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四子连java代码 四子棋java

求JAVA四子连具体代码, 六行七列的棋盘,交替下红黄棋子

LZ...首先你的认知就有错,围棋的最终目的是围空而不是围子(说白了就是围地盘 谁地盘多谁胜),你说的互围是围棋的对杀,对于死活很强的人你和他对杀,只会使对方的棋越走越强(最怕的就是棋没吃着外面都是别人的势力了),自己的棋反而漏洞百出,围棋里面有一句话"切莫贪吃走小棋",为了吃别人的棋,走效率低的棋,即使吃到了最后反而也只有输的份,如何走棋效率高LZ以后自己研究吧,围棋是"该吃则吃"而不是"能吃则吃"...

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围棋的输赢 1.中盘胜(对方在对局认输,通常是你占了绝大优势的情况下)

2.下至终盘,经过双方认定,没有必要再下的情况下(就是地盘都被两人占光了再下也只是往自己的空里填子了),进行输赢的判定

简而言之就是数地盘了,自己围的空+自己的子,按照中国规则黑超过185则黑胜,少于185则黑负...

3.有些比赛是不走单官的,当然走也可以,无关胜负...

如果说一盘棋超过361手,被吃的子可以"能用"也可以"不能用",就是个认知的问题,中国是数子日本是数目,其实都差不多,反正都是数地盘(看棋盘就可以了),

日本是拿那些吃掉的子来数目所以他"不可以"....

LZ只要记住是数地盘就可以了中国俗称"数子"....

急求JAVA源代码,小游戏或者别的

//这是个聊天程序, 在ECLIPSE 运行 Client.java 就可以了。 连接是:localhost

//Server 代码,

package message;

import java.io.*;

import java.net.*;

import java.util.*;

public class Server {

public static void main(String[] args) throws Exception{

System.out.print("Server");

ServerSocket socket=new ServerSocket(8888);

Vector v=new Vector();

while(true){

Socket sk=socket.accept();

DataInputStream in=new DataInputStream(sk.getInputStream());

DataOutputStream out=new DataOutputStream(sk.getOutputStream());

v.add(sk);

new ServerThread(in,v).start();

}

}

}

//ServerThread.java 代码

package message;

import java.net.*;

import java.io.*;

import java.util.*;

public class ServerThread extends Thread{

DataInputStream in;

Vector all;

public ServerThread(DataInputStream in,Vector v){

this.in=in;

this.all=v;

}

public void run()

{

while(true)

{

try{

String s1=in.readUTF();

for(int i=0;iall.size();i++)

{

Object obj=all.get(i);

Socket socket=(Socket)obj;

DataOutputStream out=new DataOutputStream(socket.getOutputStream());

out.writeUTF(s1);

System.out.print(i);

out.flush();

}

System.out.print("Message send over!");

}catch(Exception e){e.printStackTrace();};

}

}

}

//ClientFrame.java 代码

package message;

import java.awt.*;

import java.awt.event.*;

import javax.swing.*;

import java.net.*;

import java.io.*;

public class ClientFrame extends JFrame implements ActionListener{

JButton b1=new JButton ("SendMessage");

JButton b2=new JButton("Link Server");

JTextField t1=new JTextField(20);

JTextField t2=new JTextField(20);

JLabel l=new JLabel("输入服务器名字:");

JTextArea area=new JTextArea(10,20);

JPanel p1=new JPanel();

JPanel p2=new JPanel();

JPanel p3=new JPanel();

JPanel p4=new JPanel();

Socket socket;

public ClientFrame()

{

this.getContentPane().add(p1);

p2.add(new JScrollPane(area));

p3.add(t1);

p3.add(b1);

p4.add(l);

p4.add(t2);

p4.add(b2);

p2.setLayout(new FlowLayout());

p3.setLayout(new FlowLayout());

p4.setLayout(new FlowLayout());

p1.setLayout(new BorderLayout());

p1.add("North",p2);

p1.add("Center",p3);

p1.add("South",p4);

b1.addActionListener(this);

b2.addActionListener(this);

this.pack();

show();

