利用Java在eclipse软件中写一段代码,完成6x6个点的点格棋棋盘的制作,要求使用到JFrame、JButton、JPanel、for循环。以下是详细要求: 一、页面设计 左边是棋盘,右边是按钮 二、棋盘制作: 1.按钮:先手、后手、悔棋、计时键、棋谱。 按钮要能点击,点击即实现相应功能 2.下棋:只需要实现下棋前两步 (1)选择ai先手 利用随机函数让ai随机落子 (2)自己是先手 ,ai下第二步时利用随机函数让ai随机落子 (3)下棋的位置要符合点格棋下棋规则:棋子只能横向竖向下,只能走一格;计算机系大一新生的程序设计作业,尽量写的简单些,注释详细些
时间: 2023-12-06 07:39:45 浏览: 159
以下是Java代码实现:
```java
import java.awt.Color;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class DianGeQi implements ActionListener {
private JFrame frame;
private JPanel boardPanel, buttonPanel;
private JLabel statusLabel, timeLabel, chessLabel;
private JButton[][] buttons = new JButton[6][6];
private JButton firstButton, secondButton, regretButton, timeButton, chessButton;
private int[][] board = new int[6][6]; // 棋盘,0表示空,1表示先手,2表示后手
private int turn = 1; // 轮到哪方下棋,1表示先手,2表示后手
private int steps = 0; // 已下的步数
private boolean aiFirst = false; // 是否让AI先手
private boolean gameOver = false; // 是否游戏结束
private Random random = new Random(); // 用于AI随机落子
public DianGeQi() {
// 创建窗口
frame = new JFrame("点格棋");
frame.setSize(600, 400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// 创建棋盘面板
boardPanel = new JPanel(new GridLayout(6, 6));
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 6; j++) {
buttons[i][j] = new JButton("");
buttons[i][j].setFont(new Font("Arial", Font.PLAIN, 24));
buttons[i][j].setActionCommand(i + "," + j);
buttons[i][j].addActionListener(this);
boardPanel.add(buttons[i][j]);
}
}
// 创建按钮面板
buttonPanel = new JPanel(new GridLayout(5, 1));
firstButton = new JButton("让AI先手");
firstButton.addActionListener(this);
buttonPanel.add(firstButton);
secondButton = new JButton("自己先手");
secondButton.addActionListener(this);
buttonPanel.add(secondButton);
regretButton = new JButton("悔棋");
regretButton.addActionListener(this);
buttonPanel.add(regretButton);
timeButton = new JButton("计时键");
timeButton.addActionListener(this);
buttonPanel.add(timeButton);
chessButton = new JButton("棋谱");
chessButton.addActionListener(this);
buttonPanel.add(chessButton);
// 创建状态标签
statusLabel = new JLabel("游戏开始,先手下棋");
statusLabel.setFont(new Font("Arial", Font.PLAIN, 20));
timeLabel = new JLabel("计时:00:00");
timeLabel.setFont(new Font("Arial", Font.PLAIN, 20));
chessLabel = new JLabel("棋谱:");
chessLabel.setFont(new Font("Arial", Font.PLAIN, 20));
// 将棋盘面板和按钮面板添加到窗口
frame.add(boardPanel, "West");
frame.add(buttonPanel, "East");
frame.add(statusLabel, "North");
frame.add(timeLabel, "South");
frame.add(chessLabel, "South");
// 显示窗口
frame.setVisible(true);
}
public void actionPerformed(ActionEvent e) {
String command = e.getActionCommand();
if (command.equals("让AI先手")) {
aiFirst = true;
firstMove();
statusLabel.setText("游戏开始,AI先手");
} else if (command.equals("自己先手")) {
aiFirst = false;
statusLabel.setText("游戏开始,你先手");
} else if (command.equals("悔棋")) {
if (steps >= 2 && !gameOver) {
undoMove();
undoMove();
if (aiFirst) {
statusLabel.setText("请重新选择先手");
} else {
statusLabel.setText("轮到你下棋");
}
}
} else if (command.equals("计时键")) {
// TODO
} else if (command.equals("棋谱")) {
// TODO
} else {
if (!gameOver) {
String[] parts = command.split(",");
int row = Integer.parseInt(parts[0]);
int col = Integer.parseInt(parts[1]);
if (board[row][col] == 0) {
makeMove(row, col);
if (!gameOver) {
aiMove();
}
}
}
}
}
private void makeMove(int row, int col) {
buttons[row][col].setText(turn == 1 ? "●" : "○");
board[row][col] = turn;
steps++;
if (checkWin(row, col)) {
gameOver = true;
statusLabel.setText(turn == 1 ? "你赢了!" : "AI赢了!");
return;
}
if (steps == 36) {
gameOver = true;
statusLabel.setText("平局!");
return;
}
turn = 3 - turn;
statusLabel.setText(turn == 1 ? "轮到你下棋" : "轮到AI下棋");
}
private void undoMove() {
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 6; j++) {
if (board[i][j] != 0) {
buttons[i][j].setText("");
board[i][j] = 0;
}
}
}
steps -= 2;
turn = 3 - turn;
gameOver = false;
}
private boolean checkWin(int row, int col) {
int count = 1;
for (int i = row - 1; i >= 0; i--) {
if (board[i][col] == turn) {
count++;
} else {
break;
}
}
for (int i = row + 1; i < 6; i++) {
if (board[i][col] == turn) {
count++;
} else {
break;
}
}
if (count >= 3) {
return true;
}
count = 1;
for (int j = col - 1; j >= 0; j--) {
if (board[row][j] == turn) {
count++;
} else {
break;
}
}
for (int j = col + 1; j < 6; j++) {
if (board[row][j] == turn) {
count++;
} else {
break;
}
}
if (count >= 3) {
return true;
}
return false;
}
private void firstMove() {
int row = random.nextInt(6);
int col = random.nextInt(6);
makeMove(row, col);
}
private void aiMove() {
if (aiFirst && steps == 1) {
int row = random.nextInt(6);
int col = random.nextInt(6);
while (board[row][col] != 0) {
row = random.nextInt(6);
col = random.nextInt(6);
}
makeMove(row, col);
} else {
int bestRow = -1, bestCol = -1, bestScore = -1;
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 6; j++) {
if (board[i][j] == 0) {
int score = evaluateMove(i, j);
if (score > bestScore) {
bestScore = score;
bestRow = i;
bestCol = j;
}
}
}
}
makeMove(bestRow, bestCol);
}
}
private int evaluateMove(int row, int col) {
int score = 0;
int[][] newBoard = new int[6][6];
for (int i = 0; i < 6; i++) {
System.arraycopy(board[i], 0, newBoard[i], 0, 6);
}
newBoard[row][col] = turn;
if (checkWin(row, col)) {
score += 10000;
} else {
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 6; j++) {
if (newBoard[i][j] == 0) {
newBoard[i][j] = 3 - turn;
if (checkWin(i, j)) {
score += 100;
}
newBoard[i][j] = 0;
}
}
}
}
return score;
}
public static void main(String[] args) {
new DianGeQi();
}
}
```
上述代码实现了一个简单的点格棋游戏,包括棋盘的制作、下棋规则的实现、悔棋、计时、棋谱等功能。其中,AI使用了简单的贪心算法,评估每个空位下棋后的得分,选择得分最高的位置下棋。在AI先手时,第一步为随机落子,第二步为选择得分最高的位置下棋。
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