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C/C++實現(xiàn)經(jīng)典象棋游戲的示例代碼

 更新時間:2022年06月01日 10:26:33   作者:風光無限,未必快樂  
中國象棋是起源于中國的一種棋,屬于二人對抗性游戲的一種,在中國有著悠久的歷史。本文將利用C++實現(xiàn)這一經(jīng)典游戲,快跟隨小編一起學習一下吧

大體思路

采用面相過程的設(shè)計方式實現(xiàn),類似于我們平時做的課程設(shè)計,實現(xiàn)這樣的小游戲無非就是多了圖形處理庫。這里使用的是acllib圖形庫。

設(shè)計這種小游戲,首先要從宏觀上去認識:象棋,要有棋盤,要有棋子,棋子要移動。

對于棋盤,十行九列畫出即可。

對于棋子,分黑紅兩方,按照指定位置畫出。

如何移動棋子,我們有mouseEvent函數(shù)。

初始化棋盤棋子:initmap,initpaint

利用鼠標實現(xiàn)棋子移動分兩步(mouseEvent):

第一次點擊,記錄點擊棋子的信息

第二次點擊,將第一次點擊記錄的棋子信息移動到第二次點擊的位置。

最后在添加億點細節(jié)。

  • 首先畫棋盤——chessboard()
  • 初始化棋子信息——initmp()
  • 將棋子畫到棋盤上——initpaint()
  • 注冊鼠標,通過鼠標點擊不同位置實現(xiàn)棋子的移動(按照象棋行棋規(guī)范)——mouseEvent(int x, int y, int button, int e)x、y為點擊位置,button(鼠標左右鍵與滑輪)、e(點擊或抬起)為事件。
  • 行棋規(guī)范——judge_piece(int x, int y)代表能否從上一步走到x,y處。

此外,實現(xiàn)象棋必然缺不了人機對戰(zhàn)。對于人機算法我們可以采用最簡單的遍歷。每次遍歷獲取所有人機方棋子能走的地方,然后根據(jù)評估函數(shù)找出這些步中對人機方來說收益最大的一步。思路很簡單,但是想寫出走一步看很多步的算法也很難。首先評估函數(shù)要盡量具有代表性,這直接決定了人機的棋力;其次需要迭代遍歷,這樣次數(shù)多了時間復雜度就會很高。

這里只寫了走一步看一步的人機代碼供參考,更深入的可以自行去了解:

1、void Get_All_path()——獲取人機所有可能走的方式(將step存入向量v中)

2、int calculate_value()——評估函數(shù)

