网上有关“java 五子棋的源代码 以及类 用例 时序”话题很是火热,小编也是针对java 五子棋的源代码 以及类 用例 时序寻找了一些与之相关的一些信息进行分析,如果能碰巧解决你现在面临的问题,希望能够帮助到您。

您好:手机麻将有挂是真的吗这款游戏可以开挂,确实是有挂的,咨询加微信【】很多玩家在这款游戏中打牌都会发现很多用户的牌特别好,总是好牌,而且好像能看到其他人的牌一样。所以很多小伙伴就怀疑这款游戏是不是有挂,实际上这款游戏确实是有挂的
http://www.boyicom.net/sheng/1.jpg
1.手机麻将有挂是真的吗这款游戏可以开挂,确实是有挂的,通过添加客服微信 2.咨询软件加微信【】在"设置DD功能DD微信手麻工具"里.点击"开启". 3.打开工具.在"设置DD新消息提醒"里.前两个选项"设置"和"连接软件"均勾选"开启"(好多人就是这一步忘记做了) 4.打开某一个微信组.点击右上角.往下拉."消息免打扰"选项.勾选"关闭"(也就是要把"群消息的提示保持在开启"的状态.这样才能触系统发底层接口)

import java.io.*;

class goboard

{

public String[][] board;

private static int BOADSIZE=15;

public void initBoard()

{

board=new String[BOADSIZE][BOADSIZE];

for(int i=0;i<BOADSIZE;i++)

{

for(int j=0;j<BOADSIZE;j++)

{

board[i][j]="+";

}

}

}

public void printboard()

{

for(int i=0;i<BOADSIZE;i++)

{

for(int j=0;j<BOADSIZE;j++)

{

System.out.print(board[i][j]);

}

System.out.println();

}

}

}

public class Wuziqi {

public static void main(String[] args) throws Exception

{

goboard gb=new goboard();

gb.initBoard();

gb.printboard();

BufferedReader br=new BufferedReader(new InputStreamReader(System.in));

String inputstr=null;

while((inputstr=br.readLine())!=null)

{

String[] posStrArr=inputstr.split(",");

int xpos=Integer.parseInt(posStrArr[0]);

int ypos=Integer.parseInt(posStrArr[1]);

gb.board[xpos-1][ypos-1]="●";

gb.printboard();

System.out.println("请输入您下棋的坐标,应为X,Y的格式:");

}

}

}

高分悬赏Java程序,急!!!

很sb的电脑五子棋:

import java.io.*;

import java.util.*;

public class Gobang {

// 定义一个二维数组来充当棋盘

private String[][] board;

// 定义棋盘的大小

private static int BOARD_SIZE = 15;

public void initBoard() {

// 初始化棋盘数组

board = new String[BOARD_SIZE][BOARD_SIZE];

// 把每个元素赋为"╋",用于在控制台画出棋盘

for (int i = 0; i < BOARD_SIZE; i++) {

for (int j = 0; j < BOARD_SIZE; j++) {

// windows是一行一行来打印的。坐标值为(行值, 列值)

board[i][j] = "╋";

}

}

}

// 在控制台输出棋盘的方法

public void printBoard() {

// 打印每个数组元素

for (int i = 0; i < BOARD_SIZE; i++) {

for (int j = 0; j < BOARD_SIZE; j++) {

// 打印数组元素后不换行

System.out.print(board[i][j]);

}

// 每打印完一行数组元素后输出一个换行符

System.out.print("\n");

}

}

// 该方法处理电脑下棋:随机生成2个整数,作为电脑下棋的坐标,赋给board数组。

private void compPlay() {

// 构造一个随机数生成器

Random rnd = new Random();

// Random类的nextInt(int n))方法:随机地生成并返回指定范围中的一个 int 值,

// 即:在此随机数生成器序列中 0(包括)和 n(不包括)之间均匀分布的一个int值。

int compXPos = rnd.nextInt(15);

int compYPos = rnd.nextInt(15);

