java跳棋程序代码 python跳棋代码

JAVA编写一个简单的跳棋游戏

import java.awt.*;

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import javax.swing.JFrame;

public class JumpChess extends JFrame{

public JumpChess(){

setSize(800,800); setVisible(true);

setBackground(Color.pink);

}

public void paint(Graphics g){ g.setColor(Color.gray); int x=290; int y=140; int x1=330;

for(int row=1;row13;row++){ g.drawLine(x,y,x1,y);

x=x-20;

x1=x1+20;

y=y+30;

System.out.println(); }

int x2=110; int y2=230; int x3=90; int y3=260;

for(int row=1;row13;row++){ g.drawLine(x2,y2,x3,y3); x2=x2+40; x3=x3+20; y3=y3+30;

System.out.println();

}

int x4=510; int y4=230; int x5=530; int y5=260;

for(int row=1;row13;row++){ g.drawLine(x4,y4,x5,y5); x4=x4-40; x5=x5-20; y5=y5+30;

System.out.println();

}

int x6=510;

用java语言编出一个西洋跳棋盘

import java.awt.BorderLayout;

import java.awt.GridLayout;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import javax.swing.JButton;

import javax.swing.JFrame;

import javax.swing.JPanel;

import javax.swing.JScrollPane;

import javax.swing.JTextArea;

public class Test {

public static void main(String[] args) {

JFrame frame = new JFrame();

JPanel boardPanel = new JPanel(new GridLayout(SCALE, SCALE));

final Cell[][] board = new Cell[SCALE][SCALE];

final JTextArea textArea = new JTextArea(15, 15);

ActionListener cellHandler = new ActionListener() {

public void actionPerformed(ActionEvent e) {

((Cell) e.getSource()).reverse();

display(textArea, board);

}

};

for (int i = 0; i board.length; ++i) {

for (int j = 0; j board[i].length; ++j) {

Cell cell = new Cell(i, j, false);

cell.addActionListener(cellHandler);

boardPanel.add(cell);

board[i][j] = cell;

}

}

display(textArea, board);

frame.add(boardPanel, BorderLayout.CENTER);

frame.add(new JScrollPane(textArea), BorderLayout.EAST);

frame.pack();

frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

frame.setVisible(true);

}

private static void display(JTextArea textArea, Cell[][] board) {

textArea.setText("");

for (Cell[] cells : board) {

for (Cell cell : cells)

textArea.append(cell.getText());

textArea.append("\n");

}

boolean value;

outter: for (int i = 0; i SCALE; ++i) {

value = board[i][0].value;

for (int j = 1; j SCALE; ++j)

if (value != board[i][j].value)

continue outter;

textArea.append("row " + (i + 1) + " has only " +

(value ? 1 : 0) + "s\n");

}

outter: for (int j = 0; j SCALE; ++j) {

value = board[0][j].value;

for (int i = 1; i SCALE; ++i)

if (value != board[i][j].value)

continue outter;

textArea.append("column " + (j + 1) + "has only " +

(value ? 1 : 0) + "s\n");

}

boolean flag = true;

value = board[0][0].value;

for (int i = 1; i SCALE; ++i)

if (value != board[i][i].value) {

flag = false;

break;

}

if (flag)

textArea.append("principal diagonal has only " +

(value ? 1 : 0) + "s\n");

flag = true;

value = board[0][SCALE - 1].value;

for (int i = 1; i SCALE; ++i)

if (value != board[i][SCALE - i - 1].value) {

flag = false;

break;

}

if (flag)

textArea.append("auxiliary diagonal has only " +

(value ? 1 : 0) + "s\n");

}

private static class Cell extends JButton {

private static final long serialVersionUID = 2653702443706288965L;

int row, col;

boolean value;

Cell(int row, int col, boolean value) {

this.row = row;

this.col = col;

this.value = value;

setText(value ? "1" : "0");

}

void reverse() {

value = !value;

setText(value ? "1" : "0");

}

}

private static final int SCALE = 8;

