「java跳棋源代码」c语言跳棋

博主:adminadmin 2023-01-02 14:21:08 572

今天给各位分享java跳棋源代码的知识,其中也会对c语言跳棋进行解释,如果能碰巧解决你现在面临的问题,别忘了关注本站,现在开始吧!

本文目录一览:

用java语言编出一个西洋跳棋盘

import java.awt.BorderLayout;

import java.awt.GridLayout;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import javax.swing.JButton;

import javax.swing.JFrame;

import javax.swing.JPanel;

import javax.swing.JScrollPane;

import javax.swing.JTextArea;

public class Test {

public static void main(String[] args) {

JFrame frame = new JFrame();

JPanel boardPanel = new JPanel(new GridLayout(SCALE, SCALE));

final Cell[][] board = new Cell[SCALE][SCALE];

final JTextArea textArea = new JTextArea(15, 15);

ActionListener cellHandler = new ActionListener() {

public void actionPerformed(ActionEvent e) {

((Cell) e.getSource()).reverse();

display(textArea, board);

}

};

for (int i = 0; i board.length; ++i) {

for (int j = 0; j board[i].length; ++j) {

Cell cell = new Cell(i, j, false);

cell.addActionListener(cellHandler);

boardPanel.add(cell);

board[i][j] = cell;

}

}

display(textArea, board);

frame.add(boardPanel, BorderLayout.CENTER);

frame.add(new JScrollPane(textArea), BorderLayout.EAST);

frame.pack();

frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

frame.setVisible(true);

}

private static void display(JTextArea textArea, Cell[][] board) {

textArea.setText("");

for (Cell[] cells : board) {

for (Cell cell : cells)

textArea.append(cell.getText());

textArea.append("\n");

}

boolean value;

outter: for (int i = 0; i SCALE; ++i) {

value = board[i][0].value;

for (int j = 1; j SCALE; ++j)

if (value != board[i][j].value)

continue outter;

textArea.append("row " + (i + 1) + " has only " +

(value ? 1 : 0) + "s\n");

}

outter: for (int j = 0; j SCALE; ++j) {

value = board[0][j].value;

for (int i = 1; i SCALE; ++i)

if (value != board[i][j].value)

continue outter;

textArea.append("column " + (j + 1) + "has only " +

(value ? 1 : 0) + "s\n");

}

boolean flag = true;

value = board[0][0].value;

for (int i = 1; i SCALE; ++i)

if (value != board[i][i].value) {

flag = false;

break;

}

if (flag)

textArea.append("principal diagonal has only " +

(value ? 1 : 0) + "s\n");

flag = true;

value = board[0][SCALE - 1].value;

for (int i = 1; i SCALE; ++i)

if (value != board[i][SCALE - i - 1].value) {

flag = false;

break;

}

if (flag)

textArea.append("auxiliary diagonal has only " +

(value ? 1 : 0) + "s\n");

}

private static class Cell extends JButton {

private static final long serialVersionUID = 2653702443706288965L;

int row, col;

boolean value;

Cell(int row, int col, boolean value) {

this.row = row;

this.col = col;

this.value = value;

setText(value ? "1" : "0");

}

void reverse() {

value = !value;

setText(value ? "1" : "0");

}

}

private static final int SCALE = 8;

}

急求俄罗斯方块等小游戏的源代码

俄罗斯方块——java源代码提供

import java.awt.*;

import java.awt.event.*;

//俄罗斯方块类

public class ERS_Block extends Frame{

public static boolean isPlay=false;

public static int level=1,score=0;

public static TextField scoreField,levelField;

public static MyTimer timer;

GameCanvas gameScr;

public static void main(String[] argus){

ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄罗斯方块类的构造方法

ERS_Block(String title){

super(title);

setSize(600,480);

setLayout(new GridLayout(1,2));

gameScr = new GameCanvas();

gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);

timer.setDaemon(true);

timer.start();

timer.suspend();

add(gameScr);

Panel rightScr = new Panel();

rightScr.setLayout(new GridLayout(2,1,0,30));

rightScr.setSize(120,500);

add(rightScr);

//右边信息窗体的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定义标签和初始值

Label scorep = new Label("分数:",Label.LEFT);