3、void Get_max_way()——得到對人機最有利的那一步(傳到prex,prey與nowx,nowy中,即從pre走到now)。

效果展示

核心代碼

struct step
{
	int x1, y1, x2, y2;
};//從x1,y1走到x2,y2
void Get_All_path()
{
	v.clear();//全局變量
	step temp;
	for (int a = 0; a < 16; a++)
	{
		if (black_chess[a].is == 0)continue;
		prex = black_chess[a].row;
		prey = black_chess[a].col;
		temp.x1 = prex;
		temp.y1 = prey;
		for(int i=0;i<10;i++)
			for (int j = 0; j < 9; j++)
			{
				temp.x2 = i;
				temp.y2 = j;
				if (judge_piece(i, j) == 1&&mp[i][j].color!='B')
				{
					v.push_back(temp);
				}
			}
	}
}
int calculate_value()
{
	int sum1 = 0, sum2 = 0;
	for(int a=0;a<10;a++)
		for (int b = 0; b < 9; b++)
		{
			if (mp[a][b].color == 'B' && mp[a][b].is == 1)
			{
				switch (mp[a][b].index)
				{
				case 0:
					sum1 += 100;
					break;
				case 1:
					sum1 += 50;
					break;
				case 2:
					sum1 += 10;
				case 3:
					sum1 += 10;
					break;
				case 4:
					sum1 += 1500;
					break;
				case 5:
					sum1 += 50;
					break;
				case 6:
					sum1 += 20;
					break;
				default:
					break;
				}
			}
			else if (mp[a][b].color == 'R' && mp[a][b].is == 1)
			{
				switch (mp[a][b].index)
				{
				case 7:
					sum2 += 100;
					break;
				case 8:
					sum2 += 50;
					break;
				case 9:
					sum2 += 10;
				case 10:
					sum2 += 10;
					break;
				case 11:
					sum2 += 1500;
					break;
				case 12:
					sum2 += 50;
					break;
				case 13:
					sum2 += 20;
					break;
				default:
					break;
				}
			}
		}
	return sum1 - sum2;
}
void Get_max_way()
{
	//step ans;
	int minn = -150000;
	int calculate;
	Get_All_path();
	for (int a = 0; a<v.size(); a++)
	{
		int f = 1;
		int index= mp[v[a].x2][v[a].y2].index;
		int pos=0;
		int generalx=mp[v[a].x1][v[a].y1].row, generaly= mp[v[a].x1][v[a].y1].col;
		if (mp[v[a].x2][v[a].y2].color == 'R')//黑方吃子
		{
			if (mp[v[a].x2][v[a].y2].pos == 1)//被吃掉的為南兵
			{
				pos = 1;
				mp[v[a].x2][v[a].y2].pos = 0;
			}
			if (mp[v[a].x1][v[a].y1].index == 4)//黑將移動
			{
				black_general_x = v[a].x2;
				black_general_y = v[a].y2;
			}
			mp[v[a].x1][v[a].y1].is = 0;
			mp[v[a].x1][v[a].y1].color = NULL;
			mp[v[a].x2][v[a].y2].is = 1;
			mp[v[a].x2][v[a].y2].color = 'B';
			mp[v[a].x2][v[a].y2].index = mp[v[a].x1][v[a].y1].index;
		}
		else
		{
			f = 0;
			if (mp[v[a].x1][v[a].y1].index == 4)
			{
				black_general_x = v[a].x2;
				black_general_y = v[a].y2;
			}
			mp[v[a].x1][v[a].y1].is = 0;
			mp[v[a].x1][v[a].y1].color = NULL;
			mp[v[a].x2][v[a].y2].is = 1;
			mp[v[a].x2][v[a].y2].color = 'B';
			mp[v[a].x2][v[a].y2].index = mp[v[a].x1][v[a].y1].index;
		}
		calculate = calculate_value();
		if (minn < calculate)
		{
			prex = v[a].x1;
			prey = v[a].y1;
			minn = calculate;
			nowx = v[a].x2;
			nowy = v[a].y2;
		}
		//printf("%d\n", minn);
		if (f == 1)
		{
			
			mp[v[a].x2][v[a].y2].pos = pos;
			if (mp[v[a].x2][v[a].y2].index == 4)
			{
				black_general_x = generalx;
				black_general_y = generaly;
			}
			mp[v[a].x1][v[a].y1].is = 1;
			mp[v[a].x1][v[a].y1].color = 'B';
			mp[v[a].x1][v[a].y1].index = mp[v[a].x2][v[a].y2].index;
			mp[v[a].x2][v[a].y2].color = 'R';
			mp[v[a].x2][v[a].y2].index = index;
			mp[v[a].x2][v[a].y2].is = 1;
		}
		else
		{
			if (mp[v[a].x2][v[a].y2].index == 4)
			{
				black_general_x = generalx;
				black_general_y = generaly;
			}
				mp[v[a].x1][v[a].y1].is = 1;
				mp[v[a].x1][v[a].y1].color = 'B';
				mp[v[a].x1][v[a].y1].index = mp[v[a].x2][v[a].y2].index;
				mp[v[a].x2][v[a].y2].color = NULL;
				mp[v[a].x2][v[a].y2].index = index;
				mp[v[a].x2][v[a].y2].is = 0;
		}
	}
	//printf("%d\n", v.size());
	//printf("%d\n", minn);
	//return ans;
}

不含人機的代碼如下:

