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Java棋类游戏实践之中国象棋

时间:2020-03-31 11:41     来源/作者:涛涌四海

本文实例讲述了java实现的中国象棋游戏代码,分享给大家供大家参考,具体代码如下

一、实践目的:

1.鼠标点击、拖动等事件的应用与区别

2.棋谱文件的保存与读取

3.完善象棋的规则。

二、实践内容:

中国象棋历史悠久,吸引了无数的人研究,现对中国象棋的对战和实现棋谱的制作做如下的设计和说明,供大家参考学习。

1、机机对弈,红方先手。在符合规则的情况下拖动棋子到目的地,松鼠标落子。

Java棋类游戏实践之中国象棋

人人对弈图

2、制作棋谱,选择制作棋谱菜单后,对弈开始,并记录了下棋过程。

Java棋类游戏实践之中国象棋

选择“制作棋谱”菜单

Java棋类游戏实践之中国象棋

Java棋类游戏实践之中国象棋

棋谱制作完毕红方胜出

一方胜出后弹出胜利消息对话框。点击确定后,选择“保存棋谱”菜单,弹出保存文件对话框。

Java棋类游戏实践之中国象棋

保存棋谱对话框

3.演示棋谱,选择演示棋谱菜单后,弹出打开对话框,选择保存好的棋谱,开始演示。

Java棋类游戏实践之中国象棋

演示棋谱对话框

Java棋类游戏实践之中国象棋

演示棋谱过程(自动和手动两种)

三、参考代码:

1.象棋主类 文件ChineseChess.java

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package cn.edu.ouc.chineseChess;
 
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.io.*;
import java.util.LinkedList;
 
/**
 * 象棋主类
 *
 * @author cnlht
 */
public class ChineseChess extends JFrame implements ActionListener {
 ChessBoard board = null;
 Demon demon = null;
 MakeChessManual record = null;
 Container con = null;
 JMenuBar bar;
 JMenu fileMenu;
 JMenuItem 制作棋谱, 保存棋谱, 演示棋谱;
 JFileChooser fileChooser = null;
 LinkedList 棋谱 = null;
 
 public ChineseChess() {
 bar = new JMenuBar();
 fileMenu = new JMenu("中国象棋");
 制作棋谱 = new JMenuItem("制作棋谱");
 保存棋谱 = new JMenuItem("保存棋谱");
 保存棋谱.setEnabled(false);
 演示棋谱 = new JMenuItem("演示棋谱");
 fileMenu.add(制作棋谱);
 fileMenu.add(保存棋谱);
 fileMenu.add(演示棋谱);
 bar.add(fileMenu);
 setJMenuBar(bar);
 setTitle(制作棋谱.getText());
 制作棋谱.addActionListener(this);
 保存棋谱.addActionListener(this);
 演示棋谱.addActionListener(this);
 board = new ChessBoard(45, 45, 9, 10);
 record = board.record;
 con = getContentPane();
 JSplitPane split = new JSplitPane(JSplitPane.HORIZONTAL_SPLIT, true,
  board, record);
 split.setDividerSize(5);
 split.setDividerLocation(460);
 con.add(split, BorderLayout.CENTER);
 addWindowListener(new WindowAdapter() {
  public void windowClosing(WindowEvent e) {
  System.exit(0);
  }
 });
 setVisible(true);
 setBounds(60, 20, 690, 540);
 fileChooser = new JFileChooser();
 con.validate();
 validate();
 }
 
 public void actionPerformed(ActionEvent e) {
 if (e.getSource() == 制作棋谱) {
  con.removeAll();
  保存棋谱.setEnabled(true);
  this.setTitle(制作棋谱.getText());
  board = new ChessBoard(45, 45, 9, 10);
  record = board.record;
  JSplitPane split = new JSplitPane(JSplitPane.HORIZONTAL_SPLIT,
   true, board, record);
  split.setDividerSize(5);
  split.setDividerLocation(460);
  con.add(split, BorderLayout.CENTER);
  validate();
 }
 if (e.getSource() == 保存棋谱) {
  int state = fileChooser.showSaveDialog(null);
  File saveFile = fileChooser.getSelectedFile();
  if (saveFile != null && state == JFileChooser.APPROVE_OPTION) {
  try {
   FileOutputStream outOne = new FileOutputStream(saveFile);
   ObjectOutputStream outTwo = new ObjectOutputStream(outOne);
   outTwo.writeObject(record.获取棋谱());
   outOne.close();
   outTwo.close();
  } catch (IOException event) {
  }
  }
 }
 if (e.getSource() == 演示棋谱) {
  con.removeAll();
  con.repaint();
  con.validate();
  validate();
  保存棋谱.setEnabled(false);
 
  int state = fileChooser.showOpenDialog(null);
  File openFile = fileChooser.getSelectedFile();
  if (openFile != null && state == JFileChooser.APPROVE_OPTION) {
  try {
   FileInputStream inOne = new FileInputStream(openFile);
   ObjectInputStream inTwo = new ObjectInputStream(inOne);
   棋谱 = (LinkedList) inTwo.readObject();
   inOne.close();
   inTwo.close();
   ChessBoard board = new ChessBoard(45, 45, 9, 10);
   demon = new Demon(board);
   demon.set棋谱(棋谱);
   con.add(demon, BorderLayout.CENTER);
   con.validate();
   validate();
   this.setTitle(演示棋谱.getText() + ":" + openFile);
  } catch (Exception event) {
   JLabel label = new JLabel("不是棋谱文件");
   label.setFont(new Font("隶书", Font.BOLD, 60));
   label.setForeground(Color.red);
   label.setHorizontalAlignment(SwingConstants.CENTER);
   con.add(label, BorderLayout.CENTER);
   con.validate();
   this.setTitle("没有打开棋谱");
   validate();
  }
  } else {
  JLabel label = new JLabel("没有打开棋谱文件呢");
  label.setFont(new Font("隶书", Font.BOLD, 50));
  label.setForeground(Color.pink);
  label.setHorizontalAlignment(SwingConstants.CENTER);
  con.add(label, BorderLayout.CENTER);
  con.validate();
  this.setTitle("没有打开棋谱文件呢");
  validate();
  }
 }
 }
 
 public static void main(String args[]) {
 new ChineseChess();
 }
}

2.象棋棋盘类文件ChessBoard.java

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package cn.edu.ouc.chineseChess;
 