}

public void actionPerformed(ActionEvent e)

{

if(e.getActionCommand().equals("Link Server"))

{

try{

socket=new Socket(t2.getText(),8888);

b2.setEnabled(false);

JOptionPane.showMessageDialog(this, "Connection Success");

DataInputStream in=new DataInputStream(socket.getInputStream());

new ClientThread(in,area).start();

}

catch(Exception e1){

JOptionPane.showMessageDialog(this, "Connection Error");

e1.printStackTrace();};

}

else if(e.getActionCommand().equals("SendMessage"))

{

try{

DataOutputStream out=new DataOutputStream(socket.getOutputStream());

out.writeUTF(t1.getText());

t1.setText("");

}catch(Exception e1){e1.printStackTrace();};

}

}

}

//ClientThread.java 代码

package message;

import java.net.*;

import java.io.*;

import javax.swing.*;

public class ClientThread extends Thread {

DataInputStream in;

JTextArea area;

public ClientThread(DataInputStream in,JTextArea area){

this.in=in;

this.area=area;

}

public void run()

{

while(true){

try{

String s=in.readUTF();

area.append(s);

}

catch(Exception e){e.printStackTrace();};

}

}

}

//Client.java代码

package message;

public class Client {

/**

* @param args

*/

public static void main(String[] args) {

new ClientFrame();

}

}

// 每段代码都是个类,不要弄在一个文件里。 运行 Client.java

good luck to you!

求一个JAVA游戏代码!!!急!!!

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四子棋怎么判断是否四个连在一起

每下一步棋,以此棋为中心,在4个方向(水平,垂直,2条对角线)进行双向探测,探测到同色棋时计数器+1,边界或空棋停止探测,如果某一个方向的计数器满足四子连珠,就说明这一步棋胜出。

求一个简单的JAVA游戏代码,100行左右,谢谢!

import java.awt.Dimension;

import java.awt.Graphics;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import javax.swing.JButton;

import javax.swing.JFrame;

import javax.swing.JPanel;

public class Painter extends JFrame{

/**

*

*/

private static final long serialVersionUID = 8160427604782702376L;

CanvasPanel canvas = new CanvasPanel();;

public Painter() {

super("Star");

this.add(canvas);

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

this.pack();

this.setResizable(false);

this.setLocationRelativeTo(null);

this.setVisible(true);

}

public static void main(String[] args) {

new Painter();

}

}

class CanvasPanel extends JPanel implements ActionListener{

/**

*

*/

private static final long serialVersionUID = -4642528854538741028L;

private JButton[] btn = new JButton[4];

private String[] btn_name = {"+", "-", "R", "L"};

private int center_x = 200, center_y = 200, radius = 100, degree = 0;

public CanvasPanel() {

this.setPreferredSize(new Dimension(400, 500));

this.setLayout(null);

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

btn[i] = new JButton(btn_name[i]);

btn[i].setBounds(160 + i * 60, 425, 50, 50);

btn[i].addActionListener(this);

this.add(btn[i]);

}

}

@Override

public void paintComponent(Graphics g) {

super.paintComponent(g);

for(int i = 0; i 5; i++) {

g.drawLine( (int) (center_x + radius * Math.sin(Math.toRadians(degree + 72 * i))),

(int) (center_y - radius * Math.cos(Math.toRadians(degree + 72 * i))),

(int) (center_x + radius * Math.sin(Math.toRadians(degree + 72 * i + 144))),

(int) (center_y - radius * Math.cos(Math.toRadians(degree + 72 * i + 144))));

}

}

public void actionPerformed(ActionEvent e) {

// TODO Auto-generated method stub

if(e.getActionCommand() == "+") {

if(radius 200)

radius += 2;

repaint();

} else if(e.getActionCommand() == "-") {

if(radius 0)

radius -= 2;

repaint();

} else if(e.getActionCommand() == "R") {

degree = (degree + 2) % 360;

repaint();

} else if(e.getActionCommand() == "L") {

degree = (degree - 2) % 360;

repaint();

}

}

}


本文标题:四子连java代码 四子棋java
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