我已经在这个程序上工作了几个星期,向小程序添加组件以输出简单的井字游戏。我已经得到了一些工作,但是到目前为止,当你运行时,它所做的只是你点击它一次,CPU在左上角投射它的标记,然后你可以点击其他任何地方,它会自动说你赢了。我无法让 CPU 继续播放。我不希望任何人告诉我该怎么做,但我只是对我需要采用哪种方法来让 CPU 做出响应感到困惑。我的教授留下了一些非常有用的伪代码,但我还是不太明白。我一直在使用“gameEnd”方法,检查水平、垂直和对角线的获胜者,看看这是否是让游戏继续超过两个分数的原因,但它不起作用。有人有什么建议吗?谢谢。
import java.awt.Color;
import java.awt.Event;
import java.awt.Font;
import java.awt.Graphics;
import java.util.Random;
public class TicTacToe extends java.applet.Applet {
// Ignore this constant
private static final long serialVersionUID = 1942709821640345256L;
// You can change this boolean constant to control debugging log output
private static final boolean DEBUGGING = false;
// Constants
// Size of one side of the board in pixels
private static final int BOARD_SIZE_PIXELS = 600;
// Number of squares on one side of the board
private static final int SQUARES = 3;
// Diameter of the circle drawn in each square
private static final int CIRCLE_WIDTH = 90;
// Colors to be used in the game
private static final Color BACKGROUND_COLOR = Color.WHITE;
private static final Color SQUARE_BORDER_COLOR = Color.BLACK;
private static final Color GAME_OVER_MESSAGE_COLOR = Color.BLACK;
private static final Color HUMAN_COLOR = Color.RED;
private static final Color HUMAN_WINNING_COLOR = Color.MAGENTA;
private static final Color CPU_COLOR = Color.BLUE;
private static final Color CPU_WINNING_COLOR = Color.CYAN;
// Status constant values for the game board
private static final int EMPTY = 0;
private static final int HUMAN = 1;
private static final int HUMAN_WINNING = 2;
private static final int CPU = -1;
private static final int CPU_WINNING = -2;
// String displayed when the game ends
private static final String GAME_WIN_MESSAGE = "You win! Click to play again.";
private static final String GAME_LOSE_MESSAGE = "You lose......Click to play again.";
private static final String GAME_DRAW_MESSAGE = "No one wins? Click to play again...";
// Instance variables that control the game
// Whether or not the user just clicked the mouse
private boolean mouseClicked = false;
// Whether or not to start the game again
private boolean restart = false;
// Whether or not the CPU should start playing a move.
// USED ONLY WHEN THE CPU PLAYS FIRST!
private boolean onFirstMove = false;
// The column and row of the SQUARE the user clicked on
private int xMouseSquare; // column
private int yMouseSquare; // row
// The width (and height) of a single game square
private int squareWidth = BOARD_SIZE_PIXELS / SQUARES;
// An array to hold square status values on the board.
// The status values can be EMPTY, HUMAN, CPU or other values
private int[][] gameBoard;
// The column and row of the SQUARE the CPU player will move on
private int xCPUMove;
private int yCPUMove;
// Add the rest of your instance variables here, if you need any. (You won't
// need to, but you may if you want to.)
// Ignore these instance variables
// CPUinMove represents if the CPU is thinking (generating the CPU move).
// If it is true, it means the CPUMove() method is running and no new move
// should be added
private boolean CPUinMove;
// Methods that you need to write:
/*
* Pre: x and y are x-coordinate and y-coordinate where the user just
* clicks. squareWidth is the width (and height) of a single game square.
*
* Post: xMouseSquare and yMouseSquare are set to be the column and row
* where the user just clicked on (depending on x and y).
*
* Hint: You need only two statements in this method.