Label levelp = new Label("级数:",Label.LEFT);

scoreField = new TextField(8);

levelField = new TextField(8);

scoreField.setEditable(false);

levelField.setEditable(false);

infoScr.add(scorep);

infoScr.add(scoreField);

infoScr.add(levelp);

infoScr.add(levelField);

scorep.setSize(new Dimension(20,60));

scoreField.setSize(new Dimension(20,60));

levelp.setSize(new Dimension(20,60));

levelField.setSize(new Dimension(20,60));

scoreField.setText("0");

levelField.setText("1");

//右边控制按钮窗体的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定义按钮play

Button play_b = new Button("开始游戏");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定义按钮Level UP

Button level_up_b = new Button("提高级数");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定义按钮Level Down

Button level_down_b =new Button("降低级数");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定义按钮Level Pause

Button pause_b =new Button("游戏暂停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定义按钮Quit

Button quit_b = new Button("退出游戏");

quit_b.setSize(new Dimension(50,200));

quit_b.addActionListener(new Command(Command.button_quit,gameScr));

controlScr.add(play_b);

controlScr.add(level_up_b);

controlScr.add(level_down_b);

controlScr.add(pause_b);

controlScr.add(quit_b);

setVisible(true);

gameScr.requestFocus();

}

}

//重写MyPanel类,使Panel的四周留空间

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戏画布类

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方块边长

int rowNum; //正方格的行数

int columnNum; //正方格的列数

int maxAllowRowNum; //允许有多少行未削

int blockInitRow; //新出现块的起始行坐标

int blockInitCol; //新出现块的起始列坐标

int [][] scrArr; //屏幕数组

Block b; //对方快的引用

//画布类的构造方法

GameCanvas(){

rowNum = 15;

columnNum = 10;

maxAllowRowNum = rowNum - 2;

b = new Block(this);

blockInitRow = rowNum - 1;

blockInitCol = columnNum/2 - 2;

scrArr = new int [32][32];

}

//初始化屏幕,并将屏幕数组清零的方法

void initScr(){

for(int i=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

scrArr[j]=0;

b.reset();

repaint();

}

//重新刷新画布方法

public void paint(Graphics g){

for(int i = 0; i rowNum; i++)

for(int j = 0; j columnNum; j++)

drawUnit(i,j,scrArr[j]);

}

//画方块的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

tch(type){ //表示画方快的方法

case 0: g.setColor(Color.black);break; //以背景为颜色画

case 1: g.setColor(Color.blue);break; //画正在下落的方块

case 2: g.setColor(Color.magenta);break; //画已经落下的方法

}

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);

g.dispose();

}

public Block getBlock(){

return b; //返回block实例的引用

}

//返回屏幕数组中(row,col)位置的属性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新块的初始行坐标方法

public int getInitRow(){

return(blockInitRow); //返回新块的初始行坐标

}

//返回新块的初始列坐标方法

public int getInitCol(){

return(blockInitCol); //返回新块的初始列坐标

}

//满行删除方法

void deleteFullLine(){

int full_line_num = 0;

int k = 0;

for (int i=0;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[j] == 0){

k++;

isfull = false;

break L1;

}

if(isfull) full_line_num++;

if(k!=0 k-1!=i !isfull)

for(int j = 0; j columnNum; j++){

if (scrArr[j] == 0)

drawUnit(k-1,j,0);

else

drawUnit(k-1,j,2);

scrArr[k-1][j] = scrArr[j];

}

}

for(int i = k-1 ;i rowNum; i++){

for(int j = 0; j columnNum; j++){

drawUnit(i,j,0);

scrArr[j]=0;

}

}

ERS_Block.score += full_line_num;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

//判断游戏是否结束方法

boolean isGameEnd(){

for (int col = 0 ; col columnNum; col ++){

if(scrArr[maxAllowRowNum][col] !=0)

return true;

}

return false;

}

public void keyTyped(KeyEvent e){

}

public void keyReleased(KeyEvent e){

}

//处理键盘输入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return;

tch(e.getKeyCode()){

case KeyEvent.VK_DOWN:b.fallDown();break;

case KeyEvent.VK_LEFT:b.leftMove();break;

case KeyEvent.VK_RIGHT:b.rightMove();break;

case KeyEvent.VK_SPACE:b.leftTurn();break;

