java实现简单网络象棋游戏
作者:angry_youth
本文实例为大家分享了java实现网络象棋游戏的具体代码,供大家参考,具体内容如下
游戏规则:
1.将/帅:不能出田字格,不能走斜线,只能前进后退向左向右,每次只走一格;
2.士/仕:不能出田字格,只能走斜线,每次只走一格;
3.象/相:只能走田字格,中间防止蹩脚,不能有棋;
4.马:只能走日,(这个比较麻烦,且看下图标识)
5.车:车只能走直线,这个很好理解,不细说了;
6.炮:
情况一:纯走路—->中间和目的地都不能有棋
情况二:吃棋—–>中间要有一颗棋,目标也有棋,且是敌方的棋,毕竟不能自己吃自己哈
7.卒/兵:
河这边:只能前进不能后退,不能横着走!!!
河对面:可以前进,可以横着走,不能后退!!!
面板设计
看上去一定很挫!哈哈,别急,听我细细道来!
一般的界面设计我们都知道横纵坐标是这样的:
但是我选择背道而行,不是因为别的,是为了更好的去让初学者理解,我们把原本的x坐标看成数组的列(col),把y坐标看成我们数组的行(row),这样是不是更好理解一点呢,当然了我就是这么理解的,哈哈,接下来的游戏代码编程我们会把横坐标用y*width,纵坐标用x*height你们应该就能理解为什么了,因为x是数组的行,也就是坐标纵坐标(y)的体现,同理数组中的y也是如此。
数据传输:这里我们采用UDP协议来进行通讯,所以你们也要先去了解一下UDP协议的一些基本方法,这里就不细讲了。
通讯协议:这里我们自定义通讯协议啊:
“play|”——–以此开头代表一端发出了游戏邀请,等待另一端的回应;
“connect|”——-以此开头代表另一端收到邀请并且同意建立连接通讯!如果邀请者受到这条消息就代表通讯建立成功,可以开始游戏了;
“move|”——以此开头代表移动数据传输,如果一端移动了棋子,那么另一端也要收到信息,重新绘制界面;
“lose|”——–以此开头代表一方认输,如果有一方认输就会向另一方发送该信息;
“quit|”——-以此开头代表一方退出游戏,任意一方离开都会向对方发送该信息,以提示对方;
“success|”—–以此开头代表胜利,某一方胜利就向对方发出信息,通知对方;
“regret|”——以此开头表示悔棋,这个不用讲了吧,大家都明白,但是本次编程中我没有把这个加进去,这个你们可以自己根据自己需要去添加。
(肯定有人问我这个协议是谁定义的,啊哈哈,让你们失望了,这是我自己定义的,这个通讯协议只适用于你们写的这个代码,和使用这个代码的两个人通讯使用,所以协议如何自己可以定义的哦)
代码实现
1.Chess类:
package internet_chess; import java.awt.Graphics; import java.awt.Image; import java.awt.Point; import java.awt.Toolkit; import java.awt.image.ImageObserver; import javax.swing.JPanel; public class Chess { public int Row = 12; public int Col = 11; public String chessName;//当前棋子对象的名字 public int owner;//当前棋子对象的所有者--黑方还是红方 public Point point;//当前棋子对象的位置 public Image chessImage;//当前棋子对象的图像 private int BLACKCHESS = 1; private int REDCHESS = 0;//红方0,黑方1 private int width = 40; private int height = 40; public Chess(String name, int own,Point point)//获取每一个棋子对象名字,所有者,位置,和图片信息 { this.chessName = name; this.owner = own; this.point = point; if(owner == BLACKCHESS)//如果所有者是黑方 { if(chessName.equals("将")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/0.png"); } else if(chessName.equals("士")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/1.png"); } else if(chessName.equals("象")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/3.png"); } else if(chessName.equals("马")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/5.png"); } else if(chessName.equals("车")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/7.png"); } else if(chessName.equals("炮")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/9.png"); } else if(chessName.equals("卒")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/11.png"); } } else//如果所有者是红方 { if(chessName.equals("帅")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/16.png"); } else if(chessName.equals("仕")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/17.png"); } else if(chessName.equals("相")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/19.png"); } else if(chessName.equals("马")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/21.png"); } else if(chessName.equals("车")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/23.png"); } else