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Java棋类游戏实践之中国象棋

作者:涛涌四海

这篇文章主要为大家详细介绍了Java棋类游戏中的中国象棋实现方法,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

本文实例讲述了java实现的中国象棋游戏代码,分享给大家供大家参考,具体代码如下

一、实践目的:

1.鼠标点击、拖动等事件的应用与区别

2.棋谱文件的保存与读取

3.完善象棋的规则。

二、实践内容:

中国象棋历史悠久,吸引了无数的人研究,现对中国象棋的对战和实现棋谱的制作做如下的设计和说明,供大家参考学习。

1、机机对弈,红方先手。在符合规则的情况下拖动棋子到目的地,松鼠标落子。

人人对弈图

2、制作棋谱,选择制作棋谱菜单后,对弈开始,并记录了下棋过程。

选择“制作棋谱”菜单

棋谱制作完毕红方胜出

一方胜出后弹出胜利消息对话框。点击确定后,选择“保存棋谱”菜单,弹出保存文件对话框。

保存棋谱对话框

3.演示棋谱,选择演示棋谱菜单后,弹出打开对话框,选择保存好的棋谱,开始演示。

演示棋谱对话框

演示棋谱过程(自动和手动两种)

三、参考代码:

1.象棋主类 文件ChineseChess.java

package cn.edu.ouc.chineseChess; 
 
import javax.swing.*; 
import java.awt.*; 
import java.awt.event.*; 
import java.io.*; 
import java.util.LinkedList; 
 
/** 
 * 象棋主类 
 * 
 * @author cnlht 
 */ 
public class ChineseChess extends JFrame implements ActionListener { 
 ChessBoard board = null; 
 Demon demon = null; 
 MakeChessManual record = null; 
 Container con = null; 
 JMenuBar bar; 
 JMenu fileMenu; 
 JMenuItem 制作棋谱, 保存棋谱, 演示棋谱; 
 JFileChooser fileChooser = null; 
 LinkedList 棋谱 = null; 
 
 public ChineseChess() { 
 bar = new JMenuBar(); 
 fileMenu = new JMenu("中国象棋"); 
 制作棋谱 = new JMenuItem("制作棋谱"); 
 保存棋谱 = new JMenuItem("保存棋谱"); 
 保存棋谱.setEnabled(false); 
 演示棋谱 = new JMenuItem("演示棋谱"); 
 fileMenu.add(制作棋谱); 
 fileMenu.add(保存棋谱); 
 fileMenu.add(演示棋谱); 
 bar.add(fileMenu); 
 setJMenuBar(bar); 
 setTitle(制作棋谱.getText()); 
 制作棋谱.addActionListener(this); 
 保存棋谱.addActionListener(this); 
 演示棋谱.addActionListener(this); 
 board = new ChessBoard(45, 45, 9, 10); 
 record = board.record; 
 con = getContentPane(); 
 JSplitPane split = new JSplitPane(JSplitPane.HORIZONTAL_SPLIT, true, 
  board, record); 
 split.setDividerSize(5); 
 split.setDividerLocation(460); 
 con.add(split, BorderLayout.CENTER); 
 addWindowListener(new WindowAdapter() { 
  public void windowClosing(WindowEvent e) { 
  System.exit(0); 
  } 
 }); 
 setVisible(true); 
 setBounds(60, 20, 690, 540); 
 fileChooser = new JFileChooser(); 
 con.validate(); 
 validate(); 
 } 
 
 public void actionPerformed(ActionEvent e) { 
 if (e.getSource() == 制作棋谱) { 
  con.removeAll(); 
  保存棋谱.setEnabled(true); 
  this.setTitle(制作棋谱.getText()); 
  board = new ChessBoard(45, 45, 9, 10); 
  record = board.record; 
  JSplitPane split = new JSplitPane(JSplitPane.HORIZONTAL_SPLIT, 
   true, board, record); 
  split.setDividerSize(5); 
  split.setDividerLocation(460); 
  con.add(split, BorderLayout.CENTER); 
  validate(); 
 } 
 if (e.getSource() == 保存棋谱) { 
  int state = fileChooser.showSaveDialog(null); 
  File saveFile = fileChooser.getSelectedFile(); 
  if (saveFile != null && state == JFileChooser.APPROVE_OPTION) { 
  try { 
   FileOutputStream outOne = new FileOutputStream(saveFile); 
   ObjectOutputStream outTwo = new ObjectOutputStream(outOne); 
   outTwo.writeObject(record.获取棋谱()); 
   outOne.close(); 
   outTwo.close(); 
  } catch (IOException event) { 
  } 
  } 
 } 
 if (e.getSource() == 演示棋谱) { 
  con.removeAll(); 
  con.repaint(); 
  con.validate(); 
  validate(); 
  保存棋谱.setEnabled(false); 
 
  int state = fileChooser.showOpenDialog(null); 
  File openFile = fileChooser.getSelectedFile(); 
  if (openFile != null && state == JFileChooser.APPROVE_OPTION) { 
  try { 
   FileInputStream inOne = new FileInputStream(openFile); 
   ObjectInputStream inTwo = new ObjectInputStream(inOne); 
   棋谱 = (LinkedList) inTwo.readObject(); 
   inOne.close(); 
   inTwo.close(); 
   ChessBoard board = new ChessBoard(45, 45, 9, 10); 
   demon = new Demon(board); 
   demon.set棋谱(棋谱); 
   con.add(demon, BorderLayout.CENTER); 
   con.validate(); 
   validate(); 
   this.setTitle(演示棋谱.getText() + ":" + openFile); 
  } catch (Exception event) { 
   JLabel label = new JLabel("不是棋谱文件"); 
   label.setFont(new Font("隶书", Font.BOLD, 60)); 
   label.setForeground(Color.red); 
   label.setHorizontalAlignment(SwingConstants.CENTER); 
   con.add(label, BorderLayout.CENTER); 
   con.validate(); 
   this.setTitle("没有打开棋谱"); 
   validate(); 
  } 
  } else { 
  JLabel label = new JLabel("没有打开棋谱文件呢"); 
  label.setFont(new Font("隶书", Font.BOLD, 50)); 
  label.setForeground(Color.pink); 
  label.setHorizontalAlignment(SwingConstants.CENTER); 
  con.add(label, BorderLayout.CENTER); 
  con.validate(); 
  this.setTitle("没有打开棋谱文件呢"); 
  validate(); 
  } 
 } 
 } 
 
 public static void main(String args[]) { 
 new ChineseChess(); 
 } 
} 

2.象棋棋盘类文件ChessBoard.java

package cn.edu.ouc.chineseChess; 
 
import javax.swing.*; 
import java.awt.*; 
import java.awt.event.*; 
 
