本文分享的五子棋实例,制作基于ege图像库, 首先需要安装配置ege环境 就可以编写小游戏了. 用到的ege库函数不多 , 主要是基于c++的.
先看界面效果:
输入界面:(就是控制台)
游戏胜利界面:
文档如下:
关于五子棋的构思:
实现人人对战的五子棋游戏.使用面向对象的c++ 和 ege库实现.
ege的安装过程不在说明 , 在添加编译链接时去掉 -mwindows 选项.
dev c++ 的运行环境设置为 TDM-GCC 4.8.1.32-bit Debug
为保险起见,编译时选择菜单栏里的 运行-全部重新编译(F12)
需要3个对象 :
1:棋盘对象
2:黑方棋手对象
3:白方棋手对象
需要说明,对五子棋的实现来说,棋子的数据结构和游戏使用界面相互分离.对棋子的操作基于二维数组,棋盘和棋子的显示用单独的方法实现.
棋盘对象名: chessboard
属性:
1:所有棋子-allchessman 二维数组,用来存放整个棋盘上棋子的分布和选手信息
数组元素值为0 表示该位置无子 值为1表示该位置为白方落子 值为-1表示该位置为黑方落子
二维数组元素以结构体来表示 , 存X, Y坐标和身份标识.要注意的是 ,标识值为2标识是棋盘边界.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识别
2:画棋盘 - void drawchessboard()
3:判胜 - int bunko(int , int , int message)
4:void playchess() 运行代码的总程序
黑方对象:
属性:
1: 棋子横向位置 int chessman_X
2: 棋子纵向位置 int chessman_Y
3: 落子总个数 black_chessman_count
4: 身份标识 int black_chessplayer
方法:
1: 提交棋子 submit_chessman(int , int)
白方对象:
属性:
1:棋子横向位置 int chessman_X
2:棋子纵向位置 int chessman_Y
3:落子总个数 white_chessman_count
4:身份标识 int white_chessplayer
方法:
1: 提交棋子 submit_chessman(int ,int )
三个头文件对应三个对象:
黑棋选手:
#include<iostream> using namespace std; class black { int chessman_X; //横向位置 int chessman_Y; //纵向位置 int black_chessman_count ; //落子总数 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; //这里设置减一是因为画图从0位置开始 } int getChessman_Y() { return chessman_Y-1; } int getChessmanCount() { return black_chessman_count ; } };
白棋选手:
#include<iostream> using namespace std; class white { int chessman_X; //横向位置 int chessman_Y; //纵向位置 int white_chessman_count; //落子总数 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 ; } };
棋盘对象:
#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; //记录棋子X轴位置 int point_Y; //记录棋子Y轴位置 int message; //识别棋子身份 (黑方? 白方 ? 空子? ) }allchessman[girdLength][girdLength]; public : bool win =false; //玩家输赢的标记 black b; //定义黑方对象 white w; //定义白方对象 //这里b , w 是全局的 ,局部的话会对black_chessman_count这种属性的变化有影响 public: //在构造方法中初始化所有棋子 chessboard() { int x=100 , y=100; //棋盘左上端点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; //棋盘边界标识记为2 , 不能落子 } else { allchessman[i][u].message =0; //初始化为空子 } } x=100; //让X重新回到端点位置 } } //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) //预落子位置无子 { 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); //界面上显示落子 .半径20 if(is_run()) delay_fps(10); return true; //落子成功 } else return false; //添加棋子失败 重复落子的处理 } 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); //界面上显示落子 .半径20 if(is_run()) delay_fps(10); return true; //落子成功 } else return false; } else { return false; //应对意外情况 --message身份出错时 } } } //addchessman void drawchessboard() { setinitmode(INIT_WITHLOGO, CW_USEDEFAULT, CW_USEDEFAULT); //画布大小暂定800 ,800 initgraph(800 , 800); setfont(50 ,0 ,"宋体"); outtextxy(250 , 0 , "简易五子棋"); setfont(20 , 0 , "宋体"); //画出棋盘 //预定棋盘左上端点是100 ,100 像素点 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); //线段画出屏幕会出错:什么也画不出来 startpoint_Y+=singleGirdSize; } startpoint_Y = 100; //重置起始点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; // 标识黑方 白方身份 identity取余不为0 则是黑方 do { cout<<" *************先输入竖列 再输入横列*************** "<<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<<" 请黑方落子(您的棋子颜色是红色):"<<endl; cout<<" 请输入横向位置:"<<endl; cout<<" "; cin>>x; cout<<" 请输入纵向位置:"<<endl; cout<<" "; cin>>y; if( ! b.submit_chessman(x ,y) ) { cout<<" 输入位置超出棋盘大小或不合法,请重新输入"<<endl; black_entry(x ,y); } if( !addchessman(b.getChessman_X(), b.getChessman_Y() , b.getIdentity()) ) { cout<<" 落子失败! 该位置已有棋子或棋盘边界不能落子! 