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Java实现五子棋网络版

程序员文章站 2022-06-29 12:51:44
本文实例为大家分享了java实现五子棋网络版的具体代码,供大家参考,具体内容如下 需求分析: 对于网络五子棋而言,在普通五子棋的基础上需要添加以下功能: 1.拥有服务...

本文实例为大家分享了java实现五子棋网络版的具体代码,供大家参考,具体内容如下

需求分析:

对于网络五子棋而言,在普通五子棋的基础上需要添加以下功能:

1.拥有服务器端和客户端,用户通过客户端登录服务器后可与其他登录的用户进行对弈

2.服务器支持多组用户同时进行对弈

3.用户可以在服务器上创建新游戏或加入已创建的游戏

4.用户在下棋的时候可以进行聊天交流

由上可以知道需要实现的功能:

·提供服务器和客户端的功能

·服务器将监听客户端的登录情况并允许多个客户端进行登录

·用户通过客户端可以登录服务器,之后可以看到服务器当前在线的其他用户,并与他们进行聊天等

·用户登录服务器后,可以创建新的五子棋游戏或加入已创建的五子棋游戏

·用户通过客户端可以像普通五子棋那样与其他用户对弈

根据功能将网络五子棋分为4个模块:即用户面板模块、棋盘面板模块、五子棋服务器模块、五子棋客户端模块

Java实现五子棋网络版

下面我们开始进行编译用户面板模块:

1.开发用户列表面板

import java.awt.*; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
//初始状态下将添加10个名称为“无用户“的信息到列表中,说明服务器最多支持10个用户同时在线 
//该列表被添加到面板中,使用“borderlayout”布局格式 
public class userlistpad extends panel{ 
  public list userlist=new list(10); 
 
  public userlistpad(){ 
    setlayout(new borderlayout()); 
    for(int i=0;i<10;i++){ 
      userlist.add(i+"."+"无用户"); 
    } 
    add(userlist,borderlayout.center); 
  } 
} 

2.开发用户聊天面板

import javax.swing.*; 
import java.awt.*; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
//聊天面板为一个textarea视图控件,拥有一个垂直方向的滚动条。 
//该textarea被添加到面板中,使用“borderlayout”布局格式。 
public class userchatpad extends jpanel{ 
  public jtextarea chattextarea=new jtextarea("命令区域",18,20); 
  public userchatpad(){ 
    setlayout(new borderlayout()); 
    chattextarea.setautoscrolls(true); 
    chattextarea.setlinewrap(true); 
    add(chattextarea,borderlayout.center); 
  } 
} 

3.开发用户输入面板

import javax.swing.*; 
import java.awt.*; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
//面板包含两个视图控件 
//contentinpitted为textfield控件,用户可以在其中输入聊天信息 
public class userinputpad extends jpanel{ 
  public jtextfield contentinputted = new jtextfield("",26); 
  public jcombobox userchoice = new jcombobox(); 
 
  public userinputpad(){ 
    setlayout(new flowlayout(flowlayout.left)); 
    for(int i=0;i<50;i++){ 
      userchoice.additem(i+"."+"无用户"); 
    } 
    userchoice.setsize(60,24); 
    add(userchoice); 
    add(contentinputted); 
  } 
} 

4.开发用户操作面板

import javax.swing.*; 
import java.awt.*; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class usercontrolpad extends jpanel { 
  public jlabel iplabel = new jlabel("ip",jlabel.left); 
  public jtextfield ipinputted = new jtextfield("localhost",10); 
  public jbutton connectbutton = new jbutton("连接到服务器"); 
  public jbutton createbutton = new jbutton("创建游戏"); 
  public jbutton joinbutton = new jbutton("加入游戏"); 
  public jbutton cancelbutton = new jbutton("放弃游戏"); 
  public jbutton exitbutton = new jbutton("退出游戏"); 
  public usercontrolpad(){ 
    setlayout(new flowlayout(flowlayout.left)); 
    setbackground(color.light_gray); 
    add(iplabel); 
    add(ipinputted); 
    add(connectbutton); 
    add(createbutton); 
    add(joinbutton); 
    add(cancelbutton); 
    add(exitbutton); 
  } 
} 

下面开始开发棋盘面板模块

1.开发黑棋类

import java.awt.*; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class firpointblack extends canvas { 
  firpad padbelonged; // 黑棋所属的棋盘 
 
  public firpointblack(firpad padbelonged) 
  { 
    setsize(20, 20); // 设置棋子大小 
    this.padbelonged = padbelonged; 
  } 
 
  public void paint(graphics g) 
  { // 画棋子 
    g.setcolor(color.black); 
    g.filloval(0, 0, 14, 14); 
  } 
} 

2.开发白棋类

import java.awt.*; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class firpointwhite extends canvas{ 
  firpad padbelonged; // 白棋所属的棋盘 
 
  public firpointwhite(firpad padbelonged) 
  { 
    setsize(20, 20); 
    this.padbelonged = padbelonged; 
  } 
 
  public void paint(graphics g) 
  { // 画棋子 
    g.setcolor(color.white); 
    g.filloval(0, 0, 14, 14); 
  } 
} 

3.开发棋盘面板

import java.awt.*; 
import java.awt.event.*; 
import java.io.*; 
import java.net.*; 
 
import javax.swing.jtextfield; 
 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class firpad extends panel implements mouselistener,actionlistener{ 
  // 鼠标是否能使用 
  public boolean ismouseenabled = false; 
  // 是否胜利 
  public boolean iswinned = false; 
  // 是否在下棋中 
  public boolean isgaming = false; 
  // 棋子的x轴坐标位 
  public int chessx_pos = -1; 
  // 棋子的y轴坐标位 
  public int chessy_pos = -1; 
  // 棋子的颜色 
  public int chesscolor = 1; 
  // 黑棋x轴坐标位数组 
  public int chessblack_xpos[] = new int[200]; 
  // 黑棋y轴坐标位数组 
  public int chessblack_ypos[] = new int[200]; 
  // 白棋x轴坐标位数组 
  public int chesswhite_xpos[] = new int[200]; 
  // 白棋y轴坐标位数组 
  public int chesswhite_ypos[] = new int[200]; 
  // 黑棋数量 
  public int chessblackcount = 0; 
  // 白棋数量 
  public int chesswhitecount = 0; 
  // 黑棋获胜次数 
  public int chessblackvictimes = 0; 
  // 白棋获胜次数 
  public int chesswhitevictimes = 0; 
  // 套接口 
  public socket chesssocket; 
  public datainputstream inputdata; 
  public dataoutputstream outputdata; 
  public string chessselfname = null; 
  public string chesspeername = null; 
  public string host = null; 
  public int port = 4331; 
  public textfield statustext = new textfield("请连接服务器!"); 
  public firthread firthread = new firthread(this); 
 
  public firpad() 
  { 
    setsize(440, 440); 
    setlayout(null); 
    setbackground(color.light_gray); 
    addmouselistener(this); 
    add(statustext); 
    statustext.setbounds(new rectangle(40, 5, 360, 24)); 
    statustext.seteditable(false); 
  } 
 
