三连棋游戏 C语言源代码 网络提供 自行修改编译通过
C语言课程设计三子连珠
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游戏难度调整
增加难度等级
增加不同难度等级,满足不同水平玩家的需求。
随机元素
增加游戏中的随机元素,使游戏更加不可预测,提高挑战性。
适应性难度
根据玩家表现动态调整难度,使游戏难度与玩家水平相匹配。
06 总结与展望
课程设计收获
• 熟练掌握C语言基本语法和数据类型:通过三子连珠游戏的设计和实现,学生 能够更加熟练地掌握C语言的基本语法和数据类型,包括变量、常量、运算符 、数据类型转换等。
实现游戏中的主要算法, 如路径搜索、最优解计算 等。
游戏测试与调试
功能测试
调试与优化
对游戏进行全面测试,确保游戏功能 正常、无漏洞。
对游戏中存在的问题进行调试和优化, 提高游戏的稳定性和用户体验。
性能测试
测试游戏的性能表现,如响应速度、 内存占用等。
05 优化与改进
算法优化
减少计算量
通过优化算法,减少不必要的计 算,提高程序的运行效率。
课程设计目标
01
掌握C语言的基本语法和 数据结构,如数组、循 环、条件语句等。
02
理解并实现三子连珠游 戏的判断逻辑,包括判 断是否胜利、判断是否 可以下棋等。
03
04
培养编程思维和解决问 题的能力,提高对算法 和数据结构的理解。
通过团队合作完成项目, 培养沟通和协作能力。
02 三子连珠游戏规则
位运算符
&、|、~、^、<<、>>等。
逻辑运算符
&&、||、!等。
控制结构
顺序结构
按照代码的顺序执行。
选择结构
使用if,switch等语句进行条件判断。
循环结构
C语言实现井字棋游戏(人机对弈)
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C语⾔实现井字棋游戏(⼈机对弈)井字棋游戏:即三⼦棋,英⽂名叫Tic-Tac-Tic,是⼀种在3*3格⼦上进⾏的连珠游戏,和五⼦棋⽐较类似,由于棋盘⼀般不画边线框,格线排成井字故得名。
题⽬分析:要完成该游戏的编写,我们需要先分析出完成整个游戏过程都需要⼲什么?1.⾸先,需要定义出⼀个3*3的棋盘,根据相关知识,我们可以以⼆维数组的⽅式将棋盘表⽰出来;2.棋盘定义出来后,需要将棋盘初始化,将3*3⼆维数组的每⼀个位置初始化为‘ ’(空格);3.有了棋盘,我们就可以开始进⾏下棋了,⾸先要确定是玩家先下还是电脑先下。
在这⾥我们规定玩家先下且玩家的下棋⽅式为‘x’,电脑下棋⽅式为‘o’;4.每⼀次下完棋后需要进⾏检测,判断该下棋位置是否合法、判断是否胜利等等。
根据上述分析,可以⼤致定义出以下函数窗⼝:void InitGame();//初始化游戏(棋盘)void PrintChess();//输出棋盘void PlayerMove();//玩家下棋void ComputerMove();//电脑下棋char CheckGameOver();//判断游戏是否结束(玩家胜/电脑胜/和棋)初始化棋盘:将3*3的⼆维数组棋盘的每个位置初始化为‘ ’void InitGame(){for (int i = 0; i < ROW; i++){for (int j = 0; j < COL; j++)chess_board[i][j] = ' ';}}输出棋盘:输出棋盘时,棋盘的风格可以根据⾃⼰的喜好来设计void PrintfChess()//输出棋盘,棋盘的设计可以根据⾃⼰的喜好设计{for (int i = 0; i < ROW; i++){printf("| %c | %c | %c |\n", chess_board[i][0], chess_board[i][1], chess_board[i][2]);if (i < ROW - 1)printf("|---|---|---|\n");}}玩家下棋:玩家输⼊下棋位置后,需要判断该位置是否合法、输⼊位置是否已被占⽤void PlayerMove()//玩家下棋{printf("玩家落⼦.\n");int row, col;while (1){printf("请输⼊⼀组坐标(下棋位置):>");scanf("%d %d", &row, &col);//检查坐标的有效性if (row < 0 || row > ROW || col < 0 || col > COL){printf("输⼊⾮法,请重新输⼊...");continue;}if (chess_board[row][col] != ' '){printf("输⼊的位置已被占⽤,请重新输⼊...");continue;}chess_board[row][col] = 'x';//x代表玩家下的棋break;}}电脑下棋:电脑下棋时,下棋的位置利⽤srand函数随机产⽣void ComputerMove()//电脑下棋{srand(time(0));while (1){int row = rand() % ROW;int col = rand() % COL;if (chess_board[row][col] != ' '){continue;}chess_board[row][col] = 'o';//o代表电脑下的棋break;}}检查棋盘:在检测棋盘时,分别判断⾏、列、对⾓线,在这⾥我规定:'x'代表玩家赢 'o'代表电脑赢 'h'代表和棋 'c'代表继续char CheckGameOver()//检测游戏是否结束{//检查⾏for (int i = 0; i < ROW; i++){if (chess_board[i][0] != ' '&& chess_board[i][0] == chess_board[i][1]&& chess_board[i][0] == chess_board[i][2])return chess_board[i][0];}//检查列for (int j = 0; j < COL; j++){if (chess_board[0][j] != ' '&& chess_board[0][j] == chess_board[1][j]&& chess_board[0][j] == chess_board[2][j])return chess_board[0][j];}//检查对⾓线if (chess_board[0][0] != ' '&& chess_board[0][0] == chess_board[1][1]&& chess_board[0][0] == chess_board[2][2])return chess_board[0][0];if (chess_board[0][2] != ' '&& chess_board[0][2] == chess_board[1][1]&& chess_board[0][2] == chess_board[2][0])return chess_board[0][2];//判断是否和棋if (ChessFull())return 'h';return 'c';}⾄此,主要的功能函数均已编写完毕,整个程序的流程如下所⽰:1.初始化棋盘;2.输出棋盘;3.玩家下棋;4.检测棋盘;5.电脑下棋;6.检测棋盘#define _CRT_SECURE_NO_WARNINGS#include <stdio.h>#include <time.h>#include <stdbool.h>#include <stdlib.h>#define START 1#define QUIT 0#define ROW 3#define COL 3static char chess_board[ROW][COL];//定义棋盘void StartGame();void InitGame();void PrintfChess();void PlayerMove();void ComputerMove();char CheckGameOver();bool ChessFull();int main(int argc, char* argv[]){int select = 1;while (select){printf("*********************\n");printf("* [1] Start Game *\n");printf("* [2] Over Game *\n");printf("*********************\n");printf("请选择:>");scanf_s("%d", &select);if (select == QUIT)break;if (select != START){printf("输⼊有错,请重新输⼊.....\n"); continue;}StartGame();}printf("GoodBye.....");return 0;}void StartGame(){char winner;//1 初始化游戏(棋盘)InitGame();//2 进⼊游戏while (1){//3 输出棋盘PrintfChess();//4玩家下棋PlayerMove();//5检查结果winner = CheckGameOver();if (winner != 'c')break;//6电脑下棋ComputerMove();//7检查结果CheckGameOver();winner = CheckGameOver();if (winner != 'c')break;}if (winner == 'x')printf("玩家赢.\n");printf("电脑赢.\n");if (winner == 'h')printf("和棋.\n");}void InitGame(){for (int i = 0; i < ROW; i++){for (int j = 0; j < COL; j++)chess_board[i][j] = ' ';}}void PrintfChess()//输出棋盘,棋盘的设计可以根据⾃⼰的喜好设计{for (int i = 0; i < ROW; i++){printf("| %c | %c | %c |\n", chess_board[i][0], chess_board[i][1], chess_board[i][2]); if (i < ROW - 1)printf("|---|---|---|\n");}}void PlayerMove()//玩家下棋{printf("玩家落⼦.\n");int row, col;while (1){printf("请输⼊⼀组坐标(下棋位置):>");scanf("%d %d", &row, &col);//检查坐标的有效性if (row < 0 || row > ROW || col < 0 || col > COL){printf("输⼊⾮法,请重新输⼊...");continue;}if (chess_board[row][col] != ' '){printf("输⼊的位置已被占⽤,请重新输⼊...");continue;}chess_board[row][col] = 'x';//x代表玩家下的棋break;}}void ComputerMove()//电脑下棋{srand(time(0));while (1){int row = rand() % ROW;int col = rand() % COL;if (chess_board[row][col] != ' '){continue;}chess_board[row][col] = 'o';//o代表电脑下的棋break;}}/** 'x'代表玩家赢* 'o'代表电脑赢* 'h'代表和棋* 'c'代表继续*/char CheckGameOver()//检测游戏是否结束{//检查⾏for (int i = 0; i < ROW; i++){if (chess_board[i][0] != ' '&& chess_board[i][0] == chess_board[i][1]&& chess_board[i][0] == chess_board[i][2])return chess_board[i][0];}//检查列for (int j = 0; j < COL; j++){if (chess_board[0][j] != ' '&& chess_board[0][j] == chess_board[1][j]&& chess_board[0][j] == chess_board[2][j])return chess_board[0][j];}//检查对⾓线if (chess_board[0][0] != ' '&& chess_board[0][0] == chess_board[1][1]&& chess_board[0][0] == chess_board[2][2])return chess_board[0][0];if (chess_board[0][2] != ' '&& chess_board[0][2] == chess_board[1][1]&& chess_board[0][2] == chess_board[2][0])return chess_board[0][2];//判断是否和棋if (ChessFull())return 'h';return 'c';}bool ChessFull(){for (int i = 0; i < ROW; i++){for (int j = 0; j < COL; j++){if (chess_board[i][j] == ' ')return false;}}return true;}运⾏测试图:程序的运⾏界⾯我们还可以利⽤system("cls")对界⾯进⾏优化,这样可以使界⾯更加美观。
C语言编写象棋程序代码
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/*--------------------chess.c----------------------*/ #include "dos.h"#include "stdio.h"/*----------------------------------------------------*/ #define RED 7#define BLACK 14#define true 1#define false 0#define SELECT 0#define MOVE 1#define RED_UP 0x1100#define RED_DOWN 0x1f00#define RED_LEFT 0x1e00#define RED_RIGHT 0x2000#define RED_DO 0x3900#define RED_UNDO 0x1000#define BLACK_UP 0x4800#define BLACK_DOWN 0x5000#define BLACK_LEFT 0x4b00#define BLACK_RIGHT 0x4d00#define BLACK_DO 0x1c00#define BLACK_UNDO 0x2b00#define ESCAPE 0x0100#define RED_JU 1#define RED_MA 2#define RED_XIANG 3#define RED_SHI 4#define RED_JIANG 5#define RED_PAO 6#define RED_BIN 7#define BLACK_JU 8#define BLACK_MA 9#define BLACK_XIANG 10#define BLACK_SHI 11#define BLACK_JIANG 12#define BLACK_PAO 13#define BLACK_BIN 14/*----------------------------------------------------*/ int firsttime=1;int savemode;char page_new=0,page_old=0;int finish=false,turn=BLACK,winner=0;int key;int redstate=SELECT,blackstate=SELECT;int board[10][9];/*----------------------------------------------------*/char *chessfile[15]={"","bmp\\rju.wfb", "bmp\\rma.wfb", "bmp\\rxiang.wfb","bmp\\rshi.wfb","bmp\\rjiang.wfb","bmp\\rpao.wfb","bmp\\rbin.wfb","bmp\\bju.wfb", "bmp\\bma.wfb", "bmp\\bxiang.wfb","bmp\\bshi.wfb","bmp\\bjiang.wfb","bmp\\bpao.wfb","bmp\\bbin.wfb"};char *boardfile[10][9]={{"bmp\\11.wfb","bmp\\1t.wfb","bmp\\1t.wfb","bmp\\14.wfb","bmp\\15.wfb","bmp\\16.wfb"," bmp\\1t.wfb","bmp\\1t.wfb","bmp\\19.wfb"},{"bmp\\21.wfb","bmp\\2c.wfb","bmp\\2c.wfb","bmp\\24.wfb","bmp\\25.wfb","bmp\\26.wfb", "bmp\\2c.wfb","bmp\\2c.wfb","bmp\\29.wfb"},{"bmp\\21.wfb","bmp\\3a.wfb","bmp\\3t.wfb","bmp\\34.wfb","bmp\\3t.wfb","bmp\\36.wfb"," bmp\\3t.wfb","bmp\\3a.wfb","bmp\\29.wfb"},{"bmp\\41.wfb","bmp\\4t.wfb","bmp\\4a.wfb","bmp\\4t.wfb","bmp\\4a.wfb","bmp\\4t.wfb"," bmp\\4a.wfb","bmp\\4t.wfb","bmp\\49.wfb"},{"bmp\\51.wfb","bmp\\52.wfb","bmp\\5t.wfb","bmp\\54.wfb","bmp\\5t.wfb","bmp\\56.wfb"," bmp\\5t.wfb","bmp\\58.wfb","bmp\\59.wfb"},{"bmp\\61.wfb","bmp\\62.wfb","bmp\\6t.wfb","bmp\\64.wfb","bmp\\6t.wfb","bmp\\66.wfb"," bmp\\6t.wfb","bmp\\68.wfb","bmp\\69.wfb"},{"bmp\\71.wfb","bmp\\7t.wfb","bmp\\7a.wfb","bmp\\7t.wfb","bmp\\7a.wfb","bmp\\7t.wfb"," bmp\\7a.wfb","bmp\\7t.wfb","bmp\\79.wfb"},{"bmp\\81.wfb","bmp\\8a.wfb","bmp\\8t.wfb","bmp\\84.wfb","bmp\\85.wfb","bmp\\86.wfb"," bmp\\8t.wfb","bmp\\8a.wfb","bmp\\89.wfb"},{"bmp\\91.wfb","bmp\\9t.wfb","bmp\\9t.wfb","bmp\\9t.wfb","bmp\\95.wfb","bmp\\9t.wfb"," bmp\\9t.wfb","bmp\\9t.wfb","bmp\\99.wfb"},{"bmp\\101.wfb","bmp\\102.wfb","bmp\\102.wfb","bmp\\104.wfb","bmp\\105.wfb","bmp\\10 6.wfb","bmp\\108.wfb","bmp\\108.wfb","bmp\\109.wfb"}};char cursor[14][14]={0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,255,255,255,255,255,255,255,0,0,1,1,1,1,0,255,255,255,255,255,255,0,0,1,1,1,1,1,0,255,255,255,255,255,255,0,0,1,1,1,1,1,0,255,255,255,255,255,255,255,0,0,1,1,1,1,0,255,255,255,255,255,255,255,255,0,0,1,1,1,0,255,255,255,255,255,255,255,255,255,0,0,1,1,0,255,255,0,255,255,255,255,255,255,255,0,0,1,0,255,0,1,1,0,255,255,255,255,255,255,255,0,0,0,1,1,1,1,0,255,255,255,255,255,0,1,0,1,1,1,1,1,1,0,255,255,255,0,1,1,1,1,1,1,1,1,1,1,0,255,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1};struct pos{int x;int y;}position[10][9],redcurpos,redtemppos,redoldpos,blackcurpos,blacktemppos,blackoldpos; /*----------------------------------------------------*/selectpage(register char page) /*换页函数*/{union REGS r;r.x.ax=0x4f05;r.x.bx=0;r.x.dx=page; /*选择页面*/int86(0x10,&r,&r);}unsigned char set_SVGA_mode(int vmode) /*设置SVGA屏幕模式*/{union REGS r;r.x.ax=0x4f02;r.x.bx=vmode;int86(0x10,&r,&r);return(r.h.ah);}unsigned int get_SVGA_mode() /*获取当前SVGA屏幕模式*/{union REGS r;r.x.ax=0x4f03;int86(0x10,&r,&r);return(r.x.bx);}drawbmp(int start_x,int start_y,char filename[]){char buffer[640];int i,j,k,n,r,g,b,width,length;long position;FILE *fp;if((fp=fopen(filename,"rb"))==NULL){printf("Error! Can't open file!");getch();return;}fseek(fp,28,SEEK_SET);fread(&i,2,1,fp);if(i!=8) /*检查是否为256色位图*/{puts("Error!Can't find bitmap!");fclose(fp);getch();exit(0);}fseek(fp,18,SEEK_SET);fread(&width,4,1,fp);fread(&length,4,1,fp);if(firsttime){fseek(fp,54,SEEK_SET);for(i=0;i<256;i++) /*按照该图片的DAC色表设置色彩寄存器*/{b=fgetc(fp);g=fgetc(fp);r=fgetc(fp); /*获取R、G、B分量*/outportb(0x3c8,i);outportb(0x3c9,r>>2); /*右移是要转化为VGA的6位寄存器形式*/ outportb(0x3c9,g>>2);outportb(0x3c9,b>>2);fgetc(fp);}}elsefseek(fp,300,SEEK_SET);k=(width%4)?(4-width%4):0; /*宽度修正值*/for(j=length-1+start_x;j>=start_x;j--){fread(buffer,width,1,fp);for(i=start_y,n=0;i<width+start_y;i++,n++){position=j*640l+i; /*计算要显示点的显存位置*/page_new=position/65536; /*计算显示页*/if(page_new!=page_old) /*当显示页不同时更换页面,提高一定的输出速度*/ {selectpage(page_new);page_old=page_new;}pokeb(0xa000,position%65536,buffer[n]); /*写到显存位置*/}fseek(fp,k,SEEK_CUR); /*每行绘制完后修正宽度*/}fclose(fp);}init(){savemode=get_SVGA_mode(); /*先保存原来的屏幕模式*/set_SVGA_mode(0x101); /*硬件无关性初始化屏幕为640*480 256色模式*/}end(){set_SVGA_mode(savemode); /*恢复屏幕*/}/*----------------------------------------------------*/initpos(){int i,j;for(i=0;i<10;i++)for (j=0;j<9;j++){position[i][j].x=35+i*39;position[i][j].y=43+j*40;}}initchessmap(){board[0][0]=BLACK_JU;board[0][1]=BLACK_MA;board[0][2]=BLACK_XIANG;board[0][3]=BLACK_SHI;board[0][4]=BLACK_JIANG;board[0][5]=BLACK_SHI;board[0][6]=BLACK_XIANG;board[0][7]=BLACK_MA;board[0][8]=BLACK_JU;board[2][1]=BLACK_PAO;board[2][7]=BLACK_PAO;board[3][0]=BLACK_BIN;board[3][2]=BLACK_BIN;board[3][4]=BLACK_BIN;board[3][6]=BLACK_BIN;board[3][8]=BLACK_BIN;board[9][0]=RED_JU;board[9][1]=RED_MA;board[9][2]=RED_XIANG;board[9][3]=RED_SHI;board[9][4]=RED_JIANG;board[9][5]=RED_SHI;board[9][6]=RED_XIANG;board[9][7]=RED_MA;board[9][8]=RED_JU;board[7][1]=RED_PAO;board[7][7]=RED_PAO;board[6][0]=RED_BIN;board[6][2]=RED_BIN;board[6][4]=RED_BIN;board[6][6]=RED_BIN;board[6][8]=RED_BIN;}initdrawchess(){int i,j;;for(i=0;i<10;i++)for(j=0;j<9;j++){if(board[i][j])drawbmp(position[i][j].x,position[i][j].y,chessfile[board[i][j]]);}}drawcursor(struct pos p){int i,j,n,m,x,y;long thisposition;x=position[p.x][p.y].x+20;y=position[p.x][p.y].y+25;for(j=13-1+x,m=13;j>=x;j--,m--){for(i=y,n=0;i<13+y;i++,n++){thisposition=j*640l+i; /*计算要显示点的显存位置*/page_new=thisposition/65536; /*计算显示页*/if(page_new!=page_old) /*当显示页不同时更换页面,提高一定的输出速度*/{selectpage(page_new);page_old=page_new;}if(cursor[m][n]!=1)if(cursor[m][n]==0)pokeb(0xa000,thisposition%65536,0);elseif(turn==RED)pokeb(0xa000,thisposition%65536,153);elsepokeb(0xa000,thisposition%65536,255);}}}drawselecursor(struct pos p){int i,j,n,m,x,y;long thisposition;x=position[p.x][p.y].x+20;y=position[p.x][p.y].y+25;for(j=13-1+x,m=13;j>=x;j--,m--){for(i=y,n=0;i<13+y;i++,n++){thisposition=j*640l+i; /*计算要显示点的显存位置*/page_new=thisposition/65536; /*计算显示页*/if(page_new!=page_old) /*当显示页不同时更换页面,提高一定的输出速度*/{selectpage(page_new);page_old=page_new;}if(cursor[m][n]!=1)pokeb(0xa000,thisposition%65536,0);}}}/*----------------------------------------------------*/int getkey(){int press;while(bioskey(1) == 0);press=bioskey(0);press=press&0xff00;return(press);}/*--------------------红方操作--------------------*/int redcanselect(){int x,y;x=redcurpos.x;y=redcurpos.y;if(board[x][y]>=RED_JU&&board[x][y]<=RED_BIN)return 1;elsereturn 0;}int redcanmove(){int i,j,min,max,oldx,oldy,x,y;oldx=redoldpos.x;oldy=redoldpos.y;x=redcurpos.x;y=redcurpos.y;/*case1 目标位置是否是自己人*/if(board[x][y]>=RED_JU&&board[x][y]<=RED_BIN)return 0;/* 军、马、炮、相、士、将、卒的走法正确性的判断*/switch(board[oldx][oldy]){case RED_BIN: /*完成*/ if(oldx>=5){ if(y!=oldy||(oldx-x)!=1) return 0;}else{ if(x==(oldx-1)&&y==oldy) return 1;elseif(x==oldx&&y==(oldy+1)) return 1;elseif(x==oldx&&y==(oldy-1)) return 1;elsereturn 0;}break;case RED_JIANG: /*完成*/ if(x!=oldx&&y!=oldy) return 0;if(x!=oldx)if((x-oldx)>1||(oldx-x)>1) return 0;else if(x<7) return 0;else if(y!=oldy)if((y-oldy)>1||(oldy-y)>1) return 0;else if(y<3||y>5) return 0;break;case RED_JU: /*完成*/ if(x!=oldx&&y!=oldy) return 0;else if(x!=oldx){ min=(x>oldx)?oldx:x;max=(x>oldx)?x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0;}else if(y!=oldy){ min=(y>oldy)?oldy:y;max=(y>oldy)?y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0;}break;case RED_MA: /*完成*/ if((x-oldx)==2&&((y-oldy)==1||(oldy-y)==1)){if(board[oldx+1][oldy]!=0) return 0;}elseif((oldx-x)==2&&((y-oldy)==1||(oldy-y)==1)){if(board[oldx-1][oldy]!=0) return 0;}elseif((y-oldy)==2&&((x-oldx)==1||(oldx-x)==1)){if(board[oldx][oldy+1]!=0) return 0;}elseif((oldy-y)==2&&((x-oldx)==1||(oldx-x)==1)){if(board[oldx][oldy-1]!=0) return 0;}elsereturn 0;break;case RED_PAO: /*完成*/ if(x!=oldx&&y!=oldy) return 0;if(board[x][y]==0){if(x!=oldx){ min=(x>oldx)?oldx:x;max=(x>oldx)?x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0;}else if(y!=oldy){ min=(y>oldy)?oldy:y;max=(y>oldy)?y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0;}}else{if(x!=oldx){ min=(x>oldx)?oldx:x;max=(x>oldx)?x:oldx;for(i=min+1,j=0;i<max;i++)if(board[i][y]!=0) j++;if(j!=1) return 0;}else if(y!=oldy){ min=(y>oldy)?oldy:y;max=(y>oldy)?y:oldy;for(i=min+1,j=0;i<max;i++)if(board[x][i]!