java实现简单的网络象棋游戏

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- 游戏规则:

  • 1.将/帅:不能出田字格,不能走斜线,只能前进后退向左向右,每次只走一格;
  • 2.士/仕:不能出田字格,只能走斜线,每次只走一格;
  • 3.象/相:只能走田字格,中间防止蹩脚,不能有棋;
  • 这里写图片描述
  • 4.马:只能走日,(这个比较麻烦,且看下图标识)
  • 这里写图片描述
  • 5.车:车只能走直线,这个很好理解,不细说了;
  • 6.炮:
    情况一:纯走路—->中间和目的地都不能有棋
    情况二:吃棋—–>中间要有一颗棋,目标也有棋,且是敌方的棋,毕竟不能自己吃自己哈
  • 7.卒/兵:
    河这边:只能前进不能后退,不能横着走!!!
    河对面:可以前进,可以横着走,不能后退!!!

面板设计

这里写图片描述
看上去一定很挫!哈哈,别急,听我细细道来!
一般的界面设计我们都知道横纵坐标是这样的:
这里写图片描述
但是我选择背道而行,不是因为别的,是为了更好的去让初学者理解,我们把原本的x坐标看成数组的列(col),把y坐标看成我们数组的行(row),这样是不是更好理解一点呢,当然了我就是这么理解的,哈哈,接下来的游戏代码编程我们会把横坐标用y*width,纵坐标用x*height你们应该就能理解为什么了,因为x是数组的行,也就是坐标纵坐标(y)的体现,同理数组中的y也是如此。

数据传输:这里我们采用UDP协议来进行通讯,所以你们也要先去了解一下UDP协议的一些基本方法,这里就不细讲了。

通讯协议:这里我们自定义通讯协议啊:
“play|”——–以此开头代表一端发出了游戏邀请,等待另一端的回应;
“connect|”——-以此开头代表另一端收到邀请并且同意建立连接通讯!如果邀请者受到这条消息就代表通讯建立成功,可以开始游戏了;
“move|”——以此开头代表移动数据传输,如果一端移动了棋子,那么另一端也要收到信息,重新绘制界面;
“lose|”——–以此开头代表一方认输,如果有一方认输就会向另一方发送该信息;
“quit|”——-以此开头代表一方退出游戏,任意一方离开都会向对方发送该信息,以提示对方;
“success|”—–以此开头代表胜利,某一方胜利就向对方发出信息,通知对方;
“regret|”——以此开头表示悔棋,这个不用讲了吧,大家都明白,但是本次编程中我没有把这个加进去,这个你们可以自己根据自己需要去添加。
(肯定有人问我这个协议是谁定义的,啊哈哈,让你们失望了,这是我自己定义的,这个通讯协议只适用于你们写的这个代码,和使用这个代码的两个人通讯使用,所以协议如何自己可以定义的哦)