// 保证电脑下的棋的坐标上不能已经有棋子(通过判断对应数组元素只能是"╋"来确定)

while (board[compXPos][compYPos].equals("╋") == false) {

compXPos = rnd.nextInt(15);

compYPos = rnd.nextInt(15);

}

System.out.println(compXPos);

System.out.println(compYPos);

// 把对应的数组元素赋为"○"。

board[compXPos][compYPos] = "○";

}

// 该方法用于判断胜负:进行四次循环扫描,判断横、竖、左斜、右斜是否有5个棋连在一起

private boolean judgeWin() {

// flag表示是否可以断定赢/输

boolean flag = false;

// joinEle:将每一个横/竖/左斜/右斜行中的元素连接起来得到的一个字符串

String joinEle;

// 进行横行扫描

for (int i = 0; i < BOARD_SIZE; i++) {

// 每扫描一行前,将joinEle清空

joinEle = "";

for (int j = 0; j < BOARD_SIZE; j++) {

joinEle += board[i][j];

}

// String类的contains方法:当且仅当该字符串包含指定的字符序列时,返回true。

if (joinEle.contains("●●●●●")) {

System.out.println("您赢啦!");

flag = true;

// 停止往下继续执行,提前返回flag。

// 如果执行了这个return,就直接返回该方法的调用处;

// 不会再执行后面的任何语句,包括最后那个return语句。

// (而break仅仅是完全跳出这个for循环,还会继续执行下面的for循环。)

return flag;

} else if (joinEle.contains("○○○○○")) {

System.out.println("您输啦!");

flag = true;

// 提前返回flag

return flag;

}

}

// 进行竖行扫描

for (int i = 0; i < BOARD_SIZE; i++) {

joinEle = "";

for (int j = 0; j < BOARD_SIZE; j++) {

// 竖行的元素是它们的列值相同

joinEle += board[j][i];

}

if (joinEle.contains("●●●●●")) {

System.out.println("您赢啦!");

flag = true;

return flag;

} else if (joinEle.contains("○○○○○")) {

System.out.println("您输啦!");

flag = true;

return flag;

}

}

// 进行左斜行扫描

for (int i = -(BOARD_SIZE - 2); i < BOARD_SIZE - 1; i++) {

joinEle = "";

for (int j = 0; j < BOARD_SIZE; j++) {

int line = i + j;

// 只截取坐标值没有越界的点

if (line >= 0 && line < 15) {

joinEle += board[j][line];

}

}

if (joinEle.contains("●●●●●")) {

System.out.println("您赢啦!");

flag = true;

return flag;

} else if (joinEle.contains("○○○○○")) {

System.out.println("您输啦!");

flag = true;

return flag;

}

}

// 进行右斜行扫描

for (int i = 1; i < 2 * (BOARD_SIZE - 1); i++) {

joinEle = "";

for (int j = 0; j < BOARD_SIZE; j++) {

int line = i - j;

if (line >= 0 && line < 15) {

joinEle += board[j][line];

}

}

if (joinEle.contains("●●●●●")) {

System.out.println("您赢啦!");

flag = true;

return flag;

} else if (joinEle.contains("○○○○○")) {

System.out.println("您输啦!");

flag = true;

// 最后这个return可省略

}

}

// 确保该方法有返回值(如果上面条件都不满足时)

return flag;

}

public static void main(String[] args) throws Exception, IOException {

Gobang gb = new Gobang();

gb.initBoard();

gb.printBoard();

// BufferedReader类:带缓存的读取器————从字符输入流中读取文本,并缓存字符。可用于高效读取字符、数组和行。

// 最好用它来包装所有其 read() 操作可能开销很高的 Reader(如 FileReader 和 InputStreamReader)。

// 下面构造一个读取器对象。

BufferedReader br = new BufferedReader(new InputStreamReader(System.in));

// 定义输入字符串

String inputStr = null;

