服务器之家

服务器之家 > 正文

Java初学者之五子棋游戏实现教程

时间:2022-02-13 14:55     来源/作者:nevertoolate!

本文为大家分享了Java实现五子棋游戏的具体代码,供大家参考,具体内容如下

1.图形化界面的创建

1.1创建JFrame窗体容器

1)JFrame窗体需要设置基本的大小、布局、默认的关闭方式,以及最重要的设置可见。

1.2在JFrame上添加组件,用来绘制棋盘棋子和游戏操作。

1)棋盘棋子的绘制:自定义一个类去继承JPanel,把绘制棋盘和棋子的方法重写进入paint()方法里,这样当窗体发生变化(放大、缩小、移动等操作时,棋盘棋子不会消失,棋局得以保存)。

2)悔棋、认输等操作通过JButton按钮添加鼠标监听来实现。

2.关键点的实现

(使用六个类实现背后逻辑,UI类,DrawChessBoard类,GameMouse类,QiZi类,Location类以及AI类)。

2.1在棋盘点击的位置绘制棋子

1)给棋盘添加鼠标监听,获取点击位置的坐标

 UI类负责初始化1中的图形化界面,并给DrawChessBoard类添加GameMouse类的监听。这样在鼠标点击棋盘时通过重写GameMouse类的mouseClicked(),就可以获取鼠标在棋盘上点击的像素坐标。

 2)坐标转化成二位数组中的坐标

保存棋盘上所有棋子位置用到QiZi类中的int[][] memory二维数组,这样把像素坐标转化为二维数组中的坐标,并附上棋子颜色对应的值,就可以保存棋盘上所有棋子的位置。

3)在棋盘上画出棋子

在DrawChessBoard类paint()方法中遍历QiZi类中的int[][] memory二维数组非零值,就可以在相应位置调用画笔方法画出黑白棋子。

2.2判断输赢

1)下完棋子后,将下棋位置保存到QiZi类的int[][] memory二维数组中后,就可以以该点为中心计算其四个方向上连续棋子的数目,达到五个则通过JOptionPane类生成弹窗确定赢家。

2.2悔棋功能和提示最后落子位置功能的实现

 

1)每次成功下一颗棋子,就可以创建一个保存了棋子坐标的Location对象,并将该对象添加到 QiZi类的ArrayList或者Stack容器当中,当鼠标点击悔棋Button后,清除QiZi类的int[][] memory二维数组相应位置的数值(将之改为0即可),然后棋盘重绘棋子,就可以完成悔棋的效果。

2)同时可以找到容器中最后落子的位置,并在棋盘相应的坐标出画出最后落子提示。

2.3开始、认输的实现

1)开始游戏,即重置游戏,将棋子类的相应属性清零即可,比如int[][] memory二维数组(即棋谱),owener=1(重置为白色),以及清楚棋盘上面的棋子。

 2)认输就可以判断当前QiZi.owner的值,来判断输的一方并给出提示即可。

2.4AI的实现

1)默认AI为黑方的情况下,需要在白色方落子之后调用AI下黑色棋子,所以在需要在GameMouse中下白棋的if分支中调用AI方法

2)AI的厉害与否取决于其设计,在这里提供一个思路:设置一个棋型对照表,给不同棋型赋值(如1111,代表白子四连,权重较高),轮到AI时,可以根据该表计算棋盘上每一个空位在八个方向总的权重大小,在权重最大处落子即可。棋型对照表中不同棋的权重设置,可以通过python等分析大量棋局来获取,以此来训练AI,当权重设置越合理,AI就越强。

3.其他功能

下子的动画效果音效等可以通过开辟不同的线程来实现,而网络对战则可增加网络通信相关模块即可。

4.源码

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
package wuziqi925;
 
import javax.swing.*;
import java.awt.*;
 
public class GameUI {
    public static void main(String[] args) {
        GameUI gameUI=new GameUI();
        gameUI.showUI();
    }
 
    public void showUI(){
        //创建棋子对象
        QiZi qizi=new QiZi();
        //获取窗体
        JFrame jFrame=new JFrame();
        jFrame.setSize(1000,795);
        jFrame.setDefaultCloseOperation(3);
        jFrame.setLocationRelativeTo(null);
        jFrame.setLayout(null);
        jFrame.setTitle("五子棋");
        jFrame.setResizable(false);
 