代码实现

1.Chess类:package internet_chess;import java.awt.Graphics;import java.awt.Image;import java.awt.Point;import java.awt.Toolkit;import java.awt.image.ImageObserver;import javax.swing.JPanel;public class Chess {    public int Row = 12;    public int Col = 11;    public String chessName;//当前棋子对象的名字    public int owner;//当前棋子对象的所有者--黑方还是红方    public Point point;//当前棋子对象的位置    public Image chessImage;//当前棋子对象的图像    private int BLACKCHESS = 1;    private int REDCHESS = 0;//红方0,黑方1    private int width = 40;    private int height = 40;    public Chess(String name, int own,Point point)//获取每一个棋子对象名字,所有者,位置,和图片信息    {        this.chessName = name;        this.owner = own;        this.point = point;        if(owner == BLACKCHESS)//如果所有者是黑方        {            if(chessName.equals("将"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/0.png");            }            else if(chessName.equals("士"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/1.png");            }            else if(chessName.equals("象"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/3.png");            }            else if(chessName.equals("马"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/5.png");            }            else if(chessName.equals("车"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/7.png");            }            else if(chessName.equals("炮"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/9.png");            }            else if(chessName.equals("卒"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/11.png");            }        }        else//如果所有者是红方        {            if(chessName.equals("帅"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/16.png");            }            else if(chessName.equals("仕"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/17.png");            }            else if(chessName.equals("相"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/19.png");            }            else if(chessName.equals("马"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/21.png");            }            else if(chessName.equals("车"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/23.png");            }            else if(chessName.equals("炮"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/25.png");            }            else if(chessName.equals("兵"))            {                chessImage = Toolkit.getDefaultToolkit().getImage("F:/Image/chess/27.png");            }        }    }    protected void paint(Graphics g,JPanel i)//画棋子    {        g.drawImage(chessImage, point.y*width-width/2, point.x*height-height/2, width, height, (ImageObserver)i);    }    protected void paintSeclected(Graphics g)//画鼠标选择了以后的棋子对象的边框    {        g.drawRect(point.y*width-width/2, point.x*height-height/2, width, height);    }    public void SetPos(int x, int y)//重新设置移动以后的棋子对象的位置坐标    {        point.x = x;        point.y = y;    }    public void ReversePos()//将该对象的位置坐标逆置输出,用于方便显示信息情况    {        point.x = Row-1 - point.x;        point.y = Col-1 - point.y;    }}2.ChessPanel类:package internet_chess;import java.awt.Color;import java.awt.Font;import java.awt.Graphics;import java.awt.Point;import java.awt.event.MouseAdapter;import java.awt.event.MouseEvent;import java.io.IOException;import java.net.DatagramPacket;import java.net.DatagramSocket;import java.net.InetAddress;import java.net.SocketException;import java.net.UnknownHostException;import javax.swing.JOptionPane;import javax.swing.JPanel;public class ChessPanel extends JPanel implements Runnable{    private int BLACKCHESS = 1;    private int REDCHESS = 0;//黑棋是1,红旗是0    public Chess chess[] = new Chess[32];//创建了32个棋子对象    private int width = 40;    private int height = 40;    public int Row = 12;    public int Col = 11;//11行10列    public int map[][] = new int [Row][Col];    public int player;//设置当前玩家对象    private boolean isFirst = false;//判断是否是第一次点击的棋子,以此分开两次点击棋子的碰撞矛盾    private int x1,y1,x2,y2;//用来保存第一次第二次选中的坐标的    private boolean flag = true;//用来控制线程的运行    private boolean isPlay = false;    private Chess firstChess = null;    private Chess secondChess = null;//设置第一次点击的棋子和第二次选中的棋子对象    private InetAddress myID;//自己id地址    private InetAddress youID;//目标ID地址    private int sendport;//发送端口    private int receiveport = 8888;//接收端口    public ChessPanel()//构造函数    {        init_map();//初始化棋盘        //给这个面板添加鼠标监听机制        this.addMouseListener(new MouseAdapter()        {            public void mouseClicked(MouseEvent e)            {                if(isPlay == true)//判断是否该本方下棋                {                    SelectChess(e.getPoint());//选择要移动的棋子                    repaint();                }            }            public void SelectChess(Point pos)            {                int x = pos.x;                int y = pos.y;//获取此时此刻鼠标点击的位置坐标                System.out.println("选择要移动的棋子坐标:x->"+x+"  y->"+y);                if(x > 0 && x < (Col-1)*width && y > 0 && y < (Row-1)*height)//判断鼠标是否在合理的范围,不在就直接退出                {                    Point point = ReSetID(x,y);                    if(isFirst)//判断是否是第一次选中的棋子                    {                        x1 = point.x;                        y1 = point.y;                        //判断第一次选中的棋子是不是自己的棋子或者是不是无效棋子,不是就失败                        int id = map[x1][y1];                        if(id != -1 && chess[id].owner == player)                        {                            isFirst = false;                            firstChess = chess[id];                            System.out.println("id->"+id);                        }                        else//第一次选择的棋子无效                        {                            JOptionPane.showConfirmDialog(null, "提示", "第一次选棋无效!