/** 
 * 棋盘类 
 * 
 * @author cnlht 
 */ 
public class ChessBoard extends JPanel implements MouseListener, 
 MouseMotionListener { 
 public ChessPoint point[][]; 
 public int unitWidth, unitHeight; 
 private int x轴长, y轴长; 
 private int x, y; 
 private Image img; 
 protected Image pieceImg; 
 private boolean move = false; 
 public String 红方颜色 = "红方", 黑方颜色 = "黑方"; 
 ChessPiece 红车1, 红车2, 红马1, 红马2, 红相1, 红相2, 红帅, 红士1, 红士2, 红兵1, 红兵2, 红兵3, 红兵4, 
  红兵5, 红炮1, 红炮2; 
 ChessPiece 黑车1, 黑车2, 黑马1, 黑马2, 黑将, 黑士1, 黑士2, 黑卒1, 黑卒2, 黑卒3, 黑卒4, 黑卒5, 黑象1, 
  黑象2, 黑炮1, 黑炮2; 
 
 int startX, startY; 
 int startI, startJ; 
 public boolean 红方走棋 = true, 黑方走棋 = false; 
 Rule rule = null; 
 public MakeChessManual record = null; 
 
 public ChessBoard(int w, int h, int r, int c) { 
 setLayout(null); 
 addMouseListener(this); 
 addMouseMotionListener(this); 
 Color bc = getBackground(); 
 unitWidth = w; 
 unitHeight = h; 
 x轴长 = r; 
 y轴长 = c; 
 
 point = new ChessPoint[r + 1][c + 1]; 
 
 for (int i = 1; i <= r; i++) { 
  for (int j = 1; j <= c; j++) { 
  point[i][j] = new ChessPoint(i * unitWidth, j * unitHeight, 
   false); 
  } 
 } 
 
 rule = new Rule(this, point); 
 record = new MakeChessManual(this, point); 
 
 img = Toolkit.getDefaultToolkit().getImage("board.jpg"); 
 pieceImg = Toolkit.getDefaultToolkit().getImage("piece.gif"); 
  
 红车1 = new ChessPiece("車", Color.red, bc, w - 4, h - 4, this); 
 红车1.set棋子类别(红方颜色); 
 红车2 = new ChessPiece("車", Color.red, bc, w - 4, h - 4, this); 
 红车2.set棋子类别(红方颜色); 
 红马1 = new ChessPiece("馬", Color.red, bc, w - 4, h - 4, this); 
 红马1.set棋子类别(红方颜色); 
 红马2 = new ChessPiece("馬", Color.red, bc, w - 4, h - 4, this); 
 红马2.set棋子类别(红方颜色); 
 红炮1 = new ChessPiece("炮", Color.red, bc, w - 4, h - 4, this); 
 红炮1.set棋子类别(红方颜色); 
 红炮2 = new ChessPiece("炮", Color.red, bc, w - 4, h - 4, this); 
 红炮2.set棋子类别(红方颜色); 
 红相1 = new ChessPiece("相", Color.red, bc, w - 4, h - 4, this); 
 红相1.set棋子类别(红方颜色); 
 红相2 = new ChessPiece("相", Color.red, bc, w - 4, h - 4, this); 
 红相2.set棋子类别(红方颜色); 
 红士1 = new ChessPiece("仕", Color.red, bc, w - 4, h - 4, this); 
 红士1.set棋子类别(红方颜色); 
 红士2 = new ChessPiece("仕", Color.red, bc, w - 4, h - 4, this); 
 红士2.set棋子类别(红方颜色); 
 红帅 = new ChessPiece("帅", Color.red, bc, w - 4, h - 4, this); 
 红帅.set棋子类别(红方颜色); 
 红兵1 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this); 
 红兵1.set棋子类别(红方颜色); 
 红兵2 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this); 
 红兵2.set棋子类别(红方颜色); 
 红兵3 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this); 
 红兵3.set棋子类别(红方颜色); 
 红兵4 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this); 
 红兵4.set棋子类别(红方颜色); 
 红兵5 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this); 
 红兵5.set棋子类别(红方颜色); 
 