*/
// Setting MouseSquare equal to x and y divided by the Square Width to create a location for
// the user after clicking
private void setMouseSquare(int x, int y) {
//
xMouseSquare = x/squareWidth;
yMouseSquare = y/squareWidth;
}
/*
* Pre: SQUARES is an int that holds the number of game squares along one
* side of the game board. xSquare is an int such that 0 <= xSquare <
* SQUARES. CIRCLE_WIDTH is an int that holds the diameter of the circle to
* be drawn in the center of a square. squareWidth is an int that holds the
* width and height in pixels of a single game square.
*
* Post: Return the correct x-coordinate (in pixels) of the left side of the
* circle centered in a square in the column xSquare.
*
* Hint: This method should be very simple. What you need to do is to find
* the right equation.
*/
private int getIconDisplayXLocation(int xSquare) {
// This line is an example of using DEBUGGING variable
if (DEBUGGING) {
System.out.println("The input that getIconDisplayXLocation() receives is: " + xSquare);
}
// equation that returns the correct variable in the column xSquare
return squareWidth * xSquare + (squareWidth - CIRCLE_WIDTH)/2;
}
/*
* Pre: SQUARES is an int that holds the number of game squares along one
* side of the game board. ySquare is an int such that 0 <= ySquare <
* SQUARES. CIRCLE_WIDTH is an int that holds the diameter of the circle to
* be drawn in the center of a square. squareWidth is an int that holds the
* width and height in pixels of a single game square.
*
* Post: Return the correct y-coordinate (in pixels) of the top of the
* circle centered in a square in the row ySquare.
*
* Hint: This method should be very simple. What you need to do is to find
* the right equation.
*/
private int getIconDisplayYLocation(int ySquare) {
// This line is an example of using DEBUGGING variable
if (DEBUGGING) {
System.out.println("The input that getIconDisplayYLocation() receives is: " + ySquare);
}
// equation that returns the correct variable in the column ySquare
return squareWidth * ySquare + (squareWidth - CIRCLE_WIDTH)/2;
}
/*
* The instance variable gameBoard will be created and initialized
*
* Pre: SQUARES is set to an int. gameBoard is a 2-dimensional array type
* variable that holds the status of current game board. Each value in the
* array represents a square on the board
*
* Post: gameBoard must be assigned a new 2-dimensional array. Every square
* of gameBoard should be initialized to EMPTY.
*
* Hint: A loop.
*/
private void buildBoard() {
// Setting the two methods equal to local variables, x and y
int x = xMouseSquare;
int y = yMouseSquare;
// This line creates the gameBoard array. You must write several more
// lines to initialize all its values to EMPTY
// Write game board using the equation of three across and down for each column
// Constructs a 3 by 3 array of integers for the board
gameBoard = new int[3][3];
// Initialize variables i and j, set equal to 0; this establishes a connection for loop
for (x = 0; x < 3; x++) {
for (y = 0; y < 3; y++) {
gameBoard[x][y] = EMPTY;
}
}
}
/*
* Returns whether the most recently clicked square is a legal choice in the
* game.
*
* Pre: gameBoard is a 2-dimensional array type variable that holds the
* status of current game board. xSquare and ySquare represent the column
* and row of the most recently clicked square.
*
* Post: Returns true if and only if the square is a legal choice. If the
* square is empty on current game board, it is legal and the method shall
* return true; if it is taken by either human or CPU or it is not a square
* on current board, it is illegal and the method shall return false.
*
* Hint: Should be simple but think carefully to cover all cases.
*/
private boolean legalSquare(int xSquare, int ySquare) {
if (gameBoard[xSquare][ySquare] == EMPTY)
return true;
else return false;
}
/*
* Pre: gameBoard is an array that holds the current status of the game
* board. xSquare and ySquare represent the column and row of the most
* recently clicked square. player represent the current player (HUMAN or
* CPU). This method is always called after checking legalSquare().
*
* Post: Set the square as taken by current player on the game board if the
* square is empty.
*
* Hint: Very simple.
*/
private void setMovePosition(int xSquare, int ySquare, int player) {
player = HUMAN;
player = CPU;
this.xMouseSquare = xSquare;
this.yMouseSquare = ySquare;
}
/*
* Check if HUMAN or CPU wins the game.
