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Othello


/*
 * @(#) Othello.java 	
 *
 * Copyright (c) 1995 Yukio Hirai. All Rights Reserved.
 *
 * Author: Yukio Hirai <t94369yh@sfc.keio.ac.jp> 
 *
 * On condition that you do not modify this copyright notice,
 * You can use, copy, modify, and distribute this program
 * I am not responsible for  ANY damage caused by this program.
 * Use this program at YOUR OWN RISK!
 * Feel free to e-mail me some comments.
 *
 * 作者: 平井 幸夫 (ひらい ゆきお) <t94369yh@sfc.keio.ac.jp> 
 *
 * この文章自身を変更・削除しないという条件において、このプログ
 * ラムを自由に使用、複製、改造、配布して下さって構いません。
 * このプログラムによってもたらされた、いかなる損害についても、
 * 作者は責任を負いません。御自分の責任にて御使用下さい。 
 * 何かコメントがありましたら、是非メイルをお送り下さい。
 *
 */

import java.applet.*;
import java.lang.*;
import java.awt.*;
import java.net.*;

/**
 * This class is for the Othello game. This is the first applet I wrote.<br>
 * しごく単純な、オセロゲーム。これは私が作った最初のアプレットです。
 * @author Yukio Hirai (平井 幸夫) 
 * <a href="mailto:t94369yh@sfc.keio.ac.jp">(t94369yn@sfc.keio.ac.jp)</a><br>
 *  - URL <A HREF="http://www.sfc.keio.ac.jp/~t94369yh/">
 * http://www.sfc.keio.ac.jp/~t94369yh/</a>
 * @version 0.75  <i>Nov 1, 1995</i>
 */
public class Othello extends Applet implements Runnable {
  /**
   * The stete of a particular cell.<br>
   * オセロ盤の状態を表す
   */
  final int BLACK =  1;	
  final int WHITE = -1;
  final int EMPTY =  0;
  
  /**
   * Width of the board<br>
   * オセロ盤の大きさ
   */
  final int WIDTH = 480;
  
  /**
   * Space at bottom right<br>
   * 右下の空きスペース
   */
  final int SPACE = 80;
  
  /**
   * Directions<br>
   * 方向を表す定数
   */
  private final int UPPER 	= 0;
  private final int LOWER 	= 1;
  private final int RIGHT 	= 2;
  private final int LEFT  	= 3;
  private final int UPPERLEFT 	= 4;
  private final int UPPERRIGHT	= 5;
  private final int LOWERRIGHT	= 6;
  private final int LOWERLEFT	= 7;
  boolean direction[] = 
    {false, false, false, false, false, false, false, false};
  
  /**
   * Turn.<br>
   * 順番
   */
  public int turn;
  
  /**
   * The othello board. matrix of 8 * 8.<br>
   * オセロ盤、8 * 8マス。
   */
  protected int stone[][];

  /**
   * Number of stones on the board<br>
   * 盤上の石を数えるための変数
    */
  protected int counter_black = 0, counter_white = 0;

  /** 
   * column and row data for audio.<br>
   * 読み上げ用の変数。変数の渡し方があまりスマートではない
   * ので改良の余地あり。
   */
  int audioColumn, audioRow;

  /**
   * Computer player<br>
   * 対戦相手のコンピュータ。今は、石が置けるところに無作為に
   * 置いていくだけのアルゴリズムである。将来的には、このプレイヤを
   * 継承して、もっと強いアルゴリズムで対戦できるようにしたい。
   */
  OthelloPlayer computer;

  /**
   * Initialize this applet.
   * Resizing and preparing AudioData.<br>
   * アプレットを初期化する。
   */
  public void init() {
    /* 最初にAppletが作成される時に呼ばれる */
    //System.out.println("Othello: init() --- 初期化");
    
    /* オセロ盤を作る */
    stone = new int[8][8];
    
    /* オセロ盤を初期化 */
    for (int i = 0; i < 8; i++) {
      for (int j = 0; j < 8; j++) {
	stone[i][j] = EMPTY;
      }
    }
    stone[3][3] = BLACK; stone[4][3] = WHITE;
    stone[3][4] = WHITE; stone[4][4] = BLACK;
    
    countStone();		/* 盤上の石を数える */

    turn = BLACK;		/* 先手を黒番に設定 */
    
    /* Netscape2.0b1Jでは、resizeに不都合があるらしい */
    /*resize(WIDTH*2 + SPACE, 1000 + WIDTH*2 + SPACE);  appletの大きさを設定 */
    