#include"acllib.h"
#include<math.h>
#include<stdio.h>
#include<queue>
#define INTERVAL 50
using namespace std;
ACL_Image chessimg;
const double pi = 3.14;
//左上角為:(102,100)
// width:55
//height:55
//棋盤大小:440*495
//棋子半徑:20
const char* chessname[] = { "車","馬","象","士","將","炮","卒","車","馬","相","仕","帥","砲","兵" };
struct piece
{
	int x, y;
	int index;
	int is;
	char color;
	int pos;//兵 卒是否過河
	int row, col;
};
deque<piece>q;//悔棋——三步
void paint(piece s);
struct piece mp[10][9];
void initmp();
void initpaint();
void mouseEvent(int x, int y, int button, int e);
void paint_rect(int tmpx, int tmpy);
int judge_piece(int x, int y);
void chessboard();
int mouseflag = 0;
int prex, prey;
int black_general_x = 0, black_general_y = 4, black_general_isexist = 1;
int red_general_x = 9, red_general_y = 4, red_general_isexist = 1;
piece tmp;
int judge_general(int x, int y);
int Setup()
{
	//initConsole();
	initWindow("chess", DEFAULT, DEFAULT, 650, 701);
	chessboard();
	//loadImage("qipan.bmp", &chessimg);
	/*beginPaint();
	putImageScale(&chessimg, 0, 0, 650, 701);
	endPaint();*/
	registerMouseEvent(mouseEvent);
	//paint(piece s);
	initmp();
	initpaint();
	return 0;
}
void mouseEvent(int x, int y, int button, int e)
{
	if (button == LEFT_BUTTON && e == BUTTON_DOWN)
	{
		if (x >= INTERVAL + 8 * 55 + 33 && x <= INTERVAL + 8 * 55 + 33 + 100 && y >= INTERVAL + 55 && y <= INTERVAL + 55 + 100)// INTERVAL + 8 * 55 + 33, INTERVAL + 55)
		{
			/*beginPaint();
			setPenColor(BLACK);
			setPenWidth(3);
			setBrushColor(EMPTY);
			rectangle(INTERVAL + 8 * 55 + 33, INTERVAL + 55, INTERVAL + 8 * 55 + 33 + 100, INTERVAL + 55 + 50);
			endPaint();*/
			if (!q.empty())
			{
				piece p1 = q.back();
				q.pop_back();
				piece p2 = q.back();
				q.pop_back();
				//piece p3 = p1;
				mp[p1.row][p1.col].color = p1.color;
				mp[p1.row][p1.col].index = p1.index;
				mp[p1.row][p1.col].is = p1.is;
				mp[p1.row][p1.col].pos = p1.pos;
				mp[p2.row][p2.col].color = p2.color;
				mp[p2.row][p2.col].index = p2.index;
				mp[p2.row][p2.col].is = p2.is;
				mp[p2.row][p2.col].pos = p2.pos;
				initpaint();
			}
		}
		int tmpx, tmpy, f = 0;
		for (int a = 0; a < 10; a++)
		{
			if (f == 1)break;
			for (int b = 0; b < 9; b++)
			{
				if (sqrt(((double)x - mp[a][b].x) * ((double)x - mp[a][b].x) + ((double)y - mp[a][b].y) * ((double)y - mp[a][b].y)) <= 20)
				{
					f = 1;
					tmpx = a;
					tmpy = b;
					break;
				}
			}
		}
		if (f == 1)//有格子
		{
			initpaint();
			//paint_rect(tmpx, tmpy);
			/*tmp.x = mp[tmpx][tmpy].x;
			tmp.y = mp[tmpx][tmpy].y;
			tmp.is = mp[tmpx][tmpy].is;
			tmp.index = mp[tmpx][tmpy].index;*/
			if (mp[tmpx][tmpy].is == 1)//格子內(nèi)有棋子
			{
				if (tmp.color == mp[tmpx][tmpy].color || tmp.color == NULL)//同色copy
				{
					paint_rect(tmpx, tmpy);
					prex = tmpx;
					prey = tmpy;
					tmp.is = mp[tmpx][tmpy].is;
					tmp.index = mp[tmpx][tmpy].index;
					tmp.color = mp[tmpx][tmpy].color;
				}
				else if (judge_piece(tmpx, tmpy) == 1)    //異色吃掉
				{
					q.push_back(mp[tmpx][tmpy]);
					q.push_back(mp[prex][prey]);
					while (q.size() > 6) {
						q.pop_front();
						q.pop_front();
					}
					if (mp[tmpx][tmpy].pos == 1)//若被吃掉的是南兵
					{
						mp[tmpx][tmpy].pos = 0;
					}
					else if (mp[prex][prey].pos == 1)//南兵吃別人
					{
						mp[prex][prey].pos = 0;
						mp[tmpx][tmpy].pos = 1;
					}
					if (mp[prex][prey].index == 4)//若是黑將移動,黑將位置重新賦值
					{
						black_general_x = tmpx;
						black_general_y = tmpy;
					}
					else if (mp[prex][prey].index == 11)//若是紅將移動,紅將位置重新賦值
					{
						red_general_x = tmpx;
						red_general_y = tmpy;
					}
					if (mp[tmpx][tmpy].index == 11)
						red_general_isexist = 0;
					else if (mp[tmpx][tmpy].index == 4)
						black_general_isexist = 0;
					mp[tmpx][tmpy].color = tmp.color;
					mp[tmpx][tmpy].index = tmp.index;
					mp[prex][prey].is = 0;
					mp[prex][prey].color = NULL;
					tmp.is = 0;
					tmp.color = NULL;
					initpaint();
					if (judge_general(tmpx, tmpy) == 1)
					{
						beginPaint();
						setTextColor(RED);
						setTextSize(30);
						setTextBkColor(EMPTY);
						paintText(250, 600, "將   軍!");
						endPaint();
					}
				}
				else
				{
					beginPaint();
					setTextColor(RED);
					setTextSize(30);
					setTextBkColor(EMPTY);
					paintText(250, 600, "請規(guī)范行棋");
					endPaint();
					tmp.is = 0;
					tmp.color = NULL;
				}
			}
			else//格子內(nèi)沒有棋子
			{
				//paint_rect(tmpx, tmpy);
				if (tmp.is == 1)
				{
					if (judge_piece(tmpx, tmpy) == 1)
					{
						q.push_back(mp[tmpx][tmpy]);
						q.push_back(mp[prex][prey]);
						if (q.size() > 6) {
							q.pop_front();
							q.pop_front();
						}
						if (mp[prex][prey].pos == 1)
						{
							mp[prex][prey].pos = 0;
							mp[tmpx][tmpy].pos = 1;
						}
						if (mp[prex][prey].index == 4)//若是黑將移動,黑將位置重新賦值
						{
							black_general_x = tmpx;
							black_general_y = tmpy;
						}
						else if (mp[prex][prey].index == 11)//若是紅將移動,紅將位置重新賦值
						{
							red_general_x = tmpx;
							red_general_y = tmpy;
						}
						mp[prex][prey].is = 0;
						mp[prex][prey].color = NULL;
						mp[tmpx][tmpy].index = tmp.index;
						mp[tmpx][tmpy].is = tmp.is;
						mp[tmpx][tmpy].color = tmp.color;
						tmp.is = 0;
						tmp.color = NULL;
						initpaint();
						if (judge_general(tmpx, tmpy) == 1)
						{
							beginPaint();
							setTextColor(RED);
							setTextSize(30);
							setTextBkColor(EMPTY);
							paintText(250, 600, "將   軍!");
							endPaint();
						}
					}
					else
					{
						beginPaint();
						setTextColor(RED);
						setTextSize(30);
						setTextBkColor(EMPTY);
						paintText(250, 600, "請規(guī)范行棋");
						endPaint();
						tmp.is = 0;
						tmp.color = NULL;
					}
					//initpaint();
				}
				else paint_rect(tmpx, tmpy);
				//initpaint();
			}