 黑将 = new ChessPiece("将", Color.black, bc, w - 4, h - 4, this); 
 黑将.set棋子类别(黑方颜色); 
 黑士1 = new ChessPiece("士", Color.black, bc, w - 4, h - 4, this); 
 黑士1.set棋子类别(黑方颜色); 
 黑士2 = new ChessPiece("士", Color.black, bc, w - 4, h - 4, this); 
 黑士2.set棋子类别(黑方颜色); 
 黑车1 = new ChessPiece("车", Color.black, bc, w - 4, h - 4, this); 
 黑车1.set棋子类别(黑方颜色); 
 黑车2 = new ChessPiece("车", Color.black, bc, w - 4, h - 4, this); 
 黑车2.set棋子类别(黑方颜色); 
 黑炮1 = new ChessPiece("炮", Color.black, bc, w - 4, h - 4, this); 
 黑炮1.set棋子类别(黑方颜色); 
 黑炮2 = new ChessPiece("炮", Color.black, bc, w - 4, h - 4, this); 
 黑炮2.set棋子类别(黑方颜色); 
 黑象1 = new ChessPiece("象", Color.black, bc, w - 4, h - 4, this); 
 黑象1.set棋子类别(黑方颜色); 
 黑象2 = new ChessPiece("象", Color.black, bc, w - 4, h - 4, this); 
 黑象2.set棋子类别(黑方颜色); 
 黑马1 = new ChessPiece("马", Color.black, bc, w - 4, h - 4, this); 
 黑马1.set棋子类别(黑方颜色); 
 黑马2 = new ChessPiece("马", Color.black, bc, w - 4, h - 4, this); 
 黑马2.set棋子类别(黑方颜色); 
 黑卒1 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this); 
 黑卒1.set棋子类别(黑方颜色); 
 黑卒2 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this); 
 黑卒2.set棋子类别(黑方颜色); 
 黑卒3 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this); 
 黑卒3.set棋子类别(黑方颜色); 
 黑卒4 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this); 
 黑卒4.set棋子类别(黑方颜色); 
 黑卒5 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this); 
 黑卒5.set棋子类别(黑方颜色); 
 point[1][10].setPiece(红车1, this); 
 point[2][10].setPiece(红马1, this); 
 point[3][10].setPiece(红相1, this); 
 point[4][10].setPiece(红士1, this); 
 point[5][10].setPiece(红帅, this); 
 point[6][10].setPiece(红士2, this); 
 point[7][10].setPiece(红相2, this); 
 point[8][10].setPiece(红马2, this); 
 point[9][10].setPiece(红车2, this); 
 point[2][8].setPiece(红炮1, this); 
 point[8][8].setPiece(红炮2, this); 
 point[1][7].setPiece(红兵1, this); 
 point[3][7].setPiece(红兵2, this); 
 point[5][7].setPiece(红兵3, this); 
 point[7][7].setPiece(红兵4, this); 
 point[9][7].setPiece(红兵5, this); 
 
 point[1][1].setPiece(黑车1, this); 
 point[2][1].setPiece(黑马1, this); 
 point[3][1].setPiece(黑象1, this); 
 point[4][1].setPiece(黑士1, this); 
 point[5][1].setPiece(黑将, this); 
 point[6][1].setPiece(黑士2, this); 
 point[7][1].setPiece(黑象2, this); 
 point[8][1].setPiece(黑马2, this); 
 point[9][1].setPiece(黑车2, this); 
 point[2][3].setPiece(黑炮1, this); 
 point[8][3].setPiece(黑炮2, this); 
 point[1][4].setPiece(黑卒1, this); 
 point[3][4].setPiece(黑卒2, this); 
 point[5][4].setPiece(黑卒3, this); 
 point[7][4].setPiece(黑卒4, this); 
 point[9][4].setPiece(黑卒5, this); 
 
 } 
 
 public void paintComponent(Graphics g) { 
 super.paintComponent(g); 
 
 int imgWidth = img.getWidth(this); 
 int imgHeight = img.getHeight(this);// 获得图片的宽度与高度 
 int FWidth = getWidth(); 
 int FHeight = getHeight();// 获得窗口的宽度与高度 
 int x = (FWidth - imgWidth) / 2; 
 int y = (FHeight - imgHeight) / 2; 
 g.drawImage(img, x, y, null); 
 
 for (int j = 1; j <= y轴长; j++) { 
  g.drawLine(point[1][j].x, point[1][j].y, point[x轴长][j].x, 
   point[x轴长][j].y); 
 } 
 for (int i = 1; i <= x轴长; i++) { 
  if (i != 1 && i != x轴长) { 
  g.drawLine(point[i][1].x, point[i][1].y, point[i][y轴长 - 5].x, 
   point[i][y轴长 - 5].y); 
  g.drawLine(point[i][y轴长 - 4].x, point[i][y轴长 - 4].y, 
   point[i][y轴长].x, point[i][y轴长].y); 
  } else { 
  g.drawLine(point[i][1].x, point[i][1].y, point[i][y轴长].x, 
   point[i][y轴长].y); 
  } 
 } 
 
 g.drawLine(point[4][1].x, point[4][1].y, point[6][3].x, point[6][3].y); 
 g.drawLine(point[6][1].x, point[6][1].y, point[4][3].x, point[4][3].y); 
 g.drawLine(point[4][8].x, point[4][8].y, point[6][y轴长].x, 
  point[6][y轴长].y); 
 g.drawLine(point[4][y轴长].x, point[4][y轴长].y, point[6][8].x, 
  point[6][8].y); 
 
 for (int i = 1; i <= x轴长; i++) { 
  g.drawString("" + i, i * unitWidth, unitHeight / 2); 
 } 
 int j = 1; 
 for (char c = 'A'; c <= 'J'; c++) { 
  g.drawString("" + c, unitWidth / 4, j * unitHeight); 
  j++; 
 } 
 
 } 
 
 /**鼠标按下事件*/ 
 public void mousePressed(MouseEvent e) { 
 ChessPiece piece = null; 
 Rectangle rect = null; 
 if (e.getSource() == this) 
  move = false; 
 if (move == false) 
  if (e.getSource() instanceof ChessPiece) { 
  piece = (ChessPiece) e.getSource(); 
  startX = piece.getBounds().x; 
  startY = piece.getBounds().y; 
 
  rect = piece.getBounds(); 
  for (int i = 1; i <= x轴长; i++) { 
   for (int j = 1; j <= y轴长; j++) { 
   int x = point[i][j].getX(); 
   int y = point[i][j].getY(); 
   if (rect.contains(x, y)) { 
    startI = i; 
    startJ = j; 
    break; 
   } 
 
   } 
  } 
  } 
 } 
 
 public void mouseMoved(MouseEvent e) { 
 } 
 
 /**鼠标拖动事件*/ 
 public void mouseDragged(MouseEvent e) { 
 
 ChessPiece piece = null; 
 if (e.getSource() instanceof ChessPiece) { 
  piece = (ChessPiece) e.getSource(); 
 
  move = true; 
 
  e = SwingUtilities.convertMouseEvent(piece, e, this); 
 } 
 
 if (e.getSource() == this) { 
  if (move && piece != null) { 
  x = e.getX(); 
  y = e.getY(); 
  if (红方走棋 && ((piece.棋子类别()).equals(红方颜色))) { 
   piece.setLocation(x - piece.getWidth() / 2, 
    y - piece.getHeight() / 2); 
  } 
  if (黑方走棋 && (piece.棋子类别().equals(黑方颜色))) { 
   piece.setLocation(x - piece.getWidth() / 2, 
    y - piece.getHeight() / 2); 
  } 
  } 
 } 
 } 
 
