchess]"+chessClientName);

}

}

catch(Exception ec)

{

isGameConnected=false;

isOnChess=false;

isServer=false;

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

controlpad.cancelGameButton.setEnabled(false);

ec.printStackTrace();

chatpad.chatLineArea.setText("chesspad.connectServer无法连接\n"+ec);

}

}

if(e.getSource()==controlpad.cancelGameButton)

{

if(isOnChess)

{

chesspad.chessthread.sendMessage("/giveup"+chessClientName);

chesspad.chessVictory(-1*chesspad.chessColor);

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

controlpad.cancelGameButton.setEnabled(false);

chesspad.statusText.setText("请建立游戏或者加入游戏");

}

if(!isOnChess)

{

controlpad.creatGameButton.setEnabled(true);

controlpad.joinGameButton.setEnabled(true);

controlpad.cancelGameButton.setEnabled(false);

chesspad.statusText.setText("请建立游戏或者加入游戏");

}

isClient=isServer=false;

}

}

public void keyPressed(KeyEvent e)

{

TextField inputWords=(TextField)e.getSource();

if(e.getKeyCode()==KeyEvent.VK_ENTER)

{

if(inputpad.userChoice.getSelectedItem().equals("所有人"))

{

try

{

out.writeUTF(inputWords.getText());

inputWords.setText("");

}

catch(Exception ea)

{

chatpad.chatLineArea.setText("chessClient:KeyPressed无法连接,建议重新连接\n");

userpad.userList.removeAll();

inputpad.userChoice.removeAll();

inputWords.setText("");

controlpad.connectButton.setEnabled(true);

}

}

else

{

try

{

out.writeUTF("/"+inputpad.userChoice.getSelectedItem()+""+inputWords.getText());

inputWords.setText("");

}

catch(Exception ea)

{

chatpad.chatLineArea.setText("chessClient:KeyPressed无法连接,建议重新连接\n");

userpad.userList.removeAll();

inputpad.userChoice.removeAll();

inputWords.setText("");

controlpad.connectButton.setEnabled(true);

}

}

}

}

public void keyTyped(KeyEvent e)

{

}

public void keyReleased(KeyEvent e)

{

}

public static void main(String args[])

{

chessClient chessClient=new chessClient();

}

}

/******************************************************************************************

下面是:chessInteface.java

******************************************************************************************/

import java.awt.*;

import java.awt.event.*;

import java.io.*;

import java.net.*;

class userPad extends Panel

{

List userList=new List(10);

userPad()

{

setLayout(new BorderLayout());

for(int i=0;i<50;i++)

{

userList.add(i+"."+"没有用户");

}

add(userList,BorderLayout.CENTER);

}

}

class chatPad extends Panel

{

TextArea chatLineArea=new TextArea("",18,30,TextArea.SCROLLBARS_VERTICAL_ONLY);

chatPad()

{

setLayout(new BorderLayout());

add(chatLineArea,BorderLayout.CENTER);

}

}

class controlPad extends Panel

{

Label IPlabel=new Label("IP",Label.LEFT);

TextField inputIP=new TextField("localhost",10);

Button connectButton=new Button("连接主机");

Button creatGameButton=new Button("建立游戏");

Button joinGameButton=new Button("加入游戏");

Button cancelGameButton=new Button("放弃游戏");

Button exitGameButton=new Button("关闭程序");

controlPad()

{

setLayout(new FlowLayout(FlowLayout.LEFT));

setBackground(Color.pink);

add(IPlabel);

add(inputIP);

add(connectButton);

add(creatGameButton);

add(joinGameButton);

add(cancelGameButton);

add(exitGameButton);

}

}

class inputPad extends Panel

{

TextField inputWords=new TextField("",40);

Choice userChoice=new Choice();

inputPad()

{

setLayout(new FlowLayout(FlowLayout.LEFT));

for(int i=0;i<50;i++)

{

userChoice.addItem(i+"."+"没有用户");

}

userChoice.setSize(60,24);

add(userChoice);

add(inputWords);