请重新输入~~~"<<endl; black_entry( x ,y); } else { if(bunko( b.getChessman_X(), b.getChessman_Y() , b.getIdentity()) ) { setfont(50 , 0 ,"宋体"); setfontbkcolor(GREEN); outtextxy(300 ,300 ,"黑方胜!"); setfont(20 ,0 ,"宋体"); outtextxy(300 ,750 ,"按任意键退出!"); win = true; } } cout<<" 当前黑方落子总数:"<<b.getChessmanCount()<<endl; cout<<" 当前白方落子总数:"<<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<<" 请白方落子(您的棋子颜色是白色):"<<endl; cout<<" 请输入横向位置:"<<endl; cout<<" "; cin>>x; cout<<" 请输入纵向位置:"<<endl; cout<<" "; cin>>y; if( ! w.submit_chessman(x ,y) ) { cout<<" 输入位置超出棋盘大小或不合法,请重新输入"<<endl; black_entry(x ,y); } if( !addchessman(w.getChessman_X() ,w.getChessman_Y() ,w.getIdentity()) ) { cout<<" 落子失败! 该位置已有棋子或棋盘边界不能落子! 请重新输入~~~"<<endl; white_entry(x ,y); } else { if(bunko( w.getChessman_X(), w.getChessman_Y() , w.getIdentity()) ) { setfont(50 , 0 ,"宋体"); setfontbkcolor(LIGHTGRAY); outtextxy(300 ,300 ,"白方胜!"); setfont(20 ,0 ,"宋体"); outtextxy(300 ,720 ,"按任意键退出!"); win = true; } } } bool bunko(int x, int y , int message) //判胜 { int xReturnZero =x; int yReturnZero =y; int accumulative=0; //用来记录黑方或白方累计连在一起的 棋子个数 //先以该子位置为基点,向上(X轴不动 ,Y轴反方向) 逐一判断 while(allchessman[--x][y].message == message) { accumulative++; //cout<<"累计的:"<<accumulative<<endl; } /* if(accumulative == 5) { accumulative=0; //重置计数为0 return true; } else { return false; } */ x = xReturnZero; y = yReturnZero; //先以该子位置为基点 , 向下( X轴不动 , Y轴正方向) 逐一判断 while(allchessman[++x][y].message == message) { accumulative++; //cout<<"累计的:"<<accumulative<<endl; } if(accumulative == 5) { accumulative=0; //重置计数为0 return true; } else { // return false; } x = xReturnZero; y = yReturnZero; //先以该子位置为基点 , 向左(Y轴不动 , X轴反方向) 逐一判断 while(allchessman[x][--y].message == message) { accumulative++; //cout<<"累计的:"<<accumulative<<endl; } /* if(accumulative == 5) { accumulative=0; //重置计数为0 return true; } else { return false; } */ x = xReturnZero; y = yReturnZero; //先以该子位置为基点, 向右(Y轴不动 , X轴正方向) 逐一判断 while(allchessman[x][++y].message == message) { accumulative++; //cout<<"累计的:"<<accumulative<<endl; } if(accumulative == 5) { accumulative=0; //重置计数为0 return true; } else { // return false; } x = xReturnZero; y = yReturnZero; //右下方 while(allchessman[++x][++y].message == message) { accumulative++; //cout<<"累计的:"<<accumulative<<endl; } /* if(accumulative == 5) { accumulative=0; //重置计数为0 return true; } else { return false; } */ x = xReturnZero; y = yReturnZero; //左上方 while(allchessman[--x][--y].message == message) { accumulative++; //cout<<"累计的:"<<accumulative<<endl; } if(accumulative == 5) { accumulative=0; //重置计数为0 return true; } else { //return false; } x = xReturnZero; y = yReturnZero; //右上方 while(allchessman[--x][++y].message == message) { accumulative++; //cout<<"累计的:"<<accumulative<<endl; } /* if(accumulative == 5) { accumulative=0; //重置计数为0 return true; } else { return false; } */ x = xReturnZero; y = yReturnZero; //左下方 while(allchessman[++x][--y].message == message) { accumulative++; //cout<<"累计的:"<<accumulative<<endl; } if(accumulative == 5) { accumulative=0; //重置计数为0 return true; } else { return false; } } //要在界面上显示黑方已下棋子个数 //这个方法目前没有实现 , 实际运行有bug , 棋子数一直为初始值没有改变 , 所以没有用这个方法 char* showBlackChessmanCount(black b) { char str[50]; sprintf(str , "black role chessman count:%d" , b.getChessmanCount()); return str; } };
主函数运行:
#include<iostream> #include"chessboard.h" using namespace std; int main() { chessboard chman; chman.drawchessboard(); chman.playchess(); }
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