  // 连接到主机 
  public boolean connectserver(string serverip, int serverport) throws exception 
  { 
    try 
    { 
      // 取得主机端口 
      chesssocket = new socket(serverip, serverport); 
      // 取得输入流 
      inputdata = new datainputstream(chesssocket.getinputstream()); 
      // 取得输出流 
      outputdata = new dataoutputstream(chesssocket.getoutputstream()); 
      firthread.start(); 
      return true; 
    } 
    catch (ioexception ex) 
    { 
      statustext.settext("连接失败! \n"); 
    } 
    return false; 
  } 
 
  // 设定胜利时的棋盘状态 
  public void setvicstatus(int vicchesscolor) 
  { 
    // 清空棋盘 
    this.removeall(); 
    // 将黑棋的位置设置到零点 
    for (int i = 0; i <= chessblackcount; i++) 
    { 
      chessblack_xpos[i] = 0; 
      chessblack_ypos[i] = 0; 
    } 
    // 将白棋的位置设置到零点 
    for (int i = 0; i <= chesswhitecount; i++) 
    { 
      chesswhite_xpos[i] = 0; 
      chesswhite_ypos[i] = 0; 
    } 
    // 清空棋盘上的黑棋数 
    chessblackcount = 0; 
    // 清空棋盘上的白棋数 
    chesswhitecount = 0; 
    add(statustext); 
    statustext.setbounds(40, 5, 360, 24); 
    if (vicchesscolor == 1) 
    { // 黑棋胜 
      chessblackvictimes++; 
      statustext.settext("黑方胜,黑:白 " + chessblackvictimes + ":" + chesswhitevictimes 
          + ",游戏重启,等待白方..."); 
    } 
    else if (vicchesscolor == -1) 
    { // 白棋胜 
      chesswhitevictimes++; 
      statustext.settext("白方胜,黑:白 " + chessblackvictimes + ":" + chesswhitevictimes 
          + ",游戏重启,等待黑方..."); 
    } 
  } 
 
  // 取得指定棋子的位置 
  public void setlocation(int xpos, int ypos, int chesscolor) 
  { 
    if (chesscolor == 1) 
    { // 棋子为黑棋时 
      chessblack_xpos[chessblackcount] = xpos * 20; 
      chessblack_ypos[chessblackcount] = ypos * 20; 
      chessblackcount++; 
    } 
    else if (chesscolor == -1) 
    { // 棋子为白棋时 
      chesswhite_xpos[chesswhitecount] = xpos * 20; 
      chesswhite_ypos[chesswhitecount] = ypos * 20; 
      chesswhitecount++; 
    } 
  } 
 
  // 判断当前状态是否为胜利状态 
  public boolean checkvicstatus(int xpos, int ypos, int chesscolor) 
  { 
    int chesslinkedcount = 1; // 连接棋子数 
    int chesslinkedcompare = 1; // 用于比较是否要继续遍历一个棋子的相邻网格 
    int chesstocompareindex = 0; // 要比较的棋子在数组中的索引位置 
    int closegrid = 1; // 相邻网格的位置 
    if (chesscolor == 1) 
    { // 黑棋时 
      chesslinkedcount = 1; // 将该棋子自身算入的话,初始连接数为1 
      //以下每对for循环语句为一组,因为下期的位置能位于中间而非两端 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { // 遍历相邻4个网格 
        for (chesstocompareindex = 0; chesstocompareindex <= chessblackcount; chesstocompareindex++) 
        { // 遍历棋盘上所有黑棋子 
          if (((xpos + closegrid) * 20 == chessblack_xpos[chesstocompareindex]) 
              && ((ypos * 20) == chessblack_ypos[chesstocompareindex])) 
          { // 判断当前下的棋子的右边4个棋子是否都为黑棋 
            chesslinkedcount = chesslinkedcount + 1; // 连接数加1 
            if (chesslinkedcount == 5) 
            { // 五子相连时,胜利 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else {// 若中间有一个棋子非黑棋,则会进入此分支,此时无需再遍历 
          break; 
        } 
      } 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chessblackcount; chesstocompareindex++) 
        { 
          if (((xpos - closegrid) * 20 == chessblack_xpos[chesstocompareindex]) 
              && (ypos * 20 == chessblack_ypos[chesstocompareindex])) 
          { // 判断当前下的棋子的左边4个棋子是否都为黑棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      // 进入新的一组for循环时要将连接数等重置 
      chesslinkedcount = 1; 
      chesslinkedcompare = 1; 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chessblackcount; chesstocompareindex++) 
        { 
          if ((xpos * 20 == chessblack_xpos[chesstocompareindex]) 
              && ((ypos + closegrid) * 20 == chessblack_ypos[chesstocompareindex])) 
          { // 判断当前下的棋子的上边4个棋子是否都为黑棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chessblackcount; chesstocompareindex++) 
        { 
          if ((xpos * 20 == chessblack_xpos[chesstocompareindex]) 
              && ((ypos - closegrid) * 20 == chessblack_ypos[chesstocompareindex])) 
          { // 判断当前下的棋子的下边4个棋子是否都为黑棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      chesslinkedcount = 1; 
      chesslinkedcompare = 1; 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chessblackcount; chesstocompareindex++) 
        { 
          if (((xpos - closegrid) * 20 == chessblack_xpos[chesstocompareindex]) 
              && ((ypos + closegrid) * 20 == chessblack_ypos[chesstocompareindex])) 
          { // 判断当前下的棋子的左上方向4个棋子是否都为黑棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chessblackcount; chesstocompareindex++) 
        { 
          if (((xpos + closegrid) * 20 == chessblack_xpos[chesstocompareindex]) 
              && ((ypos - closegrid) * 20 == chessblack_ypos[chesstocompareindex])) 
          { // 判断当前下的棋子的右下方向4个棋子是否都为黑棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      chesslinkedcount = 1; 
      chesslinkedcompare = 1; 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chessblackcount; chesstocompareindex++) 
        { 
          if (((xpos + closegrid) * 20 == chessblack_xpos[chesstocompareindex]) 
              && ((ypos + closegrid) * 20 == chessblack_ypos[chesstocompareindex])) 
          { // 判断当前下的棋子的右上方向4个棋子是否都为黑棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chessblackcount; chesstocompareindex++) 
        { 
          if (((xpos - closegrid) * 20 == chessblack_xpos[chesstocompareindex]) 
              && ((ypos - closegrid) * 20 == chessblack_ypos[chesstocompareindex])) 
          { // 判断当前下的棋子的左下方向4个棋子是否都为黑棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
    } 
    else if (chesscolor == -1) 
    { // 白棋时 
      chesslinkedcount = 1; 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chesswhitecount; chesstocompareindex++) 
        { 
          if (((xpos + closegrid) * 20 == chesswhite_xpos[chesstocompareindex]) 
              && (ypos * 20 == chesswhite_ypos[chesstocompareindex])) 
          {// 判断当前下的棋子的右边4个棋子是否都为白棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chesswhitecount; chesstocompareindex++) 
        { 
          if (((xpos - closegrid) * 20 == chesswhite_xpos[chesstocompareindex]) 
              && (ypos * 20 == chesswhite_ypos[chesstocompareindex])) 
          {// 判断当前下的棋子的左边4个棋子是否都为白棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      chesslinkedcount = 1; 
      chesslinkedcompare = 1; 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chesswhitecount; chesstocompareindex++) 
        { 
          if ((xpos * 20 == chesswhite_xpos[chesstocompareindex]) 
              && ((ypos + closegrid) * 20 == chesswhite_ypos[chesstocompareindex])) 
          {// 判断当前下的棋子的上边4个棋子是否都为白棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chesswhitecount; chesstocompareindex++) 
        { 
          if ((xpos * 20 == chesswhite_xpos[chesstocompareindex]) 
              && ((ypos - closegrid) * 20 == chesswhite_ypos[chesstocompareindex])) 
          {// 判断当前下的棋子的下边4个棋子是否都为白棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      chesslinkedcount = 1; 
      chesslinkedcompare = 1; 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chesswhitecount; chesstocompareindex++) 
        { 
          if (((xpos - closegrid) * 20 == chesswhite_xpos[chesstocompareindex]) 
              && ((ypos + closegrid) * 20 == chesswhite_ypos[chesstocompareindex])) 
          {// 判断当前下的棋子的左上方向4个棋子是否都为白棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chesswhitecount; chesstocompareindex++) 
        { 
          if (((xpos + closegrid) * 20 == chesswhite_xpos[chesstocompareindex]) 
              && ((ypos - closegrid) * 20 == chesswhite_ypos[chesstocompareindex])) 
          {// 判断当前下的棋子的右下方向4个棋子是否都为白棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      chesslinkedcount = 1; 
      chesslinkedcompare = 1; 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chesswhitecount; chesstocompareindex++) 
        { 
          if (((xpos + closegrid) * 20 == chesswhite_xpos[chesstocompareindex]) 
              && ((ypos + closegrid) * 20 == chesswhite_ypos[chesstocompareindex])) 
          {// 判断当前下的棋子的右上方向4个棋子是否都为白棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return true; 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
      for (closegrid = 1; closegrid <= 4; closegrid++) 
      { 
        for (chesstocompareindex = 0; chesstocompareindex <= chesswhitecount; chesstocompareindex++) 
        { 
          if (((xpos - closegrid) * 20 == chesswhite_xpos[chesstocompareindex]) 
              && ((ypos - closegrid) * 20 == chesswhite_ypos[chesstocompareindex])) 
          {// 判断当前下的棋子的左下方向4个棋子是否都为白棋 
            chesslinkedcount++; 
            if (chesslinkedcount == 5) 
            { 
              return (true); 
            } 
          } 
        } 
        if (chesslinkedcount == (chesslinkedcompare + 1)) { 
          chesslinkedcompare++; 
        } 
        else { 
          break; 
        } 
      } 
    } 
    return false; 
  } 
 