        //窗体添加棋盘面板
        DrawChessBoard chessBoard=new DrawChessBoard(qizi);
        jFrame.add(chessBoard);
        chessBoard.setSize(760,760);
        chessBoard.setBackground(Color.ORANGE);
 
 
        //测试JFrame框架像素大小,Insets[top=32,left=3,bottom=3,right=3]
        //System.out.println(jFrame.getInsets());
 
        //窗体添加选项面板,用来画棋盘
        JPanel bp=new JPanel();
        bp.setSize(236,760);
        bp.setBackground(Color.lightGray);
        bp.setLocation(760,0);
        bp.setLayout(null);
        jFrame.add(bp);
 
 
        //选项面板添加按钮
        JButton start=new JButton("开始");
        start.setBackground(Color.white);
        start.setFont(new Font("华文行楷",Font.BOLD,20));
        start.setBounds(40,350,150,50);
 
        JButton quit=new JButton("认输");
        quit.setBackground(Color.white);
        quit.setFont(new Font("华文行楷",Font.BOLD,20));
        quit.setBounds(40,440,150,50);
 
        JButton undo=new JButton("悔棋");
        undo.setBackground(Color.white);
        undo.setFont(new Font("华文行楷",Font.BOLD,20));
        undo.setBounds(40,530,150,50);
 
        bp.add(start);
        bp.add(quit);
        bp.add(undo);
 
        //选择模式选项
        ButtonGroup bg=new ButtonGroup();
        JRadioButton rrdz=new JRadioButton("玩家对战");
        JRadioButton rjdz=new JRadioButton("人机对战");
        rrdz.setSize(120,30);
        rrdz.setLocation(55,60);
        rrdz.setFont(new Font("华文行楷",Font.BOLD,20));
        rrdz.setVisible(true);
        rjdz.setSize(120,30);
        rjdz.setLocation(55,90);
        rjdz.setFont(new Font("华文行楷",Font.BOLD,20));
        rjdz.setVisible(true);
        bg.add(rjdz);
        bg.add(rrdz);
        bp.add(rjdz);
        bp.add(rrdz);
        bp.setVisible(true);
 
        //设置窗体可见
        jFrame.setVisible(true);
 
 
        AI ai=new AI(qizi,chessBoard);
        //获取棋盘的鼠标监听和画笔并将该画笔添加给鼠标
        Graphics g1=chessBoard.getGraphics();
        GameMouse gameMouse=new GameMouse(qizi,chessBoard,ai);
 
        chessBoard.addMouseListener(gameMouse);
        start.addActionListener(gameMouse);
        quit.addActionListener(gameMouse);
        undo.addActionListener(gameMouse);
        rrdz.addActionListener(gameMouse);
        rjdz.addActionListener(gameMouse);
    }
}
?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
package wuziqi925;
 
import javax.swing.*;
import java.awt.*;
 
 
public class DrawChessBoard extends JPanel {
    QiZi qiZi;
    private static int LINE_NUM = 15;
    private static int MARGIN_WIDTH = 30;
    public static int CELL_SIZE = 50;
 
    public DrawChessBoard(QiZi qiZi) {
        this.qiZi = qiZi;
    }
 
    @Override
    public void paint(Graphics g) {
        super.paint(g);
        //画棋盘
        for (int i = 0; i < LINE_NUM; i++) {
            g.drawLine(MARGIN_WIDTH, MARGIN_WIDTH + i * CELL_SIZE, MARGIN_WIDTH + (LINE_NUM - 1) * CELL_SIZE, MARGIN_WIDTH + i * CELL_SIZE);
            g.drawLine(MARGIN_WIDTH + i * CELL_SIZE, MARGIN_WIDTH, MARGIN_WIDTH + i * CELL_SIZE, MARGIN_WIDTH + (LINE_NUM - 1) * CELL_SIZE);
        }
        //画棋盘上的点
        g.fillOval(CELL_SIZE*3+22,CELL_SIZE*3+22,16,16);
        g.fillOval(CELL_SIZE*11+22,CELL_SIZE*3+22,16,16);
        g.fillOval(CELL_SIZE*3+22,CELL_SIZE*11+22,16,16);
        g.fillOval(CELL_SIZE*11+22,CELL_SIZE*11+22,16,16);
        //画棋子
        int[][] a = qiZi.memory;
        for (int i = 0; i < a.length; i++) {
            for (int j = 0; j < a[i].length; j++) {
                if (a[i][j] == 1)    {
                    g.setColor(Color.white);
                    g.fillOval(CELL_SIZE * i + 7, CELL_SIZE * j + 7, 46, 46);
                } else if (a[i][j] == 2) {
                    g.setColor(Color.black);
                    g.fillOval(CELL_SIZE * i + 7, CELL_SIZE * j + 7, 46, 46);
                }
            }
        }
        //画出最后一步棋子的位置上的十字架
        if (qiZi.arr.size() > 0) {
            Graphics2D g1=(Graphics2D)g;
            g1.setColor(Color.red);
            g1.setStroke(new BasicStroke(3.0f));
 