}

}

}

//处理控制类

class Command implements ActionListener{

static final int button_play = 1; //给按钮分配编号

static final int button_levelup = 2;

static final int button_leveldown = 3;

static final int button_quit = 4;

static final int button_pause = 5;

static boolean pause_resume = true;

int curButton; //当前按钮

GameCanvas scr;

//控制按钮类的构造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按钮执行方法

public void actionPerformed (ActionEvent e){

tch(curButton){

case button_play:if(!ERS_Block.isPlay){

scr.initScr();

ERS_Block.isPlay = true;

ERS_Block.score = 0;

ERS_Block.scoreField.setText("0");

ERS_Block.timer.resume();

}

scr.requestFocus();

break;

case button_levelup:if(ERS_Block.level 10){

ERS_Block.level++;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_leveldown:if(ERS_Block.level 1){

ERS_Block.level--;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_pause:if(pause_resume){

ERS_Block.timer.suspend();

pause_resume = false;

}else{

ERS_Block.timer.resume();

pause_resume = true;

}

scr.requestFocus();

break;

case button_quit:System.exit(0);

}

}

}

//方块类

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态

{0x04e0,0x0464,0x00e4,0x04c4},

{0x4620,0x6c00,0x4620,0x6c00},

{0x2640,0xc600,0x2640,0xc600},

{0x6220,0x1700,0x2230,0x0740},

{0x6440,0x0e20,0x44c0,0x8e00},

{0x0660,0x0660,0x0660,0x0660}

};

int blockType; //块的模式号(0-6)

int turnState; //块的翻转状态(0-3)

int blockState; //快的下落状态

int row,col; //块在画布上的坐标

GameCanvas scr;

//块类的构造方法

Block(GameCanvas scr){

this.scr = scr;

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

}

//重新初始化块,并显示新块

public void reset(){

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

dispBlock(1);

}

//实现“块”翻转的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//实现“块”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//实现块的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//实现块落下的操作的方法

public boolean fallDown(){

if(blockState == 2)

return(false);

if(assertValid(blockType,turnState,row-1,col)){

dispBlock(0);

row--;

dispBlock(1);

return(true);

}else{

blockState = 2;

dispBlock(2);

return(false);

}

}

//判断是否正确的方法

boolean assertValid(int t,int s,int row,int col){

int k = 0x8000;

for(int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if((int)(pattern[t][s]k) != 0){

int temp = scr.getScrArrXY(row-i,col+j);

if (temp0||temp==2)

return false;

}

k = k 1;

}

}

return true;

}

//同步显示的方法

public synchronized void dispBlock(int s){

int k = 0x8000;

for (int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if(((int)pattern[blockType][turnState]k) != 0){

scr.drawUnit(row-i,col+j,s);

}

k=k1;

}

}

}

}

//定时线程

class MyTimer extends Thread{

GameCanvas scr;

public MyTimer(GameCanvas scr){

this.scr = scr;

}

public void run(){

while(true){

try{

sleep((10-ERS_Block.level + 1)*100);

}

catch(InterruptedException e){}

if(!scr.getBlock().fallDown()){

scr.deleteFullLine();

if(scr.isGameEnd()){

ERS_Block.isPlay = false;

suspend();

}else

scr.getBlock().reset();

}

}

}

}

class WinListener extends WindowAdapter{

public void windowClosing (WindowEvent l){

System.exit(0);

}

}

java对一个区域添加监听addMouseListener(),如果这个监听没有被使用或者被捕获,那么就让这个监听失效

不是很理解你最后一句的意思

但是Button有getActionListeners() 可以返回监听器数组

有removeActionListener(ActionListener l) 可以删除监听器

Java 跳棋的程序 急~~

先导入三个按钮图片

正常显示的图片"Begin1.jpg"

鼠标移动到按钮上时显示的图片"Begin2.jpg"

按下鼠标时显示的图片"Begin1.jpg"

final ImageLoader imageBegin1 = new ImageLoader(sShell.getDisplay(), "Begin1.jpg");

final ImageLoader imageBegin2 = new ImageLoader(sShell.getDisplay(), "Begin2.jpg");

final ImageLoader imageBegin3 = new ImageLoader(sShell.getDisplay(),"Begin1.jpg");

创建按钮

lblBegin = new Label(parent, SWT.NO_BACKGROUND);

lblBegin.setImage(imageBegin1.getImage());

lblBegin.setBounds(70, 40, 75, 38);

