java_day15

目标:Java web开发

昨天,新增三个类

ChessBoard board = null;//象棋棋盘类
Demon demon = null;//演示棋谱类
MakeChessManual record = null;//制作棋谱类

ChessBoard类:

package cn.edu.ouc.chineseChess;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
 
/**
 * 棋盘类
 * 
 * @author cnlht
 */
class ChessBoard extends JPanel implements MouseListener,MouseMotionListener {//重写鼠标监听器接口
	public ChessPoint point[][];//ChessPoint在ChesePoint.java文件中被定义
	public int unitWidth, unitHeight;
	private int x轴长, y轴长;
	private int x, y;
	private Image img;
	protected Image pieceImg;
	private boolean move = false;
	public String 红方颜色 = "红方", 黑方颜色 = "黑方";
	ChessPiece 红车1, 红车2, 红马1, 红马2, 红相1, 红相2, 红帅, 红士1, 红士2, 红兵1, 红兵2, 红兵3, 红兵4,
			红兵5, 红炮1, 红炮2;///ChessPiece在ChesePiece.java文件中被定义
	ChessPiece 黑车1, 黑车2, 黑马1, 黑马2, 黑将, 黑士1, 黑士2, 黑卒1, 黑卒2, 黑卒3, 黑卒4, 黑卒5, 黑象1,
			黑象2, 黑炮1, 黑炮2;
 
	int startX, startY;
	int startI, startJ;
	public boolean 红方走棋 = true, 黑方走棋 = false;
	Rule rule = null;///Rule在Rule.java文件中被定义
	public MakeChessManual record = null;///MakeChessManual在MakeChessManual.java文件中被定义
 
	public ChessBoard(int w, int h, int r, int c) {
		setLayout(null);//设置jpane的布局管理器为空,不用java提供的布局,要手动设置组件的坐标位置和大小。
		addMouseListener(this);//添加鼠标监听器
		addMouseMotionListener(this);//添加鼠标运动监听器
		Color bc = getBackground();
		unitWidth = w;
		unitHeight = h;
		x轴长 = r;
		y轴长 = c;
 
		point = new ChessPoint[r + 1][c + 1];
 
		for (int i = 1; i <= r; i++) {
			for (int j = 1; j <= c; j++) {
				point[i][j] = new ChessPoint(i * unitWidth, j * unitHeight,
						false);
			}
		}
 
		rule = new Rule(this, point);
		record = new MakeChessManual(this, point);
 
		img = Toolkit.getDefaultToolkit().getImage("board.jpg");//获取图片,没有这两句代码就黑屏
		pieceImg = Toolkit.getDefaultToolkit().getImage("piece.gif");
		
		红车1 = new ChessPiece("車", Color.red, bc, w - 4, h - 4, this);
		//引用数据类型:类、数组类型、字符串类型。传址调用
		红车1.set棋子类别(红方颜色);
		红车2 = new ChessPiece("車", Color.red, bc, w - 4, h - 4, this);
		红车2.set棋子类别(红方颜色);
		红马1 = new ChessPiece("馬", Color.red, bc, w - 4, h - 4, this);
		红马1.set棋子类别(红方颜色);
		红马2 = new ChessPiece("馬", Color.red, bc, w - 4, h - 4, this);
		红马2.set棋子类别(红方颜色);
		红炮1 = new ChessPiece("炮", Color.red, bc, w - 4, h - 4, this);
		红炮1.set棋子类别(红方颜色);
		红炮2 = new ChessPiece("炮", Color.red, bc, w - 4, h - 4, this);
		红炮2.set棋子类别(红方颜色);
		红相1 = new ChessPiece("相", Color.red, bc, w - 4, h - 4, this);
		红相1.set棋子类别(红方颜色);
		红相2 = new ChessPiece("相", Color.red, bc, w - 4, h - 4, this);
		红相2.set棋子类别(红方颜色);
		红士1 = new ChessPiece("仕", Color.red, bc, w - 4, h - 4, this);
		红士1.set棋子类别(红方颜色);
		红士2 = new ChessPiece("仕", Color.red, bc, w - 4, h - 4, this);
		红士2.set棋子类别(红方颜色);
		红帅 = new ChessPiece("帅", Color.red, bc, w - 4, h - 4, this);
		红帅.set棋子类别(红方颜色);
		红兵1 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
		红兵1.set棋子类别(红方颜色);
		红兵2 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
		红兵2.set棋子类别(红方颜色);
		红兵3 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
		红兵3.set棋子类别(红方颜色);
		红兵4 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
		红兵4.set棋子类别(红方颜色);
		红兵5 = new ChessPiece("兵", Color.red, bc, w - 4, h - 4, this);
		红兵5.set棋子类别(红方颜色);
 