            Location l = qiZi.arr.get(qiZi.arr.size() - 1);
            g1.drawLine(CELL_SIZE * l.x + MARGIN_WIDTH - 8, CELL_SIZE * l.y + MARGIN_WIDTH, CELL_SIZE * l.x + MARGIN_WIDTH + 8, CELL_SIZE * l.y + MARGIN_WIDTH);
            g1.drawLine(CELL_SIZE * l.x + MARGIN_WIDTH, CELL_SIZE * l.y + MARGIN_WIDTH - 8, CELL_SIZE * l.x + MARGIN_WIDTH, CELL_SIZE * l.y + MARGIN_WIDTH + 8);
        }
    }
}
?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
package wuziqi925;
 
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
 
public class GameMouse implements MouseListener, ActionListener {
    QiZi qizi;
    DrawChessBoard drawChessBoard;
    AI ai;
 
    public GameMouse() {
    }
 
    public GameMouse( QiZi qiZi, DrawChessBoard drawChessBoard,AI ai) {
        this.qizi = qiZi;
        this.drawChessBoard=drawChessBoard;
        this.ai=ai;
    }
 
    @Override
    public void mouseClicked(MouseEvent e) {
        int cellSize= DrawChessBoard.CELL_SIZE;
        int x=e.getX();
        int xx=0;
        int y=e.getY();
        int yy=0;
 
        //在点击位置画棋子,并将下子位置转换成棋子在二维数组中的坐标
        if (qizi.owner==1) {
            if ((x - 30) % cellSize > 25 & (y - 30) % cellSize > 25) {
                xx=(x - 30) / cellSize + 1;
                yy=(y - 30) / cellSize + 1;
            } else if ((x - 30) % cellSize > 25 & (y - 30) % cellSize < 25) {
                xx=(x - 30) / cellSize + 1;
                yy=(y - 30) / cellSize;
            } else if ((x - 30) % cellSize < 25 & (y - 30) % cellSize > 25) {
                xx=(x - 30) / cellSize;
                yy=(y - 30) / cellSize + 1;
            } else if ((x - 30) % cellSize < 25 & (y - 30) % cellSize < 25) {
                xx=(x - 30) / cellSize;
                yy=(y - 30) / cellSize;
            }
            if(qizi.memory[xx][yy]==0) {//判断无子
                qizi.x=xx;
                qizi.y=yy;
                qizi.memory[qizi.x][qizi.y] = qizi.owner;//下棋子并将棋子放入容器
                Location location=new Location(qizi);//记录刚下的棋子位置顺序
                qizi.arr.add(location);
                drawChessBoard.repaint();//绘制刚下的棋子
                qizi.judgeWinner();//判断输赢
 
                qizi.owner=2;//交换棋权
            }
            if (ai.state){
                ai.initiateAI();
            }
 
        }else {
            qizi.owner=2;
            if ((x - 30) % cellSize > 25 & (y - 30) % cellSize > 25) {
                xx=(x - 30) / cellSize + 1;
                yy=(y - 30) / cellSize + 1;
            } else if ((x - 30) % cellSize > 25 & (y - 30) % cellSize < 25) {
                xx=(x - 30) / cellSize + 1;
                yy=(y - 30) / cellSize;
            } else if ((x - 30) % cellSize < 25 & (y - 30) % cellSize > 25) {
                xx=(x - 30) / cellSize;
                yy=(y - 30) / cellSize + 1;
            } else if ((x - 30) % cellSize < 25 & (y - 30) % cellSize < 25) {
                xx=(x - 30) / cellSize;
                yy=(y - 30) / cellSize;
            }
            if(qizi.memory[xx][yy]==0) {
                qizi.x=xx;
                qizi.y=yy;
                qizi.memory[qizi.x][qizi.y] = qizi.owner;//下棋子并将棋子放入容器
                Location location=new Location(qizi);//记录刚下的棋子位置顺序
                qizi.arr.add(location);
                drawChessBoard.repaint();//绘制刚下的棋子
                qizi.judgeWinner();//判断输赢
 
                qizi.owner=1;//交换棋权
            }
        }
    }
    @Override
    public void actionPerformed(ActionEvent e) {
        int cellSize= DrawChessBoard.CELL_SIZE;
        String s=e.getActionCommand();
        JOptionPane tc=new JOptionPane();
 
