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使用C#實(shí)現(xiàn)一個(gè)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。
private Image myImage; /// <summary> /// 初始化背景數(shù)組 /// int[x,y] x為行 y為列 /// </summary> private int[,] bgGround = new int[11, 11]; /*{ {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0} };*/ private int CurrentX;//當(dāng)前bgGround的x行 private int CurrentY;//當(dāng)前bgGround的y列 private bool IsWhite = false;//判斷白棋還是黑棋先 private bool IsOver = false;//記錄游戲是否結(jié)束 private void Form1_Load(object sender, EventArgs e) { myImage = new Bitmap(panel1.Width, panel1.Height); } protected override void OnPaint(PaintEventArgs e) { Draw(); base.OnPaint(e); } /// <summary> /// 畫棋盤 /// </summary> private void Draw() { Graphics g = Graphics.FromImage(myImage); g.Clear(this.BackColor); g.FillRectangle(Brushes.White,new Rectangle(new Point(10,10),new Size(400,400))); //循環(huán)次數(shù)應(yīng)比背景bgGround行、列少1 for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { g.DrawRectangle(new Pen(Brushes.Black), i * 40 + 10, j * 40 + 10, 40, 40); } } Graphics gg = panel1.CreateGraphics(); gg.DrawImage(myImage, 0, 0); } private void panel1_MouseClick(object sender, MouseEventArgs e) { if (IsOver) { return; } Graphics g = panel1.CreateGraphics(); //設(shè)置當(dāng)鼠標(biāo)點(diǎn)擊坐標(biāo)在某一落棋點(diǎn)坐標(biāo)想x,y的+-10的范圍內(nèi)即可落子 int x = (e.X - 10) % 40; int y = (e.Y - 10) % 40; if (x > 30) { x = (e.X - 10) / 40 + 1; } else { x = (e.X - 10) / 40; } if (y > 30) { y = (e.Y - 10) / 40 + 1; } else { y = (e.Y - 10) / 40; } if (bgGround[x, y] == 0) { if (IsWhite) { DrawChess(g, x, y, new Pen(Brushes.White), Brushes.White, 1); IsWhite = false; JudgeResult(1); } else { DrawChess(g, x, y, new Pen(Brushes.Black), Brushes.Black, 2); IsWhite = true; JudgeResult(2); } } } /// <summary> /// 判斷輸贏 /// </summary> /// <param name="flag">1為白棋 2為黑棋</param> private void JudgeResult(int flag) { int x = CurrentX; int y = CurrentY; int MinXNum = 0; int MaxXNum = 0; int count = 0; if (x > 4) { MinXNum = x - 4; if (x + 4 > 10) { MaxXNum = 10; } else { MaxXNum = x + 4; } } else { MaxXNum = x + 4; } int MinYNum = 0; int MaxYNum = 0; if (y > 4) { MinYNum = y - 4; if (y + 4 > 10) { MaxYNum = 10; } else { MaxYNum = y + 4; } } else { MaxYNum = y + 4; } #region //橫向 for (int i = MinXNum; i < MaxXNum+1; i++) { if (bgGround[i, y] == flag) { count++; if (count > 4) goto Label; } else { count = 0; if (i > MaxXNum - 4) break; } } #endregion #region //豎向 for (int i = MinYNum; i < MaxYNum+1; i++) { if (bgGround[x, i] == flag) count++; else { count = 0; if (i > MaxYNum - 4) break; } if (count > 4) goto Label; } #endregion //左斜 for (int i = MinXNum; i < MaxXNum+1; i++) { if (CurrentX + CurrentY - i < 0) break; if (CurrentX + CurrentY - i <= 10) { if (bgGround[i, CurrentX + CurrentY - i] == flag) { count++; } else { count = 0; if (i > MaxYNum - 4) break; } } if (count > 4) goto Label; } //右斜 for (int i = MinXNum; i < MaxXNum+1; i++) { if (i < CurrentX - CurrentY) break; if (i + CurrentY - CurrentX > 10) break; if (bgGround[i, i + CurrentY - CurrentX] == flag) { count++; } else { count = 0; if (i > MaxYNum - 4) break; } if (count > 4) goto Label; } Label: if (flag == 1 && count > 4) { IsOver = true; MessageBox.Show("白棋贏,游戲結(jié)束"); return; } else if (flag == 2 && count > 4) { IsOver = true; MessageBox.Show("黑棋贏,游戲結(jié)束"); return; } else { IsOver = false; } } /// <summary> /// 畫棋子 /// </summary> /// <param name="g"></param> /// <param name="x">bgGround中x位置</param> /// <param name="y">bgGround中y位置</param> /// <param name="p">畫筆</param> /// <param name="brush">棋子顏色</param> /// <param name="flag">1為白棋 2為黑棋</param> private void DrawChess(Graphics g, int x, int y, Pen p, Brush brush, int flag) { CurrentX = x; CurrentY = y; bgGround[x, y] = flag; g.DrawEllipse(p, x * 40, y * 40, 20, 20); g.FillEllipse(brush, x * 40, y * 40, 20, 20); } ///btn_Chess_Click是黑棋先和白棋先按鈕的共同事件,設(shè)置白棋先button的tag值為1,黑棋先button的tag值為2 /// <summary> /// 判斷哪個(gè)先下 設(shè)置button控件的tag值 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void btn_Chess_Click(object sender, EventArgs e) { Button btn = sender as Button; string tag = btn.Tag.ToString(); if (tag.Equals("1"))//白棋先 { IsWhite = true; } else//黑棋先 tag=2 { IsWhite = false; } } /// <summary> /// 重置 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void btn_reset_Click(object sender, EventArgs e) { IsOver = false; Draw(); bgGround = new int[11, 11]; }
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