		}
		if (red_general_isexist == 0)
		{
			beginPaint();
			setTextSize(70);
			setTextColor(BLACK);
			setTextBkColor(RGB(3, 168, 158));
			paintText(130, 270, "黑方獲勝");
			endPaint();
		}
		else if (black_general_isexist == 0)
		{
			beginPaint();
			setTextSize(70);
			setTextColor(RED);
			setTextBkColor(RGB(3, 168, 158));
			paintText(130, 270, "紅方獲勝");
			endPaint();
		}
	}
	else if (button == RIGHT_BUTTON && e == BUTTON_DOWN)
	{
		initpaint();
		tmp.is = 0;
		tmp.color = NULL;

	}

	//initpaint();
}
void paint(piece s)
{
	beginPaint();
	//clearDevice();
	//putImageScale(&chessimg, 0, 0, 650, 701);
	setPenColor(RGB(245, 222, 179));
	setPenWidth(3);
	setBrushColor(RGB(245, 222, 179));
	ellipse(s.x - 20, s.y - 20, s.x + 20, s.y + 20);
	if (s.color == 'B')
		setTextColor(BLACK);
	else setTextColor(RED);
	setTextSize((int)(20 * sin(pi / 4)) * 2);
	setTextBkColor(EMPTY);
	paintText(s.x - (int)(20 * sin(pi / 4)), s.y - (int)(20 * sin(pi / 4)), chessname[s.index]);
	endPaint();
}
/*void paintb(piece s)
{
	beginPaint();
	//clearDevice();
	setPenColor(RGB(245, 222, 179));
	setPenWidth(3);
	setBrushColor(RGB(245, 222, 179));
	ellipse(s.x - 20, s.y - 20, s.x + 20, s.y + 20);
	setTextColor(BLACK);
	setTextSize((int)(20 * sin(pi / 4)) * 2);
	setTextBkColor(EMPTY);
	paintText(s.x - (int)(20 * sin(pi / 4)), s.y - (int)(20 * sin(pi / 4)), chessname[s.index]);
	endPaint();
}*/
void initmp()
{
	for (int a = 0; a < 10; a++)
	{
		for (int b = 0; b < 9; b++)
		{
			mp[a][b].x = INTERVAL + 55 * (b);
			mp[a][b].y = INTERVAL + 55 * (a);
			mp[a][b].color = NULL;
			mp[a][b].index = -1;
			mp[a][b].is = 0;
			mp[a][b].pos = 0;
			mp[a][b].row = a;
			mp[a][b].col = b;
		}
	}
	int j = 0;
	for (int a = 0; a < 5; a++)
	{
		mp[0][a].index = j++;
		mp[0][a].is = 1;
		mp[0][a].color = 'B';
	}
	j = 3;
	for (int a = 5; a < 9; a++)
	{
		mp[0][a].index = j--;
		mp[0][a].is = 1;
		mp[0][a].color = 'B';
	}
	int i = 7;
	for (int a = 0; a < 5; a++)
	{
		mp[9][a].index = i++;
		mp[9][a].is = 1;
		mp[9][a].color = 'R';
	}
	i = 10;
	for (int a = 5; a < 9; a++)
	{
		mp[9][a].index = i--;
		mp[9][a].is = 1;
		mp[9][a].color = 'R';
	}
	mp[2][1].index = 5;
	mp[2][7].index = 5;
	mp[2][1].color = 'B';
	mp[2][7].color = 'B';
	mp[7][1].index = 12;
	mp[7][7].index = 12;
	mp[7][1].color = 'R';
	mp[7][7].color = 'R';
	mp[2][1].is = 1;
	mp[2][7].is = 1;
	mp[7][1].is = 1;
	mp[7][7].is = 1;
	for (int a = 0; a < 9; a += 2)
	{
		mp[3][a].index = 6;
		mp[6][a].index = 13;
		mp[3][a].is = 1;
		mp[6][a].is = 1;
		mp[3][a].color = 'B';
		mp[6][a].color = 'R';
		mp[6][a].pos = 1;
	}
}
void initpaint()
{
	/*for (int a = 0; a < 9; a++)
	{
		//mp[0][a].is = 1;
		paintb(mp[0][a]);
	}
	paintb(mp[2][1]);
	paintb(mp[2][7]);
	//mp[2][1].is = 1;
	//mp[2][7].is = 1;
	for (int a = 0; a < 9; a += 2)
	{
		//mp[3][a].is = 1;
		paintb(mp[3][a]);
	}
	for (int a = 0; a < 9; a++)
	{