*
* Pre: gameBoard is an array to hold square status values on the board. The
* status values can be EMPTY, HUMAN, CPU or other values.
*
* Post: The method will return true if and only if a player wins the game.
* Winning a game means there is at least one row, one column, or one
* diagonal that is taken by the same player. The method does not need to
* indicate who wins because if it is implemented correctly, the winner must
* be the one who just made a move.
*
* Hint: Complicated method. Use loops to shorten your code. Think about how
* to represent "a player takes 3 squares in a row/column/diagonal".
*/
private boolean gameEnd() {
// Setting local variables
int i = 0;
int x = xMouseSquare;
int y = yMouseSquare;
int sw = squareWidth;
int[][] g = gameBoard;
// Checking for a winner
// Checking columns
for (y = 0; y < 3; y++) {
for (x = 0; x < 3; x++) {
i = g[x][y] + i;
}
}
{
// Checking rows
for (x = 0; x < 3; x++) {
for (y = 0; y < 3; y++) {
i = g[x][y] + i;
}
}
}
// Checking first diagonal
{
for (x = 0; x < 3; x++) {
g[x][x] = 3;
}
}
for (x = 1; x < 3; x++) {
g[x][x] = 3;
}
for (x = 2; x < 3; x++) {
g[x][x] = 3;
}
// Checking second diagonal
for (y = 0; y < 3; y++) {
g[y][2 - y] = 3;
}
for (y = 1; y < 3; y++) {
g[y][2 - y] = 3;
}
for (y = 2; y < 3; y++) {
g[y][2 - y] = 3;
}
return true;
}
/*
* Check if the game ends as a draw.
*
* Pre: gameBoard is an array to hold square status values on the board. The
* status values can be EMPTY, HUMAN, CPU or other values. This method is
* always called after gameEnd().
*
* Post: The method will return true if and only if all squares on the game
* board are taken by HUMAN or CPU players (no EMPTY squares left).
*
* Hint: Should be simple. Use loops.
*/
// Value of...
private boolean gameDraw() {
if (squareWidth == (3^2 - 1)) {
}
return true;
}
/*
* Marks circles on the line on which a player wins.
*
* Pre: g is Graphics object that is ready to draw on. HUMAN_WINNING_COLOR
* and CPU_WINNING_COLOR are both Color objects that represent the color to
* show when HUMAN/CPU wins. gameBoard is gameBoard is an array to hold
* square status values on the board. The status values can be EMPTY, HUMAN,
* CPU or other values.
*
* Post: ALL the row(s)/column(s)/diagonal(s) on which a player wins will be
* marked as the special color.
*
* Hint: You must draw a new circle with the special color (to replace the
* old circle) on the square if the square belongs to a winning
* row/column/diagonal. You can change gameBoard because the board will be
* reset after displaying the winning line. You can use helper methods
* (existing ones or your own) to finish this method. Pay attention that
* many functions in this method is similar to gameEnd(). You should think
* about reusing code.
*
* Hint2: This method is not necessary for the game logic. You don't have to
* start it early. Start when you know everything else is correct.
*/
private void markWinningLine(Graphics g) {
// TODO
}
/*
* Generates the next square where the CPU plays a move.
*
* Pre: gameBoard is an array to hold square status values on
* the board. The status values can be EMPTY, HUMAN, CPU or other values.
*
* Post: Set xCPUMove and yCPUMove to represent the column and the row which
* CPU plans to play a move on. The respective square MUST BE EMPTY! It will
* cause a logical error if this method returns a square that is already
* taken!
*
* Hint: Don't start too early -- currently this method works (though
* naively). Make sure that everything else works before touching this
* method!
*/
private void CPUMove() {
// TODO
// The following block gives a naive solution -- it finds the first
// empty square and play a move on it. You can use this method to test
// other methods in the beginning. However, you must replace this block
// with your own algorithms eventually.