        //悔棋功能的实现
        if (s.equals("悔棋")){
            if (qizi.arr.size()>0) {
                Location l = qizi.arr.get(qizi.arr.size() - 1);
                qizi.memory[l.x][l.y] = 0;
                qizi.arr.remove(qizi.arr.size() - 1);
 
                if (qizi.owner == 1) {
                    qizi.owner = 2;
                } else if (qizi.owner == 2) {
                    qizi.owner = 1;
                }
            }else {
                tc.showMessageDialog(null,"无棋可毁,请下棋!");
            }
            //刷新棋盘
            drawChessBoard.repaint();
        }
 
        if (s.equals("开始")){
            qizi.owner=1;
            qizi.memory=new int[15][15];
            qizi.arr.clear();
            qizi.win=false;
            drawChessBoard.repaint();
        }
 
        if(s.equals("认输")){
            int whiteCount=0;
            int blackCount=0;
            for (int i = 0; i < qizi.memory.length; i++) {
                for (int j = 0; j < qizi.memory[i].length; j++) {
                    if (qizi.memory[i][j]==1){
                        whiteCount++;
                    }else if (qizi.memory[i][j]==2){
                        blackCount++;
                    }
                }
            }
            if (whiteCount==blackCount){
                tc.showMessageDialog(null,qizi.owner==1 ?"黑方投降,白方胜!":"白方投降,黑方胜!");
            }else if(whiteCount>blackCount){
                tc.showMessageDialog(null,"黑方投降,白方胜!");
            }else {
                tc.showMessageDialog(null,"白方投降,黑方胜!");
            }
        }
        if (s.equals("人机对战")){
            ai.state=true;
 
        }
        if (s.equals("玩家对战")){
            ai.state=false;
 
        }
    }
 
    @Override
    public void mousePressed(MouseEvent e) {
 
    }
 
    @Override
    public void mouseReleased(MouseEvent e) {
 
    }
 
    @Override
    public void mouseEntered(MouseEvent e) {
 
    }
 
    @Override
    public void mouseExited(MouseEvent e) {
 
    }
 
 
}
?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
package wuziqi925;
 
import javax.swing.*;
import java.util.ArrayList;
 
public class QiZi {
    int x;
    int y;
    int owner=1;//1 代表白色,2代表黑色
    int[][] memory;
    ArrayList <Location>arr;
    boolean win=false;
 
    public QiZi() {
        memory=new int[15][15];
        arr=new ArrayList<>(50);
    }
 
    public void judgeWinner() {
        JOptionPane tc=new JOptionPane();
        int count1=0;
        int count2=0;
        int count3=0;
        int count4=0;
 
        //竖直方向检测
        for (int i = y-1; i >-1 ; i--) {
            if (memory[x][i]==owner){
                count1++;
            }else {
                break;
            }
        }
        for (int i = y+1; i <15; i++) {
            if (memory[x][i]==owner){
                count1++;
            }else {
                break;
            }
        }
        if (count1 > 3){
            tc.showMessageDialog(null,owner==1?"白方胜":"黑方胜");
            win=true;
            return;
        }
 
        //水平方向检测
        for (int i = x-1; i >-1 ; i--) {
            if (memory[i][y]==owner){
                count2++;
            }else {
                break;
            }
        }
        for (int i = x+1; i <15; i++) {
            if (memory[i][y]==owner){
                count2++;
            }else {
                break;
            }
        }
        if (count2 > 3){
            tc.showMessageDialog(null,owner==1?"白方胜":"黑方胜");
            win=true;
            return;
        }
 
        //在\方向上检测
        int yy=y;
        for (int i = x+1; i <15; i++) {
            if(yy==14){
                break;
            }
            yy++;
            if (memory[i][yy]==owner){
                count3++;
            }else {
                break;
            }
        }
        yy=y;
        for (int i = x-1; i >-1; i--) {
            if (yy==0){
                break;
            }
            yy--;
            if (memory[i][yy]==owner){
                count3++;
            }else {
                break;
            }
 
        }
        if (count3 > 3){
            tc.showMessageDialog(null,owner==1?"白方胜":"黑方胜");
            win=true;
            return;
        }
 
