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Gomoku.java
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Gomoku.java
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import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
/**
* This panel lets two users play Go Moku (a.k.a Pente) against each
* other. Black always starts the game. When a player gets five-in-a-row,
* that player wins. The game ends in a draw if the board is filled
* before either player wins.
*
* The class has a main() routine that lets it be run as a stand-alone
* application. The application just opens a window that uses an object
* of type GoMoku as its content pane.
*
*/
public class GoMoku extends JPanel {
/**
* Main routine makes it possible to run GoMoku as a stand-alone
* application. Opens a window showing a GoMoku panel; the program
* ends when the user closes the window.
*/
public static void main(String[] args) {
JFrame window = new JFrame("GoMoku");
GoMoku content = new GoMoku();
window.setContentPane(content);
window.pack();
Dimension screensize = Toolkit.getDefaultToolkit().getScreenSize();
window.setLocation( (screensize.width - window.getWidth())/2,
(screensize.height - window.getHeight())/2 );
window.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
window.setResizable(false);
window.setVisible(true);
}
private JButton newGameButton; // Button for starting a new game.
private JButton resignButton; // Button that a player can use to end the
// game by resigning.
private JLabel message; // Label for displaying messages to the user.
/**
* The constructor lays out the panel. The work of
* the game is all done in the Board object. A null layout
* is used, and all setup of sizes and positions is done here.
*/
public GoMoku() {
setLayout(null); // I will do the layout myself.
setPreferredSize( new Dimension(350,250) );
setBackground(new Color(0,150,0)); // Dark green background.
/* Create the components and add them to the panel. */
Board board = new Board(); // Note: The constructor for the
// board also creates the buttons
// and label.
add(board);
add(newGameButton);
add(resignButton);
add(message);
/* Set the position and size of each component by calling
its setBounds() method. */
board.setBounds(16,16,172,172); // Note: size MUST be 172-by-172 !
newGameButton.setBounds(210, 60, 120, 30);
resignButton.setBounds(210, 120, 120, 30);
message.setBounds(0, 200, 350, 30);
}
// ----------------------- Nested class -----------------------------------
/**
* This panel displays a 168-by-168 pixel checkerboard pattern with
* a 2-pixel black border. It is assumed that the size of the
* canvas is set to exactly 172-by-172 pixels. This class does
* the work of letting the users play Go Moku, and it displays
* the checkerboard. In this program, the board has 13 rows and
* columns of squares.
*/
class Board extends JPanel implements ActionListener, MouseListener {
int[][] board; // The data for the board is kept here. The values
// in this array are chosen from the following constants.
static final int EMPTY = 0, // Represents an empty square.
WHITE = 1, // A white piece.
BLACK = 2; // A black piece.
boolean gameInProgress; // Is a game currently in progress?
int currentPlayer; // Whose turn is it now? The possible values
// are WHITE and BLACK. (This is valid only while
// a game is in progress.)
int win_r1, win_c1, win_r2, win_c2; // When a player wins by getting five or more
// pieces in a row, the squares at the
// ends of the row are (win_r1,win_c1)
// and (win_r2,win_c2). A red line is
// drawn between these squares. When there
// are not five pieces in a row, the value of
// win_r1 is -1. The values are set in the
// count() method. The value of win_r1 is
// tested in the paintComponent() method.
/**
* Constructor. Create the buttons and label. Listen for mouse
* clicks and for clicks on the buttons. Create the board and
* start the first game.
*/
public Board() {
setBackground(Color.LIGHT_GRAY);
addMouseListener(this);
resignButton = new JButton("Resign");
resignButton.addActionListener(this);
newGameButton = new JButton("New Game");
newGameButton.addActionListener(this);
message = new JLabel("",JLabel.CENTER);
message.setFont(new Font("Serif", Font.BOLD, 14));
message.setForeground(Color.GREEN);
board = new int[13][13];
doNewGame();
}
/**
* Respond to user's click on one of the two buttons.
*/
public void actionPerformed(ActionEvent evt) {
Object src = evt.getSource();
if (src == newGameButton)
doNewGame();
else if (src == resignButton)
doResign();
}
/**
* Begin a new game; this is called by the actionPerformed()
* method when a user clicks the New Game button.
