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怎么在c++中使用ege圖形庫(kù)實(shí)現(xiàn)五子棋游戲?針對(duì)這個(gè)問(wèn)題,這篇文章詳細(xì)介紹了相對(duì)應(yīng)的分析和解答,希望可以幫助更多想解決這個(gè)問(wèn)題的小伙伴找到更簡(jiǎn)單易行的方法。
棋盤對(duì)象名: chessboard
屬性:
1:所有棋子-allchessman 二維數(shù)組,用來(lái)存放整個(gè)棋盤上棋子的分布和選手信息
數(shù)組元素值為0 表示該位置無(wú)子 值為1表示該位置為白方落子 值為-1表示該位置為黑方落子
二維數(shù)組元素以結(jié)構(gòu)體來(lái)表示 , 存X, Y坐標(biāo)和身份標(biāo)識(shí).要注意的是 ,標(biāo)識(shí)值為2標(biāo)識(shí)是棋盤邊界.不能落子
方法:
1:添加棋子 - bool addchessman(int , int , int message) //message指示落子黑白方身份識(shí)別
2:畫棋盤 - void drawchessboard()
3:判勝 - int bunko(int , int , int message)
4:void playchess() 運(yùn)行代碼的總程序
黑方對(duì)象:
屬性:
1: 棋子橫向位置 int chessman_X
2: 棋子縱向位置 int chessman_Y
3: 落子總個(gè)數(shù) black_chessman_count
4: 身份標(biāo)識(shí) int black_chessplayer
方法:
1: 提交棋子 submit_chessman(int , int)
白方對(duì)象:
屬性:
1:棋子橫向位置 int chessman_X
2:棋子縱向位置 int chessman_Y
3:落子總個(gè)數(shù) white_chessman_count
4:身份標(biāo)識(shí) int white_chessplayer
方法:
1: 提交棋子 submit_chessman(int ,int )
三個(gè)頭文件對(duì)應(yīng)三個(gè)對(duì)象:
黑棋選手:
#include<iostream> using namespace std; class black { int chessman_X; //橫向位置 int chessman_Y; //縱向位置 int black_chessman_count ; //落子總數(shù) int black_chessmanplayer ; public: black() { black_chessman_count=0; black_chessmanplayer=-1; } bool submit_chessman(int chessman_X , int chessman_Y ) { if(chessman_X>15 || chessman_X<1 || chessman_Y>15 ||chessman_Y<1) { return false; } else { this->chessman_X = chessman_X; this->chessman_Y = chessman_Y; black_chessman_count++; return true; } } int getIdentity() { return black_chessmanplayer; } int getChessman_X() { return chessman_X-1; //這里設(shè)置減一是因?yàn)楫媹D從0位置開(kāi)始 } int getChessman_Y() { return chessman_Y-1; } int getChessmanCount() { return black_chessman_count ; } };
白棋選手:
#include<iostream> using namespace std; class white { int chessman_X; //橫向位置 int chessman_Y; //縱向位置 int white_chessman_count; //落子總數(shù) int white_chessmanplayer; public: white() { white_chessman_count=0; white_chessmanplayer=1; } bool submit_chessman(int chessman_X , int chessman_Y ) { if(chessman_X>15 || chessman_X<1 || chessman_Y>15 || chessman_Y<1) { return false; } else { this->chessman_X = chessman_X; this->chessman_Y = chessman_Y; white_chessman_count++; return true; } } int getIdentity() { return white_chessmanplayer; } int getChessman_X() { return chessman_X-1; } int getChessman_Y() { return chessman_Y-1; } int getChessmanCount() { return white_chessman_count ; } };
棋盤對(duì)象:
#include<iostream> #include "graphics.h" #include"black.h" #include"white.h" #include <process.h> #define singleGirdSize 40 #define girdLength 15 using namespace std; class chessboard { //int allchessman[girdLength][girdLength] = {{0 ,0}}; struct allchessman { int point_X; //記錄棋子X(jué)軸位置 int point_Y; //記錄棋子Y軸位置 int message; //識(shí)別棋子身份 (黑方? 白方 ? 空子? ) }allchessman[girdLength][girdLength]; public : bool win =false; //玩家輸贏的標(biāo)記 black b; //定義黑方對(duì)象 white w; //定義白方對(duì)象 //這里b , w 是全局的 ,局部的話會(huì)對(duì)black_chessman_count這種屬性的變化有影響 public: //在構(gòu)造方法中初始化所有棋子 chessboard() { int x=100 , y=100; //棋盤左上端點(diǎn)100 ,100 for(int i=0 ; i<15 ; i++ , y+=singleGirdSize) { for(int u=0; u<15 ; u++ , x+=singleGirdSize) { allchessman[i][u].point_X = x; allchessman[i][u].point_Y = y; if(allchessman[i][u].point_X == 100 || allchessman[i][u].point_X == 660 || allchessman[i][u].point_Y == 100 || allchessman[i][u].point_Y == 660) { allchessman[i][u].message =2; //棋盤邊界標(biāo)識(shí)記為2 , 不能落子 } else { allchessman[i][u].message =0; //初始化為空子 } } x=100; //讓X重新回到端點(diǎn)位置 } } //添加棋子 bool addchessman(int chessman_X , int chessman_Y , int message) { if(message == -1) //黑方落子 { if(allchessman[chessman_X][chessman_Y].message== 0) //預(yù)落子位置無(wú)子 { allchessman[chessman_X][chessman_Y].message = -1; //落子 setfillcolor(RED); fillellipse(allchessman[chessman_X][chessman_Y].point_X , allchessman[chessman_X][chessman_Y].point_Y , 20 , 20); //界面上顯示落子 .半徑20 if(is_run()) delay_fps(10); return true; //落子成功 } else return false; //添加棋子失敗 重復(fù)落子的處理 } else { if (message == 1) { if(allchessman[chessman_X][chessman_Y].message == 0 ) { allchessman[chessman_X][chessman_Y].message =1; setfillcolor(WHITE); fillellipse(allchessman[chessman_X][chessman_Y].point_X , allchessman[chessman_X][chessman_Y].point_Y , 20 , 20); //界面上顯示落子 .半徑20 if(is_run()) delay_fps(10); return true; //落子成功 } else return false; } else { return false; //應(yīng)對(duì)意外情況 --message身份出錯(cuò)時(shí) } } } //addchessman void drawchessboard() { setinitmode(INIT_WITHLOGO, CW_USEDEFAULT, CW_USEDEFAULT); //畫布大小暫定800 ,800 initgraph(800 , 800); setfont(50 ,0 ,"宋體"); outtextxy(250 , 0 , "簡(jiǎn)易五子棋"); setfont(20 , 0 , "宋體"); //畫出棋盤 //預(yù)定棋盤左上端點(diǎn)是100 ,100 像素點(diǎn) int startpoint_X =100 , startpoint_Y =100 ; char str[10]; for(int i=0; i<15 ; i++) { sprintf(str , "%d" , i+1); outtextxy(startpoint_X-20 , startpoint_Y-7, str); line(startpoint_X , startpoint_Y , startpoint_X+( girdLength*singleGirdSize-singleGirdSize) , startpoint_Y); //線段畫出屏幕會(huì)出錯(cuò):什么也畫不出來(lái) startpoint_Y+=singleGirdSize; } startpoint_Y = 100; //重置起始點(diǎn)Y for(int i=0 ; i<15 ; i++) { sprintf(str , "%d" , i+1); outtextxy(startpoint_X-7, startpoint_Y-20 , str); line(startpoint_X , startpoint_Y , startpoint_X , startpoint_Y+(girdLength*singleGirdSize-singleGirdSize) ); startpoint_X+=singleGirdSize; } /* for(int i=0 ; i<15 ; i++) { for(int u=0 ; u<15 ; u++) { if(allchessman[i][u].message == 2) {} else { circle(allchessman[i][u].point_X , allchessman[i][u].point_Y , 20); } } } */ }//drawchessboard void playchess() { if(is_run()) delay_fps(10); int x ,y ; //接收落子的位置 int identity=1; // 標(biāo)識(shí)黑方 白方身份 identity取余不為0 則是黑方 do { cout<<" *************先輸入豎列 再輸入橫列*************** "<<endl; black_entry(x ,y); if(is_run()) delay_fps(10); if(!win) { white_entry(x ,y); } system("cls"); } while(!win); getch(); } void black_entry(int &x , int &y) { //bool addchessman(int chessman_X , int chessman_Y , int message); cout<<" 請(qǐng)黑方落子(您的棋子顏色是紅色):"<<endl; cout<<" 請(qǐng)輸入橫向位置:"<<endl; cout<<" "; cin>>x; cout<<" 請(qǐng)輸入縱向位置:"<<endl; cout<<" "; cin>>y; if( ! b.submit_chessman(x ,y) ) { cout<<" 輸入位置超出棋盤大小或不合法,請(qǐng)重新輸入"<<endl; black_entry(x ,y); } if( !addchessman(b.getChessman_X(), b.getChessman_Y() , b.getIdentity()) ) { cout<<" 落子失敗! 該位置已有棋子或棋盤邊界不能落子! 請(qǐng)重新輸入~~~"<<endl; black_entry( x ,y); } else { if(bunko( b.getChessman_X(), b.getChessman_Y() , b.getIdentity()) ) { setfont(50 , 0 ,"宋體"); setfontbkcolor(GREEN); outtextxy(300 ,300 ,"黑方勝!"); setfont(20 ,0 ,"宋體"); outtextxy(300 ,750 ,"按任意鍵退出!"); win = true; } } cout<<" 當(dāng)前黑方落子總數(shù):"<<b.getChessmanCount()<<endl; cout<<" 當(dāng)前白方落子總數(shù):"<<w.getChessmanCount()<<endl; } void white_entry(int &x , int &y) { // bool addchessman(int chessman_X , int chessman_Y , int message); cout<<endl<<endl<<endl; cout<<" 請(qǐng)白方落子(您的棋子顏色是白色):"<<endl; cout<<" 請(qǐng)輸入橫向位置:"<<endl; cout<<" "; cin>>x; cout<<" 請(qǐng)輸入縱向位置:"<<endl; cout<<" "; cin>>y; if( ! w.submit_chessman(x ,y) ) { cout<<" 輸入位置超出棋盤大小或不合法,請(qǐng)重新輸入"<<endl; black_entry(x ,y); } if( !addchessman(w.getChessman_X() ,w.getChessman_Y() ,w.getIdentity()) ) { cout<<" 落子失敗! 