		黑将 = new ChessPiece("将", Color.black, bc, w - 4, h - 4, this);
		黑将.set棋子类别(黑方颜色);
		黑士1 = new ChessPiece("士", Color.black, bc, w - 4, h - 4, this);
		黑士1.set棋子类别(黑方颜色);
		黑士2 = new ChessPiece("士", Color.black, bc, w - 4, h - 4, this);
		黑士2.set棋子类别(黑方颜色);
		黑车1 = new ChessPiece("车", Color.black, bc, w - 4, h - 4, this);
		黑车1.set棋子类别(黑方颜色);
		黑车2 = new ChessPiece("车", Color.black, bc, w - 4, h - 4, this);
		黑车2.set棋子类别(黑方颜色);
		黑炮1 = new ChessPiece("炮", Color.black, bc, w - 4, h - 4, this);
		黑炮1.set棋子类别(黑方颜色);
		黑炮2 = new ChessPiece("炮", Color.black, bc, w - 4, h - 4, this);
		黑炮2.set棋子类别(黑方颜色);
		黑象1 = new ChessPiece("象", Color.black, bc, w - 4, h - 4, this);
		黑象1.set棋子类别(黑方颜色);
		黑象2 = new ChessPiece("象", Color.black, bc, w - 4, h - 4, this);
		黑象2.set棋子类别(黑方颜色);
		黑马1 = new ChessPiece("马", Color.black, bc, w - 4, h - 4, this);
		黑马1.set棋子类别(黑方颜色);
		黑马2 = new ChessPiece("马", Color.black, bc, w - 4, h - 4, this);
		黑马2.set棋子类别(黑方颜色);
		黑卒1 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
		黑卒1.set棋子类别(黑方颜色);
		黑卒2 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
		黑卒2.set棋子类别(黑方颜色);
		黑卒3 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
		黑卒3.set棋子类别(黑方颜色);
		黑卒4 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
		黑卒4.set棋子类别(黑方颜色);
		黑卒5 = new ChessPiece("卒", Color.black, bc, w - 4, h - 4, this);
		黑卒5.set棋子类别(黑方颜色);
		point[1][10].setPiece(红车1, this);
		point[2][10].setPiece(红马1, this);
		point[3][10].setPiece(红相1, this);
		point[4][10].setPiece(红士1, this);
		point[5][10].setPiece(红帅, this);
		point[6][10].setPiece(红士2, this);
		point[7][10].setPiece(红相2, this);
		point[8][10].setPiece(红马2, this);
		point[9][10].setPiece(红车2, this);
		point[2][8].setPiece(红炮1, this);
		point[8][8].setPiece(红炮2, this);
		point[1][7].setPiece(红兵1, this);
		point[3][7].setPiece(红兵2, this);
		point[5][7].setPiece(红兵3, this);
		point[7][7].setPiece(红兵4, this);
		point[9][7].setPiece(红兵5, this);
 
		point[1][1].setPiece(黑车1, this);
		point[2][1].setPiece(黑马1, this);
		point[3][1].setPiece(黑象1, this);
		point[4][1].setPiece(黑士1, this);
		point[5][1].setPiece(黑将, this);
		point[6][1].setPiece(黑士2, this);
		point[7][1].setPiece(黑象2, this);
		point[8][1].setPiece(黑马2, this);
		point[9][1].setPiece(黑车2, this);
		point[2][3].setPiece(黑炮1, this);
		point[8][3].setPiece(黑炮2, this);
		point[1][4].setPiece(黑卒1, this);
		point[3][4].setPiece(黑卒2, this);
		point[5][4].setPiece(黑卒3, this);
		point[7][4].setPiece(黑卒4, this);
		point[9][4].setPiece(黑卒5, this);
 
