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基于c++ ege图形库实现五子棋游戏

2020-05-08 04:05 656 查看

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();
}

用时两天,希望大家喜欢!

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标签:  c++ ege 五子棋