該位置已有棋子或棋盤邊界不能落子! 請(qǐng)重新輸入~~~"<<endl; white_entry(x ,y); } else { if(bunko( w.getChessman_X(), w.getChessman_Y() , w.getIdentity()) ) { setfont(50 , 0 ,"宋體"); setfontbkcolor(LIGHTGRAY); outtextxy(300 ,300 ,"白方勝!"); setfont(20 ,0 ,"宋體"); outtextxy(300 ,720 ,"按任意鍵退出!"); win = true; } } } bool bunko(int x, int y , int message) //判勝 { int xReturnZero =x; int yReturnZero =y; int accumulative=0; //用來(lái)記錄黑方或白方累計(jì)連在一起的 棋子個(gè)數(shù) //先以該子位置為基點(diǎn),向上(X軸不動(dòng) ,Y軸反方向) 逐一判斷 while(allchessman[--x][y].message == message) { accumulative++; //cout<<"累計(jì)的:"<<accumulative<<endl; } /* if(accumulative == 5) { accumulative=0; //重置計(jì)數(shù)為0 return true; } else { return false; } */ x = xReturnZero; y = yReturnZero; //先以該子位置為基點(diǎn) , 向下( X軸不動(dòng) , Y軸正方向) 逐一判斷 while(allchessman[++x][y].message == message) { accumulative++; //cout<<"累計(jì)的:"<<accumulative<<endl; } if(accumulative == 5) { accumulative=0; //重置計(jì)數(shù)為0 return true; } else { // return false; } x = xReturnZero; y = yReturnZero; //先以該子位置為基點(diǎn) , 向左(Y軸不動(dòng) , X軸反方向) 逐一判斷 while(allchessman[x][--y].message == message) { accumulative++; //cout<<"累計(jì)的:"<<accumulative<<endl; } /* if(accumulative == 5) { accumulative=0; //重置計(jì)數(shù)為0 return true; } else { return false; } */ x = xReturnZero; y = yReturnZero; //先以該子位置為基點(diǎn), 向右(Y軸不動(dòng) , X軸正方向) 逐一判斷 while(allchessman[x][++y].message == message) { accumulative++; //cout<<"累計(jì)的:"<<accumulative<<endl; } if(accumulative == 5) { accumulative=0; //重置計(jì)數(shù)為0 return true; } else { // return false; } x = xReturnZero; y = yReturnZero; //右下方 while(allchessman[++x][++y].message == message) { accumulative++; //cout<<"累計(jì)的:"<<accumulative<<endl; } /* if(accumulative == 5) { accumulative=0; //重置計(jì)數(shù)為0 return true; } else { return false; } */ x = xReturnZero; y = yReturnZero; //左上方 while(allchessman[--x][--y].message == message) { accumulative++; //cout<<"累計(jì)的:"<<accumulative<<endl; } if(accumulative == 5) { accumulative=0; //重置計(jì)數(shù)為0 return true; } else { //return false; } x = xReturnZero; y = yReturnZero; //右上方 while(allchessman[--x][++y].message == message) { accumulative++; //cout<<"累計(jì)的:"<<accumulative<<endl; } /* if(accumulative == 5) { accumulative=0; //重置計(jì)數(shù)為0 return true; } else { return false; } */ x = xReturnZero; y = yReturnZero; //左下方 while(allchessman[++x][--y].message == message) { accumulative++; //cout<<"累計(jì)的:"<<accumulative<<endl; } if(accumulative == 5) { accumulative=0; //重置計(jì)數(shù)為0 return true; } else { return false; } } //要在界面上顯示黑方已下棋子個(gè)數(shù) //這個(gè)方法目前沒(méi)有實(shí)現(xiàn) , 實(shí)際運(yùn)行有bug , 棋子數(shù)一直為初始值沒(méi)有改變 , 所以沒(méi)有用這個(gè)方法 char* showBlackChessmanCount(black b) { char str[50]; sprintf(str , "black role chessman count:%d" , b.getChessmanCount()); return str; } };
主函數(shù)運(yùn)行:
#include<iostream> #include"chessboard.h" using namespace std; int main() { chessboard chman; chman.drawchessboard(); chman.playchess(); }
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