请重新选择!", JOptionPane.OK_OPTION);                            isFirst = true;                        }                    }                    else//第二次选中的棋子                    {                        x2 = point.x;                        y2 = point.y;                        int id = map[x2][y2];                        if(id != -1 && chess[id].owner != player)//第二次选择了敌方棋子,将敌方棋子保存起来                        {                            isFirst = true;                            secondChess = chess[id];                            //开始判断是否可以移动棋子,如果可以就将棋子移动,并发信息给对方我们已经移动的棋子信息                            //判断是否可以移动棋子                            if(IsMoveChess(firstChess,x2,y2))//可以移动-吃棋                            {                                int idx1 = map[x1][y1];                                map[x1][y1] = -1;                                map[x2][y2] = idx1;                                chess[id] = null;                                firstChess.SetPos(x2, y2);                                repaint();                                send("move|"+String.valueOf(idx1)+"|"+String.valueOf(Row-1-x2)+"|"+String.valueOf(Col-1-y2)+"|",youID,sendport);                                if(id == 0)//吃掉了黑棋将军                                {                                    send("success|红棋赢",youID,sendport);                                    isPlay = false;                                    JOptionPane.showConfirmDialog(null, "红棋胜利", "恭喜您,您赢了!", JOptionPane.OK_OPTION);                                    return;                                }                                else if(id == 16)//吃掉了红棋大帅                                {                                    send("success|黑棋赢",youID,sendport);                                    isPlay = false;                                    JOptionPane.showConfirmDialog(null, "黑棋胜利", "恭喜您,您赢了!", JOptionPane.OK_OPTION);                                    return;                                }                                isFirst = true;                                isPlay = false;                            }                            else//表示不能吃棋,重新下棋                            {                                JOptionPane.showConfirmDialog(null, "提示", "对不起,移动棋子失败,请重新选择目标!", JOptionPane.ERROR_MESSAGE);                                isFirst = false;                            }                        }                        else if(id != -1 && chess[id].owner == player)//第二次又选择了自己的棋子,那么就将第二次选择的棋子当做第一次选择的棋子                        {                            firstChess = chess[id];                            x1 = x2;                            y1 = y2;                            isFirst = false;                        }                        else//第二次选择的棋子是空,那么就是单纯的移动棋子                        {                            secondChess = null;                            if(IsMoveChess(firstChess,x2,y2))//可以移动-吃棋                            {                                int idx1 = map[x1][y1];                                map[x1][y1] = -1;                                map[x2][y2] = idx1;//                              chess[id] = null;                                firstChess.SetPos(x2, y2);                                send("move|"+String.valueOf(idx1)+"|"+String.valueOf(Row-1-x2)+"|"+String.valueOf(Col-1-y2)+"|",youID,sendport);                                System.out.println("第二次选中棋子为空:目标-》"+(Row-1-x2)+"  "+(Col-1-y2));                                repaint();                                isFirst = true;                                isPlay = false;                            }                        }                    }                }            }        });    }    public boolean IsMoveChess(Chess chess,int x,int y)//判断是否可以移动棋子----移动棋子的规则    {        if(chess.chessName.equals("将") || chess.chessName.equals("帅"))//只能走一步        {            int x0 = chess.point.x;            int y0 = chess.point.y;            if(x >= 8 && x <= 10 && y >= 4 && y <= 6)            {//              int x0 = chess.point.x;//              int y0 = chess.point.y;                if(Math.abs(x - x0) > 1 || Math.abs(y - y0) > 1)                    return false;                else if(Math.abs(x - x0)*Math.abs(y - y0) != 0)//不能走斜线                    return false;                else                    return true;            }            if(this.chess[map[x][y]].chessName.equals("将") || this.chess[map[x][y]].chessName.equals("帅") && (y0 == y))//判断两个将领之间吃棋            {                int min = x < x0? x : x0;                int max = x > x0? x : x0;                for(min = min+1; min < max; min++)                {                    if(map[min][y] != -1)                        return false;                }                return true;            }            else                return false;        }        else if(chess.chessName.equals("士") || chess.chessName.equals("仕"))//士也不能出田字格,且,士走斜线,每次只走一格        {            if(x >= 8 && x <= 10 && y >= 4 && y <= 6)            {                int x0 = chess.point.x;                int y0 = chess.point.y;                if(Math.abs(x - x0) * Math.abs(y - y0) != 1)                {                    return false;                }                else                    return true;            }            else//越界                return false;        }        else if(chess.chessName.equals("象") || chess.chessName.equals("相"))//相走田字,且不能过河        {            if(x >= 6 && x != 11 && y >= 1 && y <= 9)            {                int x0 = chess.point.x;                int y0 = chess.point.y;                if(Math.abs(x - x0) * Math.abs(y - y0) != 4)                {                    return false;                }                else if(Math.abs(x - x0) == 2 && Math.abs(y - y0) == 2)                {                    int xm,ym;//求取中间值,防止中间有值不能走棋                    xm = x > x0? x-1:x0-1;                    ym = y > y0? y-1:y0-1;                    if(map[xm][ym] != -1)//表示中间有棋                        return false;                    return true;                }                else//防止1*4 == 4的情况出现                    return false;            }            else                return false;        }        else if(chess.chessName.equals("马"))//马走日,防止蹩脚的情况出现        {            if(x >= 1 && x <=10 && y >= 1 && y <= 9)            {                int x0 = chess.point.x;                int y0 = chess.point.y;                if(Math.abs(x - x0) * Math.abs(y - y0) == 2)//判断是否走日                {                    //判断是否蹩脚                    if(Math.abs(y - y0) == 2)                    {                        if(map[x0][y+1] != -1 && y < y0)//左边                        {                            return false;                        }                        if(map[x0][y-1] != -1 && y0 < y)//右边                        {                            return false;                        }                        return true;                    }                    else                    {                        if(map[x+1][y0] != -1 && x < x0)//上边                        {                            return false;                        }                        if(map[x-1][y0] != -1 && x > x0)//下边                        {                            return false;                        }                        return true;                    }                       }                else                    return false;            }            else                return false;        }        else if(chess.chessName.equals("车"))//车走直线        {            if(x >= 1 && x <=10 && y >= 1 && y <= 9)            {                int x0 = chess.point.x;                int y0 = chess.point.y;                if(x == x0)//水平移动                {                    int i = y < y0 ? y : y0;                    int max = y > y0 ? y : y0;                    for(i = i+1; i < max; i++)//不判断目标状态,目标状态能否走在外面判断                    {                        if(map[x][i] != -1)                        {//                          if(i == max && this.chess[map[x][i]].owner != chess.owner)//                          {//                              return true;//                          }                            return false;                        }                    }                    return true;                }                else if(y == y0)//垂直移动                {                    int i = x < x0 ? x : x0;                    int max = x > x0 ? x : x0;                    for(i = i+1; i < max; i++)                    {                        if(map[i][y] != -1)                        {//                          if(i == max && this.chess[map[i][y]].owner != chess.owner)//                          {//                              return true;//                          }                            return false;                        }                    }                    return true;                }                return false;            }            else                return false;//越界        }        else if(chess.chessName.equals("炮"))//跑隔山打牛,不隔山就走路,水平或者垂直移动        {            if(x >= 1 && x <=10 && y >= 1 && y <= 9)            {                int x0 = chess.point.x;                int y0 = chess.point.y;                int countx = 0;                int county = 0;                if(x == x0)//水平移动                {                    int i = y < y0 ? y : y0;                    int max = y > y0 ? y : y0;                    for(i = i+1; i < max; i++)                    {                        