一、主要目标:
1.1:鼠标控制。
1.2:各棋子按照象棋规则移动
1.3:判断双方胜负
注:本设计使用vs-2017运行。需要下载graphics.h库。
二、基本流程
2.1 棋牌展示
直接输出棋盘背景图片,包含方格线、“楚河”、“汉界”等,代码如下:
loadimage(&img, "C:/Users/ASUS/Desktop/shess/5.jpg");
putimage(0, 0, &img);//输出棋盘
该地址下放如图所示2.1所示图片充当背景。
图2.1 棋盘背景图片
2.3.2 棋子展示
按照象棋棋子的摆法,在指定坐标出画出棋子(先画圆圈,再写字,每个棋子都如此)。
2.3.3 各棋子子移动
俥,马,象,士,炮,将,兵分别写移动规则(根据起始坐标和目的坐标判断是否可以移动)。
2.3.4 判断胜负
棋盘信息没改变一次就扫描一次棋盘,如果一方的将被覆盖(被对方所吃),则输出另一方获胜。游戏结束。
完整代码:
#include<stdio.h>
#include<graphics.h>
#include<math.h>
void execute(int a, int b, int c, int d);
bool jiang(int a, int b, int c, int d);
bool pao(int a, int b, int c, int d);
bool ma(int a, int b, int c, int d);
IMAGE img;
#define distance 35//窗口线与棋盘边界线的距离
#define longth 65//棋盘方格的长
#define high 61//棋盘方格的宽
struct movecoordinate
{
long x;
long y;
};
struct Chesscoordinate//棋子综合信息
{
int x;
int y;
DWORD type; //颜色
bool river;//是否过河
int id;
};
enum pieces
{
SPACE = -1,
車, 馬, 象, 士, 将, 炮, 卒,
车, 马, 相, 仕, 帥, 砲, 兵,
BEGIN, END,
};
enum pieces redchess[] = { 車,馬,象,士,将,炮,卒, };
enum pieces blackchess[] = { 车,马,相,仕,帥,砲,兵, };
enum pieces state = BEGIN;
struct move { //鼠标选中的棋子
int beginx;
int beginy;
int endx;
int endy;
int state;
}moving = { -1,-1,-1,-1,BEGIN };
const char* chessname[] = { "車","馬","象","士","将","炮","卒","车","马","相","仕","帥","砲","兵", };
struct Chesscoordinate map[9][10];//坐标
struct Chesscoordinate AImap[9][10];//坐标
movecoordinate begin = { -1,-1 }, end = { -1,-1 };
int xx(int a)//数组下标转换成坐标
{
a = distance + longth * a;
return a;
}
int yy(int a)
{
a = distance + high * a;
return a;
}
void begining()
{
loadimage(&img, "C:/Users/ASUS/Desktop/shess/66.jpg");
initgraph(img.getwidth(), img.getheight(), 1);
putimage(0, 0, &img);//输出开始界面;
}
void qiban()
{
loadimage(&img, "C:/Users/ASUS/Desktop/shess/5.jpg");
initgraph(img.getwidth(), img.getheight(), 1);
putimage(0, 0, &img);//输出棋盘
}
void coord()//棋子信息赋值
{
loadimage(&img, "C:/Users/ASUS/Desktop/shess/5.jpg");
putimage(0, 0, &img);//输出棋盘
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)//遍历二维数组
{
enum pieces chessid = SPACE;//先把全部位置的id赋值为SAPCE
DWORD chesstype;//定义颜色中间变量
if (j <= 4)
{
chesstype = BLACK;//黑方
if (j == 0)
{
if (i <= 4)
{
chessid = blackchess[i];//
}
else
{
chessid = blackchess[8 - i];
}
}
if (j == 2 && (i == 1 || i == 7))
{
chessid = blackchess[5];
}
if (j == 3 && (i == 0 || i == 2 || i == 4 || i == 4 || i == 6 || i == 8))
{
chessid = blackchess[6];
}
}
else
{
chesstype = RED;//红方
if (j == 6 && (i == 0 || i == 2 || i == 4 || i == 6 || i == 8))
{
chessid = redchess[6];
}
if (j == 7 && (i == 1 || i == 7))
{
chessid = redchess[5];
}
if (j == 9)
{
if (i <= 4)
{
chessid = redchess[i];
}
else
{
chessid = redchess[8 - i];
}
}
}//依次赋值
map[i][j].id = chessid;
map[i][j].river = false;
map[i][j].type = chesstype;
map[i][j].x = distance + longth * i;
map[i][j].y = distance + high * j;
}
}
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)
{
if (map[i][j].id == SPACE)
{
map[i][j].type = YELLOW;
}
}
}
}
void getbackground() //画棋子
{
int x_start, y_start;
x_start = distance;
y_start = distance;