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (gameBoard[i][j] == 0) {
xCPUMove = i;
yCPUMove = j;
return;
}
}
}
}
/* Put any helper methods you wish to add here. */
/* You will not need to change anything below this line. */
/*
* DO NOT change this method.
*
* Set the game board to show a new, blank game.
*/
private void wipeBoard(Graphics g) {
g.setColor(BACKGROUND_COLOR);
g.fillRect(0, 0, BOARD_SIZE_PIXELS, BOARD_SIZE_PIXELS);
}
/*
* DO NOT change this method.
*
* Displays a circle on g, of the given color, in the center of the given
* square.
*/
private void displayHit(Graphics g, Color color, int xSquare, int ySquare) {
g.setColor(color);
g.fillOval(getIconDisplayXLocation(xSquare),
getIconDisplayYLocation(ySquare), CIRCLE_WIDTH, CIRCLE_WIDTH);
}
/*
* DO NOT change this method.
*
* This method handles mouse clicks. You will not need to call it.
*/
@Override
public boolean mouseDown(Event e, int xMouse, int yMouse) {
if (isClickable()) {
mouseClicked = true;
setMouseSquare(xMouse, yMouse);
}
repaint();
return true;
}
/*
* DO NOT change this method.
*
* This method handles drawing the board. You will not need to call it.
*/
@Override
public void update(Graphics g) {
paint(g);
}
/*
* DO NOT change this method.
*
* Draws the border between game squares onto canvas. Also, draws the moves
* that are already made.
*/
private void displayGame(Graphics canvas) {
canvas.setColor(SQUARE_BORDER_COLOR);
for (int i = 0; i < BOARD_SIZE_PIXELS; i += squareWidth) {
for (int j = 0; j < BOARD_SIZE_PIXELS; j += squareWidth) {
canvas.drawRect(i, j, squareWidth, squareWidth);
}
}
for (int i = 0; i < SQUARES; i++) {
for (int j = 0; j < SQUARES; j++) {
switch (gameBoard[i][j]) {
case HUMAN:
case HUMAN_WINNING:
displayHit(canvas, HUMAN_COLOR, i, j);
break;
case CPU:
case CPU_WINNING:
displayHit(canvas, CPU_COLOR, i, j);
break;
default:
break;
}
}
}
}
/*
* DO NOT change this method.
*
* This method relays information about the availability of mouse clicking
* in the game. You will not need to call it.
*/
private boolean isClickable() {
return !CPUinMove;
}
/*
* DO NOT change the contents this method.
*
* If this method is changed to public void paint(Graphics canvas), it will
* execute the program with the CPU-first order.
*
* This method is like the "main" method (but for applets). You will not
* need to call it. It contains most of the game logic.
*/
// @Override
public void paint(Graphics canvas) {
displayGame(canvas);
if (mouseClicked) {
if (onFirstMove) {
CPUMove();
setMovePosition(xCPUMove, yCPUMove, CPU);
displayHit(canvas, CPU_COLOR, xCPUMove, yCPUMove);
onFirstMove = false;
} else {
if (restart) {
wipeBoard(canvas);
setUpGame();
repaint();
} else if (legalSquare(xMouseSquare, yMouseSquare)) {
setMovePosition(xMouseSquare, yMouseSquare, HUMAN);
displayHit(canvas, HUMAN_COLOR, xMouseSquare, yMouseSquare);
if (gameEnd()) {
markWinningLine(canvas);
canvas.setFont(new Font("SansSerif", Font.PLAIN, 30));
canvas.setColor(GAME_OVER_MESSAGE_COLOR);
canvas.drawString(GAME_WIN_MESSAGE, squareWidth / 2,
squareWidth);
restart = true;
} else {
CPUinMove = true;
CPUMove();
setMovePosition(xCPUMove, yCPUMove, CPU);
displayHit(canvas, CPU_COLOR, xCPUMove, yCPUMove);
CPUinMove = false;
if (gameEnd()) {
markWinningLine(canvas);
canvas
.setFont(new Font("SansSerif", Font.PLAIN,
30));
canvas.setColor(GAME_OVER_MESSAGE_COLOR);
canvas.drawString(GAME_LOSE_MESSAGE,
squareWidth / 2, squareWidth);
restart = true;
} else if (gameDraw()) {
canvas
.setFont(new Font("SansSerif", Font.PLAIN,
30));
canvas.setColor(GAME_OVER_MESSAGE_COLOR);
canvas.drawString(GAME_DRAW_MESSAGE,
squareWidth / 2, squareWidth);
restart = true;
}
}
}
}
mouseClicked = false;
}
}
/*
* DO NOT change this method.
