《java中国象棋代码77.docx》由会员分享,可在线阅读,更多相关《java中国象棋代码77.docx(53页珍藏版)》请在三一办公上搜索。
1、java中国象棋代码77import java.awt.*; import java.awt.event.*; import javax.swing.*; import java.util.*; import java.io.*; /主类 public class Chess public static void main(String args) new ChessMainFrame(中国象棋:观棋不语真君子,棋死无悔大丈夫); /主框架类 class ChessMainFrame extends JFrame implements ActionListener,MouseListener,
2、Runnable /玩家 JLabel play = new JLabel32; /棋盘 JLabel image; /窗格 Container con; /工具栏 JToolBar jmain; /重新开始 JButton anew; /悔棋 JButton repent; /退出 JButton exit; /当前信息 JLabel text; /保存当前操作 Vector Var; /规则类对象(使于调用方法) ChessRule rule; /* * 单击棋子 * chessManClick = true 闪烁棋子 并给线程响应 * chessManClick = false 吃棋子
3、停止闪烁 并给线程响应 */ boolean chessManClick; /* * 控制玩家走棋 * chessPlayClick=1 黑棋走棋 * chessPlayClick=2 红棋走棋 默认红棋 * chessPlayClick=3 双方都不能走棋 */ int chessPlayClick=2; /控制棋子闪烁的线程 Thread tmain; /把第一次的单击棋子给线程响应 static int Man,i; ChessMainFrame new ChessMainFrame(中国象棋); /* * 构造函数 * 初始化图形用户界面 */ ChessMainFrame(Strin
4、g Title) /获行客格引用 con = this.getContentPane; con.setLayout(null); /实例化规则类 rule = new ChessRule; Var = new Vector; /创建工具栏 jmain = new JToolBar; text = new JLabel(欢迎使用象棋对弈系统); /当鼠标放上显示信息 text.setToolTipText(信息提示); anew = new JButton( 新 游 戏 ); anew.setToolTipText(重新开始新的一局); exit = new JButton( 退 出 ); ex
5、it.setToolTipText(退出象棋程序程序); repent = new JButton( 悔 棋 ); repent.setToolTipText(返回到上次走棋的位置); /把组件添加到工具栏 jmain.setLayout(new GridLayout(0,4); jmain.add(anew); jmain.add(repent); jmain.add(exit); jmain.add(text); jmain.setBounds(0,0,558,30); con.add(jmain); /添加棋子标签 drawChessMan; /注册按扭监听 anew.addAction
6、Listener(this); repent.addActionListener(this); exit.addActionListener(this); /注册棋子移动监听 for (int i=0;i screenSize.height) frameSize.height = screenSize.height; if (frameSize.width screenSize.width) frameSize.width = screenSize.width; this.setLocation(screenSize.width - frameSize.width) / 2 - 280 ,(s
7、creenSize.height - frameSize.height ) / 2 - 350); /设置 this.setIconImage(new ImageIcon(image红将.GIF).getImage); this.setResizable(false); this.setTitle(Title); this.setSize(558,670); this.show; /* * 添加棋子方法 */ public void drawChessMan /流程控制 int i,k; /图标 Icon in; /黑色棋子 /车 in = new ImageIcon(image黑车.GIF)
8、; for (i=0,k=24;i2;i+,k+=456) playi = new JLabel(in); playi.setBounds(k,56,55,55); playi.setName(车1); /马 in = new ImageIcon(image黑马.GIF); for (i=4,k=81;i6;i+,k+=342) playi = new JLabel(in); playi.setBounds(k,56,55,55); playi.setName(马1); /相 in = new ImageIcon(image黑象.GIF); for (i=8,k=138;i10;i+,k+=2
9、28) playi = new JLabel(in); playi.setBounds(k,56,55,55); playi.setName(象1); /士 in = new ImageIcon(image黑士.GIF); for (i=12,k=195;i14;i+,k+=114) playi = new JLabel(in); playi.setBounds(k,56,55,55); playi.setName(士1); /卒 in = new ImageIcon(image黑卒.GIF); for (i=16,k=24;i21;i+,k+=114) playi = new JLabel(