// br.readLine():每当在键盘上输入一行内容按回车,刚输入的内容将被br(读取器对象)读取到。

// BufferedReader类的readLine方法:读取一个文本行。

// 初始状态由于无任何输入,br.readLine()会抛出异常。因而main方法要捕捉异常。

while ((inputStr = br.readLine()) != null) {

// 将用户输入的字符串以逗号(,)作为分隔符,分隔成2个字符串。

// String类的split方法,将会返回一个拆分后的字符串数组。

String[] posStrArr = inputStr.split(",");

// 将2个字符串转换成用户下棋的坐标

int xPos = Integer.parseInt(posStrArr[0]);

int yPos = Integer.parseInt(posStrArr[1]);

// 校验用户下棋坐标的有效性,只能是数字,不能超出棋盘范围

if (xPos > 15 || xPos < 1 || yPos > 15 || yPos < 1) {

System.out.println("您下棋的坐标值应在1到15之间,请重新输入!");

continue;

}

// 保证用户下的棋的坐标上不能已经有棋子(通过判断对应数组元素只能是"╋"来确定)

// String类的equals方法:比较字符串和指定对象是否相等。结果返回true或false。

if (gb.board[xPos - 1][yPos - 1].equals("╋")) {

// 把对应的数组元素赋为"●"。

gb.board[xPos - 1][yPos - 1] = "●";

} else {

System.out.println("您下棋的点已有棋子,请重新输入!");

continue;

}

// 电脑下棋

gb.compPlay();

gb.printBoard();

// 每次下棋后,看是否可以断定赢/输了

if (gb.judgeWin() == false) {

System.out.println("请输入您下棋的坐标,应以x,y的格式:");

} else {

// 完全跳出这个while循环,结束下棋

break;

}

}

}

}

怎么Java实现鼠标点击的五子棋啊 ?各位大侠 帮帮忙

import java.awt.*;

import java.awt.event.*;

//俄罗斯方块类

public class ERS_Block extends frame{

public static boolean isPlay=false;

public static int level=1,score=0;

public static TextField scoreField,levelField;

public static MyTimer timer;

GameCanvas gameScr;

public static void main(String[] argus){

ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄罗斯方块类的构造方法

ERS_Block(String title){

super(title);

setSize(600,480);

setLayout(new GridLayout(1,2));

gameScr = new GameCanvas();

gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);

timer.setDaemon(true);

timer.start();

timer.suspend();

add(gameScr);

Panel rightScr = new Panel();

rightScr.setLayout(new GridLayout(2,1,0,30));

rightScr.setSize(120,500);

add(rightScr);

//右边信息窗体的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定义标签和初始值

Label scorep = new Label("分数:",Label.LEFT);

Label levelp = new Label("级数:",Label.LEFT);

Label namep = new Label("姓名:张三",Label.LEFT);

Label nump = new Label("学号:110821332",Label.LEFT);

scoreField = new TextField(8);

levelField = new TextField(8);

scoreField.setEditable(false);

levelField.setEditable(false);

infoScr.add(namep);

infoScr.add(nump);

infoScr.add(scorep);

infoScr.add(scoreField);

infoScr.add(levelp);

infoScr.add(levelField);

scorep.setSize(new Dimension(20,60));

scoreField.setSize(new Dimension(20,60));

levelp.setSize(new Dimension(20,60));

levelField.setSize(new Dimension(20,60));

scoreField.setText("0");

levelField.setText("1");

//右边控制按钮窗体的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定义按钮play

Button play_b = new Button("开始游戏");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定义按钮Level UP

Button level_up_b = new Button("提高级数");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定义按钮Level Down

Button level_down_b =new Button("降低级数");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定义按钮Level Pause

Button pause_b =new Button("游戏暂停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定义按钮Quit

Button quit_b = new Button("退出游戏");

quit_b.setSize(new Dimension(50,200));

quit_b.addActionListener(new Command(Command.button_quit,gameScr));

controlScr.add(play_b);

controlScr.add(level_up_b);

controlScr.add(level_down_b);

controlScr.add(pause_b);

controlScr.add(quit_b);

setVisible(true);

gameScr.requestFocus();