if(chessName.equals("炮")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/25.png"); } else if(chessName.equals("兵")) { chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/27.png"); } } } protected void paint(Graphics g,JPanel i)//画棋子 { g.drawImage(chessImage, point.y*width-width/2, point.x*height-height/2, width, height, (ImageObserver)i); } protected void paintSeclected(Graphics g)//画鼠标选择了以后的棋子对象的边框 { g.drawRect(point.y*width-width/2, point.x*height-height/2, width, height); } public void SetPos(int x, int y)//重新设置移动以后的棋子对象的位置坐标 { point.x = x; point.y = y; } public void ReversePos()//将该对象的位置坐标逆置输出,用于方便显示信息情况 { point.x = Row-1 - point.x; point.y = Col-1 - point.y; } }
2.ChessPanel类:
package internet_chess; import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Point; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.io.IOException; import java.net.DatagramPacket; import java.net.DatagramSocket; import java.net.InetAddress; import java.net.SocketException; import java.net.UnknownHostException; import javax.swing.JOptionPane; import javax.swing.JPanel; public class ChessPanel extends JPanel implements Runnable{ private int BLACKCHESS = 1; private int REDCHESS = 0;//黑棋是1,红旗是0 public Chess chess[] = new Chess[32];//创建了32个棋子对象 private int width = 40; private int height = 40; public int Row = 12; public int Col = 11;//11行10列 public int map[][] = new int [Row][Col]; public int player;//设置当前玩家对象 private boolean isFirst = false;//判断是否是第一次点击的棋子,以此分开两次点击棋子的碰撞矛盾 private int x1,y1,x2,y2;//用来保存第一次第二次选中的坐标的 private boolean flag = true;//用来控制线程的运行 private boolean isPlay = false; private Chess firstChess = null; private Chess secondChess = null;//设置第一次点击的棋子和第二次选中的棋子对象 private InetAddress myID;//自己id地址 private InetAddress youID;//目标ID地址 private int sendport;//发送端口 private int receiveport = 8888;//接收端口 public ChessPanel()//构造函数 { init_map();//初始化棋盘 //给这个面板添加鼠标监听机制 this.addMouseListener(new MouseAdapter() { public void mouseClicked(MouseEvent e) { if(isPlay == true)//判断是否该本方下棋 { SelectChess(e.getPoint());//选择要移动的棋子 repaint(); } } public void SelectChess(Point pos) { int x = pos.x; int y = pos.y;//获取此时此刻鼠标点击的位置坐标 System.out.println("选择要移动的棋子坐标:x->"+x+" y->"+y); if(x > 0 && x < (Col-1)*width && y > 0 && y < (Row-1)*height)//判断鼠标是否在合理的范围,不在就直接退出 { Point point = ReSetID(x,y); if(isFirst)//判断是否是第一次选中的棋子 { x1 = point.x; y1 = point.y; //判断第一次选中的棋子是不是自己的棋子或者是不是无效棋子,不是就失败 int id = map[x1][y1]; if(id != -1 && chess[id].owner == player) { isFirst = false; firstChess = chess[id]; System.out.println("id->"+id); } else//第一次选择的棋子无效 { JOptionPane.showConfirmDialog(null, "提示", "第一次选棋无效!