    /* 音データの準備 */
    for (int i = 1; i <= 8; i++) {
      getAudioClip(getCodeBase(), "audio/" + i + ".au");
    }
    getAudioClip(getCodeBase(), "audio/black.au");
    getAudioClip(getCodeBase(), "audio/white.au");

    computer = new OthelloPlayer(this);	/* 対戦相手のコンピュータを作成 */
  }
  

  /**
   * Paint this applet.<br>
   * アプレットを描画する
   */
  public void paint(Graphics g) {
    //System.out.println("Othello: paint() --- 描画");

    drawBoard(g);	/* オセロ盤を描く */
    /* 石を描く */
    for(int i = 0; i < 8; i++){
      for(int j = 0; j < 8; j++){
	if (stone[i][j] != 0){
	  drawStone(i, j, g);
	}
      }
    }
    
    drawTurn(g); 	/* どちらの番かを盤の下に示す */
    drawCountStone(g);  /* 各々の石の数を描く */

    if (counter_black + counter_white == 64) {
      showWinner(g);
    }
  }
  

  /**
   * Draw the Othello board<br>
   * オセロ盤を描く
   */
  public void drawBoard (Graphics g) {
    /* バックの色指定 */
    setBackground(Color.green);
    
    /* 外枠を描く */
    g.setColor(Color.black);
    g.drawLine(0,0, 0,WIDTH);		
    g.drawLine(WIDTH,0, WIDTH,WIDTH);	
    g.drawLine(0,0, WIDTH,0);		
    g.drawLine(0,WIDTH, WIDTH,WIDTH);	
    
    for(int i = 1; i < 8; i++){
      /* 縦線を引く */
      g.drawLine(WIDTH*i/8,0, WIDTH*i/8,WIDTH);
      /* 横線を引く */
      g.drawLine(0,WIDTH*i/8, WIDTH,WIDTH*i/8);
    }
  }
  

  /**
   * Paint stones on the board.<br>
   * 石を描く
   */
  public void drawStone(int column, int row, Graphics g) {
    /* 色を設定 */
    if (stone[column][row] == BLACK) {
      g.setColor(Color.black);
    } else if (stone[column][row] == WHITE){
      g.setColor(Color.white);
    }
    g.fillOval(column * WIDTH / 8 + 10, row * WIDTH / 8 + 10, 
		  WIDTH / 12, WIDTH / 12);
  }
  

  /**
   * Display which trun.
   * 順番を表示
   */
  void drawTurn(Graphics g){
    String black = "Black";		
    String white = "White";		
    String comment = " player's turn";		
    
    g.setColor(Color.blue);
    if (turn == BLACK) {
      g.drawString(black + comment, WIDTH/2, WIDTH + 35);
      g.setColor(Color.black);
      showStatus("Your turn!");
    } else {
      g.drawString(white + comment, WIDTH/2, WIDTH + 35);
      g.setColor(Color.white);
      showStatus("Compurter's turn!");
    }
    /* 色を示すアイコン */
    g.fill3DRect(WIDTH/2 - 20, WIDTH+20, 20, 20, true);
  }
  

  /**
   * Show win or lose.<br>
   * 勝敗を表示する
   */
  void showWinner(Graphics g){
    /* フォントを設定 */
    //Font font = getFont("Courier", Font.BOLD, 96);
    //g.setFont(font);

    g.clearRect(0, 0, WIDTH+1, WIDTH+1);

    if (counter_black > counter_white) {
      for(int  i = 0; i < 255; i++){
	//g.setColor(getColor(i, i, i));
	g.fillRect(0, 0, WIDTH+1, WIDTH+1);
	//g.setColor(getColor(0, i, i));
	g.drawString("You", 150, 100);
	g.drawString("Won!", 130, 200);
      }
    } else if (counter_black < counter_white) {
      g.setColor(Color.black);
      g.fillRect(0, 0, WIDTH+1, WIDTH+1);
      for(int i = 255; i >=0; i--){
	//g.setColor(getColor(i, i, i));
	g.drawString("You", 150, 100);
	g.drawString("lost...", 75, 200);
      }
    } else {
      g.drawString("Draw", 100, 100);
      g.drawString("Game", 100, 200);
    }
  }

  /**
   * Count the number of stones.
   * 盤上の石を数える
   */
  void countStone() {
    counter_black = 0;
    counter_white = 0;
    
    /* 各々の石を数える */
    for(int i = 0; i < 8; i++){
      for(int j = 0; j < 8; j++){
	if(stone[i][j] == BLACK) counter_black++;
	if(stone[i][j] == WHITE) counter_white++;
      }
    }