=0) j++;if(j!=1) return 0;}}break;case RED_SHI: /*完成*/ if(oldx==9||oldx==7){if(x!=8||y!=4) return 0;}else if(oldx==8){if(x==9&&y==3) return 1;elseif(x==9&&y==5) return 1;elseif(x==7&&y==3) return 1;elseif(x==7&&y==5) return 1;else return 0;}else return 0;break;case RED_XIANG: /*完成*/if(x<5) return 0;if(x!=oldx&&y!=oldy){if((x-oldx)==2&&(y-oldy)==2){i=oldx+1;j=oldy+1;}else if((x-oldx)==2&&(oldy-y)==2){i=oldx+1;j=oldy-1;}else if((oldx-x)==2&&(y-oldy)==2){i=oldx-1;j=oldy+1;}else if((oldx-x)==2&&(oldy-y)==2){i=oldx-1;j=oldy-1;}else return 0;if(board[i][j]!=0) return 0;}else return 0;break;}return 1;}redup(){int x,y,n;if(redcurpos.x>0){redcurpos.x--;x=position[redtemppos.x][redtemppos.y].x;y=position[redtemppos.x][redtemppos.y].y;if(board[redtemppos.x][redtemppos.y]==0)drawbmp(x,y,boardfile[redtemppos.x][redtemppos.y]);else if(!(redtemppos.x==redoldpos.x&&redtemppos.y==redoldpos.y&&redstate==MOVE)) {n=board[redtemppos.x][redtemppos.y];drawbmp(x,y,chessfile[n]);}if(redtemppos.x==redoldpos.x&&redtemppos.y==redoldpos.y&&redstate==MOVE)drawselecursor(redoldpos);drawcursor(redcurpos);redtemppos.x=redcurpos.x;redtemppos.y=redcurpos.y;}}reddown(){int x,y,n;if(redcurpos.x<9){redcurpos.x++;x=position[redtemppos.x][redtemppos.y].x;y=position[redtemppos.x][redtemppos.y].y;if(board[redtemppos.x][redtemppos.y]==0)drawbmp(x,y,boardfile[redtemppos.x][redtemppos.y]);else if(!(redtemppos.x==redoldpos.x&&redtemppos.y==redoldpos.y&&redstate==MOVE)) {n=board[redtemppos.x][redtemppos.y];drawbmp(x,y,chessfile[n]);}if(redtemppos.x==redoldpos.x&&redtemppos.y==redoldpos.y&&redstate==MOVE)drawselecursor(redoldpos);drawcursor(redcurpos);redtemppos.x=redcurpos.x;redtemppos.y=redcurpos.y;}}redleft(){int x,y,n;if(redcurpos.y>0){redcurpos.y--;x=position[redtemppos.x][redtemppos.y].x;y=position[redtemppos.x][redtemppos.y].y;if(board[redtemppos.x][redtemppos.y]==0)drawbmp(x,y,boardfile[redtemppos.x][redtemppos.y]);else if(!(redtemppos.x==redoldpos.x&&redtemppos.y==redoldpos.y&&redstate==MOVE)) {n=board[redtemppos.x][redtemppos.y];drawbmp(x,y,chessfile[n]);}if(redtemppos.x==redoldpos.x&&redtemppos.y==redoldpos.y&&redstate==MOVE)drawselecursor(redoldpos);drawcursor(redcurpos);redtemppos.x=redcurpos.x;redtemppos.y=redcurpos.y;}}redright(){int x,y,n;if(redcurpos.y<8){redcurpos.y++;x=position[redtemppos.x][redtemppos.y].x;y=position[redtemppos.x][redtemppos.y].y;if(board[redtemppos.x][redtemppos.y]==0)drawbmp(x,y,boardfile[redtemppos.x][redtemppos.y]);else if(!(redtemppos.x==redoldpos.x&&redtemppos.y==redoldpos.y&&redstate==MOVE)) {n=board[redtemppos.x][redtemppos.y];drawbmp(x,y,chessfile[n]);}if(redtemppos.x==redoldpos.x&&redtemppos.y==redoldpos.y&&redstate==MOVE)drawselecursor(redoldpos);drawcursor(redcurpos);redtemppos.x=redcurpos.x;redtemppos.y=redcurpos.y;}}reddo(){int i,j,x,y,n;if(redstate==SELECT&&redcanselect()){if(board[redcurpos.x][redcurpos.y]<=RED&&board[redcurpos.x][redcurpos.y]>0) {redstate=MOVE;drawselecursor(redcurpos);redoldpos.x=redcurpos.x;redoldpos.y=redcurpos.y;}}else if(redstate==MOVE&&redcanmove()){x=position[redoldpos.x][redoldpos.y].x;y=position[redoldpos.x][redoldpos.y].y;drawbmp(x,y,boardfile[redoldpos.x][redoldpos.y]);x=position[redcurpos.x][redcurpos.y].x;y=position[redcurpos.x][redcurpos.y].y;n=board[redoldpos.x][redoldpos.y];drawbmp(x,y,chessfile[n]);if(board[redcurpos.x][redcurpos.y]==BLACK_JIANG){winner=RED;finish=1;return;}board[redcurpos.x][redcurpos.y]=n;board[redoldpos.x][redoldpos.y]=0;for(i=0;i<=2;i++)for(j=3;j<=5;j++)if(board[i][j]==BLACK_JIANG){x=i;y=j;}for(i=x+1,j=y,n=0;i<=9;i++){if(board[i][j]==RED_JIANG&&n==0){winner=BLACK;finish=1;break;}else if(board[i][j]!=0) n++;}turn=BLACK;blackstate=SELECT;drawcursor(blackcurpos);drawbmp(30,438,"bmp\\bzq.wfb"); /*转交控制权给黑方*/}}redundo(){int x,y,n;if(redstate==MOVE){x=position[redoldpos.x][redoldpos.y].x;y=position[redoldpos.x][redoldpos.y].y;n=board[redoldpos.x][redoldpos.y];drawbmp(x,y,chessfile[n]);redoldpos.x=redcurpos.x;redoldpos.y=redcurpos.y;drawcursor(redcurpos);redstate=SELECT;}}/*--------------------黑方操作----------------------*/int blackcanselect(){int x,y;x=blackcurpos.x;y=blackcurpos.y;if(board[x][y]>=BLACK_JU&&board[x][y]<=BLACK_BIN)return 1;elsereturn 0;}int blackcanmove(){int i,j,min,max,oldx,oldy,x,y;oldx=blackoldpos.x;oldy=blackoldpos.y;x=blackcurpos.x;y=blackcurpos.y;/*case1 目标位置是否是自己人*/if(board[x][y]>=BLACK_JU&&board[x][y]<=BLACK_BIN)return 0;/* 军、马、炮、相、士、将、卒的走法正确性的判断*/ switch(board[oldx][oldy]){case BLACK_JU: /*完成*/ if(x!=oldx&&y!=oldy) return 0;else if(x!=oldx){ min=(x>oldx)?oldx:x;max=(x>oldx)?x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0;}else if(y!=oldy){ min=(y>oldy)?oldy:y;max=(y>oldy)?y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0;}break;case BLACK_MA: /*完成*/ if((x-oldx)==2&&((y-oldy)==1||(oldy-y)==1)){if(board[oldx+1][oldy]!=0) return 0;}elseif((oldx-x)==2&&((y-oldy)==1||(oldy-y)==1)){if(board[oldx-1][oldy]!=0) return 0;}elseif((y-oldy)==2&&((x-oldx)==1||(oldx-x)==1)){if(board[oldx][oldy+1]!=0) return 0;}elseif((oldy-y)==2&&((x-oldx)==1||(oldx-x)==1)){if(board[oldx][oldy-1]!=0) return 0;}elsereturn 0;break;case BLACK_PAO: /*完成*/ if(x!=oldx&&y!=oldy) return 0;if(board[x][y]==0){if(x!=oldx){ min=(x>oldx)?oldx:x;max=(x>oldx)?x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0;}else if(y!=oldy){ min=(y>oldy)?oldy:y;max=(y>oldy)?y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0;}}else{j=0;if(x!=oldx){ min=(x>oldx)?oldx:x;max=(x>oldx)?x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) j++;if(j!=1) return 0;}else if(y!=oldy){ min=(y>oldy)?oldy:y;max=(y>oldy)?y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) j++;if(j!=1) return 0;}}break;case BLACK_XIANG:if(x>4) return 0;if(x!=oldx&&y!=oldy){if((x-oldx)==2&&(y-oldy)==2){i=oldx+1;j=oldy+1;}else if((x-oldx)==2&&(oldy-y)==2){i=oldx+1;j=oldy-1;}else if((oldx-x)==2&&(y-oldy)==2){i=oldx-1;j=oldy+1;}else if((oldx-x)==2&&(oldy-y)==2){i=oldx-1;j=oldy-1;}else return 0;if(board[i][j]!=0) return 0;}else return 0;break;case BLACK_SHI:if(oldx==0||oldx==2){if(x!=1||y!=4) return 0;}else if(oldx==1){if(x==0&&y==3) return 1;elseif(x==0&&y==5) return 1;elseif(x==2&&y==3) return 1;elseif(x==2&&y==5) return 1;else return 0;}else return 0;break;case BLACK_JIANG:if(x!=oldx&&y!=oldy) return 0;if(x!=oldx)if((x-oldx)>1||(oldx-x)>1) return 0;else if(x>2) return 0;else if(y!=oldy)if((y-oldy)>1||(oldy-y)>1) return 0;else if(y<3||y>5) return 0;break;case BLACK_BIN:if(oldx<=4){ if(y!=oldy||(x-oldx)!=1) return 0;}else{ if(x==(oldx+1)&&y==oldy) return 1;elseif(x==oldx&&y==(oldy+1)) return 1;elseif(x==oldx&&y==(oldy-1)) return 1;elsereturn 0;}break;}return 1;}blackup(){int x,y,n;if(blackcurpos.x>0)blackcurpos.x--;x=position[blacktemppos.x][blacktemppos.y].x;y=position[blacktemppos.x][blacktemppos.y].y;if(board[blacktemppos.x][blacktemppos.y]==0)drawbmp(x,y,boardfile[blacktemppos.x][blacktemppos.y]);elseif(!(blacktemppos.x==blackoldpos.x&&blacktemppos.y==blackoldpos.y&&blackstate==MOVE)) {n=board[blacktemppos.x][blacktemppos.y];drawbmp(x,y,chessfile[n]);}if(blacktemppos.x==blackoldpos.x&&blacktemppos.y==blackoldpos.y&&blackstate==MOVE) drawselecursor(blackoldpos);drawcursor(blackcurpos);blacktemppos.x=blackcurpos.x;blacktemppos.y=blackcurpos.y;}}blackdown(){int x,y,n;if(blackcurpos.x<9){blackcurpos.x++;x=position[blacktemppos.x][blacktemppos.y].x;y=position[blacktemppos.x][blacktemppos.y].y;if(board[blacktemppos.x][blacktemppos.y]==0)drawbmp(x,y,boardfile[blacktemppos.x][blacktemppos.y]);elseif(!