}

}

/**********************************************************************************************

下面是:chessPad.java

**********************************************************************************************/

import java.awt.*;

import java.awt.event.*;

import java.io.*;

import java.net.*;

import java.util.*;

class chessThread extends Thread

{

chessPad chesspad;

chessThread(chessPad chesspad)

{

this.chesspad=chesspad;

}

public void sendMessage(String sndMessage)

{

try

{

chesspad.outData.writeUTF(sndMessage);

}

catch(Exception ea)

{

System.out.println("chessThread.sendMessage:"+ea);

}

}

public void acceptMessage(String recMessage)

{

if(recMessage.startsWith("/chess"))

{

StringTokenizer userToken=new StringTokenizer(recMessage,"");

String chessToken;

String[] chessOpt={"-1","-1","0"};

int chessOptNum=0;

while(userToken.hasMoreTokens())

{

chessToken=(String)userToken.nextToken("");

if(chessOptNum>=1&& chessOptNum<=3)

{

chessOpt[chessOptNum-1]=chessToken;

}

chessOptNum++;

}

chesspad.netChessPaint(Integer.parseInt(chessOpt[0]),Integer.parseInt(chessOpt[1]),Integer.parseInt(chessOpt[2]));

}

else if(recMessage.startsWith("/yourname"))

{

chesspad.chessSelfName=recMessage.substring(10);

}

else if(recMessage.equals("/error"))

{

chesspad.statusText.setText("错误:没有这个用户,请退出程序,重新加入");

}

else

{

//System.out.println(recMessage);

}

}

public void run()

{

String message="";

try

{

while(true)

{

message=chesspad.inData.readUTF();

acceptMessage(message);

}

}

catch(IOException es)

{

}

}

}

class chessPad extends Panel implements MouseListener,ActionListener

{

int chessPoint_x=-1,chessPoint_y=-1,chessColor=1;

int chessBlack_x[]=new int[200];

int chessBlack_y[]=new int[200];

int chessWhite_x[]=new int[200];

int chessWhite_y[]=new int[200];

int chessBlackCount=0,chessWhiteCount=0;

int chessBlackWin=0,chessWhiteWin=0;

boolean isMouseEnabled=false,isWin=false,isInGame=false;

TextField statusText=new TextField("请先连接服务器");

Socket chessSocket;

DataInputStream inData;

DataOutputStream outData;

String chessSelfName=null;

String chessPeerName=null;

String host=null;

int port=4331;

chessThread chessthread=new chessThread(this);

chessPad()

{

setSize(440,440);

setLayout(null);

setBackground(Color.pink);

addMouseListener(this);

add(statusText);

statusText.setBounds(40,5,360,24);

statusText.setEditable(false);

}

public boolean connectServer(String ServerIP,int ServerPort) throws Exception

{

try

{

chessSocket=new Socket(ServerIP,ServerPort);

inData=new DataInputStream(chessSocket.getInputStream());

outData=new DataOutputStream(chessSocket.getOutputStream());

chessthread.start();

return true;

}

catch(IOException ex)

{

statusText.setText("chessPad:connectServer:无法连接\n");

}

return false;

}

public void chessVictory(int chessColorWin)

{

this.removeAll();

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

{

chessBlack_x[i]=0;

chessBlack_y[i]=0;

}

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

{

chessWhite_x[i]=0;

chessWhite_y[i]=0;

}

chessBlackCount=0;

chessWhiteCount=0;

add(statusText);

statusText.setBounds(40,5,360,24);

if(chessColorWin==1)

{ chessBlackWin++;

statusText.setText("黑棋胜,黑:白为"+chessBlackWin+":"+chessWhiteWin+",重新开局,等待白棋下子...");

}

else if(chessColorWin==-1)

{

chessWhiteWin++;

statusText.setText("白棋胜,黑:白为"+chessBlackWin+":"+chessWhiteWin+",重新开局,等待黑棋下子...");

}

}

public void getLocation(int a,int b,int color)

{

if(color==1)