  // 画棋盘 
  public void paint(graphics g) 
  { 
    for (int i = 40; i <= 380; i = i + 20) 
    { 
      g.drawline(40, i, 400, i); 
    } 
    g.drawline(40, 400, 400, 400); 
    for (int j = 40; j <= 380; j = j + 20) 
    { 
      g.drawline(j, 40, j, 400); 
    } 
    g.drawline(400, 40, 400, 400); 
    g.filloval(97, 97, 6, 6); 
    g.filloval(337, 97, 6, 6); 
    g.filloval(97, 337, 6, 6); 
    g.filloval(337, 337, 6, 6); 
    g.filloval(217, 217, 6, 6); 
  } 
 
  // 画棋子 
  public void paintfirpoint(int xpos, int ypos, int chesscolor) 
  { 
    firpointblack firpblack = new firpointblack(this); 
    firpointwhite firpwhite = new firpointwhite(this); 
    if (chesscolor == 1 && ismouseenabled) 
    { // 黑棋 
      // 设置棋子的位置 
      setlocation(xpos, ypos, chesscolor); 
      // 取得当前局面状态 
      iswinned = checkvicstatus(xpos, ypos, chesscolor); 
      if (iswinned == false) 
      { // 非胜利状态 
        firthread.sendmessage("/" + chesspeername + " /chess " 
            + xpos + " " + ypos + " " + chesscolor); 
        this.add(firpblack); // 将棋子添加到棋盘中 
        firpblack.setbounds(xpos * 20 - 7, 
            ypos * 20 - 7, 16, 16); // 设置棋子边界 
        statustext.settext("黑(第" + chessblackcount + "步)" 
            + xpos + " " + ypos + ",轮到白方."); 
        ismouseenabled = false; // 将鼠标设为不可用 
      } 
      else 
      { // 胜利状态 
        firthread.sendmessage("/" + chesspeername + " /chess " 
            + xpos + " " + ypos + " " + chesscolor); 
        this.add(firpblack); 
        firpblack.setbounds(xpos * 20 - 7, 
            ypos * 20 - 7, 16, 16); 
        setvicstatus(1); // 调用胜利方法,传入参数为黑棋胜利 
        ismouseenabled = false; 
      } 
    } 
    else if (chesscolor == -1 && ismouseenabled) 
    { // 白棋 
      setlocation(xpos, ypos, chesscolor); 
      iswinned = checkvicstatus(xpos, ypos, chesscolor); 
      if (iswinned == false) 
      { 
        firthread.sendmessage("/" + chesspeername + " /chess " 
            + xpos + " " + ypos + " " + chesscolor); 
        this.add(firpwhite); 
        firpwhite.setbounds(xpos * 20 - 7, 
            ypos * 20 - 7, 16, 16); 
        statustext.settext("白(第" + chesswhitecount + "步)" 
            + xpos + " " + ypos + ",轮到黑方."); 
        ismouseenabled = false; 
      } 
      else 
      { 
        firthread.sendmessage("/" + chesspeername + " /chess " 
            + xpos + " " + ypos + " " + chesscolor); 
        this.add(firpwhite); 
        firpwhite.setbounds(xpos * 20 - 7, 
            ypos * 20 - 7, 16, 16); 
        setvicstatus(-1); // 调用胜利方法,传入参数为白棋 
        ismouseenabled = false; 
      } 
    } 
  } 
 
  // 画网络棋盘 
  public void paintnetfirpoint(int xpos, int ypos, int chesscolor) 
  { 
    firpointblack firpblack = new firpointblack(this); 
    firpointwhite firpwhite = new firpointwhite(this); 
    setlocation(xpos, ypos, chesscolor); 
    if (chesscolor == 1) 
    { 
      iswinned = checkvicstatus(xpos, ypos, chesscolor); 
      if (iswinned == false) 
      { 
        this.add(firpblack); 
        firpblack.setbounds(xpos * 20 - 7, 
            ypos * 20 - 7, 16, 16); 
        statustext.settext("黑(第" + chessblackcount + "步)" 
            + xpos + " " + ypos + ",轮到白方."); 
        ismouseenabled = true; 
      } 
      else 
      { 
        firthread.sendmessage("/" + chesspeername + " /victory " 
            + chesscolor);//djr 
        this.add(firpblack); 
        firpblack.setbounds(xpos * 20 - 7, 
            ypos * 20 - 7, 16, 16); 
        setvicstatus(1); 
        ismouseenabled = true; 
      } 
    } 
    else if (chesscolor == -1) 
    { 
      iswinned = checkvicstatus(xpos, ypos, chesscolor); 
      if (iswinned == false) 
      { 
        this.add(firpwhite); 
        firpwhite.setbounds(xpos * 20 - 7, 
            ypos * 20 - 7, 16, 16); 
        statustext.settext("白(第" + chesswhitecount + "步)" 
            + xpos + " " + ypos + ",轮到黑方."); 
        ismouseenabled = true; 
      } 
      else 
      { 
        firthread.sendmessage("/" + chesspeername + " /victory " 
            + chesscolor); 
        this.add(firpwhite); 
        firpwhite.setbounds(xpos * 20 - 7, 
            ypos * 20 - 7, 16, 16); 
        setvicstatus(-1); 
        ismouseenabled = true; 
      } 
    } 
  } 
 