 /**松开鼠标事件*/ 
 public void mouseReleased(MouseEvent e) { 
 ChessPiece piece = null; 
 move = false; 
 Rectangle rect = null; 
 if (e.getSource() instanceof ChessPiece) { 
  piece = (ChessPiece) e.getSource(); 
  rect = piece.getBounds(); 
 
  e = SwingUtilities.convertMouseEvent(piece, e, this); 
 } 
 if (e.getSource() == this) { 
  boolean containChessPoint = false; 
  int x = 0, y = 0; 
  int m = 0, n = 0; 
  if (piece != null) { 
  for (int i = 1; i <= x轴长; i++) { 
   for (int j = 1; j <= y轴长; j++) { 
   x = point[i][j].getX(); 
   y = point[i][j].getY(); 
   if (rect.contains(x, y)) { 
 
    containChessPoint = true; 
    m = i; 
    n = j; 
    break; 
   } 
 
   } 
  } 
  } 
  if (piece != null && containChessPoint) { 
  Color pieceColor = piece.获取棋子颜色(); 
  if (point[m][n].isPiece()) { 
   Color c = (point[m][n].getPiece()).获取棋子颜色(); 
   if (pieceColor.getRGB() == c.getRGB()) { 
   piece.setLocation(startX, startY); 
 
   (point[startI][startJ]).set有棋子(true); 
   } else { 
   boolean ok = rule.movePieceRule(piece, startI, startJ, 
    m, n); 
   if (ok) { 
    ChessPiece pieceRemoved = point[m][n].getPiece(); 
    point[m][n].reMovePiece(pieceRemoved, this); 
    point[m][n].setPiece(piece, this); 
    (point[startI][startJ]).set有棋子(false); 
    record.记录棋谱(piece, startI, startJ, m, n); 
    record.记录吃掉的棋子(pieceRemoved); 
    rule.isWine(pieceRemoved); 
    if (piece.棋子类别().equals(红方颜色)) { 
    红方走棋 = false; 
    黑方走棋 = true; 
    } 
    if (piece.棋子类别().equals(黑方颜色)) { 
    黑方走棋 = false; 
    红方走棋 = true; 
    } 
    validate(); 
    repaint(); 
   } else { 
    piece.setLocation(startX, startY); 
    (point[startI][startJ]).set有棋子(true); 
   } 
   } 
 
  } else { 
 
   boolean ok = rule 
    .movePieceRule(piece, startI, startJ, m, n); 
   if (ok) { 
   point[m][n].setPiece(piece, this); 
   (point[startI][startJ]).set有棋子(false); 
   record.记录棋谱(piece, startI, startJ, m, n); 
   record.记录吃掉的棋子("没吃棋子"); 
 
   if (piece.棋子类别().equals(红方颜色)) { 
    红方走棋 = false; 
    黑方走棋 = true; 
   } 
   if (piece.棋子类别().equals(黑方颜色)) { 
    黑方走棋 = false; 
    红方走棋 = true; 
   } 
   } else { 
   piece.setLocation(startX, startY); 
   (point[startI][startJ]).set有棋子(true); 
   } 
  } 
  } 
 
  if (piece != null && !containChessPoint) { 
  piece.setLocation(startX, startY); 
  (point[startI][startJ]).set有棋子(true); 
  } 
 } 
 } 
 
 public void mouseEntered(MouseEvent e) { 
 } 
 
 public void mouseExited(MouseEvent e) { 
 } 
 
 public void mouseClicked(MouseEvent e) { 
 } 
} 

3.棋子类文件ChessPiece.java

package cn.edu.ouc.chineseChess; 
 
import javax.swing.*; 
import java.awt.*; 
import java.awt.event.*; 
 
/** 
 * 棋子类 
 * 
 * @author cnlht 
 */ 
public class ChessPiece extends JLabel { 
 String name; // 棋子名字 
 Color backColor = null, foreColor;// 背景色和前景色 
 String 颜色类别 = null; 
 ChessBoard board = null; 
 int width, height;// 大小 
 
 public ChessPiece(String name, Color fc, Color bc, int width, int height, 
  ChessBoard board) {// 构造棋子 
 this.name = name; 
 this.board = board; 
 this.width = width; 
 this.height = height; 
 foreColor = fc; 
 backColor = bc; 
 setSize(width, height); 
 setBackground(bc); 
 addMouseMotionListener(board); 
 addMouseListener(board); 
 } 
 
 // 绘制棋子 
 public void paint(Graphics g) { 
 g.drawImage(board.pieceImg, 2, 2, width-2, height-2, null); 
 g.setColor(foreColor); 
 g.setFont(new Font("楷体", Font.BOLD, 26)); 
 g.drawString(name, 7, height - 8);// 在棋子上绘制 “棋子名” 
 g.setColor(Color.black); 
 //g.drawOval(1, 1, width - 1, height - 1); 
 float lineWidth = 2.3f; 
 ((Graphics2D)g).setStroke(new BasicStroke(lineWidth)); 
 ((Graphics2D)g).drawOval(2, 2, width-2, height-2); 
 } 
 
 public int getWidth() { 
 return width; 
 } 
 
 public int getHeight() { 
 return height; 
 } 
 
 public String getName() { 
 return name; 
 } 
 
 public Color 获取棋子颜色() { 
 return foreColor; 
 } 
 
 public void set棋子类别(String 类别) { 
 颜色类别 = 类别; 
 } 
 
 public String 棋子类别() { 
 return 颜色类别; 
 } 
} 

4.棋子点坐标类文件

package cn.edu.ouc.chineseChess; 
 