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
 
/**
 * 棋盘类
 *
 * @author cnlht
 */
public class ChessBoard extends JPanel implements MouseListener,
 MouseMotionListener {
 public ChessPoint point[][];
 public int unitWidth, unitHeight;
 private int x轴长, y轴长;
 private int x, y;
 private Image img;
 protected Image pieceImg;
 private boolean move = false;
 public String 红方颜色 = "红方", 黑方颜色 = "黑方";
 ChessPiece 红车1, 红车2, 红马1, 红马2, 红相1, 红相2, 红帅, 红士1, 红士2, 红兵1, 红兵2, 红兵3, 红兵4,
  红兵5, 红炮1, 红炮2;
 ChessPiece 黑车1, 黑车2, 黑马1, 黑马2, 黑将, 黑士1, 黑士2, 黑卒1, 黑卒2, 黑卒3, 黑卒4, 黑卒5, 黑象1,
  黑象2, 黑炮1, 黑炮2;
 
 int startX, startY;
 int startI, startJ;
 public boolean 红方走棋 = true, 黑方走棋 = false;
 Rule rule = null;
 public MakeChessManual record = null;
 
 public ChessBoard(int w, int h, int r, int c) {
 setLayout(null);
 addMouseListener(this);
 addMouseMotionListener(this);
 Color bc = getBackground();
 unitWidth = w;
 unitHeight = h;
 x轴长 = r;
 y轴长 = c;
 
 point = new ChessPoint[r + 1][c + 1];
 
 for (int i = 1; i <= r; i++) {
  for (int j = 1; j <= c; j++) {
  point[i][j] = new ChessPoint(i * unitWidth, j * unitHeight,
   false);
  }
 }
 
 rule = new Rule(this, point);
 record = new MakeChessManual(this, point);
 
 img = Toolkit.getDefaultToolkit().getImage("board.jpg");
 pieceImg = Toolkit.getDefaultToolkit().getImage("piece.gif");
  
 红车1 = new ChessPiece("車", Color.red, bc, w - 4, h - 4, this);
 红车1.set棋子类别(红方颜色);
 红车2 = new ChessPiece("車", Color.red, bc, w - 4, h - 4, this);
 红车2.set棋子类别(红方颜色);
 红马1 = new ChessPiece("馬", Color.red, bc, w - 4, h - 4, this);
 红马1.set棋子类别(红方颜色);
 红马2 = new ChessPiece("馬", Color.red, bc, w - 4, h - 4, this);
 红马2.set棋子类别(红方颜色);
 红炮1 = new ChessPiece("炮", Color.red, bc, w - 4, h - 4, this);
 红炮1.set棋子类别(红方颜色);
 红炮2 = new ChessPiece("炮", Color.red, bc, w - 4, h - 4, this);
 红炮2.set棋子类别(红方颜色);
 红相1 = new ChessPiece("相", Color.red, bc, w - 4, h - 4, this);
 红相1.set棋子类别(红方颜色);
 红相2 = new ChessPiece("相", Color.red, bc, w - 4, h - 4, this);
 红相2.set棋子类别(红方颜色);
 红士1 = new ChessPiece("仕", Color.red, bc, w - 4, h - 4, this);
 红士1.set棋子类别(红方颜色);
 红士2 = new ChessPiece("仕", Color.red, bc, w - 4, h - 4, this);
 红士2.set棋子类别(红方颜色);
 红帅 = new ChessPiece("帅", Color.red, bc, w - 4, h - 4, this);
 红帅.set棋子类别(红方颜色);
 红兵1 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
 红兵1.set棋子类别(红方颜色);
 红兵2 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
 红兵2.set棋子类别(红方颜色);
 红兵3 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
 红兵3.set棋子类别(红方颜色);
 红兵4 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
 红兵4.set棋子类别(红方颜色);
 红兵5 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
 红兵5.set棋子类别(红方颜色);
 