(blacktemppos.x==blackoldpos.x&&blacktemppos.y==blackoldpos.y&&blackstate==MOVE)) {n=board[blacktemppos.x][blacktemppos.y];drawbmp(x,y,chessfile[n]);}if(blacktemppos.x==blackoldpos.x&&blacktemppos.y==blackoldpos.y&&blackstate==MOVE) drawselecursor(blackoldpos);drawcursor(blackcurpos);blacktemppos.x=blackcurpos.x;blacktemppos.y=blackcurpos.y;}blackleft(){int x,y,n;if(blackcurpos.y>0){blackcurpos.y--;x=position[blacktemppos.x][blacktemppos.y].x;y=position[blacktemppos.x][blacktemppos.y].y;if(board[blacktemppos.x][blacktemppos.y]==0)drawbmp(x,y,boardfile[blacktemppos.x][blacktemppos.y]);elseif(!(blacktemppos.x==blackoldpos.x&&blacktemppos.y==blackoldpos.y&&blackstate==MOVE)) {n=board[blacktemppos.x][blacktemppos.y];drawbmp(x,y,chessfile[n]);}if(blacktemppos.x==blackoldpos.x&&blacktemppos.y==blackoldpos.y&&blackstate==MOVE) drawselecursor(blackoldpos);drawcursor(blackcurpos);blacktemppos.x=blackcurpos.x;blacktemppos.y=blackcurpos.y;}}blackright(){int x,y,n;if(blackcurpos.y<8){blackcurpos.y++;x=position[blacktemppos.x][blacktemppos.y].x;y=position[blacktemppos.x][blacktemppos.y].y;if(board[blacktemppos.x][blacktemppos.y]==0)drawbmp(x,y,boardfile[blacktemppos.x][blacktemppos.y]);elseif(!(blacktemppos.x==blackoldpos.x&&blacktemppos.y==blackoldpos.y&&blackstate==MOVE)) {n=board[blacktemppos.x][blacktemppos.y];drawbmp(x,y,chessfile[n]);}if(blacktemppos.x==blackoldpos.x&&blacktemppos.y==blackoldpos.y&&blackstate==MOVE) drawselecursor(blackoldpos);drawcursor(blackcurpos);blacktemppos.x=blackcurpos.x;blacktemppos.y=blackcurpos.y;}}blackdo(){int i,j,x,y,n;if(blackstate==SELECT&&blackcanselect()){if(board[blackcurpos.x][blackcurpos.y]<=BLACK&&board[blackcurpos.x][blackcurpos.y]>0) {blackstate=MOVE;drawselecursor(blackcurpos);blackoldpos.x=blackcurpos.x;blackoldpos.y=blackcurpos.y;}}else if(blackstate==MOVE&&blackcanmove()){x=position[blackoldpos.x][blackoldpos.y].x;y=position[blackoldpos.x][blackoldpos.y].y;drawbmp(x,y,boardfile[blackoldpos.x][blackoldpos.y]);x=position[blackcurpos.x][blackcurpos.y].x;y=position[blackcurpos.x][blackcurpos.y].y;n=board[blackoldpos.x][blackoldpos.y];drawbmp(x,y,chessfile[n]);if(board[blackcurpos.x][blackcurpos.y]==RED_JIANG){winner=BLACK;finish=1;return;}board[blackcurpos.x][blackcurpos.y]=n;board[blackoldpos.x][blackoldpos.y]=0;for(i=0;i<=2;i++)for(j=3;j<=5;j++)if(board[i][j]==BLACK_JIANG){x=i;y=j;}for(i=x+1,j=y,n=0;i<=9;i++){if(board[i][j]==RED_JIANG&&n==0){winner=RED;finish=1;break;}else if(board[i][j]!=0) n++;}turn=RED;redstate=SELECT;drawcursor(redcurpos);drawbmp(30,438,"bmp\\rzq.wfb"); /*转交控制权给红方*/ }}blackundo(){int x,y,n;if(blackstate==MOVE){x=position[blackoldpos.x][blackoldpos.y].x;y=position[blackoldpos.x][blackoldpos.y].y;n=board[blackoldpos.x][blackoldpos.y];drawbmp(x,y,chessfile[n]);blackoldpos.x=blackcurpos.x;blackoldpos.y=blackcurpos.y;drawcursor(blackcurpos);blackstate=SELECT;}}/*----------------------------------------------------*/start(){drawcursor(blackcurpos);drawbmp(30,438,"bmp\\bzq.wfb");while(!finish){key=getkey();switch(key){case RED_UP:if(turn==RED)redup();break;case RED_DOWN:if(turn==RED)reddown(); break;case RED_LEFT:if(turn==RED)redleft();break;case RED_RIGHT:if(turn==RED)redright(); break;case RED_DO:if(turn==RED)reddo();break;case RED_UNDO:if(turn==RED)redundo(); break;case BLACK_UP:if(turn==BLACK)blackup(); break;case BLACK_DOWN:if(turn==BLACK)blackdown(); break;case BLACK_LEFT:if(turn==BLACK)blackleft(); break;case BLACK_RIGHT:if(turn==BLACK)blackright(); break;case BLACK_DO:if(turn==BLACK)blackdo(); break;case BLACK_UNDO:if(turn==BLACK)blackundo();break;case ESCAPE: finish=1;break;}}}main(){init();initpos();initchessmap();drawbmp(0,0,"bmp\\board.wfb"); initdrawchess();/*初始化光标位置*/redcurpos.x=redoldpos.x=redtemppos.x=9; redcurpos.y=redoldpos.y=redtemppos.y=8; blackcurpos.x=blackoldpos.x=blacktemppos.x=0; blackcurpos.y=blackoldpos.y=blacktemppos.y=0; /*开始*/start();if(winner==RED)drawbmp(200,200,"bmp\\redwin.wfb");else if(winner==BLACK)drawbmp(200,200,"bmp\\blackwin.wfb"); elsedrawbmp(200,200,"bmp\\exit.wfb");getch();end();}。
C语言实现三子棋的步骤和代码详解
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C语⾔实现三⼦棋的步骤和代码详解⽬录⼀、问题描述⼆、基本流程三、步骤1.菜单界⾯2.创建棋盘3.棋盘初始化4.打印棋盘5.玩家落⼦6.电脑落⼦7.判断胜负四、结果演⽰1.玩家胜利2.电脑胜利3.和棋五、代码实现⼀、问题描述⽤c语⾔实现三⼦棋。
⼆、基本流程在写三⼦棋的代码之前,我们来看看实现这个游戏的逻辑:1.菜单界⾯选择开始或者退出游戏。
2.创建棋盘并初始化。
3.打印棋盘。
4.玩家落⼦(玩家输⼊⾏列坐标的⽅式来落⼦),'x'表⽰玩家落⼦。
5.判定胜负关系(输,赢,和棋),'q'表⽰和棋。
6.电脑落⼦(随机位置落⼦) ,'o'表⽰电脑落⼦。
7.判定胜负关系。
8.回到步骤2 继续执⾏。
三、步骤1.菜单界⾯1.开始游戏 0.退出游戏int menu(){printf("--------------------------\n");printf("--------1.开始游戏--------\n");printf("--------0.退出游戏--------\n");printf("--------------------------\n");int choice = 0;printf("请输⼊你的选择:");scanf("%d", &choice);return choice;}2.创建棋盘棋盘:使⽤3⾏3列的⼆维数组来表⽰,元素类型是char。
使⽤宏定义的原因:1.推⾼代码可读性,后续代码中遇到3,⽅便理解含义。
2.提⾼扩展性,如果将来要修改棋盘尺⼨,代码修改会很⽅便。
#define MAX_ROW 3#define MAX_COL 3char chessBoard[MAX_ROW][MAX_COL] = { 0 };3.棋盘初始化' '表⽰棋盘上的空⽩区域void init(char chessBoard[MAX_ROW][MAX_COL]){for (int row = 0; row < MAX_ROW; row++){for (int col = 0; col < MAX_COL; col++){chessBoard[row][col] = ' ';}}}4.打印棋盘(1)简陋⽅法:void print_chessBoard(char chessBoard[MAX_ROW][MAX_COL]){for (int row = 0; row <MAX_ROW; row++){for (int col = 0; col < MAX_COL; col++){printf("%c",chessBoard[row][col]) ;}printf("\n");}}结果:注意:这⾥不是棋盘没打印出来,⽽是我们使⽤' '表⽰空⽩区域,所以我们看到的棋盘是⼀⽚⿊⾊。
C语言编写黑白棋游戏源代码
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MoveColor(x,y>。
fillellipse(x,y,15,15>。
SetPlayColor(t>。
y-=40。
fillellipse(x,y,15,15>。
}
else
if(key==DOWN&&y<400>/*下方向键*/
{
MoveColor(x,y>。
fillellipse(x,y,15,15>。
}
else/*已经有棋子就继续按键*/
continue。
}
else /*四个方向按键的判断*/
if(key==LEFT&&x>120>/*左方向键*/
{
MoveColor(x,y>。
fillellipse(x,y,15,15>。
SetPlayColor(t>。
x-=40。
fillellipse(x,y,15,15>。
}
if(kk!=i-1>
yes=1。
}
}
if(i>1&&j<6>/*右上*/
{
for(k=i-1,kk=j+1。k>=0&&kk<8。k--,kk++>
if(a[k][kk]==a[i][j]||!a[k][kk]>
break。
if(a[k][kk]&&k>=0&&kk<8>
{
for(ii=i-1,jj=j+1。ii>k&&k>=0。ii--,jj++>
C语言三色旗问题
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C语言三色旗问题有一根绳子,上面有红、白、蓝三种颜色的旗子。
绳子上旗子的颜色并没有顺序,现在要对旗子进行分类,按照蓝色、白色、红色的顺序排列。
只能在绳子上进行移动,并且一次只能调换两面旗子,怎样移动才能使旗子移动的次数最少?算法思想旗子在绳子上移动,而且一次只能调换两面旗子,因此只要保证在移动旗子时,从绳子的开头开始,遇到蓝色旗子向前移动,遇到白色旗子则留在中间,而遇到红色的旗子则向后移动。
要使移动次数最少,可以使用三个指针 b、w、r 分别作为蓝旗、白旗和红旗的指针。
若w 指针指向的当前旗子为白色,则w 指针增加1,表示白旗部分增加一面。
若w 指针指向的当前旗子为蓝色,则将b 指针与w 指针所指向的旗子交换,同时b 指针与w 指针都增加1,表示蓝旗和白旗部分都多了一个元素。
若w 指针指向的当前旗子为红色,则将w 指针与r 指针所指向的旗子交换,同时r 指针减1,即r 指针向前移动,未处理的部分减1。
刚开始时,r 指向绳子中最后一个旗子,之后r 指针不断前移,当其位于w 指针之前,即r 的值小于w 的值时,全部旗子处理完毕,可以结束比较和移动旗子操作。
在程序中通过宏定义用大写字母'B' 'W' 'R' 分别代表蓝色、白色和红色;字符数组“char color[]”表示绳子上的各种颜色的旗子;旗子移动时通过一个while 循环判断移动过程是否结束,在while 循环中根据旗子的不同颜色进行不同的处理。
程序代码1.#include<stdio.h>2.#include<stdlib.h>3.#include<string.h>4.#define BLUE 'B'5.#define WHITE 'W'6.#define RED 'R'7.#define swap(x,y){char temp;\8. temp=color[x];\9. color[x]=color[y];\10. color[y]=temp;}11.12.int main()13.{14.char color[]={'R','W','B','W','W','B','R','B','W','R','\0'};15.int w=0;16.int b=0;17.int r=strlen(color)-1;18.int i;19.20.for(i=0;i<strlen(color);i++)21.printf("%c ",color[i]);22.printf("\n");23.while(w<=r)24.{25.if(color[w]==WHITE)26. w++;27.else28.{29.if(color[w]==BLUE)30.{31.swap(b,w);32. b++;33. w++;34.}35.else36.{37.while(w<r&&color[r]==RED)38. r--;39.swap(r,w);40. r--;41.}42.}43.}44.for(i=0;i<strlen(color);i++)45.printf("%c ",color[i]);46.printf("\n");47.return0;48.}调试运行结果交换前旗子颜色排列顺序及按顺序最少次数移动旗子后的排列顺序如下所示:。
c语言围棋程序代码