*/
void doNewGame() {
if (gameInProgress == true) {
// This should not be possible because New Game button
// is enabled only when it is legal to use it, but it doesn't
// hurt to check.
message.setText("Finish the current game first!");
return;
}
for (int row = 0; row < 13; row++) // Fill the board with EMPTYs
for (int col = 0; col < 13; col++)
board[row][col] = EMPTY;
currentPlayer = BLACK; // BLACK moves first.
message.setText("BLACK: Make your move.");
gameInProgress = true;
newGameButton.setEnabled(false);
resignButton.setEnabled(true);
win_r1 = -1; // This value indicates that no red line is to be drawn.
repaint();
}
/**
* Current player resigns; this is called by the actionPerformed()
* method when a user clicks the Resign button. Game ends, and
* opponent wins.
*/
void doResign() {
if (gameInProgress == false) {
// This should not be possible.
message.setText("There is no game in progress!");
return;
}
if (currentPlayer == WHITE)
message.setText("WHITE resigns. BLACK wins.");
else
message.setText("BLACK resigns. WHITE wins.");
newGameButton.setEnabled(true);
resignButton.setEnabled(false);
gameInProgress = false;
}
/**
* This method is called whenever the game ends. The parameter, str,
* is displayed as a message, and the buttons are enabled/disabled
* to reflect the fact that a game is not currently in progress.
*/
void gameOver(String str) {
message.setText(str);
newGameButton.setEnabled(true);
resignButton.setEnabled(false);
gameInProgress = false;
}
/**
* This is called by mousePressed() when a player clicks on the
* square in the specified row and col. It has already been checked
* that a game is, in fact, in progress.
*/
void doClickSquare(int row, int col) {
/* Check that the user clicked an empty square. If not, show an
error message and exit. */
if ( board[row][col] != EMPTY ) {
if (currentPlayer == BLACK)
message.setText("BLACK: Please click an empty square.");
else
message.setText("WHITE: Please click an empty square.");
return;
}
/* Make the move. Check if the board is full or if the move
is a winning move. If so, the game ends. If not, then it's
the other user's turn. */
board[row][col] = currentPlayer; // Make the move.
repaint();
if (winner(row,col)) { // First, check for a winner.
if (currentPlayer == WHITE)
gameOver("WHITE wins the game!");
else
gameOver("BLACK wins the game!");
return;
}
boolean emptySpace = false; // Check if the board is full.
for (int i = 0; i < 13; i++)
for (int j = 0; j < 13; j++)
if (board[i][j] == EMPTY)
emptySpace = true;
if (emptySpace == false) {
gameOver("The game ends in a draw.");
return;
}
/* Continue the game. It's the other player's turn. */
if (currentPlayer == BLACK) {
currentPlayer = WHITE;
message.setText("WHITE: Make your move.");
}
else {
currentPlayer = BLACK;
message.setText("BLACK: Make your move.");
}
} // end doClickSquare()
/**
* This is called just after a piece has been played on the
* square in the specified row and column. It determines
* whether that was a winning move by counting the number
* of squares in a line in each of the four possible
* directions from (row,col). If there are 5 squares (or more)
* in a row in any direction, then the game is won.
*/
private boolean winner(int row, int col) {
if (count( board[row][col], row, col, 1, 0 ) >= 5)
return true;
if (count( board[row][col], row, col, 0, 1 ) >= 5)
return true;
if (count( board[row][col], row, col, 1, -1 ) >= 5)
return true;
if (count( board[row][col], row, col, 1, 1 ) >= 5)
return true;
/* When we get to this point, we know that the game is not
won. The value of win_r1, which was changed in the count()
method, has to be reset to -1, to avoid drawing a red line
on the board. */
win_r1 = -1;
return false;
} // end winner()
/**
* Counts the number of the specified player's pieces starting at
* square (row,col) and extending along the direction specified by
* (dirX,dirY). It is assumed that the player has a piece at
* (row,col). This method looks at the squares (row + dirX, col + dirY),
* (row + 2*dirX, col + 2*dirY), ... until it hits a square that is
* off the board or is not occupied by one of the player's pieces.
* It counts the squares that are occupied by the player's pieces.
* Furthermore, it sets (win_r1,win_c1) to mark last position where
* it saw one of the player's pieces. Then, it looks in the
* opposite direction, at squares (row - dirX, col-dirY),
* (row - 2*dirX, col - 2*dirY), ... and does the same thing.
* Except, this time it sets (win_r2,win_c2) to mark the last piece.
* Note: The values of dirX and dirY must be 0, 1, or -1. At least
* one of them must be non-zero.
