如何在 Gomoku javafx 游戏中启用轮流

How to enable turn taking within game of Gomoku javafx

我很难在我的程序中启用轮流。

棋盘上的一个图块被点击,这些坐标被传递给 playMakeMove(),它在棋盘矩阵中移动并设置文本以直观地表示移动。

虽然当有2个玩家参与时(player, RandomAI),使用循环交替轮流后,该方法不起作用。 RandomAI 只是连续进行所有移动,玩家只在完全相同的位置移动一次(不等待鼠标被点击)。

我认为这个问题可以通过等待瓷砖被点击(到 运行 方法 playerMakeMove)然后让 RandomAI 轮流来解决。不确定如何实现这一点。

下面是两个 classes BoardGUI 和 Game 还有另一个 class(不包括)称为 Board。

public class BoardGUI extends Application {

    private final int BOARD_SIZE = 15;

    private Tile[][] tileBoard = new Tile[BOARD_SIZE][BOARD_SIZE];

    private Pane root = new Pane();

    private Parent createContent(Game game) {
        root.setPrefSize(755, 755);

        for (int i = 0; i < BOARD_SIZE; i++) {
            for (int j = 0; j < BOARD_SIZE; j++) {
                Tile tile = new Tile(i, j);
                tile.setTranslateX(j * 50);
                tile.setTranslateY(i * 50);

                tile.setOnMousePressed(e -> {
                    System.out.println("tile clicked");

                    // sets coordinates of tileClicked in game - to be used in making a player move
                    game.getTile().setRow(tile.getTileRow());
                    game.getTile().setColumn(tile.getTileCol());
                });

                root.getChildren().add(tile);

                tileBoard[i][j] = tile;
            }
        }
        return root;
    }

    @Override
    public void start(Stage primaryStage) {
        Game game = new Game();
        Scene scene = new Scene (game.GUI.createContent(game));
        primaryStage.setScene(scene);
        primaryStage.setTitle("Gomoku");
        primaryStage.show();


        for (int turns = 0; turns < (game.getBoardSize()*game.getBoardSize()); turns++) {
            if(game.getGameOver()) break;

            if(!game.isPlayerTurn()) {
                //AI make move
                game.makeMoveAIRandom(game.getGameBoard());
                game.setPlayerTurnTrue();
            }
            else {
                // player make move
                game.playerMakeMove(game);
            }
        }
        System.out.println("game over");
    }

     class Tile extends StackPane {

        Text text = new Text();
        int row, column;

        Tile(int x, int y) {
            this.row = x;
            this.column = y;

            Rectangle border = new Rectangle(50, 50);
            border.setFill(Color.BURLYWOOD);
            border.setStroke(Color.BLACK);
            text.setFont(Font.font(40));
            setAlignment(Pos.CENTER);
            getChildren().addAll(border, text);
        }

        void makeMove(Board board, int player, int row, int col) {
            System.out.println(row + " " + col);

            if (board.isMoveAvailable(row, col)) {
                drawTile(player);
                makeMoveMatrix(board, player, row, col);
            }
            System.out.println("makeMove executed");
        }

        void drawTile(int player) {
            System.out.println("setTextTile executed");
            text.setText("O");
            if (player == 1) text.setFill(Color.BLACK);
            else text.setFill(Color.WHITE);
        }

        void makeMoveMatrix(Board board, int player, int row, int col) {
            board.make_move(player, row, col);
        }

        int getTileRow() { return row; }

        void setRow(int row) { this.row = row; }

        void setColumn(int column) { this.column = column; }

        int getTileCol() { return column; }

    }

    Tile[][] getTileBoard() { return tileBoard; }
}


public class Game extends BoardGUI {

    private final int PLAYER_ONE = 1;
    private final int PLAYER_TWO = 2;
    BoardGUI GUI;
    private Board gameBoard;
    private int boardSize = 15;
    private int winLength = 5;
    private boolean turn = true;
    private boolean isGameOver = false;
    private Tile tileClicked = new Tile(0, 0);

    Game() {
        this.gameBoard = new Board(boardSize, winLength);
        this.GUI = new BoardGUI();
    }

    void makeMoveAIRandom(Board gameBoard) {

        Random random = new Random();
        int index = random.nextInt(gameBoard.availableMoves.size());
        int[] move = gameBoard.availableMoves.get(index);
        int row = move[0];
        int col = move[1];