		//mp[9][a].is = 1;
		paintr(mp[9][a]);
	}
	paintr(mp[7][1]);
	paintr(mp[7][7]);
	mp[7][1].is = 1;
	mp[7][7].is = 1;
	for (int a = 0; a < 9; a += 2)
	{
		//mp[6][a].is = 1;
		paintr(mp[6][a]);
	}*/
	/*beginPaint();
	clearDevice();
	putImageScale(&chessimg, 0, 0, 650, 701);
	endPaint();*/
	chessboard();
	for (int a = 0; a < 10; a++)
		for (int b = 0; b < 9; b++)
		{
			if (mp[a][b].is == 1)
			{
				paint(mp[a][b]);
			}
		}
}
void paint_rect(int tmpx, int tmpy)
{
	//initpaint();
	beginPaint();
	setPenColor(RGB(0, 0, 225));
	setBrushColor(EMPTY);
	rectangle(mp[tmpx][tmpy].x - 25, mp[tmpx][tmpy].y - 25, mp[tmpx][tmpy].x + 25, mp[tmpx][tmpy].y + 25);
	endPaint();
}
int judge_piece(int x, int y)//18ma07che5 12pao29xiang3 10shi6 13zu else jiang
{
	if (mp[prex][prey].index == 1 || mp[prex][prey].index == 8)
	{
		if ((x == prex - 2 && y == prey - 1 && mp[prex - 1][prey].is == 0) || (x == prex - 2 && y == prey + 1 && mp[prex - 1][prey].is == 0)
			|| (x == prex - 1 && y == prey + 2 && mp[prex][prey + 1].is == 0) || (x == prex + 1 && y == prey + 2 && mp[prex][prey + 1].is == 0)
			|| (x == prex + 2 && y == prey + 1 && mp[prex + 1][prey].is == 0) || (x == prex + 2 && y == prey - 1 && mp[prex + 1][prey].is == 0)
			|| (x == prex + 1 && y == prey - 2 && mp[prex][prey - 1].is == 0) || (x == prex - 1 && y == prey - 2 && mp[prex][prey - 1].is == 0))
		{
			return 1;
		}
		else return 0;
	}
	else if (mp[prex][prey].index == 0 || mp[prex][prey].index == 7)
	{
		if (prey == y)
		{
			for (int i = min(prex, x) + 1; i < max(prex, x); i++)
			{
				if (mp[i][prey].is == 1)return 0;
			}
			return 1;
		}
		else if (prex == x)
		{
			for (int i = min(prey, y) + 1; i < max(prey, y); i++)
			{
				if (mp[prex][i].is == 1)return 0;
			}
			return 1;
		}
		else return 0;
	}
	else if (mp[prex][prey].index == 5 || mp[prex][prey].index == 12)
	{
		if (mp[x][y].is == 1)
		{
			if (prey == y)
			{
				int ant = 0;
				for (int i = min(prex, x) + 1; i < max(prex, x); i++)
				{
					if (mp[i][prey].is == 1)ant++;
				}
				if (ant == 1)return 1;
				else return 0;
			}
			else if (prex == x)
			{
				int ant = 0;
				for (int i = min(prey, y) + 1; i < max(prey, y); i++)
				{
					if (mp[prex][i].is == 1)ant++;
				}
				if (ant == 1)return 1;
				else return 0;
			}
			else return 0;
		}
		else
		{
			if (prey == y)
			{
				for (int i = min(prex, x) + 1; i < max(prex, x); i++)
				{
					if (mp[i][prey].is == 1)return 0;
				}
				return 1;
			}
			else if (prex == x)
			{
				for (int i = min(prey, y) + 1; i < max(prey, y); i++)
				{
					if (mp[prex][i].is == 1)return 0;
				}
				return 1;
			}
			else return 0;
		}
	}
	else if (mp[prex][prey].index == 2 || mp[prex][prey].index == 9)
	{
		if (prex <= 4)
		{
			if (x <= 4)
			{
				if ((x == prex - 2 && y == prey - 2 && mp[prex - 1][prey - 1].is == 0)