    /* ゲーム終了判定 */
    if (counter_black + counter_white == 64) {
      //System.out.println("Othello: countStone(勝負あり!)");
      endGame();
      init();
    }
  }

  /**
   * Display winner. This method is called when the game is finished.
   */
  public void endGame(){
    if (counter_black > counter_white) {
      //System.out.println("Othello: endGame(黒の勝ち!)");
    } else if (counter_black < counter_white) {
      //System.out.println("Othello: endGame(白の勝ち!)");
    } else {
      //System.out.println("Othello: endGame(引き分け)");
    }
    repaint();
    try {
      Thread.sleep(500);
    } catch(Exception e){
    }
  }
  

  /**
   * Display the number of stones.<br>
   * 石の数を描く
   */
  void drawCountStone(Graphics g){
    g.setColor(Color.white);
    g.fill3DRect(WIDTH+15, 130, 30,20, false); /* 数字を書くボックス */
    g.fill3DRect(WIDTH+15, 190, 30,20, false); /* 数字を書くボックス */
    g.fill3DRect(WIDTH+5, 160, 20,20, true); /* 白アイコン */
    g.setColor(Color.black);
    g.fill3DRect(WIDTH+5, 100, 20,20, true); /* 黒アイコン */
    g.drawString("Black", WIDTH+30, 115);		
    g.drawString("White", WIDTH+30, 175);
    g.drawString(Integer.toString(counter_black), WIDTH+20, 145); 
    g.drawString(Integer.toString(counter_white), WIDTH+20, 205);
  }
  

  /**
   * When mouse button is released.<br>
   * マウスボタンが放された時の処理
   */
  public boolean mouseUp(Event e, int x, int y) {
    /* クリック座標からオセロ盤の行列に変換 */
    int column = (int)(x / (WIDTH / 8));
    int row	   = (int)(y / (WIDTH / 8));
    
    if (turn == BLACK) {
      /* 石を置いて相手の番にする */
      if (checkStone(column, row, turn) == true){
	turnStone(column, row, turn); /* 石を置き、裏返す */
	playAudio(column, row);       /* 読み上げる */

	turn = - turn;	/* 順番を交替 */
	countStone();   /* オセロ盤上の、各々の石の数を数える */
	//repaint();      /* 再描画 */
	update(getGraphics());
	
	try {
	  Thread.sleep(500);	/* 間を空ける */
	} catch (Exception excep){
	}
      }
    }

    if (turn == WHITE) {
      computer.decide();	/* コンピュータの手 */
      countStone(); /* オセロ盤上の、各々の石の数を数える */
      //repaint();    /* 再描画 */
      update(getGraphics());
    }
    return true;
  }

/**
 * Speak out the column and the row by activating audio thread.
 */
public void playAudio(int column, int row){
    //System.out.print("Othello: playAudio(" + (column+1) + ", ");
    //System.out.print((row+1) + ", ");
    if (turn == BLACK) {
      //System.out.println("黒)");
    } else {
      //System.out.println("白)");
    }

    /* 音声再生methodに引数を渡す */
    audioColumn = column + 1;
    audioRow = row + 1;
    
    /* 音声再生用のThreadをforkする */
    (new Thread(this)).start();
  }    

  /**
   * Play the sound on another Thread.<br>
   * 別のThreadの上で、音声を鳴らす
   */
  public void run() {
    /* 列を読み上げる */
    play(getCodeBase(), "audio/" + audioColumn + ".au");
    try {
      Thread.sleep(500); 
    } catch (Exception e) {
    }
    /* 行を読み上げる */
    play(getCodeBase(),"audio/" + audioRow + ".au");
    //Thread.sleep(500); 
    /* どちらの手かを読み上げる */
    /*if (turn == BLACK){
      play(getCodeBase(), "audio/white.au");
    } else if (turn == WHITE) {
      play(getCodeBase(), "audio/black.au");
    }*/
    /* Threadを明示的に破棄することはこの場合、必要ない(らしい) */
  }

  /**
   * Check whether a stone can be put anywhere.
   * 
   * <jp 盤のどこかに石が置けるかどうか調べる。
   * 一つでも置ける場所があるなら true, 置けないなら false を返す>
   * 
   * @return boolean true if you can put a stone
   */
  public boolean checkAll(int turn) {
    for(int i = 0; i < 8; i++){
      for(int j = 0; j < 8; j++){
	if(checkStone(i, j, turn)){
	  return true;
	}
      }
    }
    return false;
  }