	}
 
	public void paintComponent(Graphics g) {//重写paintComponent接口
		super.paintComponent(g);
 
		int imgWidth = img.getWidth(this);
		int imgHeight = img.getHeight(this);// 获得图片的宽度与高度
		int FWidth = getWidth();
		int FHeight = getHeight();// 获得窗口的宽度与高度
		int x = (FWidth - imgWidth) / 2;
		int y = (FHeight - imgHeight) / 2;
		g.drawImage(img, x, y, null);
 
		for (int j = 1; j <= y轴长; j++) {
			g.drawLine(point[1][j].x, point[1][j].y, point[x轴长][j].x,
					point[x轴长][j].y);
		}
		for (int i = 1; i <= x轴长; i++) {
			if (i != 1 && i != x轴长) {
				g.drawLine(point[i][1].x, point[i][1].y, point[i][y轴长 - 5].x,
						point[i][y轴长 - 5].y);
				g.drawLine(point[i][y轴长 - 4].x, point[i][y轴长 - 4].y,
						point[i][y轴长].x, point[i][y轴长].y);
			} else {
				g.drawLine(point[i][1].x, point[i][1].y, point[i][y轴长].x,
						point[i][y轴长].y);
			}
		}
 
		g.drawLine(point[4][1].x, point[4][1].y, point[6][3].x, point[6][3].y);
		g.drawLine(point[6][1].x, point[6][1].y, point[4][3].x, point[4][3].y);
		g.drawLine(point[4][8].x, point[4][8].y, point[6][y轴长].x,
				point[6][y轴长].y);
		g.drawLine(point[4][y轴长].x, point[4][y轴长].y, point[6][8].x,
				point[6][8].y);
 
		for (int i = 1; i <= x轴长; i++) {
			g.drawString("" + i, i * unitWidth, unitHeight / 2);
		}
		int j = 1;
		for (char c = 'A'; c <= 'J'; c++) {
			g.drawString("" + c, unitWidth / 4, j * unitHeight);
			j++;
		}
 
	}
 
	/**鼠标按下事件*/
	public void mousePressed(MouseEvent e) {
		ChessPiece piece = null;
		Rectangle rect = null;
		if (e.getSource() == this)
			move = false;
		if (move == false)
			if (e.getSource() instanceof ChessPiece) {
				piece = (ChessPiece) e.getSource();
				startX = piece.getBounds().x;
				startY = piece.getBounds().y;
 
				rect = piece.getBounds();
				for (int i = 1; i <= x轴长; i++) {
					for (int j = 1; j <= y轴长; j++) {
						int x = point[i][j].getX();
						int y = point[i][j].getY();
						if (rect.contains(x, y)) {
							startI = i;
							startJ = j;
							break;
						}
 
					}
				}
			}
	}
 
	public void mouseMoved(MouseEvent e) {
	}
 
	/**鼠标拖动事件*/
	public void mouseDragged(MouseEvent e) {
 
		ChessPiece piece = null;
		if (e.getSource() instanceof ChessPiece) {
			//instanceof判定左边的引用类型是否与右边的引用类型的类型是否相同
			//instanceof 的对比结果为 boolean 类型,如果左右两边比对成功,返回 true ;否则返回 flase
			piece = (ChessPiece) e.getSource();
			move = true;
 
			e = SwingUtilities.convertMouseEvent(piece, e, this);//将这个鼠标事件从左边组件转换到右边组件上。
		}
 
		if (e.getSource() == this) {
			if (move && piece != null) {
				x = e.getX();
				y = e.getY();
				if (红方走棋 && ((piece.棋子类别()).equals(红方颜色))) {
					piece.setLocation(x - piece.getWidth() / 2,
							y - piece.getHeight() / 2);
				}
				if (黑方走棋 && (piece.棋子类别().equals(黑方颜色))) {
					piece.setLocation(x - piece.getWidth() / 2,
							y - piece.getHeight() / 2);
				}
			}
		}
	}
 