请重新选择!", JOptionPane.OK_OPTION); isFirst = true; } } else//第二次选中的棋子 { x2 = point.x; y2 = point.y; int id = map[x2][y2]; if(id != -1 && chess[id].owner != player)//第二次选择了敌方棋子,将敌方棋子保存起来 { isFirst = true; secondChess = chess[id]; //开始判断是否可以移动棋子,如果可以就将棋子移动,并发信息给对方我们已经移动的棋子信息 //判断是否可以移动棋子 if(IsMoveChess(firstChess,x2,y2))//可以移动-吃棋 { int idx1 = map[x1][y1]; map[x1][y1] = -1; map[x2][y2] = idx1; chess[id] = null; firstChess.SetPos(x2, y2); repaint(); send("move|"+String.valueOf(idx1)+"|"+String.valueOf(Row-1-x2)+"|"+String.valueOf(Col-1-y2)+"|",youID,sendport); if(id == 0)//吃掉了黑棋将军 { send("success|红棋赢",youID,sendport); isPlay = false; JOptionPane.showConfirmDialog(null, "红棋胜利", "恭喜您,您赢了!", JOptionPane.OK_OPTION); return; } else if(id == 16)//吃掉了红棋大帅 { send("success|黑棋赢",youID,sendport); isPlay = false; JOptionPane.showConfirmDialog(null, "黑棋胜利", "恭喜您,您赢了!", JOptionPane.OK_OPTION); return; } isFirst = true; isPlay = false; } else//表示不能吃棋,重新下棋 { JOptionPane.showConfirmDialog(null, "提示", "对不起,移动棋子失败,请重新选择目标!", JOptionPane.ERROR_MESSAGE); isFirst = false; } } else if(id != -1 && chess[id].owner == player)//第二次又选择了自己的棋子,那么就将第二次选择的棋子当做第一次选择的棋子 { firstChess = chess[id]; x1 = x2; y1 = y2; isFirst = false; } else//第二次选择的棋子是空,那么就是单纯的移动棋子 { secondChess = null; if(IsMoveChess(firstChess,x2,y2))//可以移动-吃棋 { int idx1 = map[x1][y1]; map[x1][y1] = -1; map[x2][y2] = idx1; // chess[id] = null; firstChess.SetPos(x2, y2); send("move|"+String.valueOf(idx1)+"|"+String.valueOf(Row-1-x2)+"|"+String.valueOf(Col-1-y2)+"|",youID,sendport); System.out.println("第二次选中棋子为空:目标-》"+(Row-1-x2)+" "+(Col-1-y2)); repaint(); isFirst = true; isPlay = false; } } } } } }); } public boolean IsMoveChess(Chess chess,int x,int y)//判断是否可以移动棋子----移动棋子的规则 { if(chess.chessName.equals("将") || chess.chessName.equals("帅"))//只能走一步 { int x0 = chess.point.x; int y0 = chess.point.y; if(x >= 8 && x <= 10 && y >= 4 && y <= 6) { // int x0 = chess.point.x; // int y0 = chess.point.y; if(Math.abs(x - x0) > 1 || Math.abs(y - y0) > 1) return false; else if(Math.abs(x - x0)*Math.abs(y - y0) != 0)//不能走斜线 return false; else return true; } if(this.chess[map[x][y]].chessName.equals("将") || this.chess[map[x][y]].chessName.equals("帅") && (y0 == y))//判断两个将领之间吃棋 { int min = x < x0? x : x0; int max = x > x0? x : x0; for(min = min+1; min < max; min++) { if(map[min][y] != -1) return false; } return true; } else return false; } else if(chess.chessName.equals("士") || chess.chessName.equals("仕"))//士也不能出田字格,且,士走斜线,每次只走一格 { if(x >= 8 && x <= 10 && y >= 4 && y <= 6) { int x0 = chess.point.x; int y0 = chess.point.y; if(Math.abs(x - x0) * Math.abs(y - y0) != 1) { return false; } else return true; } else//越界 return false; } else if(chess.chessName.equals("象") || chess.chessName.equals("相"))//相走田字,且不能过河 { if(x >= 6 && x != 11 && y >= 1 && y <= 9) { int x0 = chess.point.x; int y0 = chess.point.y; if(Math.abs(x - x0) * Math.abs(y - y0) != 4) { return false; } else if(Math.abs(x - x0) == 2 && Math.abs(y - y0) == 2) { int xm,ym;//求取中间值,防止中间有值不能走棋 xm = x > x0? x-1:x0-1; ym = y > y0? y-1:y0-1; if(map[xm][ym] != -1)//表示中间有棋 return false; return true; } else//防止1*4 == 4的情况出现 return false; } else return false; } else if(chess.chessName.equals("马"))//马走日,防止蹩脚的情况出现 { if(x >= 1 && x <=10 && y >= 1 && y <= 9) { int x0 = chess.point.x; int y0 = chess.point.y; if(Math.abs(x - x0) * Math.abs(y - y0) == 2)//判断是否走日 { //判断是否蹩脚 if(Math.abs(y - y0) == 2) { if(map[x0][y+1] != -1 && y < y0)//左边 { return false; } if(map[x0][y-1] != -1 && y0 < y)//右边 { return false; } return true; } else { if(map[x+1][y0] != -1 && x < x0)//上边 { return false; } if(map[x-1][y0] != -1 && x > x0)//下边 { return false; } return true; } } else return false; } else return false; } else if(chess.chessName.equals("车"))//车走直线 { if(x >= 1 && x <=10 && y >= 1 && y <= 9) { int x0 = chess.point.x; int y0 = chess.point.y; if(x == x0)//水平移动 { int i = y < y0 ? y : y0; int max = y > y0 ? y : y0; for(i = i+1; i < max; i++)//不判断目标状态,目标状态能否走在外面判断 { if(map[x][i] != -1) { // if(i == max && this.chess[map[x][i]].owner != chess.owner) // { // return true; // } return false; } } return true; } else if(y == y0)//垂直移动 { int i = x < x0 ? x : x0; int max = x > x0 ? x : x0; for(i = i+1; i < max; i++) { if(map[i][y] != -1) { // if(i == max && this.chess[map[i][y]].owner != chess.owner) // { // return true; // } return false; } } return true; } return false; } else return false;//越界 } else if(chess.chessName.equals("炮"))//跑隔山打牛,不隔山就走路,水平或者垂直移动 { if(x >= 1 && x <=10 && y >= 1 && y <= 9) { int x0 = chess.point.x; int y0 = chess.point.y; int countx = 0; int county = 0; if(x == x0)//水平移动 { int i = y < y0 ? y : y0; int max = y > y0 ? y : y0; for(i = i+1; i < max; i++) { if(map[x][i] != -1) { countx++; } } } else if(y == y0)//垂直移动 { int i = x < x0 ? x : x0; int max = x > x0 ? x : x0; for(i = i+1; i < max; i++) { if(map[i][y] != -1) { county++; } } } if(countx == 1 || county == 1)//说明中间有一个棋 { // if(this.chess[map[x][y]].owner != chess.owner) // { // return true; // } // else // return false; System.out.println("countx:"+countx); System.out.println("county:"+county); return true; } else if(countx == 0 && county == 0)//说明中间没有棋 { if(map[x][y] == -1)//目标没有棋 { return true; } else return false; // return true; } else return false; } else return false;//越界 } else if(chess.chessName.equals("兵") || chess.chessName.equals("卒"))//卒子在自己区域不能退,只能前进,每次只走一步 { if(x < 7 && x >= 1 && y >= 1 && y <= 9) { int x0 = chess.point.x; int y0 = chess.point.y; if(x == x0 && Math.abs(y-y0) == 1)//横向只走一步,判断是否在河的这边还是那边 { //如果是河的这边就不能走横向 if(x == 6) return false; else return true; } if(y == y0 && x - x0 == -1)//纵向只走一步,且必须向前走 { return true; } return false; } else return false; } return false; } public Point ReSetID(int x, int y)//重置id,将id转化成可辨识的坐标信息 { int posx = (y+height/2)/height; int posy = (x+width/2)/width; return new Point(posx,posy); } public void init_map()//初始化棋盘 { for(int i = 0; i < Row; i++) { for(int j = 0; j < Col; j++) { map[i][j] = -1;//将棋盘初始化为-1,表示没有棋子id } } } public void paint(Graphics g)//自己画棋盘 { super.paint(g); g.clearRect(0,0,this.getWidth(),this.getHeight()); //画棋盘 int a = 1; int b = 8; int c = 5;//两军中间的分界线 for(int j = 1; j < Row-1; j++)//画横线 { g.drawLine(a*width, j*height, (Col-2)*width, j*height); } for(int i = 1; i < Col-1; i++)//画竖线 { g.drawLine(i*width, a*height, i*width, (Row-2)*height); if(i == 4) { g.drawLine(i*width, a*height, (i+2)*width, (a+2)*height); g.drawLine(i*width, b*height, (i+2)*width, (b+2)*height); } if(i == 6) { g.drawLine(i*width, a*height, (i-2)*width, (a+2)*height); g.drawLine(i*width, b*height, (i-2)*width, (b+2)*height); } } g.drawRect(0, 0, (Col-1)*width, (Row-1)*height); g.setColor(Color.GRAY); g.fillRect(a*width, c*height,(Col-2-a)*width, height); g.setFont(new Font("黑体",Font.BOLD,20)); g.setColor(Color.white); g.drawString("楚 河 汉 界", 3*width, (c+1)*height-10); g.setColor(Color.black); //画棋子 for(int i = 0; i < chess.length; i++) { if(chess[i] != null) { chess[i].paint(g, this); } } if(firstChess != null) { firstChess.paintSeclected(g); } if(secondChess != null) { secondChess.paintSeclected(g); } } public void send(String str,InetAddress ip,int port) //发送数据报 { DatagramSocket s = null; try{ s = new DatagramSocket();//创建一个数据报套接字 byte data[] = new byte[100]; data = str.getBytes(); DatagramPacket pocket = new DatagramPacket(data,data.length,ip,port);//将数据报的信息放入自寻址包中,自寻址信息包括数据,数据长度,目标ip地址,目标端口号 s.send(pocket);//发送自寻址包 System.out.println("发送信息:"+str); }catch(IOException ex) { ex.printStackTrace(); }finally { if(s != null) s.close(); } } public void startgame(InetAddress ip, int otherport, int myport)//游戏正式开始的起点入口 { youID = ip; this.sendport = otherport; this.receiveport = myport; try{ myID = InetAddress.getLocalHost(); }catch(UnknownHostException ex) { ex.printStackTrace(); } send("play|",youID,sendport);//发送邀请,等待目标ip的回应----开启一个线程,不断监听端口,检查是否有消息,是否建立连接成功 Thread t = new Thread(this); t.start(); } public void FirstPaintChess()//第一次画棋盘---将每个棋盘上的棋子对象摆放完好,设置各自的初始属性 { //原本把黑棋放上面,红棋放下面,但是为了显示效果,凡是玩家玩,都把玩家的花色放下面 init_map();//如果再玩一局就要先清空棋盘,然后再重置棋子,否则上一局某些位置上面的id会遗留下来 paintChess(); if(player == BLACKCHESS) { ReverseChess(); } repaint(); } public void ReverseChess()//转置,将坐标改变,以便于下棋者下棋 { //先改变坐标 // for(int i = 0; i < 32; i++) // { // if(chess[i] != null) // chess[i].ReversePos(); // } //改变map地图id for(int i = 0; i < 32; i++) { if(chess[i] != null) { chess[i].ReversePos(); int xx = chess[i].point.x; int yy = chess[i].point.y; map[xx][yy] = i; } } } public void paintChess()//画棋盘显示,上面黑棋,下面红棋 { //黑方 chess[0] = new Chess("将",BLACKCHESS,new Point(1,5)); map[1][5] = 0; chess[1] = new Chess("士",BLACKCHESS,new Point(1,4)); map[1][4] = 1; chess[2] = new Chess("士",BLACKCHESS,new Point(1,6)); map[1][6] = 2; chess[3] = new Chess("象",BLACKCHESS,new Point(1,3)); map[1][3] = 3; chess[4] = new Chess("象",BLACKCHESS,new Point(1,7)); map[1][7] = 4; chess[5] = new Chess("马",BLACKCHESS,new Point(1,2)); map[1][2] = 5; chess[6] = new Chess("马",BLACKCHESS,new Point(1,8)); map[1][8] = 6; chess[7] = new Chess("车",BLACKCHESS,new Point(1,1)); map[1][1] = 7; chess[8] = new Chess("车",BLACKCHESS,new Point(1,9)); map[1][9] = 8; chess[9] = new