java在初期就可以写一些简单的电脑小程序,使用GUI编程可以考验我们的代码能力
之后我会在出一个可能几万字的GUI编程入门,现在我们先看看五子棋,照片我放在最后
代码之后又详细解释
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package 数字图像化处理AWT; import javax.imageio.ImageIO; import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.awt.image.BufferedImage; import java.io.File; public class HMhong { //定义三个BufferedImage,分别代表棋盘图、黑子图、白子图 private BufferedImage table; private BufferedImage black; private BufferedImage white; //定义一个BufferedImage,代表当鼠标移动时将要下子的选择框 private BufferedImage selected; //定义棋盘的宽高,这里的定义尺寸和给定的board.jpg图片的尺寸一致因为棋盘背景是通过图片加载的 private final int TABLE_WIDTH = 535; private final int TABLE_HEIGHT = 536; //定义棋盘中,每行和每列可下子的数目,这个数目跟给定的board.jpg中的数目是一致的,都为15 private final int BOARD_SIZE = 15; //定义每个棋子所占棋盘总宽度的大小比率;每个棋子所占宽度 535/15=35 private final int RATE = TABLE_WIDTH/BOARD_SIZE; //定义棋盘有效区域与背景图坐标之间的偏移值,x坐标右移5个像素,y坐标下移6个像素 private final int X_OFFSET = 5; private final int Y_OFFSET = 6; /* 定义一个二维数组充当棋盘上每个位置处的棋子; 该数组的索引与该棋子在棋盘上的坐标需要有一个对应关系: 例如: 索引[2][3]处的棋子,对一个的真实绘制坐标应该是: xpos = 2*RATE+X_OFFSET=75; ypos = 3*RATE+Y_OFFSET=111; */ private int[][] board = new int[BOARD_SIZE][BOARD_SIZE];//如果存储0,代表没有棋子,如果存储1,代表黑棋,如果存储2,代表白棋 //定义五子棋游戏窗口 private JFrame f = new JFrame("五子棋游戏"); //定义五子棋游戏棋盘对应的Canvas组件 private class ChessBoard extends JPanel{ //重写paint方法,实现绘画 @Override public void paint(Graphics g) { //绘制五子棋棋盘 g.drawImage(table,0,0,null); //绘制选中点的红框 if (selectX>0 && selectY>0){ g.drawImage(selected,selectX*RATE+X_OFFSET,selectY*RATE+Y_OFFSET,null); } //遍历数组,绘制棋子 for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { //绘制黑棋 if (board[i][j]==1){ g.drawImage(black,i*RATE+X_OFFSET,j*RATE+Y_OFFSET,null); } //绘制白棋 if (board[i][j]==2){ g.drawImage(white,i*RATE+X_OFFSET,j*RATE+Y_OFFSET,null); } } } } } private ChessBoard chessBoard = new ChessBoard(); //定义变量,记录当前选中的坐标点对应的boad数组中对应的棋子索引; private int selectX = -1; private int selectY = -1; //定义一个变量,记录当前用户选择下的是白棋还是黑棋还是清除,清除:0,黑棋:1,白棋:2; private int chessCategory = 1; //定义Panel,放置点击按钮 Panel p = new Panel(); private Button whiteBtn = new Button("while"); private Button blackBtn = new Button("black"); private Button clearBtn = new Button("clear"); public void updateBtnColor(Color whiteBtnColor,Color blackBtnColor,Color clearBtnColor){ whiteBtn.setBackground(whiteBtnColor); blackBtn.setBackground(blackBtnColor); clearBtn.setBackground(clearBtnColor); } public void init() throws Exception{ //初始化按钮的颜色 updateBtnColor(Color.LIGHT_GRAY,Color.GREEN,Color.LIGHT_GRAY); whiteBtn.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { chessCategory = 2; updateBtnColor(Color.GREEN,Color.LIGHT_GRAY,Color.LIGHT_GRAY); } }); blackBtn.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { chessCategory=1; updateBtnColor(Color.LIGHT_GRAY,Color.GREEN,Color.LIGHT_GRAY); } }); clearBtn.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { chessCategory=0; updateBtnColor(Color.LIGHT_GRAY,Color.LIGHT_GRAY,Color.GREEN); } }); p.add(whiteBtn); p.add(blackBtn); p.add(clearBtn); //把Panel放入到frame底部 f.add(p,BorderLayout.SOUTH); //初始化黑棋,白棋,棋盘,选中框 table = ImageIO.read(new File("img\\board.jpg")); black = ImageIO.read(new File("img\\black.gif")); white = ImageIO.read(new File("img\\white.gif")); selected = ImageIO.read(new File("img\\selected.gif")); //初始化board数组,默认情况下,所有位置处都没有棋子 for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { board[i][j]=0; } } //设置chessBoard的最佳大小 chessBoard.setPreferredSize(new Dimension(TABLE_WIDTH,TABLE_HEIGHT)); //给chessBoard注册鼠标监听器 chessBoard.addMouseListener(new MouseAdapter() { //鼠标单击会触发 @Override public void mouseClicked(MouseEvent e) { //将用户鼠标的坐标,转换成棋子的坐标 int xPos = (e.getX()-X_OFFSET)/RATE; int yPos = (e.getY()-Y_OFFSET)/RATE; board[xPos][yPos] = chessCategory; //重绘chessBoard chessBoard.repaint(); } //当鼠标退出棋盘区域后,复位选中坐标,重绘chessBoard,要保证红色选中框显示正确 @Override public void mouseExited(MouseEvent e) { selectX=-1; selectY=-1; chessBoard.repaint(); } }); //给chessBoard注册鼠标移动监听器 chessBoard.addMouseMotionListener(new MouseMotionAdapter() { //当鼠标移动时,修正selectX和selectY,重绘chessBoard,要保证红色选中框显示正确 @Override public void mouseMoved(MouseEvent e) { //将鼠标的坐标,转换成棋子的索引 selectX = (e.getX()-X_OFFSET)/RATE; selectY = (e.getY()-Y_OFFSET)/RATE; chessBoard.repaint(); } }); //把chessBoard添加到Frame中 f.add(chessBoard); //设置frame最佳大小并可见 f.pack(); f.setVisible(true); } public static void main(String[] args) throws Exception{ new Wu().init(); } } |
项目所需图片