 黑将 = new ChessPiece("将", Color.black, bc, w - 4, h - 4, this);
 黑将.set棋子类别(黑方颜色);
 黑士1 = new ChessPiece("士", Color.black, bc, w - 4, h - 4, this);
 黑士1.set棋子类别(黑方颜色);
 黑士2 = new ChessPiece("士", Color.black, bc, w - 4, h - 4, this);
 黑士2.set棋子类别(黑方颜色);
 黑车1 = new ChessPiece("车", Color.black, bc, w - 4, h - 4, this);
 黑车1.set棋子类别(黑方颜色);
 黑车2 = new ChessPiece("车", Color.black, bc, w - 4, h - 4, this);
 黑车2.set棋子类别(黑方颜色);
 黑炮1 = new ChessPiece("炮", Color.black, bc, w - 4, h - 4, this);
 黑炮1.set棋子类别(黑方颜色);
 黑炮2 = new ChessPiece("炮", Color.black, bc, w - 4, h - 4, this);
 黑炮2.set棋子类别(黑方颜色);
 黑象1 = new ChessPiece("象", Color.black, bc, w - 4, h - 4, this);
 黑象1.set棋子类别(黑方颜色);
 黑象2 = new ChessPiece("象", Color.black, bc, w - 4, h - 4, this);
 黑象2.set棋子类别(黑方颜色);
 黑马1 = new ChessPiece("马", Color.black, bc, w - 4, h - 4, this);
 黑马1.set棋子类别(黑方颜色);
 黑马2 = new ChessPiece("马", Color.black, bc, w - 4, h - 4, this);
 黑马2.set棋子类别(黑方颜色);
 黑卒1 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
 黑卒1.set棋子类别(黑方颜色);
 黑卒2 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
 黑卒2.set棋子类别(黑方颜色);
 黑卒3 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
 黑卒3.set棋子类别(黑方颜色);
 黑卒4 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
 黑卒4.set棋子类别(黑方颜色);
 黑卒5 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
 黑卒5.set棋子类别(黑方颜色);
 point[1][10].setPiece(红车1, this);
 point[2][10].setPiece(红马1, this);
 point[3][10].setPiece(红相1, this);
 point[4][10].setPiece(红士1, this);
 point[5][10].setPiece(红帅, this);
 point[6][10].setPiece(红士2, this);
 point[7][10].setPiece(红相2, this);
 point[8][10].setPiece(红马2, this);
 point[9][10].setPiece(红车2, this);
 point[2][8].setPiece(红炮1, this);
 point[8][8].setPiece(红炮2, this);
 point[1][7].setPiece(红兵1, this);
 point[3][7].setPiece(红兵2, this);
 point[5][7].setPiece(红兵3, this);
 point[7][7].setPiece(红兵4, this);
 point[9][7].setPiece(红兵5, this);
 
 point[1][1].setPiece(黑车1, this);
 point[2][1].setPiece(黑马1, this);
 point[3][1].setPiece(黑象1, this);
 point[4][1].setPiece(黑士1, this);
 point[5][1].setPiece(黑将, this);
 point[6][1].setPiece(黑士2, this);
 point[7][1].setPiece(黑象2, this);
 point[8][1].setPiece(黑马2, this);
 point[9][1].setPiece(黑车2, this);
 point[2][3].setPiece(黑炮1, this);
 point[8][3].setPiece(黑炮2, this);
 point[1][4].setPiece(黑卒1, this);
 point[3][4].setPiece(黑卒2, this);
 point[5][4].setPiece(黑卒3, this);
 point[7][4].setPiece(黑卒4, this);
 point[9][4].setPiece(黑卒5, this);
 
 }
 
 public void paintComponent(Graphics g) {
 super.paintComponent(g);
 
 int imgWidth = img.getWidth(this);
 int imgHeight = img.getHeight(this);// 获得图片的宽度与高度
 int FWidth = getWidth();
 int FHeight = getHeight();// 获得窗口的宽度与高度
 int x = (FWidth - imgWidth) / 2;
 int y = (FHeight - imgHeight) / 2;
 g.drawImage(img, x, y, null);
 
 for (int j = 1; j <= y轴长; j++) {
  g.drawLine(point[1][j].x, point[1][j].y, point[x轴长][j].x,
   point[x轴长][j].y);
 }
 for (int i = 1; i <= x轴长; i++) {
  if (i != 1 && i != x轴长) {
  g.drawLine(point[i][1].x, point[i][1].y, point[i][y轴长 - 5].x,
   point[i][y轴长 - 5].y);
  g.drawLine(point[i][y轴长 - 4].x, point[i][y轴长 - 4].y,
   point[i][y轴长].x, point[i][y轴长].y);
  } else {
  g.drawLine(point[i][1].x, point[i][1].y, point[i][y轴长].x,
   point[i][y轴长].y);
  }
 }
 
 g.drawLine(point[4][1].x, point[4][1].y, point[6][3].x, point[6][3].y);
 g.drawLine(point[6][1].x, point[6][1].y, point[4][3].x, point[4][3].y);
 g.drawLine(point[4][8].x, point[4][8].y, point[6][y轴长].x,
  point[6][y轴长].y);
 g.drawLine(point[4][y轴长].x, point[4][y轴长].y, point[6][8].x,
  point[6][8].y);
 
 for (int i = 1; i <= x轴长; i++) {
  g.drawString("" + i, i * unitWidth, unitHeight / 2);
 }
 int j = 1;
 for (char c = 'A'; c <= 'J'; c++) {
  g.drawString("" + c, unitWidth / 4, j * unitHeight);
  j++;
 }
 
 }
 
 /**鼠标按下事件*/
 public void mousePressed(MouseEvent e) {
 ChessPiece piece = null;
 Rectangle rect = null;
 if (e.getSource() == this)
  move = false;
 if (move == false)
  if (e.getSource() instanceof ChessPiece) {
  piece = (ChessPiece) e.getSource();
  startX = piece.getBounds().x;
  startY = piece.getBounds().y;
 
  rect = piece.getBounds();
  for (int i = 1; i <= x轴长; i++) {
   for (int j = 1; j <= y轴长; j++) {
   int x = point[i][j].getX();
   int y = point[i][j].getY();
   if (rect.contains(x, y)) {
    startI = i;
    startJ = j;
    break;
   }
 