  // 捕获下棋事件 
  public void mousepressed(mouseevent e) 
  { 
    if (e.getmodifiers() == inputevent.button1_mask) 
    { 
      chessx_pos = (int) e.getx(); 
      chessy_pos = (int) e.gety(); 
      int a = (chessx_pos + 10) / 20, b = (chessy_pos + 10) / 20; 
      if (chessx_pos / 20 < 2 || chessy_pos / 20 < 2 
          || chessx_pos / 20 > 19 || chessy_pos / 20 > 19) 
      { 
        // 下棋位置不正确时,不执行任何操作 
      } 
      else 
      { 
        paintfirpoint(a, b, chesscolor); // 画棋子 
      } 
    } 
  } 
 
  public void mousereleased(mouseevent e){} 
  public void mouseentered(mouseevent e){} 
  public void mouseexited(mouseevent e){} 
  public void mouseclicked(mouseevent e){} 
  public void actionperformed(actionevent e){} 
} 

4.开发棋盘线程

import java.util.stringtokenizer; 
import java.io.ioexception; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class firthread extends thread{ 
  firpad currpad; // 当前线程的棋盘 
 
  public firthread(firpad currpad) 
  { 
    this.currpad = currpad; 
  } 
 
  // 处理取得的信息 
  public void dealwithmsg(string msgreceived) 
  { 
    if (msgreceived.startswith("/chess ")) 
    { // 收到的信息为下棋 
      stringtokenizer usermsgtoken = new stringtokenizer(msgreceived, " "); 
      // 表示棋子信息的数组、0索引为:x坐标;1索引位:y坐标;2索引位:棋子颜色 
      string[] chessinfo = { "-1", "-1", "0" }; 
      int i = 0; // 标志位 
      string chessinfotoken; 
      while (usermsgtoken.hasmoretokens()) 
      { 
        chessinfotoken = (string) usermsgtoken.nexttoken(" "); 
        if (i >= 1 && i <= 3) 
        { 
          chessinfo[i - 1] = chessinfotoken; 
        } 
        i++; 
      } 
      currpad.paintnetfirpoint(integer.parseint(chessinfo[0]), integer 
          .parseint(chessinfo[1]), integer.parseint(chessinfo[2])); 
    } 
    else if (msgreceived.startswith("/yourname ")) 
    { // 收到的信息为改名 
      currpad.chessselfname = msgreceived.substring(10); 
    } 
    else if (msgreceived.equals("/error")) 
    { // 收到的为错误信息 
      currpad.statustext.settext("用户不存在,请重新加入!"); 
    } 
  } 
 
  // 发送信息 
  public void sendmessage(string sndmessage) 
  { 
    try 
    { 
      currpad.outputdata.writeutf(sndmessage); 
    } 
    catch (exception ea) 
    { 
      ea.printstacktrace();; 
    } 
  } 
 
  public void run() 
  { 
    string msgreceived = ""; 
    try 
    { 
      while (true) 
      { // 等待信息输入 
        msgreceived = currpad.inputdata.readutf(); 
        dealwithmsg(msgreceived); 
      } 
    } 
    catch (ioexception es){} 
  } 
} 

下面开始开发服务器模块

1.开发服务器信息面板

import java.awt.borderlayout; 
import java.awt.color; 
import java.awt.flowlayout; 
import java.awt.label; 
import java.awt.panel; 
import java.awt.textarea; 
 
import javax.swing.jlabel; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class servermsgpanel extends panel { 
  public textarea msgtextarea = new textarea("", 22, 50, 
      textarea.scrollbars_vertical_only); 
  public jlabel statuslabel = new jlabel("当前连接数:", label.left); 
  public panel msgpanel = new panel(); 
  public panel statuspanel = new panel(); 
  public servermsgpanel() 
  { 
    setsize(350, 300); 
    setbackground(color.light_gray); 
    setlayout(new borderlayout()); 
    msgpanel.setlayout(new flowlayout()); 
    msgpanel.setsize(210, 210); 
    statuspanel.setlayout(new borderlayout()); 
    statuspanel.setsize(210, 50); 
    msgpanel.add(msgtextarea); 
    statuspanel.add(statuslabel, borderlayout.west); 
    add(msgpanel, borderlayout.center); 
    add(statuspanel, borderlayout.north); 
  } 
 
} 

2.开发服务器进程

import java.io.datainputstream; 
import java.io.dataoutputstream; 
import java.io.ioexception; 
import java.net.socket; 
import java.util.enumeration; 
import java.util.hashtable; 
import java.util.stringtokenizer; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class firserverthread extends thread{ 
  socket clientsocket; // 保存客户端套接口信息 
  hashtable clientdatahash; // 保存客户端端口与输出流对应的hash 
  hashtable clientnamehash; // 保存客户端套接口和客户名对应的hash 
  hashtable chesspeerhash; // 保存游戏创建者和游戏加入者对应的hash 
  servermsgpanel servermsgpanel; 
  boolean isclientclosed = false; 
 
  public firserverthread(socket clientsocket, hashtable clientdatahash, 
              hashtable clientnamehash, hashtable chesspeerhash, 
              servermsgpanel server) 
  { 
    this.clientsocket = clientsocket; 
    this.clientdatahash = clientdatahash; 
    this.clientnamehash = clientnamehash; 
    this.chesspeerhash = chesspeerhash; 
    this.servermsgpanel = server; 
  } 
 
