ege函数库_基于c++ ege图形库实现五子棋游戏
本文分享的五子棋實(shí)例,制作基于ege圖像庫(kù), 首先需要安裝配置ege環(huán)境 就可以編寫小游戲了. 用到的ege庫(kù)函數(shù)不多 , 主要是基于c++的.
先看界面效果:
輸入界面:(就是控制臺(tái))
游戲勝利界面:
文檔如下:
關(guān)于五子棋的構(gòu)思:
實(shí)現(xiàn)人人對(duì)戰(zhàn)的五子棋游戲.使用面向?qū)ο蟮腸++ 和 ege庫(kù)實(shí)現(xiàn).
ege的安裝過(guò)程不在說(shuō)明 , 在添加編譯鏈接時(shí)去掉 -mwindows 選項(xiàng).
dev c++ 的運(yùn)行環(huán)境設(shè)置為 TDM-GCC 4.8.1.32-bit Debug
為保險(xiǎn)起見,編譯時(shí)選擇菜單欄里的? 運(yùn)行-全部重新編譯(F12)
需要3個(gè)對(duì)象 :
1:棋盤對(duì)象
2:黑方棋手對(duì)象
3:白方棋手對(duì)象
需要說(shuō)明,對(duì)五子棋的實(shí)現(xiàn)來(lái)說(shuō),棋子的數(shù)據(jù)結(jié)構(gòu)和游戲使用界面相互分離.對(duì)棋子的操作基于二維數(shù)組,棋盤和棋子的顯示用單獨(dú)的方法實(shí)現(xiàn).
棋盤對(duì)象名: chessboard
屬性:
1:所有棋子-allchessman? 二維數(shù)組,用來(lái)存放整個(gè)棋盤上棋子的分布和選手信息
數(shù)組元素值為0 表示該位置無(wú)子?? 值為1表示該位置為白方落子? 值為-1表示該位置為黑方落子
二維數(shù)組元素以結(jié)構(gòu)體來(lái)表示 , 存X, Y坐標(biāo)和身份標(biāo)識(shí).要注意的是 ,標(biāo)識(shí)值為2標(biāo)識(shí)是棋盤邊界.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識(shí)別
2:畫棋盤 - void? drawchessboard()
3:判勝? - int bunko(int , int , int message)
4:void? playchess()? 運(yùn)行代碼的總程序
黑方對(duì)象:
屬性:
1: 棋子橫向位置? int chessman_X
2: 棋子縱向位置? int chessman_Y
3: 落子總個(gè)數(shù)??? black_chessman_count
4: 身份標(biāo)識(shí)????? int black_chessplayer
方法:
1: 提交棋子? submit_chessman(int , int)
白方對(duì)象:
屬性:
1:棋子橫向位置? int chessman_X
2:棋子縱向位置? int chessman_Y
3:落子總個(gè)數(shù)??? white_chessman_count
4:身份標(biāo)識(shí)????? int white_chessplayer
方法:
1: 提交棋子???? submit_chessman(int ,int )
三個(gè)頭文件對(duì)應(yīng)三個(gè)對(duì)象:
黑棋選手:
#include
using namespace std;
class black
{
int chessman_X; //橫向位置
int chessman_Y; //縱向位置
int black_chessman_count ; //落子總數(shù)
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; //這里設(shè)置減一是因?yàn)楫媹D從0位置開始
}
int getChessman_Y()
{
return chessman_Y-1;
}
int getChessmanCount()
{
return black_chessman_count ;
}
};
白棋選手:
#include
using namespace std;
class white
{
int chessman_X; //橫向位置
int chessman_Y; //縱向位置
int white_chessman_count; //落子總數(shù)
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 ;
}
};
棋盤對(duì)象:
#include
#include "graphics.h"
#include"black.h"
#include"white.h"
#include
#define singleGirdSize 40
#define girdLength 15
using namespace std;
class chessboard
{
//int allchessman[girdLength][girdLength] = {{0 ,0}};
struct allchessman
{
int point_X; //記錄棋子X軸位置
int point_Y; //記錄棋子Y軸位置
int message; //識(shí)別棋子身份 (黑方? 白方 ? 空子? )
}allchessman[girdLength][girdLength];
public : bool win =false; //玩家輸贏的標(biāo)記
black b; //定義黑方對(duì)象
white w; //定義白方對(duì)象
//這里b , w 是全局的 ,局部的話會(huì)對(duì)black_chessman_count這種屬性的變化有影響
public:
//在構(gòu)造方法中初始化所有棋子
chessboard()
{
int x=100 , y=100; //棋盤左上端點(diǎn)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; //棋盤邊界標(biāo)識(shí)記為2 , 不能落子
}
else
{
allchessman[i][u].message =0; //初始化為空子
}
}
x=100; //讓X重新回到端點(diǎn)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) //預(yù)落子位置無(wú)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); //界面上顯示落子 .半徑20
if(is_run()) delay_fps(10);
return true; //落子成功
}
else return false; //添加棋子失敗 重復(fù)落子的處理
}
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); //界面上顯示落子 .半徑20
if(is_run()) delay_fps(10);
return true; //落子成功
}
else return false;
}
else
{
return false; //應(yīng)對(duì)意外情況 --message身份出錯(cuò)時(shí)
}
}
} //addchessman
void drawchessboard()
{
setinitmode(INIT_WITHLOGO, CW_USEDEFAULT, CW_USEDEFAULT);
//畫布大小暫定800 ,800
initgraph(800 , 800);
setfont(50 ,0 ,"宋體");
outtextxy(250 , 0 , "簡(jiǎn)易五子棋");
setfont(20 , 0 , "宋體");
//畫出棋盤
//預(yù)定棋盤左上端點(diǎn)是100 ,100 像素點(diǎn)
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); //線段畫出屏幕會(huì)出錯(cuò):什么也畫不出來(lái)
startpoint_Y+=singleGirdSize;
}