   }
  }
  }
 }
 
 public void mouseMoved(MouseEvent e) {
 }
 
 /**鼠标拖动事件*/
 public void mouseDragged(MouseEvent e) {
 
 ChessPiece piece = null;
 if (e.getSource() instanceof ChessPiece) {
  piece = (ChessPiece) e.getSource();
 
  move = true;
 
  e = SwingUtilities.convertMouseEvent(piece, e, this);
 }
 
 if (e.getSource() == this) {
  if (move && piece != null) {
  x = e.getX();
  y = e.getY();
  if (红方走棋 && ((piece.棋子类别()).equals(红方颜色))) {
   piece.setLocation(x - piece.getWidth() / 2,
    y - piece.getHeight() / 2);
  }
  if (黑方走棋 && (piece.棋子类别().equals(黑方颜色))) {
   piece.setLocation(x - piece.getWidth() / 2,
    y - piece.getHeight() / 2);
  }
  }
 }
 }
 
 /**松开鼠标事件*/
 public void mouseReleased(MouseEvent e) {
 ChessPiece piece = null;
 move = false;
 Rectangle rect = null;
 if (e.getSource() instanceof ChessPiece) {
  piece = (ChessPiece) e.getSource();
  rect = piece.getBounds();
 
  e = SwingUtilities.convertMouseEvent(piece, e, this);
 }
 if (e.getSource() == this) {
  boolean containChessPoint = false;
  int x = 0, y = 0;
  int m = 0, n = 0;
  if (piece != null) {
  for (int i = 1; i <= x轴长; i++) {
   for (int j = 1; j <= y轴长; j++) {
   x = point[i][j].getX();
   y = point[i][j].getY();
   if (rect.contains(x, y)) {
 
    containChessPoint = true;
    m = i;
    n = j;
    break;
   }
 
   }
  }
  }
  if (piece != null && containChessPoint) {
  Color pieceColor = piece.获取棋子颜色();
  if (point[m][n].isPiece()) {
   Color c = (point[m][n].getPiece()).获取棋子颜色();
   if (pieceColor.getRGB() == c.getRGB()) {
   piece.setLocation(startX, startY);
 
   (point[startI][startJ]).set有棋子(true);
   } else {
   boolean ok = rule.movePieceRule(piece, startI, startJ,
    m, n);
   if (ok) {
    ChessPiece pieceRemoved = point[m][n].getPiece();
    point[m][n].reMovePiece(pieceRemoved, this);
    point[m][n].setPiece(piece, this);
    (point[startI][startJ]).set有棋子(false);
    record.记录棋谱(piece, startI, startJ, m, n);
    record.记录吃掉的棋子(pieceRemoved);
    rule.isWine(pieceRemoved);
    if (piece.棋子类别().equals(红方颜色)) {
    红方走棋 = false;
    黑方走棋 = true;
    }
    if (piece.棋子类别().equals(黑方颜色)) {
    黑方走棋 = false;
    红方走棋 = true;
    }
    validate();
    repaint();
   } else {
    piece.setLocation(startX, startY);
    (point[startI][startJ]).set有棋子(true);
   }
   }
 
  } else {
 
   boolean ok = rule
    .movePieceRule(piece, startI, startJ, m, n);
   if (ok) {
   point[m][n].setPiece(piece, this);
   (point[startI][startJ]).set有棋子(false);
   record.记录棋谱(piece, startI, startJ, m, n);
   record.记录吃掉的棋子("没吃棋子");
 
   if (piece.棋子类别().equals(红方颜色)) {
    红方走棋 = false;
    黑方走棋 = true;
   }
   if (piece.棋子类别().equals(黑方颜色)) {
    黑方走棋 = false;
    红方走棋 = true;
   }
   } else {
   piece.setLocation(startX, startY);
   (point[startI][startJ]).set有棋子(true);
   }
  }
  }
 
  if (piece != null && !containChessPoint) {
  piece.setLocation(startX, startY);
  (point[startI][startJ]).set有棋子(true);
  }
 }
 }
 
 public void mouseEntered(MouseEvent e) {
 }
 
 public void mouseExited(MouseEvent e) {
 }
 
 public void mouseClicked(MouseEvent e) {
 }
}

3.棋子类文件ChessPiece.java

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package cn.edu.ouc.chineseChess;
 
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
 
/**
 * 棋子类
 *
 * @author cnlht
 */
public class ChessPiece extends JLabel {
 String name; // 棋子名字
 Color backColor = null, foreColor;// 背景色和前景色
 String 颜色类别 = null;
 ChessBoard board = null;
 int width, height;// 大小
 
 public ChessPiece(String name, Color fc, Color bc, int width, int height,
  ChessBoard board) {// 构造棋子
 this.name = name;
 this.board = board;
 this.width = width;
 this.height = height;
 foreColor = fc;
 backColor = bc;
 setSize(width, height);
 setBackground(bc);
 addMouseMotionListener(board);
 addMouseListener(board);
 }
 
 // 绘制棋子
 public void paint(Graphics g) {
 g.drawImage(board.pieceImg, 2, 2, width-2, height-2, null);
 g.setColor(foreColor);
 g.setFont(new Font("楷体", Font.BOLD, 26));
 g.drawString(name, 7, height - 8);// 在棋子上绘制 “棋子名”
 g.setColor(Color.black);
 //g.drawOval(1, 1, width - 1, height - 1);
 float lineWidth = 2.3f;
 ((Graphics2D)g).setStroke(new BasicStroke(lineWidth));
 ((Graphics2D)g).drawOval(2, 2, width-2, height-2);
 }
 
 public int getWidth() {
 return width;
 }
 
 public int getHeight() {
 return height;
 }
 
 public String getName() {
 return name;
 }
 
 public Color 获取棋子颜色() {
 return foreColor;
 }
 
 public void set棋子类别(String 类别) {
 颜色类别 = 类别;
 }
 
 public String 棋子类别() {
 return 颜色类别;
 }
}

4.棋子点坐标类文件

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package cn.edu.ouc.chineseChess;
 