/** 
 * 棋点类 
 * 
 * @author cnlht 
 */ 
public class ChessPoint { 
 /** 棋子坐标 */ 
 int x, y; 
 
 /** 该坐标 是否有子*/ 
 boolean 有棋子; 
 
 /** 改坐标的棋子 */ 
 ChessPiece piece = null; 
 
 /** 坐标所属棋盘 */ 
 ChessBoard board = null; 
 
 public ChessPoint(int x, int y, boolean boo) { 
 this.x = x; 
 this.y = y; 
 有棋子 = boo; 
 } 
 
 public boolean isPiece() { 
 return 有棋子; 
 } 
 
 public void set有棋子(boolean boo) { 
 有棋子 = boo; 
 } 
 
 public int getX() { 
 return x; 
 } 
 
 public int getY() { 
 return y; 
 } 
 
 // 设置改点棋子 
 public void setPiece(ChessPiece piece, ChessBoard board) { 
 this.board = board; 
 this.piece = piece; 
 board.add(piece); 
 int w = (board.unitWidth); 
 int h = (board.unitHeight); 
 piece.setBounds(x - w / 2, y - h / 2, w, h);// 棋子位置,宽度,高度 
 有棋子 = true; 
 board.validate(); 
 } 
 
 public ChessPiece getPiece() { 
 return piece; 
 } 
 
 public void reMovePiece(ChessPiece piece, ChessBoard board) { 
 this.board = board; 
 this.piece = piece; 
 board.remove(piece); 
 board.validate(); 
 有棋子 = false; 
 } 
} 

5.玩法规则类文件Rule.java

package cn.edu.ouc.chineseChess; 
 
import javax.swing.*; 
 
import java.awt.*; 
import java.awt.event.*; 
 
/** 
 * 走棋规则类 
 * 
 * @author cnlht 
 */ 
public class Rule { 
 ChessBoard board = null; 
 ChessPiece piece = null; 
 ChessPoint point[][]; 
 int startI, startJ, endI, endJ; 
 
 public Rule(ChessBoard board, ChessPoint point[][]) { 
 this.board = board; 
 this.point = point; 
 } 
 
 public void isWine(ChessPiece piece) { 
 this.piece = piece; 
 if (piece.getName() == "将" || piece.getName() == "帅") { 
  if (piece.颜色类别 == "红方") { 
  JOptionPane.showMessageDialog(null, "黑方 胜利!"); 
  } else { 
  JOptionPane.showMessageDialog(null, "红方 胜利!"); 
  } 
 } 
 } 
 
 public boolean movePieceRule(ChessPiece piece, int startI, int startJ, 
  int endI, int endJ) { 
 this.piece = piece; 
 this.startI = startI; 
 this.startJ = startJ; 
 this.endI = endI; 
 this.endJ = endJ; 
 int minI = Math.min(startI, endI); 
 int maxI = Math.max(startI, endI); 
 int minJ = Math.min(startJ, endJ); 
 int maxJ = Math.max(startJ, endJ); 
 boolean 可否走棋 = false; 
 if (piece.getName().equals("车")) { 
  if (startI == endI) { 
  int j = 0; 
  for (j = minJ + 1; j <= maxJ - 1; j++) { 
   if (point[startI][j].isPiece()) { 
   可否走棋 = false; 
   break; 
   } 
  } 
  if (j == maxJ) { 
   可否走棋 = true; 
  } 
  } else if (startJ == endJ) { 
  int i = 0; 
  for (i = minI + 1; i <= maxI - 1; i++) { 
   if (point[i][startJ].isPiece()) { 
   可否走棋 = false; 
   break; 
   } 
  } 
  if (i == maxI) { 
   可否走棋 = true; 
  } 
  } else { 
  可否走棋 = false; 
  } 
 
 } else if (piece.getName().equals("車")) { 
  if (startI == endI) { 
  int j = 0; 
  for (j = minJ + 1; j <= maxJ - 1; j++) { 
   if (point[startI][j].isPiece()) { 
   可否走棋 = false; 
   break; 
   } 
  } 
  if (j == maxJ) { 
   可否走棋 = true; 
  } 
  } else if (startJ == endJ) { 
  int i = 0; 
  for (i = minI + 1; i <= maxI - 1; i++) { 
   if (point[i][startJ].isPiece()) { 
   可否走棋 = false; 
   break; 
   } 
  } 
  if (i == maxI) { 
   可否走棋 = true; 
  } 
  } else { 
  可否走棋 = false; 
  } 
 
 }else if (piece.getName().equals("马")) { 
  int xAxle = Math.abs(startI - endI); 
  int yAxle = Math.abs(startJ - endJ); 
 
  if (xAxle == 2 && yAxle == 1) { 
  if (endI > startI) { 
   if (point[startI + 1][startJ].isPiece()) { 
   可否走棋 = false; 
   } else { 
   可否走棋 = true; 
   } 
  } 
  if (endI < startI) { 
   if (point[startI - 1][startJ].isPiece()) { 
   可否走棋 = false; 
   } else { 
   可否走棋 = true; 
   } 
  } 
 
  }else if (xAxle == 1 && yAxle == 2) { 
  if (endJ > startJ) { 
   if (point[startI][startJ + 1].isPiece()) { 
   可否走棋 = false; 
   } else { 
   可否走棋 = true; 
   } 
  } 
  if (endJ < startJ) { 
   if (point[startI][startJ - 1].isPiece()) { 
   可否走棋 = false; 
   } else { 
   可否走棋 = true; 
   } 
  } 
 
  } else { 
  可否走棋 = false; 
  } 
 } else if (piece.getName().equals("馬")) { 
  int xAxle = Math.abs(startI - endI); 
  int yAxle = Math.abs(startJ - endJ); 
 
  if (xAxle == 2 && yAxle == 1) { 
  if (endI > startI) { 
   if (point[startI + 1][startJ].isPiece()) { 
   可否走棋 = false; 
   } else { 
   可否走棋 = true; 
   } 
  } 
  if (endI < startI) { 
   if (point[startI - 1][startJ].isPiece()) { 
   可否走棋 = false; 
   } else { 
   可否走棋 = true; 
   } 
  } 
 