	/**松开鼠标事件*/
	public void mouseReleased(MouseEvent e) {
		ChessPiece piece = null;
		move = false;
		Rectangle rect = null;
		if (e.getSource() instanceof ChessPiece) {
			piece = (ChessPiece) e.getSource();
			rect = piece.getBounds();
 
			e = SwingUtilities.convertMouseEvent(piece, e, this);
		}
		if (e.getSource() == this) {
			boolean containChessPoint = false;
			int x = 0, y = 0;
			int m = 0, n = 0;
			if (piece != null) {
				for (int i = 1; i <= x轴长; i++) {
					for (int j = 1; j <= y轴长; j++) {
						x = point[i][j].getX();
						y = point[i][j].getY();
						if (rect.contains(x, y)) {
 
							containChessPoint = true;
							m = i;
							n = j;
							break;
						}
 
					}
				}
			}
			if (piece != null && containChessPoint) {
				Color pieceColor = piece.获取棋子颜色();
				if (point[m][n].isPiece()) {
					Color c = (point[m][n].getPiece()).获取棋子颜色();
					if (pieceColor.getRGB() == c.getRGB()) {
						piece.setLocation(startX, startY);
 
						(point[startI][startJ]).set有棋子(true);
					} else {
						boolean ok = rule.movePieceRule(piece, startI, startJ,
								m, n);
						if (ok) {
							ChessPiece pieceRemoved = point[m][n].getPiece();
							point[m][n].reMovePiece(pieceRemoved, this);
							point[m][n].setPiece(piece, this);
							(point[startI][startJ]).set有棋子(false);
							record.记录棋谱(piece, startI, startJ, m, n);
							record.记录吃掉的棋子(pieceRemoved);
							rule.isWine(pieceRemoved);
							if (piece.棋子类别().equals(红方颜色)) {
								红方走棋 = false;
								黑方走棋 = true;
							}
							if (piece.棋子类别().equals(黑方颜色)) {
								黑方走棋 = false;
								红方走棋 = true;
							}
							validate();
							repaint();
						} else {
							piece.setLocation(startX, startY);
							(point[startI][startJ]).set有棋子(true);
						}
					}
 
				} else {
 
					boolean ok = rule
							.movePieceRule(piece, startI, startJ, m, n);
					if (ok) {
						point[m][n].setPiece(piece, this);
						(point[startI][startJ]).set有棋子(false);
						record.记录棋谱(piece, startI, startJ, m, n);
						record.记录吃掉的棋子("没吃棋子");
 
						if (piece.棋子类别().equals(红方颜色)) {
							红方走棋 = false;
							黑方走棋 = true;
						}
						if (piece.棋子类别().equals(黑方颜色)) {
							黑方走棋 = false;
							红方走棋 = true;
						}
					} else {
						piece.setLocation(startX, startY);
						(point[startI][startJ]).set有棋子(true);
					}
				}
			}
 
			if (piece != null && !containChessPoint) {
				piece.setLocation(startX, startY);
				(point[startI][startJ]).set有棋子(true);
			}
		}
	}
 
	public void mouseEntered(MouseEvent e) {
	}
 
	public void mouseExited(MouseEvent e) {
	}
 
	public void mouseClicked(MouseEvent e) {
	}
}


ChessBorad类牵扯出三个类:

ChessPoint.java
ChessPiece.java
Rule.java

算了,反正能读懂,一起发出来吧
ChessPoint.java

package cn.edu.ouc.chineseChess;
/**
 * 棋点类
 * 
 * @author cnlht
 */
class ChessPoint {
	/** 棋子坐标 */
	int x, y;
	
	/** 该坐标 是否有子*/
	boolean 有棋子;
	
	/** 改坐标的棋子 */
	ChessPiece piece = null;
	