if(map[x][i] != -1)                        {                            countx++;                        }                    }                }                else if(y == y0)//垂直移动                {                    int i = x < x0 ? x : x0;                    int max = x > x0 ? x : x0;                    for(i = i+1; i < max; i++)                    {                        if(map[i][y] != -1)                        {                            county++;                        }                    }                }                if(countx == 1 || county == 1)//说明中间有一个棋                {//                  if(this.chess[map[x][y]].owner != chess.owner)//                  {//                      return true;//                  }//                  else//                      return false;                    System.out.println("countx:"+countx);                    System.out.println("county:"+county);                    return true;                }                else if(countx == 0 && county == 0)//说明中间没有棋                {                    if(map[x][y] == -1)//目标没有棋                    {                        return true;                    }                    else                        return false;//                  return true;                }                else                    return false;            }            else                return false;//越界        }        else if(chess.chessName.equals("兵") || chess.chessName.equals("卒"))//卒子在自己区域不能退,只能前进,每次只走一步        {            if(x < 7 && x >= 1 && y >= 1 && y <= 9)            {                int x0 = chess.point.x;                int y0 = chess.point.y;                if(x == x0 && Math.abs(y-y0) == 1)//横向只走一步,判断是否在河的这边还是那边                {                    //如果是河的这边就不能走横向                    if(x == 6)                        return false;                    else                        return true;                }                if(y == y0 && x - x0 == -1)//纵向只走一步,且必须向前走                {                    return true;                }                return false;            }            else                return false;        }        return false;    }    public Point ReSetID(int x, int y)//重置id,将id转化成可辨识的坐标信息    {        int posx = (y+height/2)/height;        int posy = (x+width/2)/width;        return new Point(posx,posy);    }    public void init_map()//初始化棋盘    {        for(int i = 0; i < Row; i++)        {            for(int j = 0; j < Col; j++)            {                map[i][j] = -1;//将棋盘初始化为-1,表示没有棋子id            }        }    }    public void paint(Graphics g)//自己画棋盘    {        super.paint(g);        g.clearRect(0,0,this.getWidth(),this.getHeight());        //画棋盘        int a = 1;        int b = 8;        int c = 5;//两军中间的分界线        for(int j = 1; j < Row-1; j++)//画横线        {            g.drawLine(a*width, j*height, (Col-2)*width, j*height);        }        for(int i = 1; i < Col-1; i++)//画竖线        {            g.drawLine(i*width, a*height, i*width, (Row-2)*height);            if(i == 4)            {                g.drawLine(i*width, a*height, (i+2)*width, (a+2)*height);                g.drawLine(i*width, b*height, (i+2)*width, (b+2)*height);            }            if(i == 6)            {                g.drawLine(i*width, a*height, (i-2)*width, (a+2)*height);                g.drawLine(i*width, b*height, (i-2)*width, (b+2)*height);            }        }        g.drawRect(0, 0, (Col-1)*width, (Row-1)*height);        g.setColor(Color.GRAY);        g.fillRect(a*width, c*height,(Col-2-a)*width, height);        g.setFont(new Font("黑体",Font.BOLD,20));        g.setColor(Color.white);        g.drawString("楚  河    汉  界", 3*width, (c+1)*height-10);        g.setColor(Color.black);        //画棋子        for(int i = 0; i < chess.length; i++)        {            if(chess[i] != null)            {                chess[i].paint(g, this);            }        }        if(firstChess != null)        {            firstChess.paintSeclected(g);        }        if(secondChess != null)        {            secondChess.paintSeclected(g);        }    }    public void send(String str,InetAddress ip,int port) //发送数据报    {        DatagramSocket s = null;        try{            s = new DatagramSocket();//创建一个数据报套接字            byte data[] = new byte[100];            data = str.getBytes();            DatagramPacket pocket = new DatagramPacket(data,data.length,ip,port);//将数据报的信息放入自寻址包中,自寻址信息包括数据,数据长度,目标ip地址,目标端口号            s.send(pocket);//发送自寻址包            System.out.println("发送信息:"+str);        }catch(IOException ex)        {            ex.printStackTrace();        }finally        {            if(s != null)                s.close();        }    }    public void startgame(InetAddress ip, int otherport, int myport)//游戏正式开始的起点入口    {        youID = ip;        this.sendport = otherport;        this.receiveport = myport;        try{            myID = InetAddress.getLocalHost();        }catch(UnknownHostException ex)        {            ex.printStackTrace();        }        