  public void dealwithmsg(string msgreceived) 
  { 
    string clientname; 
    string peername; 
    if (msgreceived.startswith("/")) 
    { 
      if (msgreceived.equals("/list")) 
      { // 收到的信息为更新用户列表 
        feedback(getuserlist()); 
      } 
      else if (msgreceived.startswith("/creatgame [inchess]")) 
      { // 收到的信息为创建游戏 
        string gamecreatername = msgreceived.substring(20); //取得服务器名 
        synchronized (clientnamehash) 
        { // 将用户端口放到用户列表中 
          clientnamehash.put(clientsocket, msgreceived.substring(11)); 
        } 
        synchronized (chesspeerhash) 
        { // 将主机设置为等待状态 
          chesspeerhash.put(gamecreatername, "wait"); 
        } 
        feedback("/yourname " + clientnamehash.get(clientsocket)); 
        sendgamepeermsg(gamecreatername, "/ok"); 
        sendpublicmsg(getuserlist()); 
      } 
      else if (msgreceived.startswith("/joingame ")) 
      { // 收到的信息为加入游戏时 
        stringtokenizer usertokens = new stringtokenizer(msgreceived, " "); 
        string usertoken; 
        string gamecreatorname; 
        string gamepaticipantname; 
        string[] playernames = { "0", "0" }; 
        int nameindex = 0; 
        while (usertokens.hasmoretokens()) 
        { 
          usertoken = (string) usertokens.nexttoken(" "); 
          if (nameindex >= 1 && nameindex <= 2) 
          { 
            playernames[nameindex - 1] = usertoken; // 取得游戏者命 
          } 
          nameindex++; 
        } 
        gamecreatorname = playernames[0]; 
        gamepaticipantname = playernames[1]; 
        if (chesspeerhash.containskey(gamecreatorname) 
            && chesspeerhash.get(gamecreatorname).equals("wait")) 
        { // 游戏已创建 
          synchronized (clientnamehash) 
          { // 增加游戏加入者的套接口与名称的对应 
            clientnamehash.put(clientsocket, 
                ("[inchess]" + gamepaticipantname)); 
          } 
          synchronized (chesspeerhash) 
          { // 增加或修改游戏创建者与游戏加入者的名称的对应 
            chesspeerhash.put(gamecreatorname, gamepaticipantname); 
          } 
          sendpublicmsg(getuserlist()); 
          // 发送信息给游戏加入者 
          sendgamepeermsg(gamepaticipantname, 
              ("/peer " + "[inchess]" + gamecreatorname)); 
          // 发送游戏给游戏创建者 
          sendgamepeermsg(gamecreatorname, 
              ("/peer " + "[inchess]" + gamepaticipantname)); 
        } 
        else 
        { // 若游戏未创建则拒绝加入游戏 
          sendgamepeermsg(gamepaticipantname, "/reject"); 
          try 
          { 
            closeclient(); 
          } 
          catch (exception ez) 
          { 
            ez.printstacktrace(); 
          } 
        } 
      } 
      else if (msgreceived.startswith("/[inchess]")) 
      { // 收到的信息为游戏中时 
        int firstlocation = 0, lastlocation; 
        lastlocation = msgreceived.indexof(" ", 0); 
        peername = msgreceived.substring((firstlocation + 1), lastlocation); 
        msgreceived = msgreceived.substring((lastlocation + 1)); 
        if (sendgamepeermsg(peername, msgreceived)) 
        { 
          feedback("/error"); 
        } 
      } 
      else if (msgreceived.startswith("/giveup ")) 
      { // 收到的信息为放弃游戏时 
        string chessclientname = msgreceived.substring(8); 
        if (chesspeerhash.containskey(chessclientname) 
            && !((string) chesspeerhash.get(chessclientname)) 
            .equals("wait")) 
        { // 胜利方为游戏加入者,发送胜利信息 
          sendgamepeermsg((string) chesspeerhash.get(chessclientname), 
              "/youwin"); 
          synchronized (chesspeerhash) 
          { // 删除退出游戏的用户 
            chesspeerhash.remove(chessclientname); 
          } 
        } 
        if (chesspeerhash.containsvalue(chessclientname)) 
        { // 胜利方为游戏创建者,发送胜利信息 
          sendgamepeermsg((string) gethashkey(chesspeerhash, 
              chessclientname), "/youwin"); 
          synchronized (chesspeerhash) 
          {// 删除退出游戏的用户 
            chesspeerhash.remove((string) gethashkey(chesspeerhash, 
                chessclientname)); 
          } 
        } 
      } 
      else 
      { // 收到的信息为其它信息时 
        int lastlocation = msgreceived.indexof(" ", 0); 
        if (lastlocation == -1) 
        { 
          feedback("无效命令"); 
          return; 
        } 
      } 
    } 
    else 
    { 
      msgreceived = clientnamehash.get(clientsocket) + ">" + msgreceived; 
      servermsgpanel.msgtextarea.append(msgreceived + "\n"); 
      sendpublicmsg(msgreceived); 
      servermsgpanel.msgtextarea.setcaretposition(servermsgpanel.msgtextarea.gettext() 
          .length()); 
    } 
  } 
 
  // 发送公开信息 
  public void sendpublicmsg(string publicmsg) 
  { 
    synchronized (clientdatahash) 
    { 
      for (enumeration enu = clientdatahash.elements(); enu 
          .hasmoreelements();) 
      { 
        dataoutputstream outputdata = (dataoutputstream) enu.nextelement(); 
        try 
        { 
          outputdata.writeutf(publicmsg); 
        } 
        catch (ioexception es) 
        { 
          es.printstacktrace(); 
        } 
      } 
    } 
  } 
 
  // 发送信息给指定的游戏中的用户 
  public boolean sendgamepeermsg(string gamepeertarget, string gamepeermsg) 
  { 
    for (enumeration enu = clientdatahash.keys(); enu.hasmoreelements();) 
    { // 遍历以取得游戏中的用户的套接口 
      socket userclient = (socket) enu.nextelement(); 
      if (gamepeertarget.equals((string) clientnamehash.get(userclient)) 
          && !gamepeertarget.equals((string) clientnamehash 
          .get(clientsocket))) 
      { // 找到要发送信息的用户时 
        synchronized (clientdatahash) 
        { 
          // 建立输出流 
          dataoutputstream peeroutdata = (dataoutputstream) clientdatahash 
              .get(userclient); 
          try 
          { 
            // 发送信息 
            peeroutdata.writeutf(gamepeermsg); 
          } 
          catch (ioexception es) 
          { 
            es.printstacktrace(); 
          } 
        } 
        return false; 
      } 
    } 
    return true; 
  } 
 
  // 发送反馈信息给连接到主机的人 
  public void feedback(string feedbackmsg) 
  { 
    synchronized (clientdatahash) 
    { 
      dataoutputstream outputdata = (dataoutputstream) clientdatahash 
          .get(clientsocket); 
      try 
      { 
        outputdata.writeutf(feedbackmsg); 
      } 
      catch (exception eb) 
      { 
        eb.printstacktrace(); 
      } 
    } 
  } 
 
  // 取得用户列表 
  public string getuserlist() 
  { 
    string userlist = "/userlist"; 
    for (enumeration enu = clientnamehash.elements(); enu.hasmoreelements();) 
    { 
      userlist = userlist + " " + (string) enu.nextelement(); 
    } 
    return userlist; 
  } 
 
  // 根据value值从hashtable中取得相应的key 
  public object gethashkey(hashtable targethash, object hashvalue) 
  { 
    object hashkey; 
    for (enumeration enu = targethash.keys(); enu.hasmoreelements();) 
    { 
      hashkey = (object) enu.nextelement(); 
      if (hashvalue.equals((object) targethash.get(hashkey))) 
        return hashkey; 
    } 
    return null; 
  } 
 
  // 刚连接到主机时执行的方法 
  public void sendinitmsg() 
  { 
    sendpublicmsg(getuserlist()); 
    feedback("/yourname " + (string) clientnamehash.get(clientsocket)); 
    feedback("java 五子棋客户端"); 
    feedback("/list --更新用户列表"); 
    feedback("/<username> <talk> --私聊"); 
    feedback("注意:命令必须对所有用户发送"); 
  } 
 
  public void closeclient() 
  { 
    servermsgpanel.msgtextarea.append("用户断开连接:" + clientsocket + "\n"); 
    synchronized (chesspeerhash) 
    { //如果是游戏客户端主机 
      if (chesspeerhash.containskey(clientnamehash.get(clientsocket))) 
      { 
        chesspeerhash.remove((string) clientnamehash.get(clientsocket)); 
      } 
      if (chesspeerhash.containsvalue(clientnamehash.get(clientsocket))) 
      { 
        chesspeerhash.put((string) gethashkey(chesspeerhash, 
            (string) clientnamehash.get(clientsocket)), 
            "tobeclosed"); 
      } 
    } 
    synchronized (clientdatahash) 
    { // 删除客户数据 
      clientdatahash.remove(clientsocket); 
    } 
    synchronized (clientnamehash) 
    { // 删除客户数据 
      clientnamehash.remove(clientsocket); 
    } 
    sendpublicmsg(getuserlist()); 
    servermsgpanel.statuslabel.settext("当前连接数:" + clientdatahash.size()); 
    try 
    { 
      clientsocket.close(); 
    } 
    catch (ioexception exx) 
    { 
      exx.printstacktrace(); 
    } 
    isclientclosed = true; 
  } 
 
  public void run() 
  { 
    datainputstream inputdata; 
    synchronized (clientdatahash) 
    { 
      servermsgpanel.statuslabel.settext("当前连接数:" + clientdatahash.size()); 
    } 
    try 
    {  // 等待连接到主机的信息 
      inputdata = new datainputstream(clientsocket.getinputstream()); 
      sendinitmsg(); 
      while (true) 
      { 
        string message = inputdata.readutf(); 
        dealwithmsg(message); 
      } 
    } 
    catch (ioexception esx){} 
    finally 
    { 
      if (!isclientclosed) 
      { 
        closeclient(); 
      } 
    } 
  } 
} 

