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How to use Java to implement a stand-alone backgammon game

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2023-04-15 10:19:021028browse

Main requirements

1. Each side of the game holds chess pieces of the same color.

2. Start with an empty chessboard.

3. The player (black chess) goes first, and the AI ​​(red chess) comes after, alternately making moves, and only one move can be made each time.

4. The chess pieces are placed on a blank spot on the chessboard. After the chess pieces are placed, they are not allowed to move to other points, or are not allowed to be removed from the chessboard or picked up and placed elsewhere.

5. Black’s first chess piece can be placed at any intersection on the chessboard.

6. It is the right of both parties to take turns to make a move, but any party is allowed to give up the right to make a move. The first one to connect 5 pieces wins.

Main design

1. Since it is a stand-alone game, you can start the game directly after starting the game.

2. Game rules:

  • Both sides in the game hold pieces of the same color.

  • Start with an empty chessboard.

  • Black starts first, then red, alternately, and you can only play one piece each time.

  • The chess pieces are placed on blank spots on the chessboard. After the chess pieces are placed, they are not allowed to move to other points, nor are they removed from the chessboard or picked up and placed elsewhere.

  • Black's first piece can be placed at any intersection on the chessboard.

  • It is the right of both parties to take turns to make a move, but any party is allowed to give up the right to make a move. The first one to connect 5 pieces wins.

3. Design ranking function

Statistics on the number of games, steps and results

4.Change the board

can be switched Different chess boards make playing chess more enjoyable.

5. Change the chess pieces

You can change the chess pieces to different colors.

Code implementation

Main interface:

package wuziqi;

import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;

import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;

public class Wumain extends JFrame{
	Pan p = null;
	JMenuBar menuber = new JMenuBar();
	JMenu jm1 = new JMenu("选项");
	JMenu jm2 = new JMenu("设置");
	JMenu jm3 = new JMenu("帮助");
	JMenuItem jm1_1 = new JMenuItem("重新开始");
	JMenuItem jm1_2 = new JMenuItem(" 排行榜");
	JMenuItem jm1_3 = new JMenuItem("退出游戏");
	JMenuItem jm2_1 = new JMenuItem("更换棋盘");
	JMenuItem jm2_2 = new JMenuItem("更换棋子");
	JMenuItem jm3_1 = new JMenuItem("关于我们");
	public Wumain()
	{
		   p =new Pan();
		   this.setSize(585,600);
		   this.setLocation(200,100);
		   this.add(p);
		   this.setResizable(false);
		   this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		   jm1.add(jm1_1);
		   jm1.add(jm1_2);
		   jm1.add(jm1_3);
		   jm2.add(jm2_1);
		   jm2.add(jm2_2);
		   jm3.add(jm3_1);
		   menuber.add(jm1);
		   menuber.add(jm2);
		   menuber.add(jm3); 
		   this.setJMenuBar(menuber);
		   this.addMouseListener(p);
		   jm1_3.addActionListener(new ActionListener() {
//			匿名虚构类
			@Override
			public void actionPerformed(ActionEvent e) {
				System.exit(0);
				
			}
		});
		   jm1_1.addActionListener(new ActionListener() {
			
			@Override
			public void actionPerformed(ActionEvent e) {
				for(int i=0;i

Ranking

package wuziqi;

public class PaiHangBang {
	
	private int jushu;
	private int bushu;
	private String jieguo;
	public int getJushu() {
		return jushu;
	}
	public void setJushu(int jushu) {
		if(jushu<1){
			this.jushu = 1;
		}
		this.jushu = jushu;
	}
	public int getBushu() {
		return bushu;
	}
	public void setBushu(int bushu) {
		this.bushu = bushu;
	}
	public String getJieguo() {
		return jieguo;
	}
	public void setJieguo(String jieguo) {
		this.jieguo = jieguo;
	}
}

Chessboard

package wuziqi;

import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;

import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
import javax.swing.JPanel;