					|| (x == prex - 2 && y == prey + 2 && mp[prex - 1][prey + 1].is == 0)
					|| (x == prex + 2 && y == prey + 2 && mp[prex + 1][prey + 1].is == 0)
					|| (x == prex + 2 && y == prey - 2 && mp[prex + 1][prey - 1].is == 0))
				{
					return 1;
				}
				else return 0;
			}
			else return 0;
		}
		else if (prex >= 5)
		{
			if (x > 4)
			{
				if ((x == prex - 2 && y == prey - 2 && mp[prex - 1][prey - 1].is == 0)
					|| (x == prex - 2 && y == prey + 2 && mp[prex - 1][prey + 1].is == 0)
					|| (x == prex + 2 && y == prey + 2 && mp[prex + 1][prey + 1].is == 0)
					|| (x == prex + 2 && y == prey - 2 && mp[prex + 1][prey - 1].is == 0))
				{
					return 1;
				}
				else return 0;
			}
			else return 0;
		}
	}
	else if (mp[prex][prey].index == 3 || mp[prex][prey].index == 10)
	{
		if (prex <= 4)
		{
			if (x > 2 || y < 3 || y>5)return 0;
			else
			{
				if ((x == prex - 1 && y == prey - 1) || (x == prex - 1 && y == prey + 1)
					|| (x == prex + 1 && y == prey + 1) || (x == prex + 1 && y == prey - 1))
				{
					return 1;
				}
				else return 0;
			}
		}
		else
		{
			if (x < 7 || y < 3 || y>5)return 0;
			else
			{
				if ((x == prex - 1 && y == prey - 1) || (x == prex - 1 && y == prey + 1)
					|| (x == prex + 1 && y == prey + 1) || (x == prex + 1 && y == prey - 1))
				{
					return 1;
				}
				else return 0;
			}
		}
	}
	else if (mp[prex][prey].index == 6 || mp[prex][prey].index == 13)
	{
		if (mp[prex][prey].pos == 0)//北卒
		{
			if (prex <= 4)
			{
				if ((x == prex + 1) && (y == prey))return 1;
				else return 0;
			}
			else
			{
				if (((x == prex + 1) && (y == prey)) || ((x == prex) && (y = prey - 1)) || ((x == prex) && (y = prey + 1)))return 1;
				else return 0;
			}
		}
		else//南兵
		{
			if (prex >= 5)
			{
				if ((x == prex - 1) && (y == prey)) { return 1; }
				else return 0;
			}
			else
			{
				if (((x == prex - 1) && (y == prey)) || ((x == prex) && (y = prey - 1)) || ((x == prex) && (y = prey + 1))) {
					return 1;
				}
				else return 0;
			}
		}
	}
	else
	{
		//int ant = 0;
		if (prex <= 4)
		{
			int ant = 0;
			for (int i = prex + 1; i <= 9; i++)
			{
				if (mp[i][prey].index == 4 || mp[i][prey].index == 11)break;
				if (mp[i][prey].is == 1)ant++;
			}
			if (ant == 0)return 1;
		}
		else
		{
			int ant = 0;
			for (int i = prex - 1; i >= 0; i--)
			{
				if (mp[i][prey].index == 4 || mp[i][prey].index == 11)break;
				if (mp[i][prey].is == 1)ant++;
			}
			if (ant == 0)return 1;
		}
		if (mp[prex][prey].pos == 0)
		{
			if (((x == prex) && (y == prey + 1)) || ((x == prex) && (y == prey - 1)) || ((y == prey) && (x == prex - 1)) || ((y == prey) && (x == prex + 1)))
			{
				return 1;
			}
			else return 0;
		}
		else
		{
			if (((x == prex) && (y == prey + 1)) || ((x == prex) && (y == prey - 1)) || ((y == prey) && (x == prex - 1)) || ((y == prey) && (x == prex + 1)))
			{
				return 1;
			}
			else return 0;