10、in); playi.setBounds(k,227,55,55); playi.setName(卒1 + i); /炮 in = new ImageIcon(image黑炮.GIF); for (i=26,k=81;i28;i+,k+=342) playi = new JLabel(in); playi.setBounds(k,170,55,55); playi.setName(炮1 + i); /将 in = new ImageIcon(image黑将.GIF); play30 = new JLabel(in); play30.setBounds(252,56,55,55); play30
11、.setName(将1); /红色棋子 /车 in = new ImageIcon(image红车.GIF); for (i=2,k=24;i4;i+,k+=456) playi = new JLabel(in); playi.setBounds(k,569,55,55); playi.setName(车2); /马 in = new ImageIcon(image红马.GIF); for (i=6,k=81;i8;i+,k+=342) playi = new JLabel(in); playi.setBounds(k,569,55,55); playi.setName(马2); /相 in
12、= new ImageIcon(image红象.GIF); for (i=10,k=138;i12;i+,k+=228) playi = new JLabel(in); playi.setBounds(k,569,55,55); playi.setName(象2); /士 in = new ImageIcon(image红士.GIF); for (i=14,k=195;i16;i+,k+=114) playi = new JLabel(in); playi.setBounds(k,569,55,55); playi.setName(士2); /兵 in = new ImageIcon(imag
13、e红卒.GIF); for (i=21,k=24;i26;i+,k+=114) playi = new JLabel(in); playi.setBounds(k,398,55,55); playi.setName(卒2 + i); /炮 in = new ImageIcon(image红炮.GIF); for (i=28,k=81;i 15 & Man 25 & Man =0 & Man 3 & Man 7 & Man 11 & Man 15 & Man 25 & Man =0 & Man 3 & Man 7 & Man 11 & Man 16) rule.chapRule(Man,play
14、Man,play,me); /移动将、帅 else if (Man = 30 | Man = 31) rule.willRule(Man,playMan,play,me); /是否走棋错误(是否在原地没有动) if (Ex = playMan.getX & Ey = playMan.getY) text.setText( 黑棋走棋); chessPlayClick=1; else text.setText( 红棋走棋); chessPlayClick=2; /else if /当前没有操作(停止闪烁) chessManClick=false; /if /单击棋子 else /第一次单击棋子(闪
15、烁棋子) if (!chessManClick) for (int i=0;i32;i+) /被单击的棋子 if (me.getSource.equals(playi) /告诉线程让该棋子闪烁 Man=i; /开始闪烁 chessManClick=true; break; /for /if /第二次单击棋子(吃棋子) else if (chessManClick) /当前没有操作(停止闪烁) chessManClick=false; for (i=0;i 15 & Man 25 & Man =0 & Man 3 & Man 7 & Man 11 & Man 15 & Man 25 & Man
16、=0 & Man 3 & Man 7 & Man 11 & Man 16) rule.chapRule(Man,playMan,playi,play); /将、帅吃棋规则 else if (Man = 30 | Man = 31) rule.willRule(Man,playMan,playi,play); playMan.setVisible(true); /是否走棋错误(是否在原地没有动) if (Ex = playMan.getX & Ey = playMan.getY) text.setText( 黑棋走棋); chessPlayClick=1; break; else text.se
17、tText( 红棋走棋); chessPlayClick=2; break; /else if /if /for /是否胜利 if (!play31.isVisible) JOptionPane.showConfirmDialog( this,黑棋胜利,玩家一胜利, JOptionPane.DEFAULT_OPTION,JOptionPane.WARNING_MESSAGE); /双方都不可以在走棋了 chessPlayClick=3; text.setText( 黑棋胜利); /if else if (!play30.isVisible) JOptionPane.showConfirmDia
18、log( this,红棋胜利,玩家二胜利, JOptionPane.DEFAULT_OPTION,JOptionPane.WARNING_MESSAGE); chessPlayClick=3; text.setText( 红棋胜利); /else if /else /else public void mousePressed(MouseEvent me) public void mouseReleased(MouseEvent me) public void mouseEntered(MouseEvent me) public void mouseExited(MouseEvent me) /
