import java.awt.*
import java.awt.event.*
class ChessPad extends Panel implements MouseListener,ActionListener
{int x=-1,y=-1,棋子颜色=1
Button button=new Button("重新开局")
TextField text_1=new TextField("请黑棋下子"),
text_2=new TextField()
ChessPad()
{setSize(440,440)
setLayout(null)setBackground(Color.pink)
addMouseListener(this)add(button)button.setBounds(10,5,60,26)
button.addActionListener(this)
add(text_1)text_1.setBounds(90,5,90,24)
add(text_2)text_2.setBounds(290,5,90,24)
text_1.setEditable(false)text_2.setEditable(false)
}
public void paint(Graphics g)
{for(int i=40i<=380i+=20)
{g.drawLine(40,i,400,i)
}
g.drawLine(40,400,400,400)
for(int j=40j<=380j+=20)
{g.drawLine(j,40,j,400)
}
g.drawLine(400,40,400,400)
g.fillOval(97,97,6,6)g.fillOval(337,97,6,6)
g.fillOval(97,337,6,6)g.fillOval(337,337,6,6)
g.fillOval(217,217,6,6)
}
public void mousePressed(MouseEvent e)
{if(e.getModifiers()==InputEvent.BUTTON1_MASK)
{x=(int)e.getX()y=(int)e.getY()
ChessPoint_black chesspoint_black=new ChessPoint_black(this)
ChessPoint_white chesspoint_white=new ChessPoint_white(this)
int a=(x+10)/2,b=(y+10)/2
if(x/20<2||y/20<2||x/20>19||y/20>19)
{}
else
{
if(棋子颜色==1)
{this.add(chesspoint_black)
chesspoint_black.setBounds(a*20-7,b*20-7,16,16)
棋子颜色=棋子颜色*(-1)
text_2.setText("请白棋下子")
text_1.setText("")
}
else if(棋子颜色==-1)
{this.add(chesspoint_white)
chesspoint_white.setBounds(a*20-7,b*20-7,16,16)
棋子颜色=棋子颜色*(-1)
text_1.setText("请黑棋下子")
text_2.setText("")
}
}
}
}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseClicked(MouseEvent e){}
public void actionPerformed(ActionEvent e)
{this.removeAll()棋子颜色=1
add(button)button.setBounds(10,5,60,26)
add(text_1)text_1.setBounds(90,5,90,24)
text_2.setText("")text_1.setText("请黑棋下子")
add(text_2)text_2.setBounds(290,5,90,24)
}
}
class ChessPoint_black extends Canvas implements MouseListener
{ChessPad chesspad=null
ChessPoint_black(ChessPad p)
{setSize(20,20)chesspad=paddMouseListener(this)
}
public void paint(Graphics g)
{g.setColor(Color.black)g.fillOval(0,0,14,14)
}
public void mousePressed(MouseEvent e)
{if(e.getModifiers()==InputEvent.BUTTON3_MASK)
{chesspad.remove(this)
chesspad.棋子颜色=1
chesspad.text_2.setText("")chesspad.text_1.setText("请黑棋下子")
}
}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseClicked(MouseEvent e)
{if(e.getClickCount()>=2)
chesspad.remove(this)
}
}
class ChessPoint_white extends Canvas implements MouseListener
{ChessPad chesspad=null
ChessPoint_white(ChessPad p)
{setSize(20,20)addMouseListener(this)
chesspad=p
}
public void paint(Graphics g)
{g.setColor(Color.white)g.fillOval(0,0,14,14)
}
public void mousePressed(MouseEvent e)
{if(e.getModifiers()==InputEvent.BUTTON3_MASK)
{chesspad.remove(this)
chesspad.棋子颜色=-1
chesspad.text_2.setText("请白棋下子")chesspad.text_1.setText("")
}
}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mouseClicked(MouseEvent e)
{if(e.getClickCount()>=2)
chesspad.remove(this)
}
}
public class Chess extends Frame
{ChessPad chesspad=new ChessPad()
Chess()
{setVisible(true)
setLayout(null)
Label label=new Label("单击左键下子,双击吃子,右击棋子悔棋",Label.CENTER)
add(label)label.setBounds(70,55,440,26)
label.setBackground(Color.orange)
add(chesspad)chesspad.setBounds(70,90,440,440)
addWindowListener(new WindowAdapter()
{public void windowClosing(WindowEvent e)
{System.exit(0)
}
})
pack()setSize(600,550)
}
public static void main (String args[])
{Chess chess=new Chess()
}
}
第一个:用Integer类的parseInt方法:如:int a=parseInt("1111111","2")那么a就是127了。(好像是parseInt("2","1111111")自己试试)
第二个:
static final int huLu=7.5//中元美元汇率
int a=100*huLu
System.out.println("¥"+Integer.toString(a))
第三个:做一个围棋棋盘的图片,加入程序就是了。
按围棋规则编写算法计算每颗棋子的气,可以根据棋盘经纬度及周边棋子的个数来判断;
按围棋规则连成片的棋子共享所有的气,将连成片的棋子定义为一个棋子组的对象,以该片棋子经纬度最小的那个棋子做为该对象的唯一标记,在每颗棋子落子的时候,就会发生棋子组属性变化,包括棋子组的合并,棋子组气数的变化等各类情况;
为了方便发现每次落子会影响到的棋子组,可以将每个棋子组的气点经纬度做为索引,该索引也需要随着棋子组的变化而变化;
按围棋规则气数等于0的棋子组为死棋,当每颗棋子落子后,更新所有棋子组的信息后,遍历将所有气数为0的棋子组从棋盘移除。考虑到“打劫”规则,一方落子后,先判断对方死棋,再判断己方死棋,符合“打劫”情况还需要额外记录次数,防止棋盘陷入僵局;
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