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c语言围棋程序代码以下是一个简单的C语言围棋程序的示例代码:```c#include <stdio.h>#define BOARD_SIZE 9enum Stone {EMPTY,BLACK,WHITE};enum Stone board[BOARD_SIZE][BOARD_SIZE];void init_board() {for (int i = 0; i < BOARD_SIZE; i++) {for (int j = 0; j < BOARD_SIZE; j++) {board[i][j] = EMPTY;}}}void print_board() {for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { switch (board[i][j]) {case EMPTY:printf(".");break;case BLACK:printf("X");break;case WHITE:printf("O");break;}}printf("\n");}}int main() {init_board();print_board();return 0;}```这个程序定义了一个9x9的围棋棋盘,使用`enum Stone`枚举类型表示棋盘上的三种棋子状态:空、黑子、白子。
`init_board()`函数用于初始化棋盘,将所有位置都设为EMPTY。
`print_board()`函数用于打印当前棋盘状态。
在`main()`函数中,首先调用`init_board()`初始化棋盘,然后调用`print_board()`打印初始棋盘状态。
你可以根据需要进一步扩展和完善这个程序,例如添加下子功能、判断胜负等等。
C++三字连珠报告
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C++课程设计报告( 2010 -- 2011 年度第二学期)三子连珠游戏的设计与实现专业计算机学生姓名班级BM计算机092学号指导教师王榕完成日期2011年7月7 日三子连珠游戏的设计与实现目录1概述 (1)1.1 课程设计目的 (1)1.2 课程设计内容 (1)2系统需求分析 (1)2.1 系统目标 (1)2.2 主体功能 (1)2.3 开发环境 (1)3系统概要设计 (1)3.1 系统的功能模块划分 (1)3.2 系统流程图 (2)4系统详细设计 (4)4.1初始化棋盘模块设计 (4)4.2下棋模块设计 (4)4.3判断输赢模块 (5)4.4判断平局模块 (6)4.5退出模块 (8)5测试 (8)5.1 测试方案 (8)5.2 测试结果 (8)6小结 (13)参考文献 (14)附录 (15)附录1源程序清单 (15)C++课程设计报告(2011)三子连珠游戏的设计与实现1 概述1.1 课程设计目的1、巩固并加深学生对C++语言程序设计知识的理解;2、培养学生面向对象的程序设计思想,使学生认识面向过程和面向对象两种设计方法的区别;3、进一步掌握和应用VC++ 6.0集成开发环境;4、提高运用C++语言解决实际问题的能力;5、初步掌握开发小型实用软件的基本方法,能独立设计、实现具有实际功能的小系统;6、掌握书写程序设计开发文档的能力(书写课程设计实验报告)。
1.2 课程设计内容课题名称:三子连珠游戏说明:模仿五子棋的形式,有一方三子连成一线即获胜。
要求:1)玩家可以设置棋盘的大小。
2)加入悔棋的功能,要求任一方可以在对方下棋后悔改一步,即将对方当前步和本方上一步删除,本方重新下棋。
2 系统需求分析2.1 系统目标该程序模仿五子棋的形式,有一方三子连成一线即获胜。
2.2 主体功能两方下棋,系统设置为3*3格式,具有判断越界,判断合理性和判断平局能力,在输赢确定后输出总结信息。
2.3 开发环境Microsoft Visual C++ 6.03 系统概要设计3.1 系统的功能模块划分(1)初始化棋盘模块(InitialBoard):此模块功能是按照代码所规定的变量n,1三子连珠游戏的设计与实现2使棋盘成为n*n 的大小,并把棋盘的主界面输出给操作者看。
详解用C语言实现三子棋游戏流程
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详解⽤C语⾔实现三⼦棋游戏流程⽬录三⼦棋游戏简介⼀、分析及实现1.棋盘2.落⼦3.判断输赢⼆、程序演⽰三、完整代码1.main.c2.game.c3.game.h总结三⼦棋游戏简介这是⼀个简单的三⼦棋⼩游戏,估计⼤家⼩时候都玩⼉过,只要能连成三个,⽆论是⾏,列还是对⾓线,就可以胜利了。
是不是很简单呢,那我们来尝试⼀下⽤C语⾔来写⼀个简单的三⼦棋游戏。
⼀、分析及实现1.棋盘想要玩游戏,那⾸先应该有⼀个棋盘吧。
因为我们玩⼉的是三⼦棋,所以来说⼀个3X3的棋盘应该可以满⾜要求。
这⾥使⽤了⼀个三⾏三列的⼆维数组来模拟三⼦棋的棋盘。
有了棋盘之后在开始游戏之前先把棋盘初始化⼀下,这样看起来更⽅便。
//初始化棋盘void InitBoard(char board[][COL], int row, int col){int i = 0;for (i = 0; i < ROW; i++){int j = 0;for (j = 0; j < COL; j++){board[i][j] = ' ';}}}之后呢,再来打印看看,要优化⼀下再打印出来//打印棋盘void DisplayBoard(char board[ROW][COL], int row, int col){int i = 0;for (i = 0; i < row; i++){printf("+---+---+---+\n");int j = 0;for (j = 0; j < col; j++){printf("| %c ", board[i][j]);}printf("|\n");}printf("+---+---+---+\n");}这是我设计的⼀个简单的⼩棋盘棋盘的风格和样式可以根据⾃⼰的喜好更改。
好了,现在我们有了棋盘,有了打印出来的样⼦,那接下来就应该向棋盘上落⼦了!2.落⼦下棋呢可以是两个⼈下,当然也可以⾃⼰和电脑下棋,这⾥我选择和电脑对弈,这样就需要两个功能了,⼀个是玩家下棋,⼀个就是电脑下棋了。
五子棋游戏 C语言 代码 源代码
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#include <stdio.h>#include <stdlib.h>#define m 30int main (void){int count;//计数器算横纵行的结果int w,h;int u;int l;int i,size;//i声明步数。
size声明int r[m][m] = {0};//数组声明(棋子位置)int x, y;//声明落子坐标int n;//声明棋盘大小nchar a[20],b[20];printf ("请输入棋盘大小n\n");//编辑棋盘直到棋盘长度宽度大于4小于30 scanf ("%d", &n);if (n<=4 || n>m){do{printf ("输入的棋盘大小:4<n<%d\n", m);scanf ("%d", &n);}while (n<=4 || n>m);}getchar ();//声明玩家printf ("请输入玩家1姓名:\n");gets(a);printf ("请输入玩家2姓名:\n");gets(b);for ( i = 1, size = n*n;i <= size; i++)//编辑棋盘{if (i%2 == 1)//如果i能被2整除,为玩家a相关信息{do//玩家a棋子信息{printf ("%s该你下棋了,第%d个棋子\n", a, i);scanf ("%d%d", &x, &y);if (x > n || x < 0)//判断坐标是否在棋盘内,如果不是则重新输入{do{printf ("0<=横坐标<=%d请重新输入横坐标\n", n);scanf ("%d", &x);}while (x>m || x<0);}if (y > n || y < 0)//判断坐标是否在棋盘内,如果不是则重新输入{do{printf ("0<=纵坐标<=%d请重新输入纵坐标\n", n);scanf ("%d", &y);}while (y < 0 || y > n);}}while ((r[x][y] == 1 && (printf ("这个位置上已经有棋子了,请重新输入\n")))|| r[x][y] == 2&& (printf ("这个位置上已经有棋子了,请重新输入\n")) );r[x][y] = 1;for (u = 0;u < n; u++)//不同情况下判断玩家a获胜方式{for (l = 0;l < n;l++){count = 0;for (w = u,h = l;r[w][h] == 1 && h < n; h++)count++;if (count == 5){printf ("%s是胜利者\n", a);goto e;//直接跳转,其余代码不在运行count = 0;for (w = u, h = l; r[w][h] == 1 && w < n; w++)count ++;if (count == 5){printf ("%s是胜利者\n", a);goto e;}count = 0;for (w = u,h = l; r[w][h] == 1 && w < n && h<n;w++,h++)count++;if (count == 5){printf ("%s是胜利者\n", a);goto e;}count = 0;for (w =u ,h =l;r[w][h] == 1 && h > 0;h--)count++;if (count == 5){printf ("%s是胜利者\n", a);goto e;}}}}system("cls");for (int j = n;j>=0;j--){printf ("%-2d", j);for (int k = 0;k < n;k++)//画棋盘,声明两玩家棋子图片{if (r[k][j] == 0)printf ("╋");else if(r[k][j] == 1)printf ("○");else if (r[k][j] == 2)printf ("●"); }printf ("\n");}printf (" ");for (int k = 0;k < n;k++)printf ("%-2d", k);}else if (i%2 == 0)//如果i不能被2整除,为玩家b相关信息{do{printf ("\n%s该你下棋了,第%d个棋子\n", b, i);scanf ("%d%d", &x, &y);if (x > n || x < 0){do{printf ("0<=横坐标<=%d请重新输入横坐标\n", n);scanf ("%d", &x);}while (x>n || x<0);}if (y >n|| y < 0){do{printf ("0<=纵坐标<=%d请重新输入纵坐标\n", n);scanf ("%d", &y);}while (y < 0 || y > n);}}while ((r[x][y] == 1 && (printf ("这个位置上已经有棋子了,请重新输入\n")))|| r[x][y] == 2&& (printf ("这个位置上已经有棋子了,请重新输入\n")) );r[x][y] = 2;system("cls");for (int j = n;j>=0;j--){printf ("%-2d", j);for (int k = 0;k < n;k++){if (r[k][j] == 0)printf ("╋");else if(r[k][j] == 1)printf ("○");else if (r[k][j] == 2)printf ("●");}printf ("\n");}printf (" ");for (int k = 0;k < n;k++)printf ("%-2d", k); printf ("\n");count = 0;for (u = 0;u < n; u++){for (l = 0;l < n;l++){count = 0;for (w = u,h = l;r[w][h] == 2 && h < n; h++)count++;if (count == 5){printf ("%s是胜利者\n", b);goto e;}count = 0;for (w = u, h = l; r[w][h] == 2 && w < n; w++)count ++;if (count == 5){printf ("%s是胜利者\n", b);goto e;}count = 0;for (w = u,h = l; r[w][h] == 2 && w < n && h<n;w++,h++)count++;if (count == 5){printf ("%s是胜利者\n", b);goto e;}count = 0;for (w =u ,h =l;r[w][h] == 2 && h > 0;h--)count++;if (count == 5){printf ("%s是胜利者\n", b);goto e;}}}}}e: for (int j = n;j>=0;j--)//游戏结束界面棋盘固定重新显示{printf ("%-2d", j);for (int k = 0;k < n;k++){if (r[k][j] == 0)printf ("╋");else if(r[k][j] == 1)printf ("○");else if (r[k][j] == 2)printf ("●");}printf ("\n");}printf (" ");for (int k = 0;k < n;k++)printf ("%-2d", k); printf ("\n");printf ("\a游戏愉快,Powered by Techmessager\n");//结束语句return 0;}。
C语言编写象棋程序代码文档推荐
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/**/#include ""#include ""/*----------------------------------------------------*/ #define RED 7#define BLACK 14#define true 1#define false 0#define SELECT 0#define MOVE 1#define RED_UP 0x1100#define RED_DOWN 0x1f00#define RED_LEFT 0x1e00#define RED_RIGHT 0x2000#define RED_DO 0x3900#define RED_UNDO 0x1000#define BLACK_UP 0x4800#define BLACK_DOWN 0x5000#define BLACK_LEFT 0x4b00#define BLACK_RIGHT 0x4d00#define BLACK_DO 0x1c00#define BLACK_UNDO 0x2b00#define ESCAPE 0x0100#define RED_JU 1#define RED_MA 2#define RED_XIANG 3#define RED_SHI 4#define RED_JIANG 5#define RED_PAO 6#define RED_BIN 7#define BLACK_JU 8#define BLACK_MA 9#define BLACK_XIANG 10#define BLACK_SHI 11#define BLACK_JIANG 12#define BLACK_PAO 13#define BLACK_BIN 14/*----------------------------------------------------*/ int firsttime=1;int savemode;char page_new=0,page_old=0;int finish=false,turn=BLACK,winner=0;int key;int redstate=SELECT,blackstate=SELECT;int board[10][9];/*----------------------------------------------------*/char *chessfile[15]={"","bmp\\", "bmp\\", "bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\", "bmp\\", "bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"};char *boardfile[10][9]={{"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"}, {"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"}, {"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"}, {"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"}, {"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"}, {"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"}, {"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"}, {"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"}, {"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"}, {"bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\","bmp\\"} };char cursor[14][14]={0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,255,255,255,255,255,255,255,0,0,1,1,1,1,0,255,255,255,255,255,255,0,0,1,1,1,1,1,0,255,255,255,255,255,255,0,0,1,1,1,1,1,0,255,255,255,255,255,255,255,0,0,1,1,1,1,0,255,255,255,255,255,255,255,255,0,0,1,1,1,0,255,255,255,255,255,255,255,255,255,0,0,1,1,0,255,255,0,255,255,255,255,255,255,255,0,0,1,0,255,0,1,1,0,255,255,255,255,255,255,255,0,0,0,1,1,1,1,0,255,255,255,255,255,0,1,0,1,1,1,1,1,1,0,255,255,255,0,1,1,1,1,1,1,1,1,1,1,0,255,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1};struct pos{int x;int y;}position[10][9],redcurpos,redtemppos,redoldpos,blackcurpos,blacktemppos,blackoldpos; /*----------------------------------------------------*/selectpage(register char page) /*换页函数*/{union REGS r;/*选择页面*/int86(0x10,&r,&r);}unsigned char set_SVGA_mode(int vmode) /*设置SVGA屏幕模式*/{union REGS r;int86(0x10,&r,&r);return int get_SVGA_mode() /*获取当前SVGA屏幕模式*/{union REGS r;int86(0x10,&r,&r);return start_x,int start_y,char filename[]){char buffer[640];int i,j,k,n,r,g,b,width,length;long position;FILE *fp;if((fp=fopen(filename,"rb"))==NULL){printf("Error! Can't open file!");getch();return;}fseek(fp,28,SEEK_SET);fread(&i,2,1,fp);if(i!=8) /*检查是否为256色位图*/{puts("Error!Can't find bitmap!");fclose(fp);getch();exit(0);}fseek(fp,18,SEEK_SET);fread(&width,4,1,fp);fread(&length,4,1,fp);if(firsttime){fseek(fp,54,SEEK_SET);for(i=0;i<256;i++) /*按照该图片的DAC色表设置色彩寄存器*/{b=fgetc(fp);g=fgetc(fp);r=fgetc(fp); /*获取R、G、B分量*/outportb(0x3c8,i);outportb(0x3c9,r>>2); /*右移是要转化为VGA的6位寄存器形式*/outportb(0x3c9,g>>2);outportb(0x3c9,b>>2);fgetc(fp);}}elsefseek(fp,300,SEEK_SET);k=(width%4)(4-width%4):0; /*宽度修正值*/for(j=length-1+start_x;j>=start_x;j--){fread(buffer,width,1,fp);for(i=start_y,n=0;i<width+start_y;i++,n++){position=j*640l+i; /*计算要显示点的显存位置*/page_new=position/65536; /*计算显示页*/if(page_new!=page_old) /*当显示页不同时更换页面,提高一定的输出速度*/ {selectpage(page_new);page_old=page_new;}pokeb(0xa000,position%65536,buffer[n]); /*写到显存位置*/}fseek(fp,k,SEEK_CUR); /*每行绘制完后修正宽度*/}fclose(fp);}init(){savemode=get_SVGA_mode(); /*先保存原来的屏幕模式*/set_SVGA_mode(0x101); /*硬件无关性初始化屏幕为640*480 256色模式*/}end(){set_SVGA_mode(savemode); /*恢复屏幕*/}/*----------------------------------------------------*/ initpos(){int i,j;for(i=0;i<10;i++)for (j=0;j<9;j++){position[i][j].x=35+i*39;position[i][j].y=43+j*40;}}initchessmap(){board[0][0]=BLACK_JU;board[0][1]=BLACK_MA;board[0][2]=BLACK_XIANG;board[0][3]=BLACK_SHI;board[0][4]=BLACK_JIANG;board[0][5]=BLACK_SHI;board[0][6]=BLACK_XIANG;board[0][7]=BLACK_MA;board[0][8]=BLACK_JU;board[2][1]=BLACK_PAO;board[2][7]=BLACK_PAO;board[3][0]=BLACK_BIN;board[3][2]=BLACK_BIN;board[3][4]=BLACK_BIN;board[3][6]=BLACK_BIN;board[3][8]=BLACK_BIN;board[9][0]=RED_JU;board[9][1]=RED_MA;board[9][2]=RED_XIANG;board[9][3]=RED_SHI;board[9][4]=RED_JIANG;board[9][5]=RED_SHI;board[9][6]=RED_XIANG;board[9][7]=RED_MA;board[9][8]=RED_JU;board[7][1]=RED_PAO;board[7][7]=RED_PAO;board[6][0]=RED_BIN;board[6][2]=RED_BIN;board[6][4]=RED_BIN;board[6][6]=RED_BIN;board[6][8]=RED_BIN;}initdrawchess(){int i,j;;for(i=0;i<10;i++)for(j=0;j<9;j++){if(board[i][j])drawbmp(position[i][j].x,position[i][j].y,chessfile[board[i][j]]);}}drawcursor(struct pos p){int i,j,n,m,x,y;long thisposition;x=position[][].x+20;y=position[][].y+25;for(j=13-1+x,m=13;j>=x;j--,m--){for(i=y,n=0;i<13+y;i++,n++){thisposition=j*640l+i; /*计算要显示点的显存位置*/page_new=thisposition/65536; /*计算显示页*/if(page_new!=page_old) /*当显示页不同时更换页面,提高一定的输出速度*/ {selectpage(page_new);page_old=page_new;}if(cursor[m][n]!=1)if(cursor[m][n]==0)pokeb(0xa000,thisposition%65536,0);elseif(turn==RED)pokeb(0xa000,thisposition%65536,153);elsepokeb(0xa000,thisposition%65536,255);}}}drawselecursor(struct pos p){int i,j,n,m,x,y;long thisposition;x=position[][].x+20;y=position[][].y+25;for(j=13-1+x,m=13;j>=x;j--,m--){for(i=y,n=0;i<13+y;i++,n++){thisposition=j*640l+i; /*计算要显示点的显存位置*/page_new=thisposition/65536; /*计算显示页*/if(page_new!=page_old) /*当显示页不同时更换页面,提高一定的输出速度*/ {selectpage(page_new);page_old=page_new;}if(cursor[m][n]!=1)pokeb(0xa000,thisposition%65536,0);}}}/*----------------------------------------------------*/int getkey(){int press;while(bioskey(1) == 0);press=bioskey(0);press=press&0xff00;return(press);}/*--------------------红方操作--------------------*/int redcanselect(){int x,y;x=;y=;if(board[x][y]>=RED_JU&&board[x][y]<=RED_BIN)return 1;elsereturn 0;}int redcanmove(){int i,j,min,max,oldx,oldy,x,y;oldx=;oldy=;x=;y=;/*case1 目标位置是否是自己人*/if(board[x][y]>=RED_JU&&board[x][y]<=RED_BIN)return 0;/* 军、马、炮、相、士、将、卒的走法正确性的判断*/ switch(board[oldx][oldy]){case RED_BIN: /*完成*/ if(oldx>=5){ if(y!=oldy||(oldx-x)!=1) return 0;}else{ if(x==(oldx-1)&&y==oldy) return 1;elseif(x==oldx&&y==(oldy+1)) return 1;elseif(x==oldx&&y==(oldy-1)) return 1;elsereturn 0;}break;case RED_JIANG: /*完成*/ if(x!=oldx&&y!=oldy) return 0;if(x!=oldx)if((x-oldx)>1||(oldx-x)>1) return 0;else if(x<7) return 0;else if(y!=oldy)if((y-oldy)>1||(oldy-y)>1) return 0;else if(y<3||y>5) return 0;break;case RED_JU: /*完成*/ if(x!=oldx&&y!=oldy) return 0;else if(x!=oldx){ min=(x>oldx)oldx:x;max=(x>oldx)x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0;}else if(y!=oldy){ min=(y>oldy)oldy:y;max=(y>oldy)y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0;}break;case RED_MA: /*完成*/if((x-oldx)==2&&((y-oldy)==1||(oldy-y)==1)){if(board[oldx+1][oldy]!=0) return 0;}elseif((oldx-x)==2&&((y-oldy)==1||(oldy-y)==1)){if(board[oldx-1][oldy]!=0) return 0;}elseif((y-oldy)==2&&((x-oldx)==1||(oldx-x)==1)){if(board[oldx][oldy+1]!=0) return 0;}elseif((oldy-y)==2&&((x-oldx)==1||(oldx-x)==1)){if(board[oldx][oldy-1]!=0) return 0;}elsereturn 0;break;case RED_PAO: /*完成*/ if(x!=oldx&&y!=oldy) return 0;if(board[x][y]==0){if(x!=oldx){ min=(x>oldx)oldx:x;max=(x>oldx)x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0;}else if(y!=oldy){ min=(y>oldy)oldy:y;max=(y>oldy)y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0;}}else{if(x!=oldx){ min=(x>oldx)oldx:x;max=(x>oldx)x:oldx;for(i=min+1,j=0;i<max;i++)if(board[i][y]!=0) j++;if(j!=1) return 0;}else if(y!=oldy){ min=(y>oldy)oldy:y;max=(y>oldy)y:oldy;for(i=min+1,j=0;i<max;i++)if(board[x][i]!=0) j++;if(j!=1) return 0;}}break;case RED_SHI: /*完成*/ if(oldx==9||oldx==7){if(x!=8||y!=4) return 0;}else if(oldx==8){if(x==9&&y==3) return 1;elseif(x==9&&y==5) return 1;elseif(x==7&&y==3) return 1;elseif(x==7&&y==5) return 1;else return 0;}else return 0;break;case RED_XIANG: /*完成*/ if(x<5) return 0;if(x!=oldx&&y!=oldy){if((x-oldx)==2&&(y-oldy)==2){i=oldx+1;j=oldy+1;}else if((x-oldx)==2&&(oldy-y)==2){i=oldx+1;j=oldy-1;}else if((oldx-x)==2&&(y-oldy)==2){i=oldx-1;j=oldy+1;}else if((oldx-x)==2&&(oldy-y)==2){i=oldx-1;j=oldy-1;}else return 0;if(board[i][j]!=0) return 0;}else return 0;break;}return 1;}redup(){int x,y,n;if>0){;x=position[][].x;y=position[][].y;if(board[][]==0)drawbmp(x,y,boardfile[][]);else if(!==&&==&&redstate==MOVE)){n=board[][];drawbmp(x,y,chessfile[n]);}if==&&==&&redstate==MOVE)drawselecursor(redoldpos);drawcursor(redcurpos);=;=;}}reddown(){int x,y,n;if<9){++;x=position[][].x;y=position[][].y;if(board[][]==0)drawbmp(x,y,boardfile[][]);else if(!