  }else if (xAxle == 1 && yAxle == 2) { 
  if (endJ > startJ) { 
   if (point[startI][startJ + 1].isPiece()) { 
   可否走棋 = false; 
   } else { 
   可否走棋 = true; 
   } 
  } 
  if (endJ < startJ) { 
   if (point[startI][startJ - 1].isPiece()) { 
   可否走棋 = false; 
   } else { 
   可否走棋 = true; 
   } 
  } 
 
  } else { 
  可否走棋 = false; 
  } 
 } else if (piece.getName().equals("象")) { 
  int centerI = (startI + endI) / 2; 
  int centerJ = (startJ + endJ) / 2; 
  int xAxle = Math.abs(startI - endI); 
  int yAxle = Math.abs(startJ - endJ); 
  if (xAxle == 2 && yAxle == 2 && endJ <= 5) { 
  if (point[centerI][centerJ].isPiece()) { 
   可否走棋 = false; 
  } else { 
   可否走棋 = true; 
  } 
  } else { 
  可否走棋 = false; 
  } 
 } else if (piece.getName().equals("相")) { 
  int centerI = (startI + endI) / 2; 
  int centerJ = (startJ + endJ) / 2; 
  int xAxle = Math.abs(startI - endI); 
  int yAxle = Math.abs(startJ - endJ); 
  if (xAxle == 2 && yAxle == 2 && endJ >= 6) { 
  if (point[centerI][centerJ].isPiece()) { 
   可否走棋 = false; 
  } else { 
   可否走棋 = true; 
  } 
  } else { 
  可否走棋 = false; 
  } 
 } else if (piece.getName().equals("炮")) { 
  int number = 0; 
  if (startI == endI) { 
  int j = 0; 
  for (j = minJ + 1; j <= maxJ - 1; j++) { 
   if (point[startI][j].isPiece()) { 
   number++; 
   } 
  } 
  if (number > 1) { 
   可否走棋 = false; 
  } else if (number == 1) { 
   if (point[endI][endJ].isPiece()) { 
   可否走棋 = true; 
   } 
  } else if (number == 0 && !point[endI][endJ].isPiece()) { 
   可否走棋 = true; 
  } 
  } else if (startJ == endJ) { 
  int i = 0; 
  for (i = minI + 1; i <= maxI - 1; i++) { 
   if (point[i][startJ].isPiece()) { 
   number++; 
   } 
  } 
  if (number > 1) { 
   可否走棋 = false; 
  } else if (number == 1) { 
   if (point[endI][endJ].isPiece()) { 
   可否走棋 = true; 
   } 
  } else if (number == 0 && !point[endI][endJ].isPiece()) { 
   可否走棋 = true; 
  } 
  } else { 
  可否走棋 = false; 
  } 
 } else if (piece.getName().equals("兵")) { 
  int xAxle = Math.abs(startI - endI); 
  int yAxle = Math.abs(startJ - endJ); 
 
  if (endJ >= 6) { 
  if (startJ - endJ == 1 && xAxle == 0) { 
   可否走棋 = true; 
  } 
 
  else { 
   可否走棋 = false; 
  } 
  } else if (endJ <= 5) { 
  if ((startJ - endJ == 1) && (xAxle == 0)) { 
   可否走棋 = true; 
  } else if ((endJ - startJ == 0) && (xAxle == 1)) { 
   可否走棋 = true; 
  } else { 
   可否走棋 = false; 
  } 
  } 
 } else if (piece.getName().equals("卒")) { 
  int xAxle = Math.abs(startI - endI); 
  int yAxle = Math.abs(startJ - endJ); 
 
  if (endJ <= 5) { 
  if (endJ - startJ == 1 && xAxle == 0) { 
   可否走棋 = true; 
  } else { 
   可否走棋 = false; 
  } 
  } else if (endJ >= 6) { 
  if ((endJ - startJ == 1) && (xAxle == 0)) { 
   可否走棋 = true; 
  } else if ((endJ - startJ == 0) && (xAxle == 1)) { 
   可否走棋 = true; 
  } else { 
   可否走棋 = false; 
  } 
  } 
 } 
 
 else if (piece.getName().equals("士")) { 
  int xAxle = Math.abs(startI - endI); 
  int yAxle = Math.abs(startJ - endJ); 
  if (endI <= 6 && endI >= 4 && xAxle == 1 && yAxle == 1) { 
  可否走棋 = true; 
  } else { 
  可否走棋 = false; 
  } 
 } else if (piece.getName().equals("仕")) { 
  int xAxle = Math.abs(startI - endI); 
  int yAxle = Math.abs(startJ - endJ); 
  if (endI <= 6 && endI >= 4 && xAxle == 1 && yAxle == 1) { 
  可否走棋 = true; 
  } else { 
  可否走棋 = false; 
  } 
 } else if ((piece.getName().equals("帅")) 
  || (piece.getName().equals("将"))) { 
  int xAxle = Math.abs(startI - endI); 
  int yAxle = Math.abs(startJ - endJ); 
  if (endI <= 6 && endI >= 4) { 
  if ((xAxle == 1 && yAxle == 0) || (xAxle == 0 && yAxle == 1)) { 
   可否走棋 = true; 
  } else { 
   可否走棋 = false; 
  } 
  } else { 
  可否走棋 = false; 
  } 
 } 
 
 return 可否走棋; 
 
 } 
} 

6.走步类文件MoveStep.java

package cn.edu.ouc.chineseChess; 
 
import java.awt.Point; 
 
/** 
 * 走步类 
 * 
 * @author cnlht 
 * 
 */ 
public class MoveStep implements java.io.Serializable { 
 public Point pStart, pEnd; 
 
 public MoveStep(Point p1, Point p2) { 
 pStart = p1; 
 pEnd = p2; 
 } 
} 

7.制作棋谱类MakeChessManual.java

package cn.edu.ouc.chineseChess; 
 
import javax.swing.*; 
import java.awt.*; 
import java.awt.event.*; 
import java.util.LinkedList; 
 