}

}

//重写MyPanel类,使Panel的四周留空间

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戏画布类

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方块边长

int rowNum; //正方格的行数

int columnNum; //正方格的列数

int maxAllowRowNum; //允许有多少行未削

int blockInitRow; //新出现块的起始行坐标

int blockInitCol; //新出现块的起始列坐标

int [][] scrArr; //屏幕数组

Block b; //对方快的引用

//画布类的构造方法

GameCanvas(){

rowNum = 15;

columnNum = 10;

maxAllowRowNum = rowNum - 2;

b = new Block(this);

blockInitRow = rowNum - 1;

blockInitCol = columnNum/2 - 2;

scrArr = new int [32][32];

}

//初始化屏幕,并将屏幕数组清零的方法

void initScr(){

for(int i=0;i<rowNum;i++)

for (int j=0; j<columnNum;j++)

scrArr[i][j]=0;

b.reset();

repaint();

}

//重新刷新画布方法

public void paint(Graphics g){

for(int i = 0; i < rowNum; i++)

for(int j = 0; j < columnNum; j++)

drawUnit(i,j,scrArr[i][j]);

}

//画方块的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

switch(type){ //表示画方快的方法

case 0: g.setColor(Color.black);break; //以背景为颜色画

case 1: g.setColor(Color.blue);break; //画正在下落的方块

case 2: g.setColor(Color.magenta);break; //画已经落下的方法

}

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);

g.dispose();

}

public Block getBlock(){

return b; //返回block实例的引用

}

//返回屏幕数组中(row,col)位置的属性值

public int getScrArrXY(int row,int col){

if (row < 0 || row >= rowNum || col < 0 || col >= columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新块的初始行坐标方法

public int getInitRow(){

return(blockInitRow); //返回新块的初始行坐标

}

//返回新块的初始列坐标方法

public int getInitCol(){

return(blockInitCol); //返回新块的初始列坐标

}

//满行删除方法

void deleteFullLine(){

int full_line_num = 0;

int k = 0;

for (int i=0;i<rowNum;i++){

boolean isfull = true;

L1:for(int j=0;j<columnNum;j++)

if(scrArr[i][j] == 0){

k++;

isfull = false;

break L1;

}

if(isfull) full_line_num++;

if(k!=0 && k-1!=i && !isfull)

for(int j = 0; j < columnNum; j++){

if (scrArr[i][j] == 0)

drawUnit(k-1,j,0);

else

drawUnit(k-1,j,2);

scrArr[k-1][j] = scrArr[i][j];

}

}

for(int i = k-1 ;i < rowNum; i++){

for(int j = 0; j < columnNum; j++){

drawUnit(i,j,0);

scrArr[i][j]=0;

}

}

ERS_Block.score += full_line_num;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

//判断游戏是否结束方法

boolean isGameEnd(){

for (int col = 0 ; col <columnNum; col ++){

if(scrArr[maxAllowRowNum][col] !=0)

return true;

}

return false;

}

public void keyTyped(KeyEvent e){

}

public void keyReleased(KeyEvent e){

}

//处理键盘输入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return;

switch(e.getKeyCode()){

case KeyEvent.VK_DOWN:b.fallDown();break;

case KeyEvent.VK_LEFT:b.leftMove();break;

case KeyEvent.VK_RIGHT:b.rightMove();break;

case KeyEvent.VK_SPACE:b.leftTurn();break;

}

}

}

//处理控制类

class Command implements ActionListener{

static final int button_play = 1; //给按钮分配编号

static final int button_levelup = 2;

static final int button_leveldown = 3;

static final int button_quit = 4;

static final int button_pause = 5;

static boolean pause_resume = true;

int curButton; //当前按钮

GameCanvas scr;

//控制按钮类的构造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按钮执行方法

public void actionPerformed (ActionEvent e){

switch(curButton){

case button_play:if(!ERS_Block.isPlay){

scr.initScr();

ERS_Block.isPlay = true;

ERS_Block.score = 0;

ERS_Block.scoreField.setText("0");

ERS_Block.timer.resume();