send("play|",youID,sendport);//发送邀请,等待目标ip的回应----开启一个线程,不断监听端口,检查是否有消息,是否建立连接成功        Thread t = new Thread(this);        t.start();    }    public void FirstPaintChess()//第一次画棋盘---将每个棋盘上的棋子对象摆放完好,设置各自的初始属性    {        //原本把黑棋放上面,红棋放下面,但是为了显示效果,凡是玩家玩,都把玩家的花色放下面        init_map();//如果再玩一局就要先清空棋盘,然后再重置棋子,否则上一局某些位置上面的id会遗留下来        paintChess();        if(player == BLACKCHESS)        {            ReverseChess();        }        repaint();    }    public void ReverseChess()//转置,将坐标改变,以便于下棋者下棋    {        //先改变坐标//      for(int i = 0; i < 32; i++)//      {//          if(chess[i] != null)//             chess[i].ReversePos();//      }        //改变map地图id        for(int i = 0; i < 32; i++)        {            if(chess[i] != null)            {                chess[i].ReversePos();                int xx = chess[i].point.x;                int yy = chess[i].point.y;                map[xx][yy] = i;            }        }    }    public void paintChess()//画棋盘显示,上面黑棋,下面红棋    {        //黑方        chess[0] = new Chess("将",BLACKCHESS,new Point(1,5));        map[1][5] = 0;        chess[1] = new Chess("士",BLACKCHESS,new Point(1,4));        map[1][4] = 1;        chess[2] = new Chess("士",BLACKCHESS,new Point(1,6));         map[1][6] = 2;        chess[3] = new Chess("象",BLACKCHESS,new Point(1,3));         map[1][3] = 3;        chess[4] = new Chess("象",BLACKCHESS,new Point(1,7));         map[1][7] = 4;        chess[5] = new Chess("马",BLACKCHESS,new Point(1,2));         map[1][2] = 5;        chess[6] = new Chess("马",BLACKCHESS,new Point(1,8));         map[1][8] = 6;        chess[7] = new Chess("车",BLACKCHESS,new Point(1,1));         map[1][1] = 7;        chess[8] = new Chess("车",BLACKCHESS,new Point(1,9));         map[1][9] = 8;        chess[9] = new Chess("炮",BLACKCHESS,new Point(3,2));         map[3][2] = 9;        chess[10] = new Chess("炮",BLACKCHESS,new Point(3,8));         map[3][8] = 10;        for(int i = 11,j = 1; i < 16; i++,j+=2)        {            chess[i] = new Chess("卒",BLACKCHESS,new Point(4,j));             map[4][j] = i;        }        //画红棋        chess[16] = new Chess("帅",REDCHESS,new Point(10,5));         map[10][5] = 16;        chess[17] = new Chess("仕",REDCHESS,new Point(10,4));         map[10][4] = 17;        chess[18] = new Chess("仕",REDCHESS,new Point(10,6));         map[10][6] = 18;        chess[19] = new Chess("相",REDCHESS,new Point(10,3));         map[10][3] = 19;        chess[20] = new Chess("相",REDCHESS,new Point(10,7));         map[10][7] = 20;        chess[21] = new Chess("马",REDCHESS,new Point(10,2));         map[10][2] = 21;        chess[22] = new Chess("马",REDCHESS,new Point(10,8));         map[10][8] = 22;        chess[23] = new Chess("车",REDCHESS,new Point(10,1));         map[10][1] = 23;        chess[24] = new Chess("车",REDCHESS,new Point(10,9));         map[10][9] = 24;        chess[25] = new Chess("炮",REDCHESS,new Point(8,2));         map[8][2] = 25;        chess[26] = new Chess("炮",REDCHESS,new Point(8,8));         map[8][8] = 26;        for(int i = 27, j = 1; i < 32; i++, j+=2)        {            chess[i] = new Chess("兵",REDCHESS,new Point(7,j));             map[7][j] = i;        }    }    @Override    public void run()    {        DatagramSocket sock = null;        try {            sock = new DatagramSocket(receiveport);//打开监听窗口            byte data[] = new byte[100];            DatagramPacket pocket = new DatagramPacket(data,data.length);            while(flag)            {                sock.receive(pocket);//接收数据                //读取接收信息                String str = new String(data);                String s[] = new String[6];                s = str.split("\\|");//将数据信息按照|进行分割                if(s[0].equals("play"))//表示此时这个对象是一个被邀请的对象,将被邀请的对象设置为黑棋                {                    player = BLACKCHESS;//被邀请者设为黑棋                    send("connect|",youID,sendport);                    //开始画棋盘                    FirstPaintChess();                    isPlay = false;//因为是红棋先走,所以黑棋此时不能下棋                }                else if(s[0].equals("connect"))//表示此时的对象是游戏发出者对象,并且已经和被邀请对象建立连接                {                    player = REDCHESS;//游戏发出者设为红棋对象                    FirstPaintChess();                    isPlay = true;//因为此时是红棋,而红旗先走,所以红棋此时可以下棋                }                else if(s[0].equals("lose"))//对方认输                {                    JOptionPane.showConfirmDialog(null, "认输", "对方棋手认输!", JOptionPane.OK_OPTION);                    isPlay = false;                }                else if(s[0].equals("success"))//对方赢了                {                    if(s[1].equals("黑棋赢"))                    {                       JOptionPane.showConfirmDialog(null, "输了", "黑棋赢了!您输了!", JOptionPane.OK_OPTION);                    }                    else if(s[1].equals("红棋赢"))                    {                        JOptionPane.showConfirmDialog(null, "输了", "红棋赢了!