startpoint_Y = 100; //重置起始點(diǎn)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; // 標(biāo)識(shí)黑方 白方身份 identity取余不為0 則是黑方
do
{
cout<
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<
cout<
cout<
cin>>x;
cout<
cout<
cin>>y;
if( ! b.submit_chessman(x ,y) )
{
cout<
black_entry(x ,y);
}
if( !addchessman(b.getChessman_X(), b.getChessman_Y() , b.getIdentity()) )
{
cout<
black_entry( x ,y);
}
else
{
if(bunko( b.getChessman_X(), b.getChessman_Y() , b.getIdentity()) )
{
setfont(50 , 0 ,"宋體");
setfontbkcolor(GREEN);
outtextxy(300 ,300 ,"黑方勝!");
setfont(20 ,0 ,"宋體");
outtextxy(300 ,750 ,"按任意鍵退出!");
win = true;
}
}
cout<
cout<
}
void white_entry(int &x , int &y)
{
// bool addchessman(int chessman_X , int chessman_Y , int message);
cout<
cout<
cout<
cout<
cin>>x;
cout<
cout<
cin>>y;
if( ! w.submit_chessman(x ,y) )
{
cout<
black_entry(x ,y);
}
if( !addchessman(w.getChessman_X() ,w.getChessman_Y() ,w.getIdentity()) )
{
cout<
white_entry(x ,y);
}
else
{
if(bunko( w.getChessman_X(), w.getChessman_Y() , w.getIdentity()) )
{
setfont(50 , 0 ,"宋體");
setfontbkcolor(LIGHTGRAY);
outtextxy(300 ,300 ,"白方勝!");
setfont(20 ,0 ,"宋體");
outtextxy(300 ,720 ,"按任意鍵退出!");
win = true;
}
}
}
bool bunko(int x, int y , int message) //判勝
{
int xReturnZero =x;
int yReturnZero =y;
int accumulative=0; //用來(lái)記錄黑方或白方累計(jì)連在一起的 棋子個(gè)數(shù)
//先以該子位置為基點(diǎn),向上(X軸不動(dòng) ,Y軸反方向) 逐一判斷
while(allchessman[--x][y].message == message)
{
accumulative++;
//cout<
}
/*
if(accumulative == 5)
{
accumulative=0; //重置計(jì)數(shù)為0
return true;
}
else
{
return false;
}
*/
x = xReturnZero;
y = yReturnZero;
//先以該子位置為基點(diǎn) , 向下( X軸不動(dòng) , Y軸正方向) 逐一判斷
while(allchessman[++x][y].message == message)
{
accumulative++;
//cout<
}
if(accumulative == 5)
{
accumulative=0; //重置計(jì)數(shù)為0
return true;
}
else
{
// return false;
}
x = xReturnZero;
y = yReturnZero;
//先以該子位置為基點(diǎn) , 向左(Y軸不動(dòng) , X軸反方向) 逐一判斷
while(allchessman[x][--y].message == message)
{
accumulative++;
//cout<
}
/*
if(accumulative == 5)
{
accumulative=0; //重置計(jì)數(shù)為0
return true;
}
else
{
return false;
}
*/
x = xReturnZero;
y = yReturnZero;
//先以該子位置為基點(diǎn), 向右(Y軸不動(dòng) , X軸正方向) 逐一判斷
while(allchessman[x][++y].message == message)
{
accumulative++;
//cout<
}
if(accumulative == 5)
{
accumulative=0; //重置計(jì)數(shù)為0
return true;
}
else
{
// return false;
}
x = xReturnZero;
y = yReturnZero;
//右下方
while(allchessman[++x][++y].message == message)
{
accumulative++;
//cout<
}
/*
if(accumulative == 5)
{
accumulative=0; //重置計(jì)數(shù)為0
return true;
}
else
{
return false;
} */
x = xReturnZero;
y = yReturnZero;
//左上方
while(allchessman[--x][--y].message == message)
{
accumulative++;
//cout<
}
if(accumulative == 5)
{
accumulative=0; //重置計(jì)數(shù)為0
return true;
}
else
{
//return false;
}
x = xReturnZero;
y = yReturnZero;
//右上方
while(allchessman[--x][++y].message == message)
{
accumulative++;
//cout<
}
/*
if(accumulative == 5)
{
accumulative=0; //重置計(jì)數(shù)為0
return true;
}
else
{
return false;
} */
x = xReturnZero;
y = yReturnZero;
//左下方
while(allchessman[++x][--y].message == message)
{
accumulative++;
//cout<
}
if(accumulative == 5)
{
accumulative=0; //重置計(jì)數(shù)為0
return true;
}
else
{
return false;
}
}
//要在界面上顯示黑方已下棋子個(gè)數(shù)
//這個(gè)方法目前沒有實(shí)現(xiàn) , 實(shí)際運(yùn)行有bug , 棋子數(shù)一直為初始值沒有改變 , 所以沒有用這個(gè)方法
char* showBlackChessmanCount(black b)
{
char str[50];
sprintf(str , "black role chessman count:%d" , b.getChessmanCount());
return str;
}
};
主函數(shù)運(yùn)行:
#include
#include"chessboard.h"
using namespace std;
int main()
{
chessboard chman;
chman.drawchessboard();
chman.playchess();
}
用時(shí)兩天,希望大家喜歡!
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