public class Pan extends JPanel implements MouseListener{
	int i=0,j=0;
	int row = 15;
//	数组下标
	int col = 15;
//	数组上标
	String qipan_name = "qipan1.jpg";
	String qizi1_name = "c1.png";
	String qizi2_name = "c2.png";
	int num[][] = new int[row][col];
//	0:标示该位置为空,1:标示红棋子,2:标示黑棋子
	boolean canSetqizi = true;
//	定义boolean值,用来判断该位置是否有子
	int qizi_num = 0;
//	定义记录落子数
	List paihanglist = new ArrayList();
//	定义集合,用来存储排行榜
	public void paint(Graphics g){
		super.paint(g);
		Image img= new ImageIcon("img/"+qipan_name).getImage();
//		调入棋盘图片
		g.drawImage(img, 0, 0, 567, 567, this);
//		绘制棋盘
		Image c1= new ImageIcon("img/"+qizi1_name).getImage();
		Image c2= new ImageIcon("img/"+qizi2_name).getImage();
		for(int i = 0;i=0;i--){
			if(num[i][y] == num[x][y])
			{
				count++;
			}
			else
			{
				if(num[i][y] == 0){
					wz1 = new int[]{i,y};
//					获取左边的危险位置坐标
				}
				break;
			}
		}
//		左
		for(int i =x+1;i=3)
		{
			if(wz1 != null){
				return wz1;
//				判断返回左边危险位置
			}else if(wz2 != null){
				return wz2;
//				判断返回右边危险位置
			}else{
				return null;
			}
		}
//		左右
		count = 1;
		wz1 = null;
		wz2 = null;
//		初始化所有参数
		for(int j =y-1;j>=0;j--){
			if(num[x][j] == num[x][y])
			{
				count++;
			}
			else
			{
				if(num[x][j] == 0){
					wz1 = new int[]{x,j};
				}
				break;
			}
		}
//		上
		for(int j =y+1;j=3)
		{
			if(wz1 != null){
				return wz1;
			}else if(wz2 != null){
				return wz2;
			}else{
				return null;
			}
		}
//		上下
		count = 1;
		wz1 = null;
		wz2 = null;
		for(int i =x-1,j =y-1;i>=0&&j>=0;i--,j--){
			if(num[i][j] == num[x][y])
			{
				count++;
			}
			else
			{
				if(num[i][j] == 0){
					wz1 = new int[]{i,j};
				}
				break;
			}
		}
//		左上
		for(int i =x+1,j =y+1;i=3)
		{
			if(wz1 != null){
				return wz1;
			}else if(wz2 != null){
				return wz2;
			}else{
				return null;
			}
		}
//		左上右下
		count = 1;
		wz1 = null;
		wz2 = null;
		for(int i =x-1,j =y+1;i>=0&&j=0;i++,j--){
			if(num[i][j] == num[x][y])
			{
				count++;
			}else{
				if(num[i][j] == 0){
					wz2 = new int[]{i,j};
				}
				break;
			}
		}
//		右上
		if(count>=3)
		{
			if(wz1 != null){
				return wz1;
			}else if(wz2 != null){
				return wz2;
			}else{
				return null;
			}
		}
//		左下右上
		return null;
	}
	public boolean iswin(int x,int y){
		int count = 1;
		for(int i =x-1;i>=0;i--){
			if(num[i][y] == num[x][y])
			{
				count++;
			}
			else
			{
				break;
			}
		}
//		左
		for(int i =x+1;i=5)
		{
			return true;
		}
//		左右
		count = 1;
		for(int j =y-1;j>=0;j--){
			if(num[x][j] == num[x][y])
			{
				count++;
			}
			else
			{
				break;
			}
		}
//		上
		for(int j =y+1;j=5)
		{
			return true;
		}
//		上下
		count = 1;
		for(int i =x-1,j =y-1;i>=0&&j>=0;i--,j--){
			if(num[i][j] == num[x][y])
			{
				count++;
			}
			else
			{
				break;
			}
		}
//		左上
		for(int i =x+1,j =y+1;i=5)
		{
			return true;
		}
//		左上右下
		count = 1;
		for(int i =x-1,j =y+1;i>=0&&j=0;i++,j--){
			if(num[i][j] == num[x][y])
			{
				count++;
			}else{
				break;
			}
		}
//		右上
		if(count>=5)
		{			
			return true;
		}
//		左下右上
		return false;
	}
//	判断输赢
	@Override
	public void mouseClicked(MouseEvent e) {
		if(canSetqizi){
			Graphics g = this.getGraphics();
			int checkusersuccess = 0;
//			标示是否落子成功
			int x = e.getX();
			int y = e.getY();
//			获取鼠标点击的位置
			Image c1= new ImageIcon("img/"+qizi1_name).getImage();
			int i = (x-25)/35;
			int j = (y-75)/35;
			if(num[i][j] != 0){
	             JOptionPane.showMessageDialog(null, "该位置有旗子,请重新落子");
	             return;
//	             判断有子,终止本次事件,进行下次事件触发
			}else{
				g.drawImage(c1, i*35+20, j*35+20, 35, 35, this);
//				画出玩家落子
				num[i][j] = 1;
//				给数组付一个只值,表示该位置有旗子
				checkusersuccess = 1;
//				标示量标示
				qizi_num++;
//				记录玩家落子步数
			}
			boolean b=iswin(i,j);
			if(b){
				JOptionPane.showMessageDialog(null, "你赢了!");
				canSetqizi = false;
				PaiHangBang ph = new PaiHangBang();
				ph.setJushu(paihanglist.size()+1);
				ph.setBushu(qizi_num);
				ph.setJieguo("win");
				paihanglist.add(ph);
				return;
			}
//			调用boolean判断方法
			try {
				Thread.sleep(1000);
			} catch (InterruptedException e1) {
				e1.printStackTrace();
			}
//			时间间隔:玩家落子后的等待
			Random r = new Random();
			Image c2 = new ImageIcon("img/"+qizi2_name).getImage();
//			调入黑棋子图片
			do{
				int[] wz =getLoc(i, j);
				if(wz == null){
			i = r.nextInt(15);
			j = r.nextInt(15);
				}else{
					i=wz[0];
					j=wz[1];
				}
//			设置随机的坐标
			}while(num[i][j] != 0);
			g.drawImage(c2, i*35+20, j*35+20, 35, 35, this);
			num[i][j] = 2;
			boolean d=iswin(i,j);
			if(d){
				JOptionPane.showMessageDialog(null, "你输了!");
				canSetqizi = false;
				PaiHangBang ph = new PaiHangBang();
				ph.setJushu(paihanglist.size()+1);
				ph.setBushu(qizi_num);
				ph.setJieguo("fail");
				paihanglist.add(ph);
				return;
			}
//			随机电脑落子位置;	
		}
	}

	@Override
	public void mousePressed(MouseEvent e) {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void mouseReleased(MouseEvent e) {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void mouseEntered(MouseEvent e) {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void mouseExited(MouseEvent e) {
		// TODO Auto-generated method stub
		
	}
		
}

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