        GUI.getTileBoard()[row][col].makeMove(gameBoard, PLAYER_TWO, move[0], move[1]);

        setGameOver(getGameBoard().check_win_all(PLAYER_TWO, row, col));

        gameBoard.availableMoves.remove(index);

        setPlayerTurnTrue();
    }

    void playerMakeMove(Game game) {

        int row = game.getTile().getTileRow();
        int col = game.getTile().getTileCol();

        game.GUI.getTileBoard()[row][col].makeMove(game.getGameBoard(), PLAYER_ONE, row, col);

        setGameOver(getGameBoard().check_win_all(PLAYER_TWO, row, col));

        System.out.println("player taken turn");
        setPlayerTurnFalse();
    }


    Board getGameBoard() { return gameBoard; }

    int getBoardSize () { return boardSize; }

    boolean isPlayerTurn() { return turn; }

    private void setPlayerTurnFalse() { turn = false; }

    void setPlayerTurnTrue() { turn = true; }

    boolean getGameOver () { return isGameOver; }

    private void setGameOver (boolean result) { isGameOver = result; }

    Tile getTile () { return tileClicked; }
}

您有 2 个主要选项来实现游戏循环。我不会在 Java 中编写它们的等价物,而是提供伪代码,如果您在转换为 Java.

时遇到问题,您可以询问

第一个选项是触发所有 activity 来自用户的操作。因此,例如,'event' 可能是拖放、选项单击等,具体取决于游戏:

on user event:
    change state according to user's choice
    go to next player
    while next player is AI:
        perform automated move
        go to next player

第二个更通用的选项是设置一个计时器,该计时器会定期触发以检查是否可以发生 AI 操作。

on user event:
    change state according to user's choice
    go to next player

on timer tick:
    if current player is AI
       perform automated move
       go to next player

根据游戏机制,每一项都有自己的位置

以下是一个完整的 运行 实现轮流变换的代码。
它还建议进行一些改进和设计更改。请注意评论。
未实现游戏结束逻辑。
为了方便起见,可以将整个代码复制粘贴到一个文件中 (BoardGUI.java) 和 运行:

import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javafx.application.Application;
import javafx.beans.property.BooleanProperty;
import javafx.beans.property.SimpleBooleanProperty;
import javafx.geometry.Pos;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.text.Font;
import javafx.scene.text.Text;
import javafx.stage.Stage;

public class BoardGUI extends Application {

    private final static int BOARD_SIZE = 15;

    private final Tile[][] tileBoard = new Tile[BOARD_SIZE][BOARD_SIZE];

    private final Pane root = new Pane();

    private Parent createContent(Game game) {
        root.setPrefSize(755, 755);

        for (int i = 0; i < BOARD_SIZE; i++) {
            for (int j = 0; j < BOARD_SIZE; j++) {
                Tile tile = new Tile(i, j);
                tile.setTranslateX(j * 50);
                tile.setTranslateY(i * 50);

                final int row = i, col = j;
                tile.setOnMousePressed(e -> {
                    //the click causes a move
                    //game.playerMakeMove(game, row, col); //no need to  pass a reference of Game to Game
                    game.playerMakeMove(row, col); //no need to  pass a reference of Game to Game
                });

                root.getChildren().add(tile);
                tileBoard[i][j] = tile;
            }
        }
        return root;
    }

    @Override
    public void start(Stage primaryStage) {

        //there is no need to get a new instance of BoardGUI from Game.
        //Game game = new Game();
        //Scene scene = new Scene (game.gui.createContent(game));

        //instead:
        Game game = new Game(this);
        Scene scene = new Scene (createContent(game));
        primaryStage.setScene(scene);
        primaryStage.setTitle("Gomoku");
        primaryStage.show();

        //the player should make a move  (click) and it should trigger the next move
    }

    //method moved from Tile
    void makeMove(Board board, int player, int row, int col) {

        if (board.isMoveAvailable(row, col)) {
            tileBoard[row][col].drawTile(player);
            makeMoveMatrix(board, player, row, col);
        }
    }

    //method moved from Tile
    void makeMoveMatrix(Board board, int player, int row, int col) {
        board.make_move(player, row, col);
    }