{

chessBlack_x[chessBlackCount]=a*20;

chessBlack_y[chessBlackCount]=b*20;

chessBlackCount++;

}

else if(color==-1)

{

chessWhite_x[chessWhiteCount]=a*20;

chessWhite_y[chessWhiteCount]=b*20;

chessWhiteCount++;

}

}

public boolean checkWin(int a,int b,int checkColor)

{

int step=1,chessLink=1,chessLinkTest=1,chessCompare=0;

if(checkColor==1)

{

chessLink=1;

for(step=1;step<=4;step++)

{

for(chessCompare=0;chessCompare<=chessBlackCount;chessCompare++)

{

if(((a+step)*20==chessBlack_x[chessCompare])&&((b*20)==chessBlack_y[chessCompare]))

{

chessLink=chessLink+1;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

for(step=1;step<=4;step++)

{

for(chessCompare=0;chessCompare<=chessBlackCount;chessCompare++)

{

if(((a-step)*20==chessBlack_x[chessCompare])&&(b*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

chessLink=1;

chessLinkTest=1;

for(step=1;step<=4;step++)

{

for(chessCompare=0;chessCompare<=chessBlackCount;chessCompare++)

{

if((a*20==chessBlack_x[chessCompare])&&((b+step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

for(step=1;step<=4;step++)

{

for(chessCompare=0;chessCompare<=chessBlackCount;chessCompare++)

{

if((a*20==chessBlack_x[chessCompare])&&((b-step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

chessLink=1;

chessLinkTest=1;

for(step=1;step<=4;step++)

{

for(chessCompare=0;chessCompare<=chessBlackCount;chessCompare++)

{

if(((a-step)*20==chessBlack_x[chessCompare])&&((b+step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

for(step=1;step<=4;step++)

{

for(chessCompare=0;chessCompare<=chessBlackCount;chessCompare++)

{

if(((a+step)*20==chessBlack_x[chessCompare])&&((b-step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

chessLink=1;

chessLinkTest=1;

for(step=1;step<=4;step++)

{

for(chessCompare=0;chessCompare<=chessBlackCount;chessCompare++)

{

if(((a+step)*20==chessBlack_x[chessCompare])&&((b+step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

}

if(chessLink==(chessLinkTest+1))

chessLinkTest++;

else

break;

}

for(step=1;step<=4;step++)

{

for(chessCompare=0;chessCompare<=chessBlackCount;chessCompare++)

{

if(((a-step)*20==chessBlack_x[chessCompare])&&((b-step)*20==chessBlack_y[chessCompare]))

{

chessLink++;

if(chessLink==5)

{

return(true);