/**
 * 棋点类
 *
 * @author cnlht
 */
public class ChessPoint {
 /** 棋子坐标 */
 int x, y;
 
 /** 该坐标 是否有子*/
 boolean 有棋子;
 
 /** 改坐标的棋子 */
 ChessPiece piece = null;
 
 /** 坐标所属棋盘 */
 ChessBoard board = null;
 
 public ChessPoint(int x, int y, boolean boo) {
 this.x = x;
 this.y = y;
 有棋子 = boo;
 }
 
 public boolean isPiece() {
 return 有棋子;
 }
 
 public void set有棋子(boolean boo) {
 有棋子 = boo;
 }
 
 public int getX() {
 return x;
 }
 
 public int getY() {
 return y;
 }
 
 // 设置改点棋子
 public void setPiece(ChessPiece piece, ChessBoard board) {
 this.board = board;
 this.piece = piece;
 board.add(piece);
 int w = (board.unitWidth);
 int h = (board.unitHeight);
 piece.setBounds(x - w / 2, y - h / 2, w, h);// 棋子位置,宽度,高度
 有棋子 = true;
 board.validate();
 }
 
 public ChessPiece getPiece() {
 return piece;
 }
 
 public void reMovePiece(ChessPiece piece, ChessBoard board) {
 this.board = board;
 this.piece = piece;
 board.remove(piece);
 board.validate();
 有棋子 = false;
 }
}

5.玩法规则类文件Rule.java

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package cn.edu.ouc.chineseChess;
 
import javax.swing.*;
 
import java.awt.*;
import java.awt.event.*;
 
/**
 * 走棋规则类
 *
 * @author cnlht
 */
public class Rule {
 ChessBoard board = null;
 ChessPiece piece = null;
 ChessPoint point[][];
 int startI, startJ, endI, endJ;
 
 public Rule(ChessBoard board, ChessPoint point[][]) {
 this.board = board;
 this.point = point;
 }
 
 public void isWine(ChessPiece piece) {
 this.piece = piece;
 if (piece.getName() == "将" || piece.getName() == "帅") {
  if (piece.颜色类别 == "红方") {
  JOptionPane.showMessageDialog(null, "黑方 胜利!");
  } else {
  JOptionPane.showMessageDialog(null, "红方 胜利!");
  }
 }
 }
 
 public boolean movePieceRule(ChessPiece piece, int startI, int startJ,
  int endI, int endJ) {
 this.piece = piece;
 this.startI = startI;
 this.startJ = startJ;
 this.endI = endI;
 this.endJ = endJ;
 int minI = Math.min(startI, endI);
 int maxI = Math.max(startI, endI);
 int minJ = Math.min(startJ, endJ);
 int maxJ = Math.max(startJ, endJ);
 boolean 可否走棋 = false;
 if (piece.getName().equals("车")) {
  if (startI == endI) {
  int j = 0;
  for (j = minJ + 1; j <= maxJ - 1; j++) {
   if (point[startI][j].isPiece()) {
   可否走棋 = false;
   break;
   }
  }
  if (j == maxJ) {
   可否走棋 = true;
  }
  } else if (startJ == endJ) {
  int i = 0;
  for (i = minI + 1; i <= maxI - 1; i++) {
   if (point[i][startJ].isPiece()) {
   可否走棋 = false;
   break;
   }
  }
  if (i == maxI) {
   可否走棋 = true;
  }
  } else {
  可否走棋 = false;
  }
 
 } else if (piece.getName().equals("車")) {
  if (startI == endI) {
  int j = 0;
  for (j = minJ + 1; j <= maxJ - 1; j++) {
   if (point[startI][j].isPiece()) {
   可否走棋 = false;
   break;
   }
  }
  if (j == maxJ) {
   可否走棋 = true;
  }
  } else if (startJ == endJ) {
  int i = 0;
  for (i = minI + 1; i <= maxI - 1; i++) {
   if (point[i][startJ].isPiece()) {
   可否走棋 = false;
   break;
   }
  }
  if (i == maxI) {
   可否走棋 = true;
  }
  } else {
  可否走棋 = false;
  }
 
 }else if (piece.getName().equals("马")) {
  int xAxle = Math.abs(startI - endI);
  int yAxle = Math.abs(startJ - endJ);
 
  if (xAxle == 2 && yAxle == 1) {
  if (endI > startI) {
   if (point[startI + 1][startJ].isPiece()) {
   可否走棋 = false;
   } else {
   可否走棋 = true;
   }
  }
  if (endI < startI) {
   if (point[startI - 1][startJ].isPiece()) {
   可否走棋 = false;
   } else {
   可否走棋 = true;
   }
  }
 
  }else if (xAxle == 1 && yAxle == 2) {
  if (endJ > startJ) {
   if (point[startI][startJ + 1].isPiece()) {
   可否走棋 = false;
   } else {
   可否走棋 = true;
   }
  }
  if (endJ < startJ) {
   if (point[startI][startJ - 1].isPiece()) {
   可否走棋 = false;
   } else {
   可否走棋 = true;
   }
  }
 