	/** 坐标所属棋盘 */
	ChessBoard board = null;
 
	public ChessPoint(int x, int y, boolean boo) {
		this.x = x;
		this.y = y;
		有棋子 = boo;
	}
 
	public boolean isPiece() {
		return 有棋子;
	}
	public void set有棋子(boolean boo) {
		有棋子 = boo;
	}
	public int getX() {
		return x;
	}
	public int getY() {
		return y;
	}
	// 设置改点棋子
	public void setPiece(ChessPiece piece, ChessBoard board) {
		this.board = board;
		this.piece = piece;
		board.add(piece);
		int w = (board.unitWidth);
		int h = (board.unitHeight);
		piece.setBounds(x - w / 2, y - h / 2, w, h);// 棋子位置,宽度,高度
		有棋子 = true;
		board.validate();
	}
 
	public ChessPiece getPiece() {
		return piece;
	}
	public void reMovePiece(ChessPiece piece, ChessBoard board) {
		this.board = board;
		this.piece = piece;
		board.remove(piece);
		board.validate();
		有棋子 = false;
	}
}

ChessPiece.java

package cn.edu.ouc.chineseChess;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
 
/**
 * 棋子类
 * 
 * @author cnlht
 */
class ChessPiece extends JLabel {
	String name; // 棋子名字
	Color backColor = null, foreColor;// 背景色和前景色
	String 颜色类别 = null;
	ChessBoard board = null;
	int width, height;// 大小
 
	public ChessPiece(String name, Color fc, Color bc, int width, int height,
			ChessBoard board) {// 构造棋子
		this.name = name;
		this.board = board;
		this.width = width;
		this.height = height;
		foreColor = fc;
		backColor = bc;
		setSize(width, height);
		setBackground(bc);
		addMouseMotionListener(board);
		addMouseListener(board);
	}
 
	// 绘制棋子
	public void paint(Graphics g) {		
		g.drawImage(board.pieceImg, 2, 2, width-2, height-2, null);
		g.setColor(foreColor);
		g.setFont(new Font("楷体", Font.BOLD, 26));
		g.drawString(name, 7, height - 8);// 在棋子上绘制 “棋子名”
		g.setColor(Color.black);
		//g.drawOval(1, 1, width - 1, height - 1);
		float lineWidth = 2.3f;
	    ((Graphics2D)g).setStroke(new BasicStroke(lineWidth));
	    ((Graphics2D)g).drawOval(2, 2, width-2, height-2);
	}
 
	public int getWidth() {
		return width;
	}
 
	public int getHeight() {
		return height;
	}
 
	public String getName() {
		return name;
	}
 
	public Color 获取棋子颜色() {
		return foreColor;
	}
 
	public void set棋子类别(String 类别) {
		颜色类别 = 类别;
	}
 
	public String 棋子类别() {
		return 颜色类别;
	}
}

Rule.java

package cn.edu.ouc.chineseChess;

import javax.swing.*;
 
import java.awt.*;
import java.awt.event.*;
 
/**
 * 走棋规则类
 * 
 * @author cnlht
 */
class Rule {
	ChessBoard board = null;
	ChessPiece piece = null;
	ChessPoint point[][];
	int startI, startJ, endI, endJ;
 
	public Rule(ChessBoard board, ChessPoint point[][]) {
		this.board = board;
		this.point = point;
	}
 
	public void isWine(ChessPiece piece) {
		this.piece = piece;
		if (piece.getName() == "将" || piece.getName() == "帅") {
			if (piece.颜色类别 == "红方") {
				JOptionPane.showMessageDialog(null, "黑方  胜利!");//弹窗
			} else {
				JOptionPane.showMessageDialog(null, "红方  胜利!");
			}
		}
	}
 