}

scr.requestFocus();

break;

case button_levelup:if(ERS_Block.level < 10){

ERS_Block.level++;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_leveldown:if(ERS_Block.level > 1){

ERS_Block.level--;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_pause:if(pause_resume){

ERS_Block.timer.suspend();

pause_resume = false;

}else{

ERS_Block.timer.resume();

pause_resume = true;

}

scr.requestFocus();

break;

case button_quit:System.exit(0);

}

}

}

//方块类

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态

{0x04e0,0x0464,0x00e4,0x04c4},

{0x4620,0x6c00,0x4620,0x6c00},

{0x2640,0xc600,0x2640,0xc600},

{0x6220,0x1700,0x2230,0x0740},

{0x6440,0x0e20,0x44c0,0x8e00},

{0x0660,0x0660,0x0660,0x0660}

};

int blockType; //块的模式号(0-6)

int turnState; //块的翻转状态(0-3)

int blockState; //快的下落状态

int row,col; //块在画布上的坐标

GameCanvas scr;

//块类的构造方法

Block(GameCanvas scr){

this.scr = scr;

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

}

//重新初始化块,并显示新块

public void reset(){

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

dispBlock(1);

}

//实现“块”翻转的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//实现“块”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//实现块的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//实现块落下的操作的方法

public boolean fallDown(){

if(blockState == 2)

return(false);

if(assertValid(blockType,turnState,row-1,col)){

dispBlock(0);

row--;

dispBlock(1);

return(true);

}else{

blockState = 2;

dispBlock(2);

return(false);

}

}

//判断是否正确的方法

boolean assertValid(int t,int s,int row,int col){

int k = 0x8000;

for(int i = 0; i < 4; i++){

for(int j = 0; j < 4; j++){

if((int)(pattern[t][s]&k) != 0){

int temp = scr.getScrArrXY(row-i,col+j);

if (temp<0||temp==2)

return false;

}

k = k >> 1;

}

}

return true;

}

//同步显示的方法

public synchronized void dispBlock(int s){

int k = 0x8000;

for (int i = 0; i < 4; i++){

for(int j = 0; j < 4; j++){

if(((int)pattern[blockType][turnState]&k) != 0){

scr.drawUnit(row-i,col+j,s);

}

k=k>>1;

}

}

}

}

//定时线程

class MyTimer extends Thread{

GameCanvas scr;

public MyTimer(GameCanvas scr){

this.scr = scr;

}

public void run(){

while(true){

try{

sleep((10-ERS_Block.level + 1)*100);

}

catch(InterruptedException e){}

if(!scr.getBlock().fallDown()){

scr.deleteFullLine();

if(scr.isGameEnd()){

ERS_Block.isPlay = false;

suspend();

}else

scr.getBlock().reset();

}

}

}

}

class WinListener extends WindowAdapter{

public void windowClosing (WindowEvent l){

System.exit(0);

}

}

import java.awt.*;

import java.awt.event.*;

import java.awt.color.*;

class wuzi {

public static void main(String[] args) {

frame myframe =new frame("五子棋");

}

}

class frame extends frame implements ActionListener{

MenuBar mbar=new MenuBar();

Menu mgame=new Menu("选项");

Menu mhelp=new Menu("帮助");

MenuItem mstart=new MenuItem("开始 ");

MenuItem mclose=new MenuItem("结束");

MenuItem mabout=new MenuItem("关于");

myCanvas canvas;

frame(String t) {

super(t);

canvas = new myCanvas(this);

mgame.add(mstart);

mgame.add(mclose);

mhelp.add(mabout);

mgame.addActionListener(this);

mstart.addActionListener(this);

mclose.addActionListener(this);

mhelp.addActionListener(this);

mabout.addActionListener(this);

mbar.add(mgame);

mbar.add(mhelp);

this.setMenuBar(mbar);

addWindowListener(new WindowAdapter(){

public void windowClosing(WindowEvent e){

System.exit(0);

}

}

);

this.add(canvas);

this.pack();

this.show();

this.setLocation(380,100);

this.setResizable(false);

}

public void actionPerformed(ActionEvent e)