  } else {
  可否走棋 = false;
  }
 } else if (piece.getName().equals("馬")) {
  int xAxle = Math.abs(startI - endI);
  int yAxle = Math.abs(startJ - endJ);
 
  if (xAxle == 2 && yAxle == 1) {
  if (endI > startI) {
   if (point[startI + 1][startJ].isPiece()) {
   可否走棋 = false;
   } else {
   可否走棋 = true;
   }
  }
  if (endI < startI) {
   if (point[startI - 1][startJ].isPiece()) {
   可否走棋 = false;
   } else {
   可否走棋 = true;
   }
  }
 
  }else if (xAxle == 1 && yAxle == 2) {
  if (endJ > startJ) {
   if (point[startI][startJ + 1].isPiece()) {
   可否走棋 = false;
   } else {
   可否走棋 = true;
   }
  }
  if (endJ < startJ) {
   if (point[startI][startJ - 1].isPiece()) {
   可否走棋 = false;
   } else {
   可否走棋 = true;
   }
  }
 
  } else {
  可否走棋 = false;
  }
 } else if (piece.getName().equals("象")) {
  int centerI = (startI + endI) / 2;
  int centerJ = (startJ + endJ) / 2;
  int xAxle = Math.abs(startI - endI);
  int yAxle = Math.abs(startJ - endJ);
  if (xAxle == 2 && yAxle == 2 && endJ <= 5) {
  if (point[centerI][centerJ].isPiece()) {
   可否走棋 = false;
  } else {
   可否走棋 = true;
  }
  } else {
  可否走棋 = false;
  }
 } else if (piece.getName().equals("相")) {
  int centerI = (startI + endI) / 2;
  int centerJ = (startJ + endJ) / 2;
  int xAxle = Math.abs(startI - endI);
  int yAxle = Math.abs(startJ - endJ);
  if (xAxle == 2 && yAxle == 2 && endJ >= 6) {
  if (point[centerI][centerJ].isPiece()) {
   可否走棋 = false;
  } else {
   可否走棋 = true;
  }
  } else {
  可否走棋 = false;
  }
 } else if (piece.getName().equals("炮")) {
  int number = 0;
  if (startI == endI) {
  int j = 0;
  for (j = minJ + 1; j <= maxJ - 1; j++) {
   if (point[startI][j].isPiece()) {
   number++;
   }
  }
  if (number > 1) {
   可否走棋 = false;
  } else if (number == 1) {
   if (point[endI][endJ].isPiece()) {
   可否走棋 = true;
   }
  } else if (number == 0 && !point[endI][endJ].isPiece()) {
   可否走棋 = true;
  }
  } else if (startJ == endJ) {
  int i = 0;
  for (i = minI + 1; i <= maxI - 1; i++) {
   if (point[i][startJ].isPiece()) {
   number++;
   }
  }
  if (number > 1) {
   可否走棋 = false;
  } else if (number == 1) {
   if (point[endI][endJ].isPiece()) {
   可否走棋 = true;
   }
  } else if (number == 0 && !point[endI][endJ].isPiece()) {
   可否走棋 = true;
  }
  } else {
  可否走棋 = false;
  }
 } else if (piece.getName().equals("兵")) {
  int xAxle = Math.abs(startI - endI);
  int yAxle = Math.abs(startJ - endJ);
 
  if (endJ >= 6) {
  if (startJ - endJ == 1 && xAxle == 0) {
   可否走棋 = true;
  }
 
  else {
   可否走棋 = false;
  }
  } else if (endJ <= 5) {
  if ((startJ - endJ == 1) && (xAxle == 0)) {
   可否走棋 = true;
  } else if ((endJ - startJ == 0) && (xAxle == 1)) {
   可否走棋 = true;
  } else {
   可否走棋 = false;
  }
  }
 } else if (piece.getName().equals("卒")) {
  int xAxle = Math.abs(startI - endI);
  int yAxle = Math.abs(startJ - endJ);
 
  if (endJ <= 5) {
  if (endJ - startJ == 1 && xAxle == 0) {
   可否走棋 = true;
  } else {
   可否走棋 = false;
  }
  } else if (endJ >= 6) {
  if ((endJ - startJ == 1) && (xAxle == 0)) {
   可否走棋 = true;
  } else if ((endJ - startJ == 0) && (xAxle == 1)) {
   可否走棋 = true;
  } else {
   可否走棋 = false;
  }
  }
 }
 
 else if (piece.getName().equals("士")) {
  int xAxle = Math.abs(startI - endI);
  int yAxle = Math.abs(startJ - endJ);
  if (endI <= 6 && endI >= 4 && xAxle == 1 && yAxle == 1) {
  可否走棋 = true;
  } else {
  可否走棋 = false;
  }
 } else if (piece.getName().equals("仕")) {
  int xAxle = Math.abs(startI - endI);
  int yAxle = Math.abs(startJ - endJ);
  if (endI <= 6 && endI >= 4 && xAxle == 1 && yAxle == 1) {
  可否走棋 = true;
  } else {
  可否走棋 = false;
  }
 } else if ((piece.getName().equals("帅"))
  || (piece.getName().equals("将"))) {
  int xAxle = Math.abs(startI - endI);
  int yAxle = Math.abs(startJ - endJ);
  if (endI <= 6 && endI >= 4) {
  if ((xAxle == 1 && yAxle == 0) || (xAxle == 0 && yAxle == 1)) {
   可否走棋 = true;
  } else {
   可否走棋 = false;
  }
  } else {
  可否走棋 = false;
  }
 }
 
 return 可否走棋;
 
 }
}

6.走步类文件MoveStep.java

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package cn.edu.ouc.chineseChess;
 
import java.awt.Point;
 