*/
private int count(int player, int row, int col, int dirX, int dirY) {
int ct = 1; // Number of pieces in a row belonging to the player.
int r, c; // A row and column to be examined
r = row + dirX; // Look at square in specified direction.
c = col + dirY;
while ( r >= 0 && r < 13 && c >= 0 && c < 13 && board[r][c] == player ) {
// Square is on the board and contains one of the players's pieces.
ct++;
r += dirX; // Go on to next square in this direction.
c += dirY;
}
win_r1 = r - dirX; // The next-to-last square looked at.
win_c1 = c - dirY; // (The LAST one looked at was off the board or
// did not contain one of the player's pieces.
r = row - dirX; // Look in the opposite direction.
c = col - dirY;
while ( r >= 0 && r < 13 && c >= 0 && c < 13 && board[r][c] == player ) {
// Square is on the board and contains one of the players's pieces.
ct++;
r -= dirX; // Go on to next square in this direction.
c -= dirY;
}
win_r2 = r + dirX;
win_c2 = c + dirY;
// At this point, (win_r1,win_c1) and (win_r2,win_c2) mark the endpoints
// of the line of pieces belonging to the player.
return ct;
} // end count()
/**
* Draws the board and the pieces on the board. If the game has
* been won by getting five or more pieces in a row, draws a red line
* through the pieces.
*/
public void paintComponent(Graphics g) {
super.paintComponent(g); // Fill with background color, lightGray
/* Draw a two-pixel black border around the edges of the canvas,
and draw grid lines in darkGray. */
g.setColor(Color.DARK_GRAY);
for (int i = 1; i < 13; i++) {
g.drawLine(1 + 13*i, 0, 1 + 13*i, getSize().height);
g.drawLine(0, 1 + 13*i, getSize().width, 1 + 13*i);
}
g.setColor(Color.BLACK);
g.drawRect(0,0,getSize().width-1,getSize().height-1);
g.drawRect(1,1,getSize().width-3,getSize().height-3);
/* Draw the pieces that are on the board. */
for (int row = 0; row < 13; row++)
for (int col = 0; col < 13; col++)
if (board[row][col] != EMPTY)
drawPiece(g, board[row][col], row, col);
/* If the game has been won, then win_r1 >= 0. Draw a line to mark
the five (or more) winning pieces. */
if (win_r1 >= 0)
drawWinLine(g);
} // end paintComponent()
/**
* Draw a piece in the square at (row,col). The color is specified
* by the piece parameter, which should be either BLACK or WHITE.
*/
private void drawPiece(Graphics g, int piece, int row, int col) {
if (piece == WHITE)
g.setColor(Color.WHITE);
else
g.setColor(Color.BLACK);
g.fillOval(3 + 13*col, 3 + 13*row, 10, 10);
}
/**
* Draw a 2-pixel wide red line from the middle of the square at
* (win_r1,win_c1) to the middle of the square at (win_r2,win_c2).
* This routine is called to mark the pieces that won the game.
* The values of the variables are set in the count() method.
*/
private void drawWinLine(Graphics g) {
g.setColor(Color.RED);
g.drawLine( 8 + 13*win_c1, 8 + 13*win_r1, 8 + 13*win_c2, 8 + 13*win_r2 );
if (win_r1 == win_r2)
g.drawLine( 8 + 13*win_c1, 7 + 13*win_r1, 8 + 13*win_c2, 7 + 13*win_r2 );
else
g.drawLine( 7 + 13*win_c1, 8 + 13*win_r1, 7 + 13*win_c2, 8 + 13*win_r2 );
}
/**
* Respond to a user click on the board. If no game is
* in progress, show an error message. Otherwise, find
* the row and column that the user clicked and call
* doClickSquare() to handle it.
*/
public void mousePressed(MouseEvent evt) {
if (gameInProgress == false)
message.setText("Click \"New Game\" to start a new game.");
else {
int col = (evt.getX() - 2) / 13;
int row = (evt.getY() - 2) / 13;
if (col >= 0 && col < 13 && row >= 0 && row < 13)
doClickSquare(row,col);
}
}
public void mouseReleased(MouseEvent evt) { }
public void mouseClicked(MouseEvent evt) { }
public void mouseEntered(MouseEvent evt) { }
public void mouseExited(MouseEvent evt) { }
} // end nested class Board
} // end class GoMoku