*
* This method is like the "main" method (but for applets). You will not
* need to call it. It contains most of the game logic.
*/
public void paint_game(Graphics canvas) {
// display the current game board
displayGame(canvas);
// the following block will run every time the user clicks the mouse
if (mouseClicked) { // when the user clicks the mouse
// if the game is ready to start or to be restarted
if (restart) {
// clear the window and set up the game again
wipeBoard(canvas);
setUpGame();
repaint();
}
// else, if the game is in play, check if the click is on a legal
// square
else if (legalSquare(xMouseSquare, yMouseSquare)) {
// if the square is legal, mark the corresponding position as
// taken by HUMAN
setMovePosition(xMouseSquare, yMouseSquare, HUMAN);
// display the new position with a HUMAN_COLOR circle
displayHit(canvas, HUMAN_COLOR, xMouseSquare, yMouseSquare);
// check if the game ends (if it is, HUMAN wins)
if (gameEnd()) {
// if HUMAN wins, mark the winning line as a special color.
markWinningLine(canvas);
// display the human winning message
canvas.setFont(new Font("SansSerif", Font.PLAIN, 30));
canvas.setColor(GAME_OVER_MESSAGE_COLOR);
canvas.drawString(GAME_WIN_MESSAGE, squareWidth / 2,
squareWidth);
// mark the game as ready to restart
restart = true;
} else if (gameDraw()) {
// if HUMAN doesn't win but the board is full, it is a draw
// display the draw message
canvas.setFont(new Font("SansSerif", Font.PLAIN, 30));
canvas.setColor(GAME_OVER_MESSAGE_COLOR);
canvas.drawString(GAME_DRAW_MESSAGE, squareWidth / 2,
squareWidth);
// mark the game as ready to restart
restart = true;
} else {
// if HUMAN doesn't win and the board is not full, the CPU
// is ready to move
CPUinMove = true;
// calculates the next CPU move
CPUMove();
// mark the corresponding position as taken by CPU
setMovePosition(xCPUMove, yCPUMove, CPU);
// display the new position with a CPU_COLOR circle
displayHit(canvas, CPU_COLOR, xCPUMove, yCPUMove);
CPUinMove = false;
if (gameEnd()) {
// if CPU wins, mark the winning line as a special
// color.
markWinningLine(canvas);
// display the human losing message
canvas.setFont(new Font("SansSerif", Font.PLAIN, 30));
canvas.setColor(GAME_OVER_MESSAGE_COLOR);
canvas.drawString(GAME_LOSE_MESSAGE, squareWidth / 2,
squareWidth);
// mark the game as ready to restart
restart = true;
}
// else (if the game is not ended after the CPU move), the
// game is ready to get the next HUMAN move
}
}
mouseClicked = false;
}
}
/*
* DO NOT change this method.
*
* This method initializes the applet. You will not need to call it.
*/
@Override
public void init() {
setSize(BOARD_SIZE_PIXELS, BOARD_SIZE_PIXELS);
setBackground(BACKGROUND_COLOR);
setUpGame();
}
/*
* DO NOT change this method.
*
* Creates a fresh game board and sets up the game state to get ready for a
* new game.
*/
private void setUpGame() {
buildBoard();
CPUinMove = false;
restart = false;
onFirstMove = true;
}
}