}

}

求一个C语言小程序(五子棋)源代码

*******************************************************************/

/* ALEX_LEE五子棋 C语言小程序*/

/* o(∩_∩)o...可以用来复习一下C语言的小程序*/

/* My Blog:hi.baidu.com/alexlee321*/

/******************************************************************/

/**********************************************************/

#include<stdio.h>

#include<bios.h>

#include<ctype.h>

#include<conio.h>

#include<dos.h>

/**********************************************************/

/*定义符号常量*/

/*定义画棋盘所需的制表符*/

#define CROSSRU 0xbf/*右上角点*/

#define CROSSLU 0xda/*左上角点*/

#define CROSSLD 0xc0/*左下角点*/

#define CROSSRD 0xd9/*右下角点*/

#define CROSSL 0xc3/*左边*/

#define CROSSR 0xb4/*右边*/

#define CROSSU 0xc2/*上边*/

#define CROSSD 0xc1/*下边*/

#define CROSS 0xc5/*十字交叉点*/

/*定义棋盘左上角点在屏幕上的位置*/

#define MAPXOFT 5

#define MAPYOFT 2

/*定义1号玩家的操作键键码*/

#define PLAY1UP 0x1157/*上移--'W'*/

#define PLAY1DOWN 0x1f53/*下移--'S'*/

#define PLAY1LEFT 0x1e41/*左移--'A'*/

#define PLAY1RIGHT 0x2044/*右移--'D'*/

#define PLAY1DO 0x3920/*落子--空格键*/

/*定义2号玩家的操作键键码*/

#define PLAY2UP 0x4800/*上移--方向键up*/

#define PLAY2DOWN 0x5000/*下移--方向键down*/

#define PLAY2LEFT 0x4b00/*左移--方向键left*/

#define PLAY2RIGHT 0x4d00/*右移--方向键right*/

#define PLAY2DO 0x1c0d/*落子--回车键Enter*/

/*若想在游戏中途退出,可按 Esc键*/

#define ESCAPE 0x011b

/*定义棋盘上交叉点的状态,即该点有无棋子*/

/*若有棋子,还应能指出是哪个玩家的棋子*/

#define CHESSNULL 0//没有棋子

#define CHESS1'O'//一号玩家的棋子

#define CHESS2'X'//二号玩家的棋子

/*定义按键类别*/

#define KEYEXIT 0/*退出键*/

#define KEYFALLCHESS 1/*落子键*/

#define KEYMOVECURSOR 2/*光标移动键*/

#define KEYINVALID 3/*无效键*/

/*定义符号常量:真,假---真为1,假为0*/

#define TRUE 1

#define FALSE 0

/**********************************************************/

/*定义数据结构*/

/*棋盘交叉点坐标的数据结构*/

struct point

{

int x,y;

};

/**********************************************************/

/*自定义函数原型说明*/

void Init(void);

int GetKey(void);

int CheckKey(int press);

int ChangeOrder(void);

int ChessGo(int Order,struct point Cursor);

void DoError(void);

void DoOK(void);

void DoWin(int Order);

void MoveCursor(int Order,int press);

void DrawCross(int x,int y);

void DrawMap(void);

int JudgeWin(int Order,struct point Cursor);

int JudgeWinLine(int Order,struct point Cursor,int direction);

void ShowOrderMsg(int Order);

void EndGame(void);

/**********************************************************/

/**********************************************************/

/*定义全局变量*/

int gPlayOrder;/*指示当前行棋方*/

struct point gCursor;/*光标在棋盘上的位置*/

char gChessBoard[19][19];/*用于记录棋盘上各点的状态*/

/**********************************************************/

/**********************************************************/

/*主函数*/

void main()

{

int press;

int bOutWhile=FALSE;/*退出循环标志*/

Init();/*初始化图象,数据*/

while(1)

{

press=GetKey();/*获取用户的按键值*/

switch(CheckKey(press))/*判断按键类别*/

{

/*是退出键*/

case KEYEXIT:

clrscr();/*清屏*/

bOutWhile= TRUE;

break;

/*是落子键*/

case KEYFALLCHESS:

if(ChessGo(gPlayOrder,gCursor)==FALSE)/*走棋*/

DoError();/*落子错误*/

else

{

DoOK();/*落子正确*/

/*如果当前行棋方赢棋*/

if(JudgeWin(gPlayOrder,gCursor)==TRUE)

{

DoWin(gPlayOrder);

bOutWhile= TRUE;/*退出循环标志置为真*/

}

/*否则*/

else

/*交换行棋方*/

ChangeOrder();

}

break;

/*是光标移动键*/

case KEYMOVECURSOR:

MoveCursor(gPlayOrder,press);

break;

/*是无效键*/

case KEYINVALID:

break;

}

if(bOutWhile==TRUE)

break;

}

/*游戏结束*/

EndGame();

}

/**********************************************************/

/*界面初始化,数据初始化*/

void Init(void)

{

int i,j;

char*Msg[]=

{

"Player1 key:",

" UP----w",

" DOWN--s",

" LEFT--a",

" RIGHT-d",

" DO----space",

"",

"Player2 key:",

" UP----up",

" DOWN--down",

" LEFT--left",

" RIGHT-right",

" DO----ENTER",

"",

"exit game:",

" ESC",

NULL,

};

/*先手方为1号玩家*/

gPlayOrder= CHESS1;