settextstyle(30, 0, "黑体");//棋子大小颜色
setbkmode(0);
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)
{
if (map[i][j].id != SPACE)//在棋盘上输出
{
setfillcolor(RGB(253, 216, 161));
// setlinestyle(BLACK);
settextcolor(map[i][j].type);
fillcircle(map[i][j].x, map[i][j].y, 24);
fillcircle(map[i][j].x, map[i][j].y, 18);
outtextxy(map[i][j].x - 13, map[i][j].y - 13, chessname[map[i][j].id]);
}
}
}
}
void movechess(int a, int b, int c, int d)//移动棋子,改变其坐标
{
map[c][d].id = map[a][b].id;
map[c][d].river = map[a][b].river;
map[c][d].type = map[a][b].type;
map[c][d].x = xx(c);
map[c][d].y = yy(d);
map[a][b].id = SPACE;
map[a][b].type = YELLOW;
}
void MouseControl()//获取鼠标点击信息并完响应
{
//getbackground();
if (MouseHit())
{
float beginrow, beginrol, endrow, endrol;//第一次按下时的坐标
int intbeginrow, intbeginrol, intendrow, intendrol;//第二次按下时的坐标
MOUSEMSG msg = GetMouseMsg();
if (msg.uMsg == WM_LBUTTONDOWN)
{
//获取鼠标点击的数组的下标
// printf("(%d,%d)", msg.x, msg.y);
beginrow = (float)(msg.x - distance) / longth;
beginrol = (float)(msg.y - distance) / high;
intbeginrow = round(beginrow);
intbeginrol = round(beginrol);
if (moving.state == BEGIN)
{
moving.state = END;
moving.beginx = intbeginrow;
moving.beginy = intbeginrol;
// printf("(%d,%d) \n", moving.beginx, moving.beginy);
}
else if (moving.state == END)
{
moving.state = BEGIN;
moving.endx = intbeginrow;
moving.endy = intbeginrol;
execute(moving.beginx, moving.beginy, moving.endx, moving.endy);
}
}
}
}
int win()
{
int redgeneral = 0;
int blackgeneral = 0;
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)
{
if (map[i][j].id == blackchess[4])
{
blackgeneral++;
}
else if (map[i][j].id == redchess[4])
{
redgeneral++;
}
else
{
blackgeneral = blackgeneral;
redgeneral = redgeneral;
}
}
}
//printf("%d %d\n", blackgeneral, redgeneral);
if (blackgeneral == 0)
{
return 0;
}
else if (redgeneral == 0)
{
return 1;
}
else
{
return 2;
}
}
bool jiang(int a, int b, int c, int d)//判断是否只移动了一格(将军、兵的规则)
{
float h;
h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
if (b < 4 && c > 2 && c < 6 && d < 3)
{
if (h == 1 && map[c][d].type != map[a][b].type)
return true;
else
return false;
}
if (b > 4 && c > 2 && c < 6 && d >6)
{
if (h == 1 && map[c][d].type != map[a][b].type)
return true;
else
return false;
}
else
{
return false;
}
}
bool bing(int a, int b, int c, int d)
{
float h;
h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
if (map[a][b].type == BLACK)
{
if (map[a][b].river == false)
{
if (d == b + 1 && h == 1 && map[c][d].type != map[a][b].type)
{
return true;
}
else
{
return false;
}
}
else
{
if (d >= b && h == 1 && map[c][d].type != map[a][b].type)
{
return true;
}
else
{
return false;
}
}
}
else if (map[a][b].type == RED)
{
if (map[a][b].river == false)
{
if (d == b - 1 && h == 1 && map[c][d].type != map[a][b].type)
{
return true;
}
else
{
return false;
}
}
else
{
if (d <= b && h == 1 && map[c][d].type != map[a][b].type)
{
return true;
}
else
{
return false;
}
}
}
else
{
return false;
}
}
bool pao(int a, int b, int c, int d)//炮的移动
{
if (c == a && d != b)
{