/**
 * 走步类
 *
 * @author cnlht
 *
 */
public class MoveStep implements java.io.Serializable {
 public Point pStart, pEnd;
 
 public MoveStep(Point p1, Point p2) {
 pStart = p1;
 pEnd = p2;
 }
}

7.制作棋谱类MakeChessManual.java

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package cn.edu.ouc.chineseChess;
 
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.LinkedList;
 
/**
 * 制作棋谱类
 *
 * @author cnlht
 */
public class MakeChessManual extends JPanel implements ActionListener {
 JTextArea text = null;
 JScrollPane scroll = null;
 ChessBoard board = null;
 ChessPoint[][] point;
 LinkedList 棋谱 = null;
 LinkedList 吃掉的棋子 = null;
 JButton buttonUndo;
 int i = 0;
 
 public MakeChessManual(ChessBoard board, ChessPoint[][] point) {
 this.board = board;
 this.point = point;
 text = new JTextArea();
 scroll = new JScrollPane(text);
 棋谱 = new LinkedList();
 吃掉的棋子 = new LinkedList();
 buttonUndo = new JButton("悔棋");
 buttonUndo.setFont(new Font("隶书", Font.PLAIN, 18));
 setLayout(new BorderLayout());
 add(scroll, BorderLayout.CENTER);
 add(buttonUndo, BorderLayout.SOUTH);
 buttonUndo.addActionListener(this);
 }
 
 public char numberToLetter(int n) {
 char c = '\0';
 switch (n) {
 case 1:
  c = 'A';
  break;
 case 2:
  c = 'B';
  break;
 case 3:
  c = 'C';
  break;
 case 4:
  c = 'D';
  break;
 case 5:
  c = 'E';
  break;
 case 6:
  c = 'F';
  break;
 case 7:
  c = 'G';
  break;
 case 8:
  c = 'H';
  break;
 case 9:
  c = 'I';
  break;
 case 10:
  c = 'J';
  break;
 }
 return c;
 }
 
 public void 记录棋谱(ChessPiece piece, int startI, int startJ, int endI,
  int endJ) {
 Point pStart = new Point(startI, startJ);
 Point pEnd = new Point(endI, endJ);
 MoveStep step = new MoveStep(pStart, pEnd);
 棋谱.add(step);
 
 String 棋子类别 = piece.棋子类别();
 String name = piece.getName();
 String m = "#" + 棋子类别 + name + ": " + startI + numberToLetter(startJ)
  + " 到 " + endI + numberToLetter(endJ);
 text.append(m);
 if (piece.棋子类别().equals(board.黑方颜色))
  text.append("\n");
 }
 
 public void 记录吃掉的棋子(Object object) {
 吃掉的棋子.add(object);
 }
 
 public LinkedList 获取棋谱() {
 return 棋谱;
 }
 
 public void actionPerformed(ActionEvent e) {
 int position = text.getText().lastIndexOf("#");
 if (position != -1)
  text.replaceRange("", position, text.getText().length());
 if (棋谱.size() > 0) {
  MoveStep lastStep = (MoveStep) 棋谱.getLast();
  棋谱.removeLast();
  Object qizi = 吃掉的棋子.getLast();
  吃掉的棋子.removeLast();
  String temp = qizi.toString();
  if (temp.equals("没吃棋子")) {
  int startI = lastStep.pStart.x;
  int startJ = lastStep.pStart.y;
  int endI = lastStep.pEnd.x;
  int endJ = lastStep.pEnd.y;
  ChessPiece piece = point[endI][endJ].getPiece();
 
  point[startI][startJ].setPiece(piece, board);
  (point[endI][endJ]).set有棋子(false);
 
  if (piece.棋子类别().equals(board.红方颜色)) {
   board.红方走棋 = true;
   board.黑方走棋 = false;
  }
  if (piece.棋子类别().equals(board.黑方颜色)) {
   board.黑方走棋 = true;
   board.红方走棋 = false;
  }
  } else {
  ChessPiece removedPiece = (ChessPiece) qizi;
  int startI = lastStep.pStart.x;
  int startJ = lastStep.pStart.y;
  int endI = lastStep.pEnd.x;
  int endJ = lastStep.pEnd.y;
  ChessPiece piece = point[endI][endJ].getPiece();
  point[startI][startJ].setPiece(piece, board);
  point[endI][endJ].setPiece(removedPiece, board);
  (point[endI][endJ]).set有棋子(true);
 
  if (piece.棋子类别().equals(board.红方颜色)) {
   board.红方走棋 = true;
   board.黑方走棋 = false;
  }
  if (piece.棋子类别().equals(board.黑方颜色)) {
   board.黑方走棋 = true;
   board.红方走棋 = false;
  }
  }
 }
 }
}

8.演示棋谱类文件Demon.java

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package cn.edu.ouc.chineseChess;
 
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
 
/**
 * 演示棋谱类
 *
 * @author cnlht
 */
public class Demon extends JPanel implements ActionListener, Runnable {
 public JButton replay = null, next = null, auto = null, stop = null;
 LinkedList 棋谱 = null;
 Thread 自动演示 = null;
 int index = -1;
 ChessBoard board = null;
 JTextArea text;
 JTextField 时间间隔 = null;
 int time = 1000;
 String 演示过程 = "";
 JSplitPane splitH = null, splitV = null;
 