/*棋盘数据清零,即棋盘上各点开始的时候都没有棋子*/

for(i=0;i<19;i++)

for(j=0;j<19;j++)

gChessBoard[i][j]=CHESSNULL;

/*光标初始位置*/

gCursor.x=gCursor.y=0;

/*画棋盘*/

textmode(C40);

DrawMap();

/*显示操作键说明*/

i=0;

textcolor(BROWN);

while(Msg[i]!=NULL)

{

gotoxy(25,3+i);

cputs(Msg[i]);

i++;

}

/*显示当前行棋方*/

ShowOrderMsg(gPlayOrder);

/*光标移至棋盘的左上角点处*/

gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT);

}

/*画棋盘*/

void DrawMap(void)

{

int i,j;

clrscr();

for(i=0;i<19;i++)

for(j=0;j<19;j++)

DrawCross(i,j);

}

/*画棋盘上的交叉点*/

void DrawCross(int x,int y)

{

gotoxy(x+MAPXOFT,y+MAPYOFT);

/*交叉点上是一号玩家的棋子*/

if(gChessBoard[x][y]==CHESS1)

{

textcolor(LIGHTBLUE);

putch(CHESS1);

return;

}

/*交叉点上是二号玩家的棋子*/

if(gChessBoard[x][y]==CHESS2)

{

textcolor(LIGHTBLUE);

putch(CHESS2);

return;

}

textcolor(GREEN);

/*左上角交叉点*/

if(x==0&&y==0)

{

putch(CROSSLU);

return;

}

/*左下角交叉点*/

if(x==0&&y==18)

{

putch(CROSSLD);

return;

}

/*右上角交叉点*/

if(x==18&&y==0)

{

putch(CROSSRU);

return;

}

/*右下角交叉点*/

if(x==18&&y==18)

{

putch(CROSSRD);

return;

}

/*左边界交叉点*/

if(x==0)

{

putch(CROSSL);

return;

}

/*右边界交叉点*/

if(x==18)

{

putch(CROSSR);

return;

}

/*上边界交叉点*/

if(y==0)

{

putch(CROSSU);

return;

}

/*下边界交叉点*/

if(y==18)

{

putch(CROSSD);

return;

}

/*棋盘中间的交叉点*/

putch(CROSS);

}

/*交换行棋方*/

int ChangeOrder(void)

{

if(gPlayOrder==CHESS1)

gPlayOrder=CHESS2;

else

gPlayOrder=CHESS1;

return(gPlayOrder);

}

/*获取按键值*/

int GetKey(void)

{

char lowbyte;

int press;

while(bioskey(1)== 0)

;/*如果用户没有按键,空循环*/

press=bioskey(0);

lowbyte=press&0xff;

press=press&0xff00+ toupper(lowbyte);

return(press);

}

/*落子错误处理*/

void DoError(void)

{

sound(1200);

delay(50);

nosound();

}

/*赢棋处理*/

void DoWin(int Order)

{

sound(1500);delay(100);

sound(0); delay(50);

sound(800); delay(100);

sound(0); delay(50);

sound(1500);delay(100);

sound(0); delay(50);

sound(800); delay(100);

sound(0); delay(50);

nosound();

textcolor(RED+BLINK);

gotoxy(25,20);

if(Order==CHESS1)

cputs("PLAYER1 WIN!");

else

cputs("PLAYER2 WIN!");

gotoxy(25,21);

cputs("\\<^+^>/");

getch();

}

/*走棋*/

int ChessGo(int Order,struct point Cursor)

{

/*判断交叉点上有无棋子*/

if(gChessBoard[Cursor.x][Cursor.y]==CHESSNULL)

{

/*若没有棋子,则可以落子*/

gotoxy(Cursor.x+MAPXOFT,Cursor.y+MAPYOFT);

textcolor(LIGHTBLUE);

putch(Order);

gotoxy(Cursor.x+MAPXOFT,Cursor.y+MAPYOFT);

gChessBoard[Cursor.x][Cursor.y]=Order;

return TRUE;

}

else

return FALSE;