3.开发服务器端

import java.io.*; 
import java.net.*; 
import java.awt.*; 
import java.util.*; 
import java.awt.event.*; 
 
import javax.swing.jbutton; 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class firserver extends frame implements actionlistener{ 
  jbutton clearmsgbutton = new jbutton("清空列表"); 
  jbutton serverstatusbutton = new jbutton("服务器状态"); 
  jbutton closeserverbutton = new jbutton("关闭服务器"); 
  panel buttonpanel = new panel(); 
  servermsgpanel servermsgpanel = new servermsgpanel(); 
  serversocket serversocket; 
  hashtable clientdatahash = new hashtable(50); //将客户端套接口和输出流绑定 
  hashtable clientnamehash = new hashtable(50); //将客户端套接口和客户名绑定 
  hashtable chesspeerhash = new hashtable(50); //将游戏创建者和游戏加入者绑定 
 
  public firserver() 
  { 
    super("java 五子棋服务器"); 
    setbackground(color.light_gray); 
    buttonpanel.setlayout(new flowlayout()); 
    clearmsgbutton.setsize(60, 25); 
    buttonpanel.add(clearmsgbutton); 
    clearmsgbutton.addactionlistener(this); 
    serverstatusbutton.setsize(75, 25); 
    buttonpanel.add(serverstatusbutton); 
    serverstatusbutton.addactionlistener(this); 
    closeserverbutton.setsize(75, 25); 
    buttonpanel.add(closeserverbutton); 
    closeserverbutton.addactionlistener(this); 
    add(servermsgpanel, borderlayout.center); 
    add(buttonpanel, borderlayout.south); 
 
    addwindowlistener(new windowadapter() 
    { 
      public void windowclosing(windowevent e) 
      { 
        system.exit(0); 
      } 
    }); 
    pack(); 
    setvisible(true); 
    setsize(400, 300); 
    setresizable(false); 
    validate(); 
 
    try 
    { 
      createserver(4331, servermsgpanel); 
    } 
    catch (exception e) 
    { 
      e.printstacktrace(); 
    } 
  } 
 
  // 用指定端口和面板创建服务器 
  public void createserver(int port, servermsgpanel servermsgpanel) throws ioexception 
  { 
    socket clientsocket; // 客户端套接口 
    long clientaccessnumber = 1; // 连接到主机的客户数量 
    this.servermsgpanel = servermsgpanel; // 设定当前主机 
    try 
    { 
      serversocket = new serversocket(port); 
      servermsgpanel.msgtextarea.settext("服务器启动于:" 
          + inetaddress.getlocalhost() + ":" //djr 
          + serversocket.getlocalport() + "\n"); 
      while (true) 
      { 
        // 监听客户端套接口的信息 
        clientsocket = serversocket.accept(); 
        servermsgpanel.msgtextarea.append("已连接用户:" + clientsocket + "\n"); 
        // 建立客户端输出流 
        dataoutputstream outputdata = new dataoutputstream(clientsocket 
            .getoutputstream()); 
        // 将客户端套接口和输出流绑定 
        clientdatahash.put(clientsocket, outputdata); 
        // 将客户端套接口和客户名绑定 
        clientnamehash 
            .put(clientsocket, ("新玩家" + clientaccessnumber++)); 
        // 创建并运行服务器端线程 
        firserverthread thread = new firserverthread(clientsocket, 
            clientdatahash, clientnamehash, chesspeerhash, servermsgpanel); 
        thread.start(); 
      } 
    } 
    catch (ioexception ex) 
    { 
      ex.printstacktrace(); 
    } 
  } 
 
  public void actionperformed(actionevent e) 
  { 
    if (e.getsource() == clearmsgbutton) 
    { // 清空服务器信息 
      servermsgpanel.msgtextarea.settext(""); 
    } 
    if (e.getsource() == serverstatusbutton) 
    { // 显示服务器信息 
      try 
      { 
        servermsgpanel.msgtextarea.append("服务器信息:" 
            + inetaddress.getlocalhost() + ":" 
            + serversocket.getlocalport() + "\n"); 
      } 
      catch (exception ee) 
      { 
        ee.printstacktrace(); 
      } 
    } 
    if (e.getsource() == closeserverbutton) 
    { // 关闭服务器 
      system.exit(0); 
    } 
  } 
 
  public static void main(string args[]) 
  { 
    firserver firserver = new firserver(); 
  } 
} 

下面开始编写客户端模块

1.开发客户端

import java.awt.*; 
import java.awt.event.*; 
import java.io.*; 
import java.net.*; 
 
import javax.swing.jframe; 
 
import djr.chess.gui.userchatpad; 
import djr.chess.gui.usercontrolpad; 
import djr.chess.gui.userinputpad; 
import djr.chess.gui.userlistpad; 
import djr.chess.pad.firpad; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class firclient extends frame implements actionlistener,keylistener { 
  // 客户端套接口 
  socket clientsocket; 
  // 数据输入流 
  datainputstream inputstream; 
  // 数据输出流 
  dataoutputstream outputstream; 
  // 用户名 
  string chessclientname = null; 
  // 主机地址 
  string host = null; 
  // 主机端口 
  int port = 4331; 
  // 是否在聊天 
  boolean isonchat = false; 
  // 是否在下棋 
  boolean isonchess = false; 
  // 游戏是否进行中 
  boolean isgameconnected = false; 
  // 是否为游戏创建者 
  boolean iscreator = false; 
  // 是否为游戏加入者 
  boolean isparticipant = false; 
  // 用户列表区 
  userlistpad userlistpad = new userlistpad(); 
  // 用户聊天区 
  userchatpad userchatpad = new userchatpad(); 
  // 用户操作区 
  usercontrolpad usercontrolpad = new usercontrolpad(); 
  // 用户输入区 
  userinputpad userinputpad = new userinputpad(); 
  // 下棋区 
  firpad firpad = new firpad(); 
  // 面板区 
  panel southpanel = new panel(); 
  panel northpanel = new panel(); 
  panel centerpanel = new panel(); 
  panel eastpanel = new panel(); 
 