Chess("炮",BLACKCHESS,new Point(3,2)); map[3][2] = 9; chess[10] = new Chess("炮",BLACKCHESS,new Point(3,8)); map[3][8] = 10; for(int i = 11,j = 1; i < 16; i++,j+=2) { chess[i] = new Chess("卒",BLACKCHESS,new Point(4,j)); map[4][j] = i; } //画红棋 chess[16] = new Chess("帅",REDCHESS,new Point(10,5)); map[10][5] = 16; chess[17] = new Chess("仕",REDCHESS,new Point(10,4)); map[10][4] = 17; chess[18] = new Chess("仕",REDCHESS,new Point(10,6)); map[10][6] = 18; chess[19] = new Chess("相",REDCHESS,new Point(10,3)); map[10][3] = 19; chess[20] = new Chess("相",REDCHESS,new Point(10,7)); map[10][7] = 20; chess[21] = new Chess("马",REDCHESS,new Point(10,2)); map[10][2] = 21; chess[22] = new Chess("马",REDCHESS,new Point(10,8)); map[10][8] = 22; chess[23] = new Chess("车",REDCHESS,new Point(10,1)); map[10][1] = 23; chess[24] = new Chess("车",REDCHESS,new Point(10,9)); map[10][9] = 24; chess[25] = new Chess("炮",REDCHESS,new Point(8,2)); map[8][2] = 25; chess[26] = new Chess("炮",REDCHESS,new Point(8,8)); map[8][8] = 26; for(int i = 27, j = 1; i < 32; i++, j+=2) { chess[i] = new Chess("兵",REDCHESS,new Point(7,j)); map[7][j] = i; } } @Override public void run() { DatagramSocket sock = null; try { sock = new DatagramSocket(receiveport);//打开监听窗口 byte data[] = new byte[100]; DatagramPacket pocket = new DatagramPacket(data,data.length); while(flag) { sock.receive(pocket);//接收数据 //读取接收信息 String str = new String(data); String s[] = new String[6]; s = str.split("\\|");//将数据信息按照|进行分割 if(s[0].equals("play"))//表示此时这个对象是一个被邀请的对象,将被邀请的对象设置为黑棋 { player = BLACKCHESS;//被邀请者设为黑棋 send("connect|",youID,sendport); //开始画棋盘 FirstPaintChess(); isPlay = false;//因为是红棋先走,所以黑棋此时不能下棋 } else if(s[0].equals("connect"))//表示此时的对象是游戏发出者对象,并且已经和被邀请对象建立连接 { player = REDCHESS;//游戏发出者设为红棋对象 FirstPaintChess(); isPlay = true;//因为此时是红棋,而红旗先走,所以红棋此时可以下棋 } else if(s[0].equals("lose"))//对方认输 { JOptionPane.showConfirmDialog(null, "认输", "对方棋手认输!", JOptionPane.OK_OPTION); isPlay = false; } else if(s[0].equals("success"))//对方赢了 { if(s[1].equals("黑棋赢")) { JOptionPane.showConfirmDialog(null, "输了", "黑棋赢了!您输了!", JOptionPane.OK_OPTION); } else if(s[1].equals("红棋赢")) { JOptionPane.showConfirmDialog(null, "输了", "红棋赢了!您输了!", JOptionPane.OK_OPTION); } isPlay = false; } else if(s[0].equals("move"))//对方走棋 { int indx = Integer.parseInt(s[1]); System.out.println("indx->"+indx); int posx = Integer.parseInt(s[2]); System.out.println("posx->"+posx); int posy = Integer.parseInt(s[3]); System.out.println("posy->"+posy); int x = chess[indx].point.x; int y = chess[indx].point.y; map[x][y] = -1; chess[indx].point.x = posx; chess[indx].point.y = posy; if(map[posx][posy] != -1) { chess[map[posx][posy]] = null; } map[posx][posy] = indx; repaint(); isPlay = true; } else if(s[0].equals("quit"))//对方退出 { JOptionPane.showConfirmDialog(null, "提示", "对方离开,游戏结束!", JOptionPane.OK_OPTION); isPlay = false; flag = false;//退出线程 } } } catch (SocketException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); }finally { if(sock != null) { sock.close(); } } } }