  /**
   * Check whether a stone can be put there.<br>
   * 石が置けるかどうか調べる。置けるなら true, 置けないなら false を返す
   * 
   * @return boolean true if you can put a stone there
   */
  public boolean checkStone(int column, int row, int color){
    //System.out.println("Othello: checkStone("+column+","+row+")");
    
    int i, j;
    
    /* 方向チェック配列を初期化 */
    for (i = 0; i < 8; i++){
      direction[i] = false;
    }
    
    if(stone[column][row] != 0) {
      /* もし、そこに石があったら、falseを返す */
      //System.out.println("Othello: checkStone(すでに石があるぞ)");
      //System.out.println("Othello: checkStone(ここには置けないぞ)");
      return false;
    } else { 
      /* 左 */
      if (column > 1 && stone[column-1][row] == -color) {
	for (i = column-2; i > 0 && stone[i][row] == -color; i--);
	if (stone[i][row] == color) {
	  //System.out.println("Othello: checkStone(左が裏返せるぞ)");
	  direction[LEFT] = true;
	}
      }
      /* 右 */
      if (column < 6 && stone[column+1][row] == -color) {
	for (i = column+2; i < 7 && stone[i][row] == -color; i++);
	if (stone[i][row] == color) {
	  //System.out.println("Othello: checkStone(右が裏返せるぞ)");
	  direction[RIGHT] = true;
	}
      } 
      /* 上 */
      if (row > 1 && stone[column][row-1] == -color) {
	for (j = row-2; j > 0 && stone[column][j] == -color; j--);
	if (stone[column][j] == color) {
	  //System.out.println("Othello: checkStone(上が裏返せるぞ)");
	  direction[UPPER] = true;
	}
      }
      /* 下 */
      if (row < 6 && stone[column][row+1] == -color) {
	for (j = row+2; j < 7 && stone[column][j] == -color; j++);
	if (stone[column][j] == color) {
	  //System.out.println("Othello: checkStone(下が裏返せるぞ)");
	  direction[LOWER] = true;
	}
      }
      /* 左上 */
      if (column > 1 && row > 1 && stone[column-1][row-1] == -color) {
	for (i = column-2, j = row-2; i > 0 && j > 0 
	     && stone[i][j] == -color; i--, j--);
	if (stone[i][j] == color) {
	  //System.out.println("Othello: checkStone(左上が裏返せるぞ)");
	  direction[UPPERLEFT] = true;
	}
      }
      /* 右上 */
      if (column < 6 && row > 1 && stone[column+1][row-1] == -color) {
	for (i = column+2, j = row-2; i < 7 && j > 0 
	     && stone[i][j] == -color; i++, j--);
	if (stone[i][j] == color) {
	  //System.out.println("Othello: checkStone(右上が裏返せるぞ)");
	  direction[UPPERRIGHT] = true;
	}
      }
      /* 右下 */
      if (column < 6 && row < 6 && stone[column+1][row+1] == -color) {
	for (i = column+2, j = row+2; i < 7 && j < 7 
	     && stone[i][j] == -color; i++, j++);
	if (stone[i][j] == color) {
	  //System.out.println("Othello: checkStone(右下が裏返せるぞ)");
	  direction[LOWERRIGHT] = true;
	}
      }
      /* 左下 */
      if (column > 1 && row < 6 && stone[column-1][row+1] == -color) {
	for (i = column-2, j = row+2; i > 0 && j < 7 
	     && stone[i][j] == -color; i--, j++);
	if (stone[i][j] == color) {
	  //System.out.println("Othello: checkStone(左下が裏返せるぞ)");
	  direction[LOWERLEFT] = true;
	}
      } 

      /* どこかの方向で裏返せるなら、trueを返す */
      for (i = 0; i < 8; i++){
	if (direction[i] == true){
	  return true;
	}
      }

      //System.out.println("Othello: checkStone(どこも裏返せないぞ)");
      //System.out.println("Othello: checkStone(ここには置けないぞ)");
      return false;
    }
  }

  /**
   * Turn the stone over.
   * <jp 実際に石をひっくり返す>
   */
  public void turnStone(int column, int row, int color) {
    /* まず、石を置く */
    stone[column][row] = color;

    /* i は列を、j は行を表すのに用いる */
    int i,j;