}

Java 跳棋的程序 急~~

先导入三个按钮图片

正常显示的图片"Begin1.jpg"

鼠标移动到按钮上时显示的图片"Begin2.jpg"

按下鼠标时显示的图片"Begin1.jpg"

final ImageLoader imageBegin1 = new ImageLoader(sShell.getDisplay(), "Begin1.jpg");

final ImageLoader imageBegin2 = new ImageLoader(sShell.getDisplay(), "Begin2.jpg");

final ImageLoader imageBegin3 = new ImageLoader(sShell.getDisplay(),"Begin1.jpg");

创建按钮

lblBegin = new Label(parent, SWT.NO_BACKGROUND);

lblBegin.setImage(imageBegin1.getImage());

lblBegin.setBounds(70, 40, 75, 38);

为按钮各事件写入代码

lblBegin.addMouseTrackListener(new MouseTrackAdapter() {

public void mouseEnter(MouseEvent e) { //鼠标移动到按钮上方

lblBegin.setImage(imageBegin2.getImage());

}

public void mouseExit(MouseEvent e) { //鼠标从按钮上方移开

lblBegin.setImage(imageBegin1.getImage());

}

});

lblBegin.addMouseListener(new MouseAdapter() {

public void mouseDown(MouseEvent e) {

if (e.button == 1) {//按下鼠标左键

lblBegin.setImage(imageBegin3.getImage()); //在这里写入单击事件代码

}

}

public void mouseUp(MouseEvent e) {

if (e.button == 1) {//释放鼠标左键

lblBegin.setImage(imageBegin2.getImage());

}

}

});

如图所示,当X坐标为1时,Y的坐标只能为5,当X坐标为2时,Y的坐标可以5或6。于是我们建立一个数组:

final static private int[][] pos = {

{5,5}, //X坐标为1,Y的上限是5,下限是5

{5,6}, //X坐标为2,Y的上限是5,下限是6

{5,7}, //X坐标为3,Y的上限是5,下限是7

{5,8}, //X坐标为4,Y的上限是5,下限是8

{1,13}, //X坐标为5,Y的上限是1,下限是13

{2,13}, //6

{3,13}, //7

{4,13}, //8

{5,13}, //9

{5,14}, //10

{5,15}, //11

{5,16}, //12

{5,17}, //13

{10,13}, //14

{11,13}, //15

{12,13}, //16

{13,13}, //17

};

在Position类中IsLegalPosition函数可以确定一个坐标是否合法

public static boolean IsLegalPosition(int x, int y) {

if ((x 1) || (x 17)) {

return false;

}

if ((y pos[x - 1][0]) || (y pos[x - 1][1])) {

return false;

}

return true;

}

3. 棋盘类(ChessBoard)中棋子和坐标的索引关系

棋盘中所有Chess集合

private Chess[] chesses = null;//所有棋子对象都保存这个数组当中

下面函数可以根据索引号返回棋子对象

public Chess getChess(int index) {

return chesses[index];

}

棋子和坐标的对应关系

private Position[] chessesPosition = null;//所有棋子坐标都保存在这个数组当中

下面函数可以根据棋子对象或棋子索引号返回坐标

public Position getPosition(Chess chess) {

return chessesPosition[chess.getindex()];

}

public Position getPosition(int index) {

return chessesPosition[index];

}

坐标和棋子的对应关系

private Chess[][] chessesIndex = new Chess[17][17];//数组保存了17*17个棋子对象指针

下面函数可以根据棋子坐标返回该位置上的棋子,如果没有棋子返回Null

public Chess getChess(Position position) {

if (position == null){

return null;

}

return chessesIndex[position.getx() - 1][position.gety() - 1];

}

Java跳棋算法问题

这个其实和五子棋 象棋的寻址区别不大,都是最佳算法

其实主要看搜索深度的,我以前自己做过五子棋和象棋的java版本

有很多算法实现 你用alpha beta或者置换表都可以

验证做好的是最忧搜索+置换表+历史启发,现在不写那些了 代码不好找 你去网上搜索五子棋人工智能就应该有


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