基于c++ ege图形库实现五子棋游戏

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_Y3: 落子总个数 black_chessman_count4: 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_X2:棋子纵向位置 int chessman_Y3: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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基于c++ ege图形库实现五子棋游戏

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