快速的问题,我已经开发了3种不同深度的AI。
当前,要选择要与之对抗的AI,必须进入一个名为Main.java的java文件,并将其更改为所需的任何一个。更改的行是:
chessGame.setPlayer(Piece.COLOR_BLACK, ai3);//Here A.I is assigned
我想允许用户在游戏开始时有一个选择,以选择希望通过界面获得帮助的AI,我在想像JOptionpane这样的东西可能会起作用。
(我只是不确定如何为AI选择做一个)
当前的AI
ai1 ai2 ai3
package chess; import chess.ai.SimpleAiPlayerHandler; import chess.gui.ChessGui; import chess.logic.ChessGame; import chess.logic.Piece; public class Main { public static void main(String[] args) { // Creating the Game ChessGame chessGame = new ChessGame(); // Creating the Human Player //Human Player is the Object chessGui ChessGui chessGui = new ChessGui(chessGame); //Creating the A.I's SimpleAiPlayerHandler ai1 = new SimpleAiPlayerHandler(chessGame);//Super Dumb SimpleAiPlayerHandler ai2 = new SimpleAiPlayerHandler(chessGame);//Dumb SimpleAiPlayerHandler ai3 = new SimpleAiPlayerHandler(chessGame);//Not So Dumb // Set strength of AI, how far they can see ahead ai1.maxDepth = 1; ai1.maxDepth = 2; ai3.maxDepth = 3; //Assign the Human to White chessGame.setPlayer(Piece.COLOR_WHITE, chessGui); //Assign the not so dumb A.I to black chessGame.setPlayer(Piece.COLOR_BLACK, ai3); // in the end we start the game new Thread(chessGame).start(); } }
谢谢你的帮助。
您可能应该使用JComboBox允许用户在3个可用选项中进行选择。如果使用此JComboBox制作启动JFrame,则可以随后创建您的主游戏框架并将其值传递给JComboBox。
例如,您可以让JComboBox提供困难设置Easy,Medium和Hard的选项。在JButton上使用动作侦听器,从JComboBox获取选定的值,并将其转换为适合于minimax算法的int值。也就是说,通过1代表轻松,2代表中等,3代表艰苦。
接下来,更改您的ai类,以便将maxDepth放入构造函数中。然后,当实例化ai时,只需为其提供从前一帧传递来的值,就可以在正确的难度设置下创建所需的唯一ai。
编辑:
看来您设法完成了类似的工作,这真是太好了!为了对您有所帮助,我在下面提供了一个简短的示例,说明了如何进行此操作。请注意,我还对它进行了设置,以使您的SimpleAiPlayerHandler构造函数也采用一个int值来实例化maxDepth变量。您需要添加它。由于它使用的是我没有的类,因此我无法对其进行编译。但是,如果其他任何人需要做类似的事情,只需除去DifficultyListener中的所有内容,除了print语句和JComboBox遇到的困难的行,您就会发现它可以正常工作(并进行编译)。
import javax.swing.*; import java.awt.event.*; public class ChessSplash extends JFrame { private final JComboBox<Difficulty> difficultySetting; public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { @Override public void run() { ChessSplash gui = new ChessSplash(); gui.setVisible(true); } }); } public enum Difficulty { EASY(1, "Easy"), MEDIUM(2, "Medium"), HARD(3, "Hard"); private final int intValue; private final String stringValue; private Difficulty(int intValue, String stringValue) { this.intValue = intValue; this.stringValue = stringValue; } @Override public String toString() { return stringValue; } }; public ChessSplash() { super("Chess Game"); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); difficultySetting = new JComboBox<>(Difficulty.values()); JButton startButton = new JButton("Start Game"); startButton.addActionListener(new DifficultyListener()); JPanel mainPanel = new JPanel(); add(mainPanel); mainPanel.add(difficultySetting); mainPanel.add(startButton); pack(); } private class DifficultyListener implements ActionListener { @Override public void actionPerformed(ActionEvent e) { //Declare AI SimpleAiPlayerHandler ai; //Declare and Instantiate Chess Game ChessGame chessGame = new ChessGame(); //Human Player is the Object chessGui ChessGui chessGui = new ChessGui(chessGame); //Assign Human Player to White chessGame.setPlayer(Piece.COLOR_WHITE, chessGui); //Get the selected difficulty setting Difficulty difficulty = (Difficulty)difficultySetting.getSelectedItem(); //Instantiate Computer AI pass it the maxDepth for use in the constructor ai = new SimpleAiPlayerHandler(difficulty.intValue, chessGame); //Assign Computer Player to Black chessGame.setPlayer(Piece.COLOR_BLACK, ai); //Demonstrate the enum combobox works System.out.println(difficulty.intValue); //Dispose of the splash JFrame ChessSplash.this.dispose(); //Start your game thread (I would probably do something to move this //onto the EDT if you're doing this is swing personally new Thread(chessGame).start(); } } }