	public boolean movePieceRule(ChessPiece piece, int startI, int startJ,
			int endI, int endJ) {
		this.piece = piece;
		this.startI = startI;
		this.startJ = startJ;
		this.endI = endI;
		this.endJ = endJ;
		int minI = Math.min(startI, endI);
		int maxI = Math.max(startI, endI);
		int minJ = Math.min(startJ, endJ);
		int maxJ = Math.max(startJ, endJ);
		boolean 可否走棋 = false;
		if (piece.getName().equals("车")) {
			if (startI == endI) {
				int j = 0;
				for (j = minJ + 1; j <= maxJ - 1; j++) {
					if (point[startI][j].isPiece()) {
						可否走棋 = false;
						break;
					}
				}
				if (j == maxJ) {
					可否走棋 = true;
				}
			} else if (startJ == endJ) {
				int i = 0;
				for (i = minI + 1; i <= maxI - 1; i++) {
					if (point[i][startJ].isPiece()) {
						可否走棋 = false;
						break;
					}
				}
				if (i == maxI) {
					可否走棋 = true;
				}
			} else {
				可否走棋 = false;
			}
 
		} else if (piece.getName().equals("車")) {
			if (startI == endI) {
				int j = 0;
				for (j = minJ + 1; j <= maxJ - 1; j++) {
					if (point[startI][j].isPiece()) {
						可否走棋 = false;
						break;
					}
				}
				if (j == maxJ) {
					可否走棋 = true;
				}
			} else if (startJ == endJ) {
				int i = 0;
				for (i = minI + 1; i <= maxI - 1; i++) {
					if (point[i][startJ].isPiece()) {
						可否走棋 = false;
						break;
					}
				}
				if (i == maxI) {
					可否走棋 = true;
				}
			} else {
				可否走棋 = false;
			}
 
		}else if (piece.getName().equals("马")) {
			int xAxle = Math.abs(startI - endI);
			int yAxle = Math.abs(startJ - endJ);
 
			if (xAxle == 2 && yAxle == 1) {
				if (endI > startI) {
					if (point[startI + 1][startJ].isPiece()) {
						可否走棋 = false;
					} else {
						可否走棋 = true;
					}
				}
				if (endI < startI) {
					if (point[startI - 1][startJ].isPiece()) {
						可否走棋 = false;
					} else {
						可否走棋 = true;
					}
				}
 
			}else if (xAxle == 1 && yAxle == 2) {
				if (endJ > startJ) {
					if (point[startI][startJ + 1].isPiece()) {
						可否走棋 = false;
					} else {
						可否走棋 = true;
					}
				}
				if (endJ < startJ) {
					if (point[startI][startJ - 1].isPiece()) {
						可否走棋 = false;
					} else {
						可否走棋 = true;
					}
				}
 
			} else {
				可否走棋 = false;
			}
		} else if (piece.getName().equals("馬")) {
			int xAxle = Math.abs(startI - endI);
			int yAxle = Math.abs(startJ - endJ);
 
			if (xAxle == 2 && yAxle == 1) {
				if (endI > startI) {
					if (point[startI + 1][startJ].isPiece()) {
						可否走棋 = false;
					} else {
						可否走棋 = true;
					}
				}
				if (endI < startI) {
					if (point[startI - 1][startJ].isPiece()) {
						可否走棋 = false;
					} else {
						可否走棋 = true;
					}
				}
 
			}else if (xAxle == 1 && yAxle == 2) {
				if (endJ > startJ) {
					if (point[startI][startJ + 1].isPiece()) {
						可否走棋 = false;
					} else {
						可否走棋 = true;
					}
				}
				if (endJ < startJ) {
					if (point[startI][startJ - 1].isPiece()) {
						可否走棋 = false;
					} else {
						可否走棋 = true;
					}
				}
 