您输了!", JOptionPane.OK_OPTION);                    }                    isPlay = false;                }                else if(s[0].equals("move"))//对方走棋                {                    int indx = Integer.parseInt(s[1]);                    System.out.println("indx->"+indx);                    int posx = Integer.parseInt(s[2]);                    System.out.println("posx->"+posx);                    int posy = Integer.parseInt(s[3]);                    System.out.println("posy->"+posy);                    int x = chess[indx].point.x;                    int y = chess[indx].point.y;                    map[x][y] = -1;                    chess[indx].point.x = posx;                    chess[indx].point.y = posy;                    if(map[posx][posy] != -1)                    {                        chess[map[posx][posy]] = null;                    }                    map[posx][posy] = indx;                    repaint();                    isPlay = true;                }                else if(s[0].equals("quit"))//对方退出                {                    JOptionPane.showConfirmDialog(null, "提示", "对方离开,游戏结束!", JOptionPane.OK_OPTION);                    isPlay = false;                    flag = false;//退出线程                }            }        } catch (SocketException e) {            e.printStackTrace();        } catch (IOException e) {            e.printStackTrace();        }finally        {            if(sock != null)            {                sock.close();            }        }    }}3.ChessFrame类:package internet_chess;import java.awt.BorderLayout;import java.awt.Container;import java.awt.Dimension;import java.awt.FlowLayout;import java.awt.Rectangle;import java.awt.event.MouseAdapter;import java.awt.event.MouseEvent;import java.net.InetAddress;import java.net.UnknownHostException;import javax.swing.ImageIcon;import javax.swing.JButton;import javax.swing.JFrame;import javax.swing.JLabel;import javax.swing.JPanel;import javax.swing.JTextField;public class ChessFrame extends JFrame{    private JButton start = new JButton("开始");    private JButton end = new JButton("结束");    private JButton lose = new JButton("认输");    private JPanel paneUp = new JPanel();    private ChessPanel chesspanel = new ChessPanel();    private JPanel paneDown = new JPanel();    private JLabel IPlabel = new JLabel("IP:");    private JLabel otherPortlabel = new JLabel("目标端口");    private JLabel imageicon = new JLabel();    private JTextField ip_address = new JTextField("127.0.0.1");    private JTextField otherPort = new JTextField("9999");    private InetAddress myID;//自己id地址    private InetAddress youID;//目标ID地址    private int sendport;//发送端口    private int receiveport = 8888;//接收端口    public ChessFrame()//构造函数    {        paneDown.setLayout(new FlowLayout());        IPlabel.setBounds(10, 10, 40, 20);        ip_address.setBounds(new Rectangle(60,10,50,20));        paneDown.add(IPlabel);        paneDown.add(ip_address);        paneDown.add(otherPortlabel);        paneDown.add(otherPort);        paneDown.add(start);        paneDown.add(lose);        paneDown.add(end);        lose.setEnabled(false);        imageicon.setBounds(new Rectangle(300,0,100,100));        imageicon.setIcon(new ImageIcon("F:/Image/chess/0.png"));//标签加载图片        paneUp.add(imageicon,BorderLayout.CENTER);        Container con = this.getContentPane();        con.add(paneUp,BorderLayout.NORTH);        con.add(chesspanel,BorderLayout.CENTER);        con.add(paneDown,BorderLayout.SOUTH);        this.setTitle("8888网络象棋");        this.setSize(new Dimension(600,700));        this.setVisible(true);        this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);        start.addMouseListener(new MouseAdapter()        {            public void mouseClicked(MouseEvent e)            {                try {                    String ip = ip_address.getText();//获取当前目标ip地址                    sendport = Integer.parseInt(otherPort.getText());//获取目标连接端口                    myID = InetAddress.getLocalHost();//获取本地ip地址                    youID = InetAddress.getByName(ip);//获取目标ip地址                } catch (UnknownHostException e1) {                    e1.printStackTrace();                }                chesspanel.startgame(youID,sendport,receiveport);                lose.setEnabled(true);            }        });        end.addMouseListener(new MouseAdapter()        {            public void mouseClicked(MouseEvent e)            {                try{                    chesspanel.send("quit|",youID,sendport);//向对方发送离开信息,同时断开连接                    System.exit(0);                }catch(Exception ex)                {                    ex.printStackTrace();                }            }        });        lose.addMouseListener(new MouseAdapter()        {            public void mouseClicked(MouseEvent e)            {                try{                    chesspanel.send("lose|",youID,sendport);//向对方发送认输信息                }catch(Exception ex)                {                    ex.printStackTrace();                }            }        });        //加一个对方求和的按钮    }    public static void main(String[] args) {        // TODO Auto-generated method stub        new ChessFrame();    }}

代码结果

这里写图片描述

这里写图片描述

这里写图片描述

(写的不好,别喷啊)

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