为按钮各事件写入代码

lblBegin.addMouseTrackListener(new MouseTrackAdapter() {

public void mouseEnter(MouseEvent e) { //鼠标移动到按钮上方

lblBegin.setImage(imageBegin2.getImage());

}

public void mouseExit(MouseEvent e) { //鼠标从按钮上方移开

lblBegin.setImage(imageBegin1.getImage());

}

});

lblBegin.addMouseListener(new MouseAdapter() {

public void mouseDown(MouseEvent e) {

if (e.button == 1) {//按下鼠标左键

lblBegin.setImage(imageBegin3.getImage()); //在这里写入单击事件代码

}

}

public void mouseUp(MouseEvent e) {

if (e.button == 1) {//释放鼠标左键

lblBegin.setImage(imageBegin2.getImage());

}

}

});

如图所示,当X坐标为1时,Y的坐标只能为5,当X坐标为2时,Y的坐标可以5或6。于是我们建立一个数组:

final static private int[][] pos = {

{5,5}, //X坐标为1,Y的上限是5,下限是5

{5,6}, //X坐标为2,Y的上限是5,下限是6

{5,7}, //X坐标为3,Y的上限是5,下限是7

{5,8}, //X坐标为4,Y的上限是5,下限是8

{1,13}, //X坐标为5,Y的上限是1,下限是13

{2,13}, //6

{3,13}, //7

{4,13}, //8

{5,13}, //9

{5,14}, //10

{5,15}, //11

{5,16}, //12

{5,17}, //13

{10,13}, //14

{11,13}, //15

{12,13}, //16

{13,13}, //17

};

在Position类中IsLegalPosition函数可以确定一个坐标是否合法

public static boolean IsLegalPosition(int x, int y) {

if ((x 1) || (x 17)) {

return false;

}

if ((y pos[x - 1][0]) || (y pos[x - 1][1])) {

return false;

}

return true;

}

3. 棋盘类(ChessBoard)中棋子和坐标的索引关系

棋盘中所有Chess集合

private Chess[] chesses = null;//所有棋子对象都保存这个数组当中

下面函数可以根据索引号返回棋子对象

public Chess getChess(int index) {

return chesses[index];

}

棋子和坐标的对应关系

private Position[] chessesPosition = null;//所有棋子坐标都保存在这个数组当中

下面函数可以根据棋子对象或棋子索引号返回坐标

public Position getPosition(Chess chess) {

return chessesPosition[chess.getindex()];

}

public Position getPosition(int index) {

return chessesPosition[index];

}

坐标和棋子的对应关系

private Chess[][] chessesIndex = new Chess[17][17];//数组保存了17*17个棋子对象指针

下面函数可以根据棋子坐标返回该位置上的棋子,如果没有棋子返回Null

public Chess getChess(Position position) {

if (position == null){

return null;

}

return chessesIndex[position.getx() - 1][position.gety() - 1];

}

Java跳棋算法问题

这个其实和五子棋 象棋的寻址区别不大,都是最佳算法

其实主要看搜索深度的,我以前自己做过五子棋和象棋的java版本

有很多算法实现 你用alpha beta或者置换表都可以

验证做好的是最忧搜索+置换表+历史启发,现在不写那些了 代码不好找 你去网上搜索五子棋人工智能就应该有

JAVA编写一个简单的跳棋游戏

import java.awt.*;

import javax.swing.JFrame;

public class JumpChess extends JFrame{

public JumpChess(){

setSize(800,800); setVisible(true);

setBackground(Color.pink);

}

public void paint(Graphics g){ g.setColor(Color.gray); int x=290; int y=140; int x1=330;

for(int row=1;row13;row++){ g.drawLine(x,y,x1,y);

x=x-20;

x1=x1+20;

y=y+30;

System.out.println(); }

int x2=110; int y2=230; int x3=90; int y3=260;

for(int row=1;row13;row++){ g.drawLine(x2,y2,x3,y3); x2=x2+40; x3=x3+20; y3=y3+30;

System.out.println();

}

int x4=510; int y4=230; int x5=530; int y5=260;

for(int row=1;row13;row++){ g.drawLine(x4,y4,x5,y5); x4=x4-40; x5=x5-20; y5=y5+30;

System.out.println();

}

int x6=510;

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