  // 构造方法,创建界面 
  public firclient() 
  { 
    super("java 五子棋客户端"); 
    setlayout(new borderlayout()); 
    host = usercontrolpad.ipinputted.gettext(); 
 
    eastpanel.setlayout(new borderlayout()); 
    eastpanel.add(userlistpad, borderlayout.north); 
    eastpanel.add(userchatpad, borderlayout.center); 
    eastpanel.setbackground(color.light_gray); 
 
    userinputpad.contentinputted.addkeylistener(this); 
 
    firpad.host = usercontrolpad.ipinputted.gettext(); 
    centerpanel.add(firpad, borderlayout.center); 
    centerpanel.add(userinputpad, borderlayout.south); 
    centerpanel.setbackground(color.light_gray); 
    usercontrolpad.connectbutton.addactionlistener(this); 
    usercontrolpad.createbutton.addactionlistener(this); 
    usercontrolpad.joinbutton.addactionlistener(this); 
    usercontrolpad.cancelbutton.addactionlistener(this); 
    usercontrolpad.exitbutton.addactionlistener(this); 
    usercontrolpad.createbutton.setenabled(false); 
    usercontrolpad.joinbutton.setenabled(false); 
    usercontrolpad.cancelbutton.setenabled(false); 
 
    southpanel.add(usercontrolpad, borderlayout.center); 
    southpanel.setbackground(color.light_gray); 
 
    addwindowlistener(new windowadapter() 
    { 
      public void windowclosing(windowevent e) 
      { 
        if (isonchat) 
        { // 聊天中 
          try 
          { // 关闭客户端套接口 
            clientsocket.close(); 
          } 
          catch (exception ed){} 
        } 
        if (isonchess || isgameconnected) 
        { // 下棋中 
          try 
          {  // 关闭下棋端口 
            firpad.chesssocket.close(); 
          } 
          catch (exception ee){} 
        } 
        system.exit(0); 
      } 
    }); 
 
    add(eastpanel, borderlayout.east); 
    add(centerpanel, borderlayout.center); 
    add(southpanel, borderlayout.south); 
    pack(); 
    setsize(670, 560); 
    setvisible(true); 
    setresizable(false); 
    this.validate(); 
  } 
 
  // 按指定的ip地址和端口连接到服务器 
  public boolean connecttoserver(string serverip, int serverport) throws exception 
  { 
    try 
    { 
      // 创建客户端套接口 
      clientsocket = new socket(serverip, serverport); 
      // 创建输入流 
      inputstream = new datainputstream(clientsocket.getinputstream()); 
      // 创建输出流 
      outputstream = new dataoutputstream(clientsocket.getoutputstream()); 
      // 创建客户端线程 
      firclientthread clientthread = new firclientthread(this); 
      // 启动线程,等待聊天信息 
      clientthread.start(); 
      isonchat = true; 
      return true; 
    } 
    catch (ioexception ex) 
    { 
      userchatpad.chattextarea 
          .settext("不能连接!\n"); 
    } 
    return false; 
  } 
 
  // 客户端事件处理 
  public void actionperformed(actionevent e) 
  { 
    if (e.getsource() == usercontrolpad.connectbutton) 
    { // 连接到主机按钮单击事件 
      host = firpad.host = usercontrolpad.ipinputted.gettext(); // 取得主机地址 
      try 
      { 
        if (connecttoserver(host, port)) 
        {  // 成功连接到主机时,设置客户端相应的界面状态 
          userchatpad.chattextarea.settext(""); 
          usercontrolpad.connectbutton.setenabled(false); 
          usercontrolpad.createbutton.setenabled(true); 
          usercontrolpad.joinbutton.setenabled(true); 
          firpad.statustext.settext("连接成功,请等待!"); 
        } 
      } 
      catch (exception ei) 
      { 
        userchatpad.chattextarea 
            .settext("不能连接!\n"); 
      } 
    } 
    if (e.getsource() == usercontrolpad.exitbutton) 
    { // 离开游戏按钮单击事件 
      if (isonchat) 
      { // 若用户处于聊天状态中 
        try 
        { // 关闭客户端套接口 
          clientsocket.close(); 
        } 
        catch (exception ed){} 
      } 
      if (isonchess || isgameconnected) 
      { // 若用户处于游戏状态中 
        try 
        { // 关闭游戏端口 
          firpad.chesssocket.close(); 
        } 
        catch (exception ee){} 
      } 
      system.exit(0); 
    } 
    if (e.getsource() == usercontrolpad.joinbutton) 
    { // 加入游戏按钮单击事件 
      string selecteduser = (string)userlistpad.userlist.getselecteditem(); // 取得要加入的游戏 
      if (selecteduser == null || selecteduser.startswith("[inchess]") || 
          selecteduser.equals(chessclientname)) 
      { // 若未选中要加入的用户,或选中的用户已经在游戏,则给出提示信息 
        firpad.statustext.settext("必须选择一个用户!"); 
      } 
      else 
      { // 执行加入游戏的操作 
        try 
        { 
          if (!isgameconnected) 
          { // 若游戏套接口未连接 
            if (firpad.connectserver(firpad.host, firpad.port)) 
            { // 若连接到主机成功 
              isgameconnected = true; 
              isonchess = true; 
              isparticipant = true; 
              usercontrolpad.createbutton.setenabled(false); 
              usercontrolpad.joinbutton.setenabled(false); 
              usercontrolpad.cancelbutton.setenabled(true); 
              firpad.firthread.sendmessage("/joingame " 
                  + (string)userlistpad.userlist.getselecteditem() + " " 
                  + chessclientname); 
            } 
          } 
          else 
          { // 若游戏端口连接中 
            isonchess = true; 
            isparticipant = true; 
            usercontrolpad.createbutton.setenabled(false); 
            usercontrolpad.joinbutton.setenabled(false); 
            usercontrolpad.cancelbutton.setenabled(true); 
            firpad.firthread.sendmessage("/joingame " 
                + (string)userlistpad.userlist.getselecteditem() + " " 
                + chessclientname); 
          } 
        } 
        catch (exception ee) 
        { 
          isgameconnected = false; 
          isonchess = false; 
          isparticipant = false; 
          usercontrolpad.createbutton.setenabled(true); 
          usercontrolpad.joinbutton.setenabled(true); 
          usercontrolpad.cancelbutton.setenabled(false); 
          userchatpad.chattextarea 
              .settext("不能连接: \n" + ee); 
        } 
      } 
    } 
    if (e.getsource() == usercontrolpad.createbutton) 
    { // 创建游戏按钮单击事件 
      try 
      { 
        if (!isgameconnected) 
        { // 若游戏端口未连接 
          if (firpad.connectserver(firpad.host, firpad.port)) 
          { // 若连接到主机成功 
            isgameconnected = true; 
            isonchess = true; 
            iscreator = true; 
            usercontrolpad.createbutton.setenabled(false); 
            usercontrolpad.joinbutton.setenabled(false); 
            usercontrolpad.cancelbutton.setenabled(true); 
            firpad.firthread.sendmessage("/creatgame " 
                + "[inchess]" + chessclientname); 
          } 
        } 
        else 
        { // 若游戏端口连接中 
          isonchess = true; 
          iscreator = true; 
          usercontrolpad.createbutton.setenabled(false); 
          usercontrolpad.joinbutton.setenabled(false); 
          usercontrolpad.cancelbutton.setenabled(true); 
          firpad.firthread.sendmessage("/creatgame " 
              + "[inchess]" + chessclientname); 
        } 
      } 
      catch (exception ec) 
      { 
        isgameconnected = false; 
        isonchess = false; 
        iscreator = false; 
        usercontrolpad.createbutton.setenabled(true); 
        usercontrolpad.joinbutton.setenabled(true); 
        usercontrolpad.cancelbutton.setenabled(false); 
        ec.printstacktrace(); 
        userchatpad.chattextarea.settext("不能连接: \n" 
            + ec); 
      } 
    } 
    if (e.getsource() == usercontrolpad.cancelbutton) 
    { // 退出游戏按钮单击事件 
      if (isonchess) 
      { // 游戏中 
        firpad.firthread.sendmessage("/giveup " + chessclientname); 
        firpad.setvicstatus(-1 * firpad.chesscolor); 
        usercontrolpad.createbutton.setenabled(true); 
        usercontrolpad.joinbutton.setenabled(true); 
        usercontrolpad.cancelbutton.setenabled(false); 
        firpad.statustext.settext("请创建或加入游戏!"); 
      } 
      if (!isonchess) 
      { // 非游戏中 
        usercontrolpad.createbutton.setenabled(true); 
        usercontrolpad.joinbutton.setenabled(true); 
        usercontrolpad.cancelbutton.setenabled(false); 
        firpad.statustext.settext("请创建或加入游戏!"); 
      } 
      isparticipant = iscreator = false; 
    } 
  } 
 