			} else {
				可否走棋 = false;
			}
		} else if (piece.getName().equals("象")) {
			int centerI = (startI + endI) / 2;
			int centerJ = (startJ + endJ) / 2;
			int xAxle = Math.abs(startI - endI);
			int yAxle = Math.abs(startJ - endJ);
			if (xAxle == 2 && yAxle == 2 && endJ <= 5) {
				if (point[centerI][centerJ].isPiece()) {
					可否走棋 = false;
				} else {
					可否走棋 = true;
				}
			} else {
				可否走棋 = false;
			}
		} else if (piece.getName().equals("相")) {
			int centerI = (startI + endI) / 2;
			int centerJ = (startJ + endJ) / 2;
			int xAxle = Math.abs(startI - endI);
			int yAxle = Math.abs(startJ - endJ);
			if (xAxle == 2 && yAxle == 2 && endJ >= 6) {
				if (point[centerI][centerJ].isPiece()) {
					可否走棋 = false;
				} else {
					可否走棋 = true;
				}
			} else {
				可否走棋 = false;
			}
		} else if (piece.getName().equals("炮")) {
			int number = 0;
			if (startI == endI) {
				int j = 0;
				for (j = minJ + 1; j <= maxJ - 1; j++) {
					if (point[startI][j].isPiece()) {
						number++;
					}
				}
				if (number > 1) {
					可否走棋 = false;
				} else if (number == 1) {
					if (point[endI][endJ].isPiece()) {
						可否走棋 = true;
					}
				} else if (number == 0 && !point[endI][endJ].isPiece()) {
					可否走棋 = true;
				}
			} else if (startJ == endJ) {
				int i = 0;
				for (i = minI + 1; i <= maxI - 1; i++) {
					if (point[i][startJ].isPiece()) {
						number++;
					}
				}
				if (number > 1) {
					可否走棋 = false;
				} else if (number == 1) {
					if (point[endI][endJ].isPiece()) {
						可否走棋 = true;
					}
				} else if (number == 0 && !point[endI][endJ].isPiece()) {
					可否走棋 = true;
				}
			} else {
				可否走棋 = false;
			}
		} else if (piece.getName().equals("兵")) {
			int xAxle = Math.abs(startI - endI);
			int yAxle = Math.abs(startJ - endJ);
 
			if (endJ >= 6) {
				if (startJ - endJ == 1 && xAxle == 0) {
					可否走棋 = true;
				}
 
				else {
					可否走棋 = false;
				}
			} else if (endJ <= 5) {
				if ((startJ - endJ == 1) && (xAxle == 0)) {
					可否走棋 = true;
				} else if ((endJ - startJ == 0) && (xAxle == 1)) {
					可否走棋 = true;
				} else {
					可否走棋 = false;
				}
			}
		} else if (piece.getName().equals("卒")) {
			int xAxle = Math.abs(startI - endI);
			int yAxle = Math.abs(startJ - endJ);
 
			if (endJ <= 5) {
				if (endJ - startJ == 1 && xAxle == 0) {
					可否走棋 = true;
				} else {
					可否走棋 = false;
				}
			} else if (endJ >= 6) {
				if ((endJ - startJ == 1) && (xAxle == 0)) {
					可否走棋 = true;
				} else if ((endJ - startJ == 0) && (xAxle == 1)) {
					可否走棋 = true;
				} else {
					可否走棋 = false;
				}
			}
		}
 
		else if (piece.getName().equals("士")) {
			int xAxle = Math.abs(startI - endI);
			int yAxle = Math.abs(startJ - endJ);
			if (endI <= 6 && endI >= 4 && xAxle == 1 && yAxle == 1) {
				可否走棋 = true;
			} else {
				可否走棋 = false;
			}
		} else if (piece.getName().equals("仕")) {
			int xAxle = Math.abs(startI - endI);
			int yAxle = Math.abs(startJ - endJ);
			if (endI <= 6 && endI >= 4 && xAxle == 1 && yAxle == 1) {
				可否走棋 = true;
			} else {
				可否走棋 = false;
			}
		} else if ((piece.getName().equals("帅"))
				|| (piece.getName().equals("将"))) {
			int xAxle = Math.abs(startI - endI);
			int yAxle = Math.abs(startJ - endJ);
			if (endI <= 6 && endI >= 4) {
				if ((xAxle == 1 && yAxle == 0) || (xAxle == 0 && yAxle == 1)) {
					可否走棋 = true;
				} else {
					可否走棋 = false;
				}
			} else {
				可否走棋 = false;
			}
		}
 
		return 可否走棋;
 
	}
}

😓😓😓智商欠费了。。。
把事情想像的过于简单了,理解这8个文件可要了命了。cnlht大神写的东西,果然不简单。

posted @ 2021-07-21 21:59  zhuangzhongxu  阅读(46)  评论(0)    收藏  举报