19、* * 定义按钮的事件响应 */ public void actionPerformed(ActionEvent ae) /重新开始按钮 if (ae.getSource.equals(anew) int i,k; /重新排列每个棋子的位置 /黑色棋子 /车 for (i=0,k=24;i2;i+,k+=456) playi.setBounds(k,56,55,55); /马 for (i=4,k=81;i6;i+,k+=342) playi.setBounds(k,56,55,55); /相 for (i=8,k=138;i10;i+,k+=228) playi.setBounds(k,56
20、,55,55); /士 for (i=12,k=195;i14;i+,k+=114) playi.setBounds(k,56,55,55); /卒 for (i=16,k=24;i21;i+,k+=114) playi.setBounds(k,227,55,55); /炮 for (i=26,k=81;i28;i+,k+=342) playi.setBounds(k,170,55,55); /将 play30.setBounds(252,56,55,55); /红色棋子 /车 for (i=2,k=24;i4;i+,k+=456) playi.setBounds(k,569,55,55);
21、/马 for (i=6,k=81;i8;i+,k+=342) playi.setBounds(k,569,55,55); /相 for (i=10,k=138;i12;i+,k+=228) playi.setBounds(k,569,55,55); /士 for (i=14,k=195;i16;i+,k+=114) playi.setBounds(k,569,55,55); /兵 for (i=21,k=24;i26;i+,k+=114) playi.setBounds(k,398,55,55); /炮 for (i=28,k=81;i30;i+,k+=342) playi.setBounds
22、(k,455,55,55); /帅 play31.setBounds(252,569,55,55); chessPlayClick = 2; text.setText( 红棋走棋); for (i=0;i32;i+) playi.setVisible(true); /清除Vector中的内容 Var.clear; /悔棋按钮 else if (ae.getSource.equals(repent) try /获得setVisible属性值 String S = (String)Var.get(Var.size-4); /获得X坐标 int x = Integer.parseInt(String
23、)Var.get(Var.size-3); /获得Y坐标 int y = Integer.parseInt(String)Var.get(Var.size-2); /获得索引 int M = Integer.parseInt(String)Var.get(Var.size-1); /赋给棋子 playM.setVisible(true); playM.setBounds(x,y,55,55); if (playM.getName.charAt(1) = 1) text.setText( 黑棋走棋); chessPlayClick = 1; else text.setText( 红棋走棋); c
24、hessPlayClick = 2; /删除用过的坐标 Var.remove(Var.size-4); Var.remove(Var.size-3); Var.remove(Var.size-2); Var.remove(Var.size-1); /停止旗子闪烁 chessManClick=false; catch(Exception e) /退出 else if (ae.getSource.equals(exit) int j=JOptionPane.showConfirmDialog( this,真的要退出吗?,退出, JOptionPane.YES_OPTION,JOptionPane.
25、QUESTION_MESSAGE); if (j = JOptionPane.YES_OPTION) System.exit(0); /*定义中国象棋规则的类*/ class ChessRule /*卒子的移动规则*/ public void armsRule(int Man,JLabel play,MouseEvent me) /黑卒向下 if (Man 27 & (me.getY-play.getY) 86 & (me.getX-play.getX) 0) /当前记录添加到集合(用于悔棋) Var.add(String.valueOf(play.isVisible); Var.add(St
26、ring.valueOf(play.getX); Var.add(String.valueOf(play.getY); Var.add(String.valueOf(Man); play.setBounds(play.getX,play.getY+57,55,55); /向右移动、得到终点的坐标模糊成合法的坐标、必须过河 else if (play.getY 284 & (me.getX - play.getX) = 57 & (me.getX - play.getX) 284 & (play.getX - me.getX) = 2 & (play.getX - me.getX) = 0 & (me.getX-play.getX) 27 & play.getY-me.getY 86) play.setBounds(play.getX,play.getY-57,55,55); /向右移动、得到终点的坐标模糊成合法的坐标、必须过河 else if (play.g