  public void keypressed(keyevent e) 
  { 
    textfield inputwords = (textfield) e.getsource(); 
    if (e.getkeycode() == keyevent.vk_enter) 
    { // 处理回车按键事件 
      if (userinputpad.userchoice.getselecteditem().equals("所有用户")) 
      { // 给所有人发信息 
        try 
        { 
          // 发送信息 
          outputstream.writeutf(inputwords.gettext()); 
          inputwords.settext(""); 
        } 
        catch (exception ea) 
        { 
          userchatpad.chattextarea 
              .settext("不能连接到服务器!\n"); 
          userlistpad.userlist.removeall(); 
          userinputpad.userchoice.removeall(); 
          inputwords.settext(""); 
          usercontrolpad.connectbutton.setenabled(true); 
        } 
      } 
      else 
      { // 给指定人发信息 
        try 
        { 
          outputstream.writeutf("/" + userinputpad.userchoice.getselecteditem() 
              + " " + inputwords.gettext()); 
          inputwords.settext(""); 
        } 
        catch (exception ea) 
        { 
          userchatpad.chattextarea 
              .settext("不能连接到服务器!\n"); 
          userlistpad.userlist.removeall(); 
          userinputpad.userchoice.removeall(); 
          inputwords.settext(""); 
          usercontrolpad.connectbutton.setenabled(true); 
        } 
      } 
    } 
  } 
 
  public void keytyped(keyevent e) {} 
  public void keyreleased(keyevent e) {} 
 
  public static void main(string args[]) 
  { 
    firclient chessclient = new firclient(); 
  } 
} 

2.开发客户端线程

import java.io.ioexception; 
import java.util.stringtokenizer; 
 
import javax.swing.defaultlistmodel; 
import javax.swing.listmodel; 
 
/** 
 * created by administrator on 2016/11/21. 
 */ 
public class firclientthread extends thread{ 
  public firclient firclient; 
 
  public firclientthread(firclient firclient) 
  { 
    this.firclient = firclient; 
  } 
 
  public void dealwithmsg(string msgreceived) 
  { 
    if (msgreceived.startswith("/userlist ")) 
    { // 若取得的信息为用户列表 
      stringtokenizer usertoken = new stringtokenizer(msgreceived, " "); 
      int usernumber = 0; 
      // 清空客户端用户列表 
      firclient.userlistpad.userlist.removeall(); 
      // 清空客户端用户下拉框 
      firclient.userinputpad.userchoice.removeall(); 
      // 给客户端用户下拉框添加一个选项 
      firclient.userinputpad.userchoice.additem("所有用户"); 
      while (usertoken.hasmoretokens()) 
      { // 当收到的用户信息列表中存在数据时 
        string user = (string) usertoken.nexttoken(" "); // 取得用户信息 
        if (usernumber > 0 && !user.startswith("[inchess]")) 
        { // 用户信息有效时 
          firclient.userlistpad.userlist.add(user);// 将用户信息添加到用户列表中 
          firclient.userinputpad.userchoice.additem(user); // 将用户信息添加到用户下拉框中 
        } 
        usernumber++; 
      } 
      firclient.userinputpad.userchoice.setselectedindex(0);// 下拉框默认选中所有人 
    } 
    else if (msgreceived.startswith("/yourname ")) 
    { // 收到的信息为用户本名时 
      firclient.chessclientname = msgreceived.substring(10); // 取得用户本名 
      firclient.settitle("java 五子棋客户端 " + "用户名:" 
          + firclient.chessclientname); // 设置程序frame的标题 
    } 
    else if (msgreceived.equals("/reject")) 
    { // 收到的信息为拒绝用户时 
      try 
      { 
        firclient.firpad.statustext.settext("不能加入游戏!"); 
        firclient.usercontrolpad.cancelbutton.setenabled(false); 
        firclient.usercontrolpad.joinbutton.setenabled(true); 
        firclient.usercontrolpad.createbutton.setenabled(true); 
      } 
      catch (exception ef) 
      { 
        firclient.userchatpad.chattextarea 
            .settext("cannot close!"); 
      } 
      firclient.usercontrolpad.joinbutton.setenabled(true); 
    } 
    else if (msgreceived.startswith("/peer ")) 
    { // 收到信息为游戏中的等待时 
      firclient.firpad.chesspeername = msgreceived.substring(6); 
      if (firclient.iscreator) 
      { // 若用户为游戏建立者 
        firclient.firpad.chesscolor = 1; // 设定其为黑棋先行 
        firclient.firpad.ismouseenabled = true; 
        firclient.firpad.statustext.settext("黑方下..."); 
      } 
      else if (firclient.isparticipant) 
      { // 若用户为游戏加入者 
        firclient.firpad.chesscolor = -1; // 设定其为白棋后性 
        firclient.firpad.statustext.settext("游戏加入,等待对手."); 
      } 
    } 
    else if (msgreceived.equals("/youwin")) 
    { // 收到信息为胜利信息 
      firclient.isonchess = false; 
      firclient.firpad.setvicstatus(firclient.firpad.chesscolor); 
      firclient.firpad.statustext.settext("对手退出"); 
      firclient.firpad.ismouseenabled = false; 
    } 
    else if (msgreceived.equals("/ok")) 
    { // 收到信息为成功创建游戏 
      firclient.firpad.statustext.settext("游戏创建等待对手"); 
    } 
 
    else if (msgreceived.equals("/error")) 
    { // 收到信息错误 
      firclient.userchatpad.chattextarea.append("错误,退出程序.\n"); 
    } 
    else 
    { 
      firclient.userchatpad.chattextarea.append(msgreceived + "\n"); 
      firclient.userchatpad.chattextarea.setcaretposition( 
          firclient.userchatpad.chattextarea.gettext().length()); 
    } 
  } 
 
  public void run() 
  { 
    string message = ""; 
    try 
    { 
      while (true) 
      { 
        // 等待聊天信息,进入wait状态 
        message = firclient.inputstream.readutf(); 
        dealwithmsg(message); 
      } 
    } 
    catch (ioexception es){} 
  } 
} 

至此,网络版五子棋就算是开发完成了。关于这么多类和包的关系如下图:

Java实现五子棋网络版

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。