int time = 0;
int max = d > b ? d : b;
int min = b < d ? b : d;
for (int i = min; i <= max; i++)
{
if (map[c][i].id != SPACE)
{
time++;
}
}
// printf("%d\n", time);
if (map[c][d].id == SPACE)
{
if (time == 1)
return true;
else
return false;
}
if (map[c][d].id != SPACE)
{
if (time != 3)
{
return false;
}
else
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
else
{
return true;
}
}
}
}
else if (d == b && c != a)
{
int time = 0;
int max = a > c ? a : c;
int min = c < a ? c : a;
for (int i = min; i <= max; i++)
{
if (map[i][d].id != SPACE)
{
time++;
}
}
// printf("%d\n", time);
if (map[c][d].id == SPACE)
{
if (time == 1)
return true;
else
return false;
}
if (map[c][d].id != SPACE)
{
if (time != 3)
{
return false;
}
else
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
else
{
return true;
}
}
}
}
else
{
return false;
}
}
bool che(int a, int b, int c, int d)
{
if (c == a && d != b)//是否为直线
{
int time = 0;
int max = d > b ? d : b;
int min = b < d ? b : d;
for (int i = min; i <= max; i++)//遍历路径
{
if (map[c][i].id != SPACE)
{
time++;
}
}
// printf("%d", time);
if (time == 1)//车移动不吃棋子
{
return true;
}
if (time == 2)//车移动并且吃目的坐标的棋子
{
if (map[c][d].type == map[a][b].type)//如果是目的坐标是自己的棋子,则返回false
{
return false;
}
if (map[c][d].type == YELLOW)
{
return false;
}
else
{
return true;
}
}
else
{
return false;
}
}
else if (d == b && c != a)
{
int time = 0;
int max = c > a ? c : a;
int min = a < c ? a : c;
for (int i = min; i <= max; i++)//遍历路径
{
if (map[i][d].id != SPACE)
{
time++;
}
}
// printf("%d", time);
if (time == 1)//车是否车跳棋
{
return true;
}
else if (time == 2)
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
if (map[c][d].type == YELLOW)
{
return false;
}
else
{
return true;
}
}
else
{
return false;
}
}
else
{
return 0;
}
}
bool ma(int a, int b, int c, int d)
{
float h;
h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
// printf("%f", h);
if (h <= 2 || h >= 2.5)//根号8=2.8.根号5=2.2
{
// printf("太远了!\n");
return false;
}
else
{
int xx, yy, max, min;//关键点的坐标和中间值
max = abs(d - b) > abs(c - a) ? abs(d - b) : abs(c - a);
min = abs(c - a) < abs(d - b) ? abs(c - a) : abs(d - b);
//printf("max\min:(%d,%d)", max, min);
if (max == abs(d - b))
{
yy = b + (d - b) / 2;
xx = a;
}
else
{
xx = a + (c - a) / 2;
yy = b;
}
// printf("xx\yy:(%d,%d)\n", xx, yy);
if (map[xx][yy].id == SPACE)
{
if (map[c][d].type != map[a][b].type)
{
// printf("目的坐标(%d,%d)\n", c, d);
// printf("那是你自己的棋子!\n");
return true;
}
else
{
// printf("那是你的棋子!\n");
return false;
}
}
else
{
// printf("关键位置有棋子!\n");
return false;
}
}
}
bool xiang(int a, int b, int c, int d)
{
float h;
h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
if (b <= 4)
{
if (d > 4)
{
return false;
}
else
{
if (h<2.4 || h>2.9)
{
return false;
}
else
{
int xx = (a + c) / 2;
int yy = (b + d) / 2;
if (map[xx][yy].id == SPACE)
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
else
{
return true;
}
}
else
{
return false;
}
}
}
}
else
{
if (d < 5)
{
return false;
}
else
{
if (h<2.4 || h>2.9)
{
return false;
}
else
{
int xx = (a + c) / 2;