3.ChessFrame类:
package internet_chess; import java.awt.BorderLayout; import java.awt.Container; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Rectangle; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.net.InetAddress; import java.net.UnknownHostException; import javax.swing.ImageIcon; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JTextField; public class ChessFrame extends JFrame{ private JButton start = new JButton("开始"); private JButton end = new JButton("结束"); private JButton lose = new JButton("认输"); private JPanel paneUp = new JPanel(); private ChessPanel chesspanel = new ChessPanel(); private JPanel paneDown = new JPanel(); private JLabel IPlabel = new JLabel("IP:"); private JLabel otherPortlabel = new JLabel("目标端口"); private JLabel imageicon = new JLabel(); private JTextField ip_address = new JTextField("127.0.0.1"); private JTextField otherPort = new JTextField("9999"); private InetAddress myID;//自己id地址 private InetAddress youID;//目标ID地址 private int sendport;//发送端口 private int receiveport = 8888;//接收端口 public ChessFrame()//构造函数 { paneDown.setLayout(new FlowLayout()); IPlabel.setBounds(10, 10, 40, 20); ip_address.setBounds(new Rectangle(60,10,50,20)); paneDown.add(IPlabel); paneDown.add(ip_address); paneDown.add(otherPortlabel); paneDown.add(otherPort); paneDown.add(start); paneDown.add(lose); paneDown.add(end); lose.setEnabled(false); imageicon.setBounds(new Rectangle(300,0,100,100)); imageicon.setIcon(new ImageIcon("F:/Image/chess/0.png"));//标签加载图片 paneUp.add(imageicon,BorderLayout.CENTER); Container con = this.getContentPane(); con.add(paneUp,BorderLayout.NORTH); con.add(chesspanel,BorderLayout.CENTER); con.add(paneDown,BorderLayout.SOUTH); this.setTitle("8888网络象棋"); this.setSize(new Dimension(600,700)); this.setVisible(true); this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); start.addMouseListener(new MouseAdapter() { public void mouseClicked(MouseEvent e) { try { String ip = ip_address.getText();//获取当前目标ip地址 sendport = Integer.parseInt(otherPort.getText());//获取目标连接端口 myID = InetAddress.getLocalHost();//获取本地ip地址 youID = InetAddress.getByName(ip);//获取目标ip地址 } catch (UnknownHostException e1) { e1.printStackTrace(); } chesspanel.startgame(youID,sendport,receiveport); lose.setEnabled(true); } }); end.addMouseListener(new MouseAdapter() { public void mouseClicked(MouseEvent e) { try{ chesspanel.send("quit|",youID,sendport);//向对方发送离开信息,同时断开连接 System.exit(0); }catch(Exception ex) { ex.printStackTrace(); } } }); lose.addMouseListener(new MouseAdapter() { public void mouseClicked(MouseEvent e) { try{ chesspanel.send("lose|",youID,sendport);//向对方发送认输信息 }catch(Exception ex) { ex.printStackTrace(); } } }); //加一个对方求和的按钮 } public static void main(String[] args) { // TODO Auto-generated method stub new ChessFrame(); } }
代码结果
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。