{

if(e.getSource()==mstart)

{

repaint();

}

else if(e.getSource()==mclose){

this.dispose();

System.exit(0);

}

if(e.getSource()==mabout){

about frm=new about();

}

pack();

}

}

class chessman{

private boolean isExist;

private boolean isColor;

public chessman(boolean isExist){

this.isExist = isExist ;

}

boolean getChessExist() {

return isExist;

}

boolean getChessColor() {

return isColor;

}

void setChessExist(boolean m){

isExist = m;

}

void setChessColor(boolean m) { //设置棋的颜色

isColor = m;

}

}

class myCanvas extends Canvas implements MouseListener {

frame myframe;

//保存棋子

private chessman chessMan[][] = new chessman[19][19];

int mx,my;//获取位置

int x,y;

boolean state = true;

myCanvas(frame myframe) {

this.myframe = myframe;

setBackground(Color.cyan);

addMouseListener(this);

for(int i=0;i<19;i++)

for(int j=0;j<19;j++)

chessMan[i][j] = new chessman(false);

}

public void start() {

for(int i=0;i<19;i++)

for(int j=0;j<19;j++)

chessMan[i][j].setChessExist(false);

}

public void paint(Graphics g) {//画线

Dimension size = this.getSize();

g.drawRect(0,0,size.width-1,size.height-1);

g.draw3DRect(1,1,size.width-3,size.height-3,true);

for(int i=0;i<19;i++)

g.drawLine(30,i*24+30,462,i*24+30);

for(int j=0;j<19;j++)

g.drawLine(j*24+30,30,j*24+30,462);

x=(int)((mx-20)/24);

y=(int)((my-20)/24); //计算落子位置

if(!chessMan[y][x].getChessExist()&&(mx>=18||my>=18)){

chessMan[y][x].setChessExist(true);

chessMan[y][x].setChessColor(state);

state = !state;

}

for(int i =0;i<19;i++)

for(int j=0;j<19;j++){

if(chessMan[i][j].getChessExist())

{

if(chessMan[i][j].getChessColor()==true){

g.setColor(Color.black); //默认黑棋先下

}

else{

g.setColor(Color.white);

}

g.fillOval(j*24+21,i*24+21,18,18);

// whowin(x, y) ;

}

}

}

public Dimension getPreferredSize() {

return new Dimension(492,492); //返回图形大小

}

public void mousePressed(MouseEvent e) {}

public void mouseReleased(MouseEvent e){}

public void mouseEntered(MouseEvent e){}

public void mouseExited(MouseEvent e){}

public void mouseClicked(MouseEvent e){

mx = e.getX();

my = e.getY();

repaint();

}

}

class about extends frame implements WindowListener //设置关于

{

about() {

this.setSize(300,170);

this.setTitle("关于五子棋游戏");

this.addWindowListener(this);

this.setVisible(true);

this.setLocation(400,200);

this.setResizable(false);

this.setLayout(new FlowLayout());

Label text1 =new Label();

Label text2 =new Label();

Label text3=new Label();

text1.setText("游戏介绍:");

text1.setFont(new Font("黑体",Font.ITALIC,25));

text1.setAlignment(text1.CENTER);

text1.setVisible(true);

text2.setText("横排,竖排,斜排,谁先放到5个就赢。");

text2.setFont(new Font("黑体",Font.PLAIN,15));

text2.setAlignment(text1.LEFT);

text2.setVisible(true);

text3.setText("制作者:0957207吴君");

text3.setFont(new Font("楷体",Font.PLAIN,15));

text3.setVisible(true);

this.add(text1,"North");

this.add(text2,"West");

this.add(text3,"South");

this.show(true);

}

public void windowActivated(WindowEvent e){}

public void windowClosed(WindowEvent e){

}

public void windowClosing(WindowEvent e){

this.dispose();

}

public void windowDeactivated(WindowEvent e) {}

public void windowDeiconified(WindowEvent e) {}

public void windowIconified(WindowEvent e) {}

public void windowOpened(WindowEvent e) {}

}

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