int yy = (b + d) / 2;
if (map[xx][yy].id == SPACE)
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
else
{
return true;
}
}
else
{
return false;
}
}
}
}
}
bool shi(int a, int b, int c, int d)
{
float h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
// printf("%f", h)
if (b < 5)
{
if (c >= 3 && c <= 5 && d <= 2)
{
if (1.2 < h &&h < 1.5)
{
if (map[c][d].type != map[a][b].type)
return true;
else
return false;
}
else
{
return false;
}
}
else
{
return false;
}
}
else if (b > 5)
{
if (c >= 3 && c <= 5 && d >= 7)
{
if (1.2 < h &&h < 1.5)
{
if (map[c][d].type != map[a][b].type)
return true;
else
return false;
}
else
{
return false;
}
}
else
{
return false;
}
}
else
return false;
}
void execute(int a, int b, int c, int d)//行棋
{
if (map[a][b].id == blackchess[4])//黑方将
{
if (jiang(a, b, c, d))
{
movechess(a, b, c, d);
}
else
{
printf("你不能这样做\n");
}
}
else if (map[a][b].id == redchess[4])//红方将
{
if (jiang(a, b, c, d))
{
movechess(a, b, c, d);
}
else
{
printf("你不能这样做!\n");
}
}
else if (map[a][b].id == blackchess[6])//黑方兵
{
if (map[a][b].river == false)
{
if (bing(a, b, c, d))
{
movechess(a, b, c, d);
if (d > 4)
{
map[c][d].river = true;
}
}
else
{
printf("你不可以这样做!\n");
}
}
else
{
if (bing(a, b, c, d) && d >= b)
{
movechess(a, b, c, d);
}
else
{
printf("你不可以这样做\n");
}
}
}
else if (map[a][b].id == redchess[6])//红方兵
{
if (map[a][b].river == false)
{
if (bing(a, b, c, d))
{
movechess(a, b, c, d);
if (d < 5)
{
map[c][d].river = true;
}
}
else
{
printf("你不可以这样做!\n");
}
}
else
{
if (bing(a, b, c, d) && d <= b)
{
movechess(a, b, c, d);
}
else
{
printf("你不可以这样做!\n");
}
}
}
else if (map[a][b].id == blackchess[5] || map[a][b].id == redchess[5])
{
if (pao(a, b, c, d))
{
movechess(a, b, c, d);
}
else
{
printf("你不能这样做!\n");
}
}
else if (map[a][b].id == blackchess[0] || map[a][b].id == redchess[0])
{
if (che(a, b, c, d))
{
movechess(a, b, c, d);
}
else
{
printf("你不可以这样做!\n");
}
}
else if (map[a][b].id == blackchess[1] || map[a][b].id == redchess[1])
{
if (ma(a, b, c, d))
{
movechess(a, b, c, d);
}
else
{
printf("你不能这样做!\n");
}
}
else if (map[a][b].id == blackchess[2] || map[a][b].id == redchess[2])
{
if (xiang(a, b, c, d))
{
movechess(a, b, c, d);
}
else
printf("你不能这样做!\n");
}
else if (map[a][b].id == blackchess[3])
{
if (shi(a, b, c, d))
{
movechess(a, b, c, d);
}
else
printf("你不能这样做!");
}
else if (map[a][b].id == redchess[3])
{
if (shi(a, b, c, d))
{
movechess(a, b, c, d);
}
else
printf("你不能这样做!");
}
}
int main()
{
begining();
while (1)
{
coord();//输出棋盘
win();
BeginBatchDraw();
while (win() == 2)
{
win();
putimage(0, 0, &img);
getbackground();//输出棋子
MouseControl();//鼠标更改数据
FlushBatchDraw();
}
putimage(0, 0, &img);
getbackground();//输出棋子
MouseControl();//鼠标更改数据
FlushBatchDraw();
if (win() == 0)
{
printf("红方胜!\n");
}
else if (win() == 1)
{
printf("黑方胜!\n");
}
}
getchar();
return 0;
}
注意:由于棋子是根据所选棋盘图片的大小、在指定位置画棋子。棋盘的不一样会导致棋子位置不正确。读者可直接将该棋盘复制,将图片修改成和我一样的比例,如图2.2.
图2.2 棋盘背景图片大小
读者也可以自己选择背景图片,根据图片大小,更改该代码宏定义处的distance、longth、high的值,保证棋子落在正确的位置上。另外包含人机部分的代码已上传到我的另一篇博客,请需要的自提。