        //在/方向上检测
        yy=y;
        for (int i = x+1; i <15; i++) {
            if(yy==0){
                break;
            }
            yy--;
            if (memory[i][yy]==owner){
                count4++;
            }else {
                break;
            }
        }
        yy=y;
        for (int i = x-1; i >-1; i--) {
            if(yy==14){
                break;
            }
            yy++;
            if (memory[i][yy]==owner){
                count4++;
            }else {
                break;
            }
        }
        if (count4 > 3){
            tc.showMessageDialog(null,owner==1?"白方胜":"黑方胜");
            win=true;
            return;
        }
    }
}
?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
package wuziqi925;
 
public class Location {
    QiZi qiZi;
    int x;
    int y;
 
    public Location(QiZi qiZi) {
        //记录棋谱
        x=qiZi.x;
        y=qiZi.y;
    }
 
    public Location(int x, int y) {
        this.x = x;
        this.y = y;
    }
}
?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
package wuziqi925;
 
import java.util.*;
 
public class AI {
    boolean state=false;//true为on false为off
    QiZi qiZi;
    //存储棋型权值
    private HashMap<String,Integer> playValueTable=new HashMap<>();
    //存储每个可下点的权重大小
    private HashMap<Location,Integer> locationsAndValues=new HashMap<>();
    DrawChessBoard drawChessBoard;
    int AIDO=0;
 
    public AI(QiZi qiZi,DrawChessBoard drawChessBoard){
        this.drawChessBoard=drawChessBoard;
        this.qiZi=qiZi;
        //1代表该方向为白方棋子(玩家),2代表该方向为黑方棋子(AI)
        playValueTable.put("22221",100);
        playValueTable.put("2222",100);
        playValueTable.put("11112",99);
        playValueTable.put("1111",0);
 
        playValueTable.put("2221",40);
        playValueTable.put("222",45);
        playValueTable.put("1112",35);
        playValueTable.put("111",46);
 
        playValueTable.put("22",25);
        playValueTable.put("221",20);
        playValueTable.put("11",15);
        playValueTable.put("112",10);
 
        playValueTable.put("21",5);
        playValueTable.put("2",10);
        playValueTable.put("1",8);
        playValueTable.put("12",2);
    }
 
    public void initiateAI(){
        if (qiZi.win){
            return;
        }
        int chessValue=0;
        //遍历棋盘找到空点
        for (int i = 0; i <qiZi.memory.length; i++) {
            for (int j = 0; j < qiZi.memory[i].length; j++) {
                //计算qiZi.memory[i][j](空点)位置的权值,保存ij位点
                if (qiZi.memory[i][j]==0){
                    Location l=new Location(i,j);
                    chessValue=countValue(i,j);
                    locationsAndValues.put(l,chessValue);
                }
            }
        }
        //System.out.println(chessValue);
        //判断权值最大的点,获取该点的坐标值并传入qiZi.memory
        //按照value对HashMap<Location,Integer> locationsAndValues进行排序找到最大值
        Set<Map.Entry<Location,Integer>> set=locationsAndValues.entrySet();
        List<Map.Entry<Location,Integer>> list=new ArrayList<>(set);
        list.sort(new Comparator<Map.Entry<Location, Integer>>() {
            @Override
            public int compare(Map.Entry<Location, Integer> o1, Map.Entry<Location, Integer> o2) {
                return o2.getValue()-o1.getValue();
            }
        });
        //排序完毕取最大//获取最大权重值对应的空点坐标
        Map.Entry<Location,Integer> maxSet=list.get(0);
        Location toDo=maxSet.getKey();
 
        qiZi.x= toDo.x;
        qiZi.y= toDo.y;
        qiZi.memory[qiZi.x][qiZi.y]=qiZi.owner;
        Location location=new Location(qiZi);//记录刚下的棋子位置顺序
        qiZi.arr.add(location);
        drawChessBoard.repaint();//绘制刚下的棋子
        qiZi.judgeWinner();//判断输赢
        qiZi.owner=1;//交换棋权
        System.out.println(++AIDO);
        locationsAndValues.clear();
    }
 
    private int countValue(int i,int j) {
        int totalValue=0;
        StringBuilder s1=new StringBuilder();
        StringBuilder s2=new StringBuilder();
        StringBuilder s3=new StringBuilder();
        StringBuilder s4=new StringBuilder();
        StringBuilder s5=new StringBuilder();
        StringBuilder s6=new StringBuilder();
        StringBuilder s7=new StringBuilder();
        StringBuilder s8=new StringBuilder();
        //八个方向去去判定
        //North
        for (int k = j-1; k >-1 ; k--) {
            if (qiZi.memory[i][k]==1){
                s1.append(1);
            }else if (qiZi.memory[i][k]==2) {
                s1.append(2);
            }else {
                break;
            }
        }
        int count1=playValueTable.get(s1.toString())==null?0:playValueTable.get(s1.toString());
        totalValue+=count1;
 