    /* 左 */
    if (direction[LEFT] == true){
      //System.out.println("Othello: turnStone(左を裏返すぞ)");
      for (i = column-1; stone[i][row] != color; i--){
	stone[i][row] = - stone[i][row];
      }
    }
    /* 右 */
    if (direction[RIGHT] == true){
      //System.out.println("Othello: turnStone(右を裏返すぞ)");
      for (i = column + 1; stone[i][row] != color; i++){
	stone[i][row] = - stone[i][row];
      }
    }
    /* 上 */
    if (direction[UPPER] == true){
      //System.out.println("Othello: turnStone(上を裏返すぞ)");
      for (j = row - 1; stone[column][j] != color; j--){
	stone[column][j] = - stone[column][j];
      }
    }
    /* 下 */
    if (direction[LOWER] == true){
      //System.out.println("Othello: turnStone(下を裏返すぞ)");
      for (j = row + 1; stone[column][j] != color; j++){
	stone[column][j] = - stone[column][j];
      }
    }
    /* 左上 */
    if (direction[UPPERLEFT] == true){
      //System.out.println("Othello: turnStone(左上を裏返すぞ)");
      for (i = column-1, j = row-1; stone[i][j] != color; i--, j--){
	stone[i][j] = - stone[i][j];
      }
    }
    /* 右上 */
    if (direction[UPPERRIGHT] == true){
      //System.out.println("Othello: turnStone(右上を裏返すぞ)");
      for (i = column+1, j = row-1; stone[i][j] != color; i++, j--){
	stone[i][j] = - stone[i][j];
      }
    }
    /* 右下 */
    if (direction[LOWERRIGHT] == true){
      //System.out.println("Othello: turnStone(右下を裏返すぞ)");
      for (i = column+1, j = row+1; stone[i][j] != color; i++, j++){
	stone[i][j] = - stone[i][j];
      }
    }
    /* 左下 */
    if (direction[LOWERLEFT] == true){
      //System.out.println("Othello: turnStone(左下を裏返すぞ)");
      for (i = column-1, j = row+1; stone[i][j] != color; i--, j++){
	stone[i][j] = - stone[i][j];
      }
    }

    //System.out.println("Othello: turnStone(裏返しは、おしまい)");    
  }
}

/**
 * This is a class which define the strategy of computer othello player.<br>
 * 今は、石を置けるマスを無作為に選んで、石を置くだけのアルゴリズム。
 * 将来的には、このクラスを拡張することによって自分のプレイヤーを
 * つくって、大会を開いてみたい。
 *
 * @author Yukio Hirai (平井 幸夫)
 * <a href="mailto:t94369yh@sfc.keio.ac.jp">(t94369yn@sfc.keio.ac.jp)</a>
 *  - URL <A HREF="http://www.sfc.keio.ac.jp/~t94369yh/">
 * http://www.sfc.keio.ac.jp/~t94369yh/</a>
 * @version 0.1  <i>Sep 3, 1995</i>
 */
class OthelloPlayer {
  Othello parent;

  int i,j;

  OthelloPlayer(Othello parent){
    this.parent = parent;
  }

  public void decide(){
    if (parent.checkAll(parent.turn) == true) {
      do {
	//Math.srandom(System.currentTimeMillis());
	i = (int)(Math.random() * 8);
	//Math.srandom(System.currentTimeMillis() * System.currentTimeMillis());
	j = (int)(Math.random() * 8);
      } 
      while (! parent.checkStone(i, j, parent.turn));
      
      parent.turnStone(i, j, parent.turn); /* 石を置き、裏返す */
      //parent.playAudio(i, j);              /* 読み上げる */
    }
    parent.turn = - parent.turn;
  }
}

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JavaBytes
Internet Cyclone
This powerful, easy-to-use, internet optimizer is for Windows 95, 98, ME, NT, 2000 and XP. It's designed to automatically optimize your Windows settings, boosting your Internet connection up to 200%.

Windows 7: From Beta to Final Code in One Year
Google Shows Off Chrome OS, Releases Source
Microsoft Shows Off Silverlight 4, IE9 Plans
Metasploit Expands Vulnerability Test Framework
HyperCard Reborn?
Fedora 12 Takes Aim at Linux Networking
Top Supercomputer Nearly Doubles in Speed
Fedora 12 Linux Tackles Virtualization
Apple Gives iPhone Developers App Status Tracker
Novell Sets OpenSUSE 11.2 Free

Creating Custom Export Filters for StarOffice with XSLT
WPF Wonders: Using DataTemplates
Crystal Reports Family Offers Options for Developers
Avaya Aura Session Manager video
Avaya Aura Overview video
Exploring HTML 5's Audio/Video Multimedia Support
Overriding Virtual Functions? Use C++0x Attributes to Avoid Bugs.
Understanding the Cloud Computing Security Vulnerabilities
Cisco and IBM Target a Greener World
Upgrade to Visual Studio 2010 with the Ultimate Offer

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