==&&==&&redstate==MOVE)){n=board[][];drawbmp(x,y,chessfile[n]);}if==&&==&&redstate==MOVE)drawselecursor(redoldpos);drawcursor(redcurpos);=;}}redleft(){int x,y,n;if>0){;x=position[][].x;y=position[][].y;if(board[][]==0)drawbmp(x,y,boardfile[][]);else if(!==&&==&&redstate==MOVE)){n=board[][];drawbmp(x,y,chessfile[n]);}if==&&==&&redstate==MOVE)drawselecursor(redoldpos);drawcursor(redcurpos);=;=;}}redright(){int x,y,n;if<8){++;x=position[][].x;y=position[][].y;if(board[][]==0)drawbmp(x,y,boardfile[][]);else if(!==&&==&&redstate==MOVE)){n=board[][];drawbmp(x,y,chessfile[n]);if==&&==&&redstate==MOVE)drawselecursor(redoldpos);drawcursor(redcurpos);=;=;}}reddo(){int i,j,x,y,n;if(redstate==SELECT&&redcanselect()){if(board[][]<=RED&&board[][]>0){redstate=MOVE;drawselecursor(redcurpos);=;=;}}else if(redstate==MOVE&&redcanmove()) {x=position[][].x;y=position[][].y;drawbmp(x,y,boardfile[][]);x=position[][].x;y=position[][].y;n=board[][];drawbmp(x,y,chessfile[n]);if(board[][]==BLACK_JIANG){winner=RED;finish=1;return;}board[][]=n;board[][]=0;for(i=0;i<=2;i++)for(j=3;j<=5;j++)if(board[i][j]==BLACK_JIANG){x=i;y=j;}for(i=x+1,j=y,n=0;i<=9;i++){if(board[i][j]==RED_JIANG&&n==0){winner=BLACK;finish=1;break;}else if(board[i][j]!=0) n++;}turn=BLACK;blackstate=SELECT;drawcursor(blackcurpos);drawbmp(30,438,"bmp\\"); /*转交控制权给黑方*/ }}redundo(){int x,y,n;if(redstate==MOVE){x=position[][].x;y=position[][].y;n=board[][];drawbmp(x,y,chessfile[n]);=;=;drawcursor(redcurpos);redstate=SELECT;}}/*--------------------黑方操作----------------------*/int blackcanselect(){int x,y;x=;y=;if(board[x][y]>=BLACK_JU&&board[x][y]<=BLACK_BIN)return 1;elsereturn 0;}int blackcanmove(){int i,j,min,max,oldx,oldy,x,y;oldx=;oldy=;x=;y=;/*case1 目标位置是否是自己人*/if(board[x][y]>=BLACK_JU&&board[x][y]<=BLACK_BIN)return 0;/* 军、马、炮、相、士、将、卒的走法正确性的判断*/switch(board[oldx][oldy]){case BLACK_JU: /*完成*/ if(x!=oldx&&y!=oldy) return 0;else if(x!=oldx){ min=(x>oldx)oldx:x;max=(x>oldx)x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0;}else if(y!=oldy){ min=(y>oldy)oldy:y;max=(y>oldy)y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0;}break;case BLACK_MA: /*完成*/ if((x-oldx)==2&&((y-oldy)==1||(oldy-y)==1)){if(board[oldx+1][oldy]!=0) return 0;}elseif((oldx-x)==2&&((y-oldy)==1||(oldy-y)==1)){if(board[oldx-1][oldy]!=0) return 0;}elseif((y-oldy)==2&&((x-oldx)==1||(oldx-x)==1)){if(board[oldx][oldy+1]!=0) return 0;}elseif((oldy-y)==2&&((x-oldx)==1||(oldx-x)==1)){if(board[oldx][oldy-1]!=0) return 0;}elsereturn 0;break;case BLACK_PAO: /*完成*/ if(x!=oldx&&y!=oldy) return 0;if(board[x][y]==0){if(x!=oldx){ min=(x>oldx)oldx:x;max=(x>oldx)x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0;}else if(y!=oldy){ min=(y>oldy)oldy:y;max=(y>oldy)y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0;}}else{j=0;if(x!=oldx){ min=(x>oldx)oldx:x;max=(x>oldx)x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) j++;if(j!=1) return 0;}else if(y!=oldy){ min=(y>oldy)oldy:y;max=(y>oldy)y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) j++;if(j!=1) return 0;}}break;case BLACK_XIANG:if(x>4) return 0;if(x!=oldx&&y!=oldy){if((x-oldx)==2&&(y-oldy)==2){i=oldx+1;j=oldy+1;}else if((x-oldx)==2&&(oldy-y)==2){i=oldx+1;j=oldy-1;}else if((oldx-x)==2&&(y-oldy)==2){i=oldx-1;j=oldy+1;}else if((oldx-x)==2&&(oldy-y)==2){i=oldx-1;j=oldy-1;}else return 0;if(board[i][j]!=0) return 0;}else return 0;break;case BLACK_SHI:if(oldx==0||oldx==2){if(x!=1||y!=4) return 0;}else if(oldx==1){if(x==0&&y==3) return 1;elseif(x==0&&y==5) return 1;elseif(x==2&&y==3) return 1;elseif(x==2&&y==5) return 1;else return 0;}else return 0;break;case BLACK_JIANG:if(x!=oldx&&y!=oldy) return 0;if(x!=oldx)if((x-oldx)>1||(oldx-x)>1) return 0;else if(x>2) return 0;else if(y!=oldy)if((y-oldy)>1||(oldy-y)>1) return 0;else if(y<3||y>5) return 0;break;case BLACK_BIN:if(oldx<=4){ if(y!=oldy||(x-oldx)!=1) return 0;}else{ if(x==(oldx+1)&&y==oldy) return 1;elseif(x==oldx&&y==(oldy+1)) return 1;elseif(x==oldx&&y==(oldy-1)) return 1;elsereturn 0;}break;}return 1;}blackup(){int x,y,n;if>0){;x=position[][].x;y=position[][].y;if(board[][]==0)drawbmp(x,y,boardfile[][]);else if(!==&&==&&blackstate==MOVE)){n=board[][];drawbmp(x,y,chessfile[n]);}if==&&==&&blackstate==MOVE)drawselecursor(blackoldpos);drawcursor(blackcurpos);=;=;}}blackdown(){int x,y,n;if<9){++;x=position[][].x;y=position[][].y;if(board[][]==0)drawbmp(x,y,boardfile[][]);else if(!==&&==&&blackstate==MOVE)){n=board[][];drawbmp(x,y,chessfile[n]);}if==&&==&&blackstate==MOVE)drawselecursor(blackoldpos);drawcursor(blackcurpos);=;=;}}blackleft(){int x,y,n;if>0){;x=position[][].x;y=position[][].y;if(board[][]==0)drawbmp(x,y,boardfile[][]);else if(!==&&==&&blackstate==MOVE)){n=board[][];drawbmp(x,y,chessfile[n]);}if==&&==&&blackstate==MOVE)drawselecursor(blackoldpos);drawcursor(blackcurpos);=;=;}}blackright(){int x,y,n;if<8){++;x=position[][].x;y=position[][].y;if(board[][]==0)drawbmp(x,y,boardfile[][]);else if(!==&&==&&blackstate==MOVE)){n=board[][];drawbmp(x,y,chessfile[n]);}if==&&==&&blackstate==MOVE)drawselecursor(blackoldpos);drawcursor(blackcurpos);=;=;}}blackdo(){int i,j,x,y,n;if(blackstate==SELECT&&blackcanselect()){if(board[][]<=BLACK&&board[][]>0){blackstate=MOVE;drawselecursor(blackcurpos);=;=;}}else if(blackstate==MOVE&&blackcanmove()) {x=position[][].x;y=position[][].y;drawbmp(x,y,boardfile[][]);x=position[][].x;y=position[][].y;n=board[][];drawbmp(x,y,chessfile[n]);if(board[][]==RED_JIANG){winner=BLACK;finish=1;return;}board[][]=n;board[][]=0;for(i=0;i<=2;i++)for(j=3;j<=5;j++)if(board[i][j]==BLACK_JIANG){x=i;y=j;}for(i=x+1,j=y,n=0;i<=9;i++){if(board[i][j]==RED_JIANG&&n==0){winner=RED;finish=1;break;}else if(board[i][j]!=0) n++;}turn=RED;redstate=SELECT;drawcursor(redcurpos);drawbmp(30,438,"bmp\\"); /*转交控制权给红方*/ }}blackundo(){int x,y,n;if(blackstate==MOVE){x=position[][].x;y=position[][].y;n=board[][];drawbmp(x,y,chessfile[n]);=;=;drawcursor(blackcurpos);blackstate=SELECT;}}/*----------------------------------------------------*/start(){drawcursor(blackcurpos); drawbmp(30,438,"bmp\\"); while(!finish){key=getkey();switch(key){case RED_UP:if(turn==RED)redup();break;case RED_DOWN:if(turn==RED)reddown();break;case RED_LEFT:if(turn==RED)redleft();break;case RED_RIGHT:if(turn==RED)redright();break;case RED_DO:if(turn==RED)reddo();break;case RED_UNDO:if(turn==RED)redundo();break;case BLACK_UP:if(turn==BLACK)blackup();break;case BLACK_DOWN:if(turn==BLACK)blackdown();break;case BLACK_LEFT:if(turn==BLACK)blackleft();break;case BLACK_RIGHT:if(turn==BLACK)blackright();break;case BLACK_DO:if(turn==BLACK)blackdo();break;case BLACK_UNDO:if(turn==BLACK)blackundo();break;case ESCAPE: finish=1;break;}}}main(){init();initpos();initchessmap();drawbmp(0,0,"bmp\\");initdrawchess();/*初始化光标位置*/===9;===8;===0;===0;/*开始*/start();if(winner==RED)drawbmp(200,200,"bmp\\");else if(winner==BLACK)drawbmp(200,200,"bmp\\");elsedrawbmp(200,200,"bmp\\");getch();end();}。
C语言课程设计 三子连珠
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int main(void) { CGobang SideX('X'),SideO('O'); //定义两个棋子类对 象,分别代表X方与O方 PrintRule(); cin.get(); string strChoice; do { CGobang::InitialBoard(); //初始化棋盘 Play(SideX,SideO); //开始下一局 cout << "是否继续(Y/N)?"; cin >> strChoice;
}while(1); } int CGobang::Judge() //判断是否棋子连成一线,若是返回1 {//以下是各种可能连成一线的情况 if(achBoard[0][0]==chSort && achBoard[1][1]==chSort && achBoard[2][2]==chSort) return 1; else if(achBoard[2][0]==chSort && achBoard[1][1]==chSort && achBoard[0][2]==chSort) return 1; else if(achBoard[0][0]==chSort && achBoard[1][0]==chSort && achBoard[2][0]==chSort) return 1; else if(achBoard[0][1]==chSort && achBoard[1][1]==chSort && achBoard[2][1]==chSort) return 1;