/** 
 * 制作棋谱类 
 * 
 * @author cnlht 
 */ 
public class MakeChessManual extends JPanel implements ActionListener { 
 JTextArea text = null; 
 JScrollPane scroll = null; 
 ChessBoard board = null; 
 ChessPoint[][] point; 
 LinkedList 棋谱 = null; 
 LinkedList 吃掉的棋子 = null; 
 JButton buttonUndo; 
 int i = 0; 
 
 public MakeChessManual(ChessBoard board, ChessPoint[][] point) { 
 this.board = board; 
 this.point = point; 
 text = new JTextArea(); 
 scroll = new JScrollPane(text); 
 棋谱 = new LinkedList(); 
 吃掉的棋子 = new LinkedList(); 
 buttonUndo = new JButton("悔棋"); 
 buttonUndo.setFont(new Font("隶书", Font.PLAIN, 18)); 
 setLayout(new BorderLayout()); 
 add(scroll, BorderLayout.CENTER); 
 add(buttonUndo, BorderLayout.SOUTH); 
 buttonUndo.addActionListener(this); 
 } 
 
 public char numberToLetter(int n) { 
 char c = '\0'; 
 switch (n) { 
 case 1: 
  c = 'A'; 
  break; 
 case 2: 
  c = 'B'; 
  break; 
 case 3: 
  c = 'C'; 
  break; 
 case 4: 
  c = 'D'; 
  break; 
 case 5: 
  c = 'E'; 
  break; 
 case 6: 
  c = 'F'; 
  break; 
 case 7: 
  c = 'G'; 
  break; 
 case 8: 
  c = 'H'; 
  break; 
 case 9: 
  c = 'I'; 
  break; 
 case 10: 
  c = 'J'; 
  break; 
 } 
 return c; 
 } 
 
 public void 记录棋谱(ChessPiece piece, int startI, int startJ, int endI, 
  int endJ) { 
 Point pStart = new Point(startI, startJ); 
 Point pEnd = new Point(endI, endJ); 
 MoveStep step = new MoveStep(pStart, pEnd); 
 棋谱.add(step); 
 
 String 棋子类别 = piece.棋子类别(); 
 String name = piece.getName(); 
 String m = "#" + 棋子类别 + name + ": " + startI + numberToLetter(startJ) 
  + " 到 " + endI + numberToLetter(endJ); 
 text.append(m); 
 if (piece.棋子类别().equals(board.黑方颜色)) 
  text.append("\n"); 
 } 
 
 public void 记录吃掉的棋子(Object object) { 
 吃掉的棋子.add(object); 
 } 
 
 public LinkedList 获取棋谱() { 
 return 棋谱; 
 } 
 
 public void actionPerformed(ActionEvent e) { 
 int position = text.getText().lastIndexOf("#"); 
 if (position != -1) 
  text.replaceRange("", position, text.getText().length()); 
 if (棋谱.size() > 0) { 
  MoveStep lastStep = (MoveStep) 棋谱.getLast(); 
  棋谱.removeLast(); 
  Object qizi = 吃掉的棋子.getLast(); 
  吃掉的棋子.removeLast(); 
  String temp = qizi.toString(); 
  if (temp.equals("没吃棋子")) { 
  int startI = lastStep.pStart.x; 
  int startJ = lastStep.pStart.y; 
  int endI = lastStep.pEnd.x; 
  int endJ = lastStep.pEnd.y; 
  ChessPiece piece = point[endI][endJ].getPiece(); 
 
  point[startI][startJ].setPiece(piece, board); 
  (point[endI][endJ]).set有棋子(false); 
 
  if (piece.棋子类别().equals(board.红方颜色)) { 
   board.红方走棋 = true; 
   board.黑方走棋 = false; 
  } 
  if (piece.棋子类别().equals(board.黑方颜色)) { 
   board.黑方走棋 = true; 
   board.红方走棋 = false; 
  } 
  } else { 
  ChessPiece removedPiece = (ChessPiece) qizi; 
  int startI = lastStep.pStart.x; 
  int startJ = lastStep.pStart.y; 
  int endI = lastStep.pEnd.x; 
  int endJ = lastStep.pEnd.y; 
  ChessPiece piece = point[endI][endJ].getPiece(); 
  point[startI][startJ].setPiece(piece, board); 
  point[endI][endJ].setPiece(removedPiece, board); 
  (point[endI][endJ]).set有棋子(true); 
 
  if (piece.棋子类别().equals(board.红方颜色)) { 
   board.红方走棋 = true; 
   board.黑方走棋 = false; 
  } 
  if (piece.棋子类别().equals(board.黑方颜色)) { 
   board.黑方走棋 = true; 
   board.红方走棋 = false; 
  } 
  } 
 } 
 } 
} 

8.演示棋谱类文件Demon.java

package cn.edu.ouc.chineseChess; 
 
import javax.swing.*; 
import java.awt.*; 
import java.awt.event.*; 
import java.util.*; 
 
/** 
 * 演示棋谱类 
 * 
 * @author cnlht 
 */ 
public class Demon extends JPanel implements ActionListener, Runnable { 
 public JButton replay = null, next = null, auto = null, stop = null; 
 LinkedList 棋谱 = null; 
 Thread 自动演示 = null; 
 int index = -1; 
 ChessBoard board = null; 
 JTextArea text; 
 JTextField 时间间隔 = null; 
 int time = 1000; 
 String 演示过程 = ""; 
 JSplitPane splitH = null, splitV = null; 
 