        //South
        for (int k = j+1; k <15; k++) {
            if (qiZi.memory[i][k]==1){
                s2.append(1);
            }else if (qiZi.memory[i][k]==2) {
                s2.append(2);
            }else {
                break;
            }
        }
        int count2=playValueTable.get(s2.toString())==null?0:playValueTable.get(s2.toString());
        totalValue+=count2;
 
        //West
        for (int k = i-1; k >-1 ; k--) {
            if (qiZi.memory[k][j]==1){
                s3.append(1);
            }else if (qiZi.memory[k][j]==2) {
                s3.append(2);
            }else {
                break;
            }
        }
        int count3=playValueTable.get(s3.toString())==null?0:playValueTable.get(s3.toString());
        totalValue+=count3;
 
        //East
        for (int k = i+1; k <15; k++) {
            if (qiZi.memory[k][j]==1){
                s4.append(1);
            }else if (qiZi.memory[k][j]==2) {
                s4.append(2);
            }else {
                break;
            }
        }
        int count4=playValueTable.get(s4.toString())==null?0:playValueTable.get(s4.toString());
        totalValue+=count4;
 
        //SE
        int yy=j;
        for (int k = i+1; k < 15; k++) {
            if(yy==14){
                break;
            }
            yy++;
            if (qiZi.memory[k][yy]==1){
                s5.append(1);
            }else if (qiZi.memory[k][yy]==2) {
                s5.append(2);
            }else {
                break;
            }
        }
        int count5=playValueTable.get(s5.toString())==null?0:playValueTable.get(s5.toString());
        totalValue+=count5;
 
        //NW
        yy=j;
        for (int k = i-1; k >-1; k--) {
            if(yy==0){
                break;
            }
            yy--;
            if (qiZi.memory[k][yy]==1){
                s6.append(1);
            }else if (qiZi.memory[k][yy]==2) {
                s6.append(2);
            }else {
                break;
            }
        }
        int count6=playValueTable.get(s6.toString())==null?0:playValueTable.get(s6.toString());
        totalValue+=count6;
 
        //NE
        yy=j;
        for (int k = i+1; k <15; k++) {
            if(yy==0){
                break;
            }
            yy--;
            if (qiZi.memory[k][yy]==1){
                s7.append(1);
            }else if (qiZi.memory[k][yy]==2) {
                s7.append(2);
            }else {
                break;
            }
        }
        int count7=playValueTable.get(s7.toString())==null?0:playValueTable.get(s7.toString());
        totalValue+=count6;
        //SW
        yy=j;
        for (int k = i-1; k >-1; k--) {
            if(yy==14){
                break;
            }
            yy++;
            if (qiZi.memory[k][yy]==1){
                s8.append(1);
            }else if (qiZi.memory[k][yy]==2) {
                s8.append(2);
            }else {
                break;
            }
        }
        int count8=playValueTable.get(s8.toString())==null?0:playValueTable.get(s8.toString());
        totalValue+=count8;
        return totalValue;
    }
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。

原文链接:https://blog.csdn.net/m0_59619576/article/details/120624760

标签:

相关文章

热门资讯

2022年最旺的微信头像大全 微信头像2022年最新版图片
2022年最旺的微信头像大全 微信头像2022年最新版图片 2022-01-10
蜘蛛侠3英雄无归3正片免费播放 蜘蛛侠3在线观看免费高清完整
蜘蛛侠3英雄无归3正片免费播放 蜘蛛侠3在线观看免费高清完整 2021-08-24
背刺什么意思 网络词语背刺是什么梗
背刺什么意思 网络词语背刺是什么梗 2020-05-22
yue是什么意思 网络流行语yue了是什么梗
yue是什么意思 网络流行语yue了是什么梗 2020-10-11
暖暖日本高清免费中文 暖暖在线观看免费完整版韩国
暖暖日本高清免费中文 暖暖在线观看免费完整版韩国 2021-05-08
返回顶部