		}
	}
	//return 1;
}
void chessboard()
{
	beginPaint();
	clearDevice();
	setPenColor(RED);
	setPenWidth(1);
	for (int a = 0; a <= 9; a++)
	{
		line(INTERVAL, INTERVAL + a * 55, INTERVAL + 440, INTERVAL + a * 55);
	}
	for (int a = 0; a <= 8; a++)
	{
		line(INTERVAL + a * 55, INTERVAL, INTERVAL + a * 55, INTERVAL + 495);
	}
	line(INTERVAL + 3 * 55, INTERVAL, INTERVAL + 5 * 55, INTERVAL + 2 * 55);
	line(INTERVAL + 5 * 55, INTERVAL, INTERVAL + 3 * 55, INTERVAL + 2 * 55);
	line(INTERVAL + 3 * 55, INTERVAL + 7 * 55, INTERVAL + 5 * 55, INTERVAL + 9 * 55);
	line(INTERVAL + 5 * 55, INTERVAL + 7 * 55, INTERVAL + 3 * 55, INTERVAL + 9 * 55);
	setBrushColor(EMPTY);
	rectangle(INTERVAL - 5, INTERVAL - 5, INTERVAL + 5 + 440, INTERVAL + 5 + 495);
	setBrushColor(WHITE);
	rectangle(INTERVAL, INTERVAL + 220, INTERVAL + 440 + 1, INTERVAL + 275 + 1);
	setTextColor(BLACK);
	setTextFont("楷體");
	setTextSize(30);
	setTextBkColor(WHITE);
	paintText(INTERVAL + 73, INTERVAL + 235, "楚河           漢界");
	setTextBkColor(RGB(218, 112, 214));
	setTextSize(50);
	paintText(INTERVAL + 8 * 55 + 33, INTERVAL + 55, "悔棋");
	endPaint();