 public Demon(ChessBoard board) { 
 this.board = board; 
 replay = new JButton("重新演示"); 
 next = new JButton("下一步"); 
 auto = new JButton("自动演示"); 
 stop = new JButton("暂停演示"); 
 自动演示 = new Thread(this); 
 replay.addActionListener(this); 
 next.addActionListener(this); 
 auto.addActionListener(this); 
 stop.addActionListener(this); 
 text = new JTextArea(); 
 时间间隔 = new JTextField("1"); 
 setLayout(new BorderLayout()); 
 JScrollPane pane = new JScrollPane(text); 
 JPanel p = new JPanel(new GridLayout(3, 2)); 
 p.add(next); 
 p.add(replay); 
 p.add(auto); 
 p.add(stop); 
 p.add(new JLabel("时间间隔(秒)", SwingConstants.CENTER)); 
 p.add(时间间隔); 
 splitV = new JSplitPane(JSplitPane.VERTICAL_SPLIT, pane, p); 
 splitH = new JSplitPane(JSplitPane.HORIZONTAL_SPLIT, board, splitV); 
 splitV.setDividerSize(5); 
 splitV.setDividerLocation(400); 
 splitH.setDividerSize(5); 
 splitH.setDividerLocation(460); 
 add(splitH, BorderLayout.CENTER); 
 validate(); 
 } 
 
 public void set棋谱(LinkedList 棋谱) { 
 this.棋谱 = 棋谱; 
 } 
 
 public char numberToLetter(int n) { 
 char c = '\0'; 
 switch (n) { 
 case 1: 
  c = 'A'; 
  break; 
 case 2: 
  c = 'B'; 
  break; 
 case 3: 
  c = 'C'; 
  break; 
 case 4: 
  c = 'D'; 
  break; 
 case 5: 
  c = 'E'; 
  break; 
 case 6: 
  c = 'F'; 
  break; 
 case 7: 
  c = 'G'; 
  break; 
 case 8: 
  c = 'H'; 
  break; 
 case 9: 
  c = 'I'; 
  break; 
 case 10: 
  c = 'J'; 
  break; 
 } 
 return c; 
 } 
 
 public void actionPerformed(ActionEvent e) { 
 if (e.getSource() == next) { 
  index++; 
  if (index < 棋谱.size()) { 
  演示一步(index); 
  } else { 
  演示结束("棋谱演示完毕"); 
  } 
 } 
 if (e.getSource() == replay) { 
  board = new ChessBoard(45, 45, 9, 10); 
  splitH.remove(board); 
  splitH.setDividerSize(5); 
  splitH.setDividerLocation(460); 
  splitH.setLeftComponent(board); 
  splitH.validate(); 
  index = -1; 
  text.setText(null); 
 } 
 if (e.getSource() == auto) { 
  next.setEnabled(false); 
  replay.setEnabled(false); 
  try { 
  time = 1000 * Integer.parseInt(时间间隔.getText().trim()); 
  } catch (NumberFormatException ee) { 
  time = 1000; 
  } 
 
  if (!(自动演示.isAlive())) { 
  自动演示 = new Thread(this); 
  board = new ChessBoard(45, 45, 9, 10); 
  splitH.remove(board); 
  splitH.setDividerSize(5); 
  splitH.setDividerLocation(460); 
  splitH.setLeftComponent(board); 
  splitH.validate(); 
  text.setText(null); 
  自动演示.start(); 
  } 
 
 } 
 if (e.getSource() == stop) { 
  if (e.getActionCommand().equals("暂停演示")) { 
  演示过程 = "暂停演示"; 
  stop.setText("继续演示"); 
  stop.repaint(); 
  } 
  if (e.getActionCommand().equals("继续演示")) { 
  演示过程 = "继续演示"; 
  自动演示.interrupt(); 
  stop.setText("暂停演示"); 
  stop.repaint(); 
  } 
 } 
 } 
 
 public synchronized void run() { 
 for (index = 0; index < 棋谱.size(); index++) { 
  try { 
  Thread.sleep(time); 
  } catch (InterruptedException e) { 
  } 
  while (演示过程.equals("暂停演示")) { 
  try { 
   wait(); 
  } catch (InterruptedException e) { 
   notifyAll(); 
  } 
  } 
  演示一步(index); 
 } 
 if (index >= 棋谱.size()) { 
  演示结束("棋谱演示完毕"); 
  next.setEnabled(true); 
  replay.setEnabled(true); 
 } 
 } 
 
 public void 演示一步(int index) { 
 MoveStep step = (MoveStep) 棋谱.get(index); 
 Point pStart = step.pStart; 
 Point pEnd = step.pEnd; 
 int startI = pStart.x; 
 int startJ = pStart.y; 
 int endI = pEnd.x; 
 int endJ = pEnd.y; 
 ChessPiece piece = (board.point)[startI][startJ].getPiece(); 
 if ((board.point)[endI][endJ].isPiece() == true) { 
  ChessPiece pieceRemoved = (board.point)[endI][endJ].getPiece(); 
  (board.point)[endI][endJ].reMovePiece(pieceRemoved, board); 
  board.repaint(); 
  (board.point)[endI][endJ].setPiece(piece, board); 
  (board.point)[startI][startJ].set有棋子(false); 
  board.repaint(); 
 } else { 
  (board.point)[endI][endJ].setPiece(piece, board); 
  (board.point)[startI][startJ].set有棋子(false); 
 
 } 
 String 棋子类别 = piece.棋子类别(); 
 String name = piece.getName(); 
 String m = "#" + 棋子类别 + name + ": " + startI + numberToLetter(startJ) 
  + " 到 " + endI + numberToLetter(endJ); 
 text.append(m); 
 if (piece.棋子类别().equals(board.黑方颜色)) 
  text.append("\n"); 
 } 
 
 public void 演示结束(String message) { 
 splitH.remove(board); 
 splitH.setDividerSize(5); 
 splitH.setDividerLocation(460); 
 JLabel label = new JLabel(message); 
 label.setFont(new Font("隶书", Font.BOLD, 40)); 
 label.setForeground(Color.blue); 
 label.setHorizontalAlignment(SwingConstants.CENTER); 
 splitH.setLeftComponent(label); 
 splitH.validate(); 
 } 
} 

四、总结与要求
1.理解8个文件,没有太复杂的代码。
2.理解鼠标的MouseListener,MouseMotionListener两个接口的区别,五子棋的实现不需要MouseMotionListener。
3.使用LinkedList记录棋谱的方法。

希望大家喜欢这篇文章,制作一款属于自己的中国象棋游戏。

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