}

/*判断当前行棋方落子后是否赢棋*/

int JudgeWin(int Order,struct point Cursor)

{

int i;

for(i=0;i<4;i++)

/*判断在指定方向上是否有连续5个行棋方的棋子*/

if(JudgeWinLine(Order,Cursor,i))

return TRUE;

return FALSE;

}

/*判断在指定方向上是否有连续5个行棋方的棋子*/

int JudgeWinLine(int Order,struct point Cursor,int direction)

{

int i;

struct point pos,dpos;

const int testnum= 5;

int count;

switch(direction)

{

case 0:/*在水平方向*/

pos.x=Cursor.x-(testnum-1);

pos.y=Cursor.y;

dpos.x=1;

dpos.y=0;

break;

case 1:/*在垂直方向*/

pos.x=Cursor.x;

pos.y=Cursor.y-(testnum-1);

dpos.x=0;

dpos.y=1;

break;

case 2:/*在左下至右上的斜方向*/

pos.x=Cursor.x-(testnum-1);

pos.y=Cursor.y+(testnum-1);

dpos.x=1;

dpos.y=-1;

break;

case 3:/*在左上至右下的斜方向*/

pos.x=Cursor.x-(testnum-1);

pos.y=Cursor.y-(testnum-1);

dpos.x=1;

dpos.y=1;

break;

}

count=0;

for(i=0;i<testnum*2+1;i++)

{

if(pos.x>=0&&pos.x<=18&&pos.y>=0&&pos.y<=18)

{

if(gChessBoard[pos.x][pos.y]==Order)

{

count++;

if(count>=testnum)

return TRUE;

}

else

count=0;

}

pos.x+=dpos.x;

pos.y+=dpos.y;

}

return FALSE;

}

/*移动光标*/

void MoveCursor(int Order,int press)

{

switch(press)

{

case PLAY1UP:

if(Order==CHESS1&&gCursor.y>0)

gCursor.y--;

break;

case PLAY1DOWN:

if(Order==CHESS1&&gCursor.y<18)

gCursor.y++;

break;

case PLAY1LEFT:

if(Order==CHESS1&&gCursor.x>0)

gCursor.x--;

break;

case PLAY1RIGHT:

if(Order==CHESS1&&gCursor.x<18)

gCursor.x++;

break;

case PLAY2UP:

if(Order==CHESS2&&gCursor.y>0)

gCursor.y--;

break;

case PLAY2DOWN:

if(Order==CHESS2&&gCursor.y<18)

gCursor.y++;

break;

case PLAY2LEFT:

if(Order==CHESS2&&gCursor.x>0)

gCursor.x--;

break;

case PLAY2RIGHT:

if(Order==CHESS2&&gCursor.x<18)

gCursor.x++;

break;

}

gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT);

}

/*游戏结束处理*/

void EndGame(void)

{

textmode(C80);

}

/*显示当前行棋方*/

void ShowOrderMsg(int Order)

{

gotoxy(6,MAPYOFT+20);

textcolor(LIGHTRED);

if(Order==CHESS1)

cputs("Player1 go!");

else

cputs("Player2 go!");

gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT);

}

/*落子正确处理*/

void DoOK(void)

{

sound(500);

delay(70);

sound(600);

delay(50);

sound(1000);

delay(100);

nosound();

}

/*检查用户的按键类别*/

int CheckKey(int press)

{

if(press==ESCAPE)

return KEYEXIT;/*是退出键*/

else

if

(( press==PLAY1DO&& gPlayOrder==CHESS1)||

( press==PLAY2DO&& gPlayOrder==CHESS2)

)

return KEYFALLCHESS;/*是落子键*/

else

if

( press==PLAY1UP|| press==PLAY1DOWN||

press==PLAY1LEFT|| press==PLAY1RIGHT||

press==PLAY2UP|| press==PLAY2DOWN||

press==PLAY2LEFT|| press==PLAY2RIGHT

)

return KEYMOVECURSOR;/*是光标移动键*/

else

return KEYINVALID;/*按键无效*/

}

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