    Tile[][] getTileBoard() { return tileBoard; }

    class Tile extends StackPane {

        Text text = new Text();
        int row, column;

        Tile(int row, int col) {
            this.row = row; column = col;

            Rectangle border = new Rectangle(50, 50);
            border.setFill(Color.BURLYWOOD);
            border.setStroke(Color.BLACK);
            text.setFont(Font.font(40));
            setAlignment(Pos.CENTER);
            getChildren().addAll(border, text);
        }

        void drawTile(int player) {
            text.setText("O");
            if (player == Game.PLAYER_ONE) {
                text.setFill(Color.BLACK);
            } else {
                text.setFill(Color.WHITE);
            }
        }

        int getTileRow() { return row; }

        void setRow(int row) { this.row = row; }

        void setColumn(int column) { this.column = column; }

        int getTileCol() { return column; }
    }


    public static void main(String[] args) {
        launch(null);
    }
}

class Game  {// there is no need for Game to extend BoardGUI

    public static final int FREE = 0, PLAYER_ONE = 1, PLAYER_TWO = 2;
    private final BoardGUI gui;
    private final Board gameBoard;
    private final int boardSize = 15, winLength = 5;
    private final Random random = new Random(); //no need to create new Randon with every move
    //replace this attribute with property so you could listen to it
    //private boolean turn = true;
    private final BooleanProperty playerTurn = new SimpleBooleanProperty(true);

    private boolean isGameOver = false;

    Game(BoardGUI gui) { //get a reference to BoardGUI rather than constructing it
        gameBoard = new Board(boardSize, winLength);
        this.gui = gui;
        playerTurn.addListener( (obs,oldValue,newValue) ->{//listen to turn changes
            if(!newValue) {
                makeMoveAIRandom();
            }
        });
    }

    void makeMoveAIRandom() {

        if( playerTurn.get() ) return; //run only if not player turn

        List<int[]> availableMoves = gameBoard.getAvailableMoves();
        int index = random.nextInt(availableMoves.size());
        int[] move = availableMoves.get(index);

        gui.makeMove(gameBoard, PLAYER_TWO, move[0], move[1]);
        setPlayerTurnTrue();
        System.out.println("AI taken turn " + move[0] +"-"+ move[1]);
    }

    //void playerMakeMove(Game game, int row, int col) { //no need to path reference to this
    void playerMakeMove(int row, int col) {
        if(! playerTurn.get() ) return; //run only if player turn

        gui.makeMove(gameBoard, PLAYER_ONE, row, col);
        setPlayerTurnFalse();
        System.out.println("player taken turn " + row +"-"+col );
    }

    Board getGameBoard() { return gameBoard; }

    int getBoardSize () { return boardSize; }

    boolean isPlayerTurn() { return playerTurn.get(); }

    private void setPlayerTurnFalse() { playerTurn.set(false); }

    void setPlayerTurnTrue() { playerTurn.set(true); }

    boolean getGameOver () { return isGameOver; }

    private void setGameOver (boolean result) { isGameOver = result; }
}

class Board {

    private final int[][] board_matrix;
    private final int board_size, win_length;

    Board(int board_size, int win_length) {
        board_matrix = new int[board_size][board_size];
        this.board_size = board_size;
        this.win_length = win_length;

        for (int i = 0; i < board_size; i++) {
            for (int j = 0; j < board_size; j++) {
                board_matrix[i][j] = Game.FREE;
            }
        }
    }

    boolean isMoveAvailable(int row, int col) {

        return board_matrix[row][col] != Game.PLAYER_ONE && board_matrix[row][col] != Game.PLAYER_TWO ;
    }

    void make_move(int player, int x_pos, int y_pos) {
        if (player == Game.PLAYER_ONE) {
            board_matrix[x_pos][y_pos] = Game.PLAYER_ONE;
        } else {
            board_matrix[x_pos][y_pos] = Game.PLAYER_TWO;
        }
    }

    List<int[]> getAvailableMoves(){

        List<int[]> availableMoves = new ArrayList<>();
        for (int row = 0; row < board_size; row++) {
            for (int col = 0; col < board_size; col++) {
                if (board_matrix[row][col] == Game.FREE){
                    availableMoves.add(new int[]{ row, col});
                }
            }
        }

        return availableMoves;
    }
}