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GomokuOld.java
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GomokuOld.java
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/*
This applet lets two uses play GoMoku (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.
This file defines two classes: the main applet class, GoMuku,
and a canvas class, GoMokuCanvas.
It is assumed that this applet is 330 pixels wide and 240 pixels high!
*/
import java.awt.*;
import java.awt.event.*;
import java.applet.*;
public class GoMoku extends Applet {
/* The main applet class only lays out the applet. The work of
the game is all done in the GoMokuCanvas object. Note that
the Buttons and Label used in the applet are defined as
instance variables in the GoMokuCanvas class. The applet
class gives them their visual appearance and sets their
size and positions.*/
public void init() {
setLayout(null); // I will do the layout myself.
setBackground(new Color(0,150,0)); // Dark green background.
/* Create the components and add them to the applet. */
GoMokuCanvas board = new GoMokuCanvas();
// Note: The constructor creates the buttons board.resignButton
// and board.newGameButton and the Label board.message.
add(board);
board.newGameButton.setBackground(Color.lightGray);
add(board.newGameButton);
board.resignButton.setBackground(Color.lightGray);
add(board.resignButton);
board.message.setForeground(Color.green);
board.message.setFont(new Font("Serif", Font.BOLD, 14));
add(board.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 !
board.newGameButton.setBounds(210, 60, 100, 30);
board.resignButton.setBounds(210, 120, 100, 30);
board.message.setBounds(0, 200, 330, 30);
}
} // end class GoMoku
class GoMokuCanvas extends Canvas implements ActionListener, MouseListener {
Button resignButton; // Current player can resign by clicking this button.
Button newGameButton; // This button starts a new game. It is enabled only
// when the current game has ended.
Label message; // A label for displaying messages to the user.
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 no 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 paint() method.
public GoMokuCanvas() {
// Constructor. Create the buttons and label. Listen for mouse
// clicks and for clicks on the buttons. Create the board and
// start the first game.
setBackground(Color.lightGray);
addMouseListener(this);
setFont(new Font("Serif", Font.BOLD, 14));
resignButton = new Button("Resign");
resignButton.addActionListener(this);
newGameButton = new Button("New Game");
newGameButton.addActionListener(this);
message = new Label("",Label.CENTER);
board = new int[13][13];
doNewGame();
}
public void actionPerformed(ActionEvent evt) {
// Respond to user's click on one of the two buttons.
Object src = evt.getSource();
if (src == newGameButton)
doNewGame();
else if (src == resignButton)
doResign();
}
void doNewGame() {
// Begin a new game.
if (gameInProgress == true) {
// This should not be possible, 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();
}
void doResign() {
// Current player resigns. Game ends. Opponent wins.
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;
}
void gameOver(String str) {
// The game ends. The parameter, str, is displayed as a message.
message.setText(str);
newGameButton.setEnabled(true);
resignButton.setEnabled(false);
gameInProgress = false;
}
void doClickSquare(int row, int col) {
// 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.
/* 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.
Graphics g = getGraphics();
drawPiece(g, currentPlayer, row, col);
g.dispose();
if (winner(row,col)) { // First, check for a winner.
if (currentPlayer == WHITE)
gameOver("WHITE wins the game!");
else
gameOver("BLACK wins the game!");
Graphics w = getGraphics();
drawWinLine(w);
w.dispose();
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()
private boolean winner(int row, int col) {
// 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.
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()
private int count(int player, int row, int col, int dirX, int dirY) {
// 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 players 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.
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()
public void paint(Graphics g) {
/* Draw a two-pixel black border around the edges of the canvas,
and draw grid lines in darkGray. */
g.setColor(Color.darkGray);
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 winning pieces. */
if (win_r1 >= 0)
drawWinLine(g);
} // end paint()
private void drawPiece(Graphics g, int piece, int row, int col) {
// Draw a piece in the square at (row,col). The color is specified
// by the piece parameter, which should be either BLACK or WHITE.
if (piece == WHITE)
g.setColor(Color.white);
else
g.setColor(Color.black);
g.fillOval(3 + 13*col, 3 + 13*row, 10, 10);
}
private void drawWinLine(Graphics g) {
// 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 5 pieces that won the game.
// The values of the variables are set in the count() method.
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 );
}
public Dimension getPreferredSize() {
// Specify desired size for this component. Note:
// the size MUST be 172 by 172.
return new Dimension(172, 172);
}
public Dimension getMinimumSize() {
return new Dimension(172, 172);
}
public void mousePressed(MouseEvent evt) {
// 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.
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 class GoMokuCanvas