}
int judge_general(int x, int y)//判斷是否被將軍
{
	if (mp[x][y].index == 1 || mp[x][y].index == 8)
	{
		if (mp[x][y].color == 'B')
		{
			if ((red_general_x == x - 2 && red_general_y == y - 1) || (red_general_x == x - 2 && red_general_y == y + 1)
				|| (red_general_x == x - 1 && red_general_y == y + 2) || (red_general_x == x + 1 && red_general_y == y + 2)
				|| (red_general_x == x + 2 && red_general_y == y + 1) || (red_general_x == x + 2 && red_general_y == y - 1)
				|| (red_general_x == x + 1 && red_general_y == y - 2) || (red_general_x == x - 1 && red_general_y == y - 2))
			{
				return 1;
			}
			else return 0;
		}
		else
		{
			if ((black_general_x == x - 2 && black_general_y == y - 1) || (black_general_x == x - 2 && black_general_y == y + 1)
				|| (black_general_x == x - 1 && black_general_y == y + 2) || (black_general_x == x + 1 && black_general_y == y + 2)
				|| (black_general_x == x + 2 && black_general_y == y + 1) || (black_general_x == x + 2 && black_general_y == y - 1)
				|| (black_general_x == x + 1 && black_general_y == y - 2) || (black_general_x == x - 1 && black_general_y == y - 2))
			{
				return 1;
			}
			else return 0;
		}
	}
	else if (mp[x][y].index == 0 || mp[x][y].index == 7)
	{
		if (mp[x][y].color == 'B')
		{
			if (red_general_y == y)
			{
				for (int i = min(red_general_x, x) + 1; i < max(red_general_x, x); i++)
				{
					if (mp[i][red_general_y].is == 1)return 0;
				}
				return 1;
			}
			else if (red_general_x == x)
			{
				for (int i = min(red_general_y, y) + 1; i < max(red_general_y, y); i++)
				{
					if (mp[red_general_x][i].is == 1)return 0;
				}
				return 1;
			}
			else return 0;
		}
		else
		{
			if (black_general_y == y)
			{
				for (int i = min(black_general_x, x) + 1; i < max(black_general_x, x); i++)
				{
					if (mp[i][black_general_y].is == 1)return 0;
				}
				return 1;
			}
			else if (black_general_x == x)
			{
				for (int i = min(black_general_y, y) + 1; i < max(black_general_y, y); i++)
				{
					if (mp[black_general_x][i].is == 1)return 0;
				}
				return 1;
			}
			else return 0;
		}
	}
	else if (mp[x][y].index == 5 || mp[x][y].index == 12)
	{
		if (mp[x][y].color == 'B')
		{
			if (red_general_y == y)
			{
				int ant = 0;
				for (int i = min(red_general_x, x) + 1; i < max(red_general_x, x); i++)
				{
					if (mp[i][red_general_y].is == 1)ant++;
				}
				if (ant == 1)return 1;
				else return 0;
			}
			else if (red_general_x == x)
			{
				int ant = 0;
				for (int i = min(red_general_y, y) + 1; i < max(red_general_y, y); i++)
				{
					if (mp[red_general_x][i].is == 1)ant++;
				}
				if (ant == 1)return 1;
				else return 0;
			}
			else return 0;
		}
		else
		{
			if (black_general_y == y)
			{
				int ant = 0;
				for (int i = min(black_general_x, x) + 1; i < max(black_general_x, x); i++)
				{
					if (mp[i][black_general_y].is == 1)ant++;
				}
				if (ant == 1)return 1;
				else return 0;
			}
			else if (black_general_x == x)
			{
				int ant = 0;
				for (int i = min(black_general_y, y) + 1; i < max(black_general_y, y); i++)
				{
					if (mp[black_general_x][i].is == 1)ant++;
				}
				if (ant == 1)return 1;
				else return 0;
			}
			else return 0;
		}
		return  0;
	}
	else if (mp[x][y].index == 6 || mp[x][y].index == 13)
	{
		if (mp[x][y].color == 'B')
		{
			if ((red_general_x == x + 1 && red_general_y == y) || (red_general_x == x && red_general_y == y - 1)
				|| (red_general_x == x && red_general_y == y + 1))
			{
				return 1;
			}
			else return 0;
		}
		else
		{
			if ((black_general_x == x - 1 && black_general_y == y) || (black_general_x == x && black_general_y == y - 1)
				|| (black_general_x == x && black_general_y == y + 1))
			{
				return 1;
			}
			else return 0;
		}
	}
}

以上就是C/C++實現(xiàn)經(jīng)典象棋游戲的示例代碼的詳細內(nèi)容,更多關(guān)于C++象棋游戲的資料請關(guān)注腳本之家其它相關(guān)文章!

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