 public Demon(ChessBoard board) {
 this.board = board;
 replay = new JButton("重新演示");
 next = new JButton("下一步");
 auto = new JButton("自动演示");
 stop = new JButton("暂停演示");
 自动演示 = new Thread(this);
 replay.addActionListener(this);
 next.addActionListener(this);
 auto.addActionListener(this);
 stop.addActionListener(this);
 text = new JTextArea();
 时间间隔 = new JTextField("1");
 setLayout(new BorderLayout());
 JScrollPane pane = new JScrollPane(text);
 JPanel p = new JPanel(new GridLayout(3, 2));
 p.add(next);
 p.add(replay);
 p.add(auto);
 p.add(stop);
 p.add(new JLabel("时间间隔(秒)", SwingConstants.CENTER));
 p.add(时间间隔);
 splitV = new JSplitPane(JSplitPane.VERTICAL_SPLIT, pane, p);
 splitH = new JSplitPane(JSplitPane.HORIZONTAL_SPLIT, board, splitV);
 splitV.setDividerSize(5);
 splitV.setDividerLocation(400);
 splitH.setDividerSize(5);
 splitH.setDividerLocation(460);
 add(splitH, BorderLayout.CENTER);
 validate();
 }
 
 public void set棋谱(LinkedList 棋谱) {
 this.棋谱 = 棋谱;
 }
 
 public char numberToLetter(int n) {
 char c = '\0';
 switch (n) {
 case 1:
  c = 'A';
  break;
 case 2:
  c = 'B';
  break;
 case 3:
  c = 'C';
  break;
 case 4:
  c = 'D';
  break;
 case 5:
  c = 'E';
  break;
 case 6:
  c = 'F';
  break;
 case 7:
  c = 'G';
  break;
 case 8:
  c = 'H';
  break;
 case 9:
  c = 'I';
  break;
 case 10:
  c = 'J';
  break;
 }
 return c;
 }
 
 public void actionPerformed(ActionEvent e) {
 if (e.getSource() == next) {
  index++;
  if (index < 棋谱.size()) {
  演示一步(index);
  } else {
  演示结束("棋谱演示完毕");
  }
 }
 if (e.getSource() == replay) {
  board = new ChessBoard(45, 45, 9, 10);
  splitH.remove(board);
  splitH.setDividerSize(5);
  splitH.setDividerLocation(460);
  splitH.setLeftComponent(board);
  splitH.validate();
  index = -1;
  text.setText(null);
 }
 if (e.getSource() == auto) {
  next.setEnabled(false);
  replay.setEnabled(false);
  try {
  time = 1000 * Integer.parseInt(时间间隔.getText().trim());
  } catch (NumberFormatException ee) {
  time = 1000;
  }
 
  if (!(自动演示.isAlive())) {
  自动演示 = new Thread(this);
  board = new ChessBoard(45, 45, 9, 10);
  splitH.remove(board);
  splitH.setDividerSize(5);
  splitH.setDividerLocation(460);
  splitH.setLeftComponent(board);
  splitH.validate();
  text.setText(null);
  自动演示.start();
  }
 
 }
 if (e.getSource() == stop) {
  if (e.getActionCommand().equals("暂停演示")) {
  演示过程 = "暂停演示";
  stop.setText("继续演示");
  stop.repaint();
  }
  if (e.getActionCommand().equals("继续演示")) {
  演示过程 = "继续演示";
  自动演示.interrupt();
  stop.setText("暂停演示");
  stop.repaint();
  }
 }
 }
 
 public synchronized void run() {
 for (index = 0; index < 棋谱.size(); index++) {
  try {
  Thread.sleep(time);
  } catch (InterruptedException e) {
  }
  while (演示过程.equals("暂停演示")) {
  try {
   wait();
  } catch (InterruptedException e) {
   notifyAll();
  }
  }
  演示一步(index);
 }
 if (index >= 棋谱.size()) {
  演示结束("棋谱演示完毕");
  next.setEnabled(true);
  replay.setEnabled(true);
 }
 }
 
 public void 演示一步(int index) {
 MoveStep step = (MoveStep) 棋谱.get(index);
 Point pStart = step.pStart;
 Point pEnd = step.pEnd;
 int startI = pStart.x;
 int startJ = pStart.y;
 int endI = pEnd.x;
 int endJ = pEnd.y;
 ChessPiece piece = (board.point)[startI][startJ].getPiece();
 if ((board.point)[endI][endJ].isPiece() == true) {
  ChessPiece pieceRemoved = (board.point)[endI][endJ].getPiece();
  (board.point)[endI][endJ].reMovePiece(pieceRemoved, board);
  board.repaint();
  (board.point)[endI][endJ].setPiece(piece, board);
  (board.point)[startI][startJ].set有棋子(false);
  board.repaint();
 } else {
  (board.point)[endI][endJ].setPiece(piece, board);
  (board.point)[startI][startJ].set有棋子(false);
 
 }
 String 棋子类别 = piece.棋子类别();
 String name = piece.getName();
 String m = "#" + 棋子类别 + name + ": " + startI + numberToLetter(startJ)
  + " 到 " + endI + numberToLetter(endJ);
 text.append(m);
 if (piece.棋子类别().equals(board.黑方颜色))
  text.append("\n");
 }
 
 public void 演示结束(String message) {
 splitH.remove(board);
 splitH.setDividerSize(5);
 splitH.setDividerLocation(460);
 JLabel label = new JLabel(message);
 label.setFont(new Font("隶书", Font.BOLD, 40));
 label.setForeground(Color.blue);
 label.setHorizontalAlignment(SwingConstants.CENTER);
 splitH.setLeftComponent(label);
 splitH.validate();
 }
}

四、总结与要求
1.理解8个文件,没有太复杂的代码。
2.理解鼠标的MouseListener,MouseMotionListener两个接口的区别,五子棋的实现不需要MouseMotionListener。
3.使用LinkedList记录棋谱的方法。

希望大家喜欢这篇文章,制作一款属于自己的中国象棋游戏。

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