C语言代码实现井字棋游戏
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C语⾔代码实现井字棋游戏井字棋是⼀个很常见的⼩游戏。
要求对战双⽅在⼀个“井”形的棋盘⾥分别下“*”棋⼦或者“#”棋⼦,谁先连成3个,谁就赢。
本次使⽤C语⾔来实现这个⼩游戏。
由于使⽤函数较多,所以采⽤多⽂件的⽅式⽅便梳理代码思路。
本次⼀共有三个⽂件:**game.h:包含了game.c⽂件中函数的声明和库函数的声明。
**#pragma once#define ROW 3#define COL 3#include<stdio.h>#include<stdlib.h>#include<time.h>void InitBoard(char board [ROW][COL], int row, int col); //初始化棋盘void DisplayBoard(char board [ROW][COL], int row, int col); //打印棋盘void PlayerBoard(char board [ROW][COL], int row, int col); //玩家⾛void ComputerBoard(char board [ROW][COL], int row, int col);//电脑⾛char IsWin(char board [ROW][COL], int row, int col); //结果判断game.c:包含游戏过程中关键函数的函数主体。
#define _CRT_SECURE_NO_WARNINGS#include"game.h"void InitBoard(char board[ROW][COL], int row, int col){//初始化棋盘int i = 0;for (i = 0; i < row; i++){int j = 0;for (j = 0; j < col; j++)board [i][j] = ' ';}}void DisplayBoard(char board [ROW][COL], int row, int col){//打印棋盘int i = 0;for (i = 0; i < row; i++){int j = 0;for (j = 0; j < col; j++){printf(" %c ", board [i][j]);if (j < col - 1)printf("|");}printf("\n");if (i < row - 1){for (j = 0; j < col; j++){printf("---");if (j < col - 1)printf("|");}printf("\n");}}}void PlayerBoard(char board [ROW][COL], int row, int col){int x = 0, y = 0;while (1){printf("输⼊棋⼦坐标->");scanf("%d%d", &x, &y);if (x > 0 && x <= row && y > 0 && y <= col){if (board [x - 1][y - 1] == ' '){board [x - 1][y - 1] = '*';break;}else{printf("此位置已有棋⼦!请重新输⼊。
c语言小游戏代码
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c语言小游戏代码#include <stdio.h>#include <stdlib.h>#include <windows.h>// 定义元素类型#define ELEMENT char// 游戏行数#define ROW 10// 游戏显示延迟#define SLEEPTIME 100int main(int argc, char *argv[]){// 定义游戏的棋盘,用数组存放ELEMENT array[ROW][ROW];// 定义获胜条件int winCondition = 5;// 初始化,把棋盘清空system("cls");int i,j;for(i = 0; i < ROW; i++){for(j = 0; j < ROW; j++){array[i][j] = ' ';}}// 循环游戏,当有一方满足胜利条件时终止int tmp;int count = 0; // 存放棋子数while(1){// 依次取出玩家记录的棋子int x, y;// 如果已经有子落下,则计算是第几步if(count > 0){printf("第%d步:\n", count);}// 显示游戏棋盘for(i = 0; i < ROW; i++){printf(" ");for(j = 0; j < ROW; j++){printf("---");}printf("\n|");for(j = 0; j < ROW; j++){printf("%c |", array[i][j]);}printf("\n");}printf(" ");for(j = 0; j < ROW; j++){printf("---");}printf("\n");// 要求玩家输入放下棋子的位置printf("请玩家输入要放弃棋子的位置(1-%d)\n", ROW); printf("横坐标:");scanf("%d", &x);printf("纵坐标:");scanf("%d", &y);// 判断棋子位置是否有效if(x < 1 || x > ROW || y < 1 || y > ROW || array[x-1][y-1] != ' '){printf("输入错误!\n");system("pause");system("cls");continue;}// 把棋子记录,并计数if(count % 2 == 0){array[x-1][y-1] = 'X';}else{array[x-1][y-1] = 'O';}count++;// 判断是否有获胜者int i, j, k;int tempx, tempy;for(i = 0; i < ROW; i++){for(j = 0; j < ROW; j++){if(array[i][j] == 'X' || array[i][j] == 'O') {// 判断横向是否有获胜者tmp = 1;for(k = 1; k < winCondition; k++){// 注意边界,必须验证范围有效if(j + k > ROW - 1) break;// 如果和前一个位置的棋子相同,则计数加1,否则跳出if(array[i][j+k] == array[i][j])tmp++;else break;}// 如果计数满足获胜条件,则显示获胜者if(tmp >= winCondition){printf("玩家 %c 获胜!\n", array[i][j]);system("pause");return 0;}// 判断纵向是否有获胜者tmp = 1;for(k。
C语言实现简单的井字棋游戏
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C语⾔实现简单的井字棋游戏本⽂实例为⼤家分享了C语⾔实现简单井字棋游戏的具体代码,供⼤家参考,具体内容如下1.什么是井字棋井字棋相信⼤部分⼈都玩过规则:双⽅轮流放⼦,当某⼀⽅的三个⼦连成⼀线(⾏,列,对⾓)时,该⽅获胜。
2.游戏前的准备1. 菜单游戏正式开始前我们可以为⽤户提供⼀个选择菜单,笔者做了⼀个最简单的游戏开始菜单:代码:/*菜单*/int menu(){printf("###########################\n");printf("## 1.Play 2.Exit ##\n");printf("###########################\n");return 0;}2. 打印棋盘要玩游戏我们⾸先要有⼀个3*3的棋盘,棋⼦信息则⽤⼀个⼆维数组来表⽰,并进⾏初始化:char chess[ROW][COL] = { '\0' }; //ROW=3,COL=3显⽰棋盘我们可以写⼀个函数:/*显⽰棋盘*/int ShowBroad(char chess[][COL]){system("cls"); //刷新界⾯printf(" %c | %c |%c Player: X\n",chess[0][0],chess[0][1],chess[0][2]);printf(" ---------- Computer: O\n");printf(" %c | %c |%c \n", chess[1][0], chess[1][1], chess[1][2]);printf(" ----------\n");printf(" %c | %c |%c \n", chess[2][0], chess[2][1], chess[2][2]);}将棋盘打印出来的同时在旁边显⽰出玩家和电脑所⽤的棋⼦。
C语言实现井字棋(三子棋)
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C 语⾔实现井字棋(三⼦棋)本⽂实例为⼤家分享了C 语⾔实现井字棋的具体代码,供⼤家参考,具体内容如下⼀、实现思路三⼦棋是九宫格的格式,所以⽤⼆维数组接收数据。
⽤‘O'代表电脑下的⼦,‘X'代表玩家下的⼦。
未下⼦的时候初始化 '‘(space)。
则⼆维数组为“char”类型,⼤⼩为char board[3][3]。
打印出井字的棋盘,同时为了将数据显⽰在每格的中间,⽤空格隔开(“ %c |”)的格式设置棋盘“|”⽤来形成竖,接着打印“- - -|”⽤来形成⾏。
将两部⽤for 循环按照逻辑链接起来,即可打印出“井”。
同时“%c”处初始化为‘ '(space )<1> 玩家下的⼦⽤数组的坐标表⽰,输⼊提⽰:(请输⼊坐标:),输⼊格式为(1 1),范围为1~3。
<2> 玩家下⼦的时候,如果遇到已经下过⼦的坐标,返回并提⽰错误,重新输⼊。
<3> 如果输⼊的坐标超过范围,提⽰错误,重新输⼊。
<4> 打印棋盘,将玩家下⼦的坐标处⽤'X'替换。
<1> 电脑下⼦,利⽤范围为1~3,随机产⽣条件下的坐标,如果遇到已经下过⼦的坐标,就重新产⽣条件下的坐标,这⾥利⽤循环进⾏调试。
<2> 有⼀个电脑下⼦优先规则:a 、电脑下⼦的第⼀个是随机产⽣,在电脑先⼿的时候,第⼆个也是随机产⽣。
b 、判断是否有两个 ‘O”O' 在⾏、列或者斜对⾓,如果有,就将第三个⼦下在可以连成⼀直线的空⽩处(即三点成线,赢得⽐赛)。
如果有连成线但是没⽤空⽩处,进⾏c 步骤。
c 、判断是不是有两个 ‘X”X' 在⾏、列或者斜对⾓练成线,并且第三个空为空⽩。
如果有就将⼦下在该空⽩处(即对玩家进⾏堵截)。
如果没⽤,进⾏d 步骤。
d 、在范围内随机下⼦。
<3> 打印棋盘,将电脑下⼦的坐标处⽤'O'代替。
C++实现三子棋游戏详细介绍(附代码)
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C++实现三⼦棋游戏详细介绍(附代码)⽬录游戏描述:游戏思维导图:(从头开始)头⽂件也写在前⾯:先把游戏与主函数写在前⾯:游戏函数:主函数:1.构建游戏菜单2.构建棋盘3.玩家和电脑下棋3.1玩家先下3.2电脑下棋4.判断胜负与下棋结果代码附上:总结游戏描述:先来点真实的!三⼦棋其实就是我们⼩时候经常玩的井字棋,如果⼀⽅玩家实现横着三个或者竖着三个,或者对⾓线三个就算游戏胜利!游戏思维导图:(从头开始)头⽂件也写在前⾯:#include <stdio.h>#include <stdlib.h>#include <time.h>#define H 3//⾏#define L 3//列先把游戏与主函数写在前⾯:游戏函数:void game()//游戏实现步骤{char gamemap[L][H] = {0};//存储数据⼆维数组initgamemap(gamemap, H, L);//棋盘初始化showgamemap(gamemap, H, L);//打印出棋盘char ret = 0;while (1)//循环下棋{playgame1(gamemap, H, L);//玩家下棋showgamemap(gamemap, H, L);//玩家下完棋后并打印出该棋盘 ret=gameover(gamemap, H, L);//判断玩家是否胜利if (ret != 'C')break;}if (ret == 'X'){printf("玩家赢了!");}else if (ret == 'O'){printf("电脑赢了!");}else{printf("平局");}}主函数:int main(void){Menu();//显⽰游戏菜单srand((unsigned int)time(NULL));int input = 0;do{printf("请输⼊的你选择!");scanf_s("%d", &input);switch (input){case 1:game();//游戏函数实现三⼦棋游戏!break;case 0:printf("退出游戏!");break;default:printf("输⼊错误,请从新输⼊!");break;}}while (input);return 0;}1.构建游戏菜单我们⽤没有范围值类型的Menu函数表⽰游戏菜单,等下在主函数中直接读取就⾏。
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//三连棋游戏(两人轮流在一有九格方盘上划加字或圆圈, 谁先把三个同一记号排成横线、直线、斜线, 即是胜者)
//由网络提供,自行修改,在vc6.0++中,复制即可编译通过
//我的QQ号码:354441467 交流交流编程!
# include <stdio.h>
# include <stdlib.h>
char matrix[3][3];
void init_matrix(void);
void disp_matrix(void);
void get_player_move(void);
void get_computer_move(void);
char check(void);
int main(void)
{
char done;
done = ' ';
init_matrix();
do
{
disp_matrix();
get_player_move();
done = check();
if (done != ' ')
{
break;
}
get_computer_move();
done = check();
}
while (done==' ');
disp_matrix();
if (done=='X')
{
printf("you win\n");
}
else
{
printf("computer win\n");
}
return 0;
}
void init_matrix(void)
{
int i, j;
for (i=0; i<3; i++)
{
for (j=0; j<3; j++)
{
matrix[i][j] = ' ';
}
}
}
void disp_matrix(void)
{
int i;
printf("|-|-|-|\n");
for (i=0; i<3; i++)
{
printf("|%c|%c|%c|", matrix[i][0], matrix[i][1], matrix[i][2]);
printf("\n|-|-|-|\n");
}
}
void get_player_move(void)
{
int val_x, val_y;
int x, y;
printf("Enter coordinates for your X:");
scanf("%d,%d", &val_x, &val_y);
x = val_x - 1;
y = val_y - 1;
if (matrix[x][y] != ' ')
{
printf("Invalid move,try again.\n");
get_player_move();
}
else
{
matrix[x][y]='X';
}
}
void get_computer_move(void)
{
int i, j;
for(i=0; i<3; i++)
{
for (j=0; j<3; j++)
{
if (matrix[i][j] == ' ')
{
break;
}
}
break;
} //一定要跳出循环
if (i*j==9)
{
printf("draw\n");
exit(0);
}
else
{
matrix[i][j] = 'Y';
}
}
char check(void)
{
int i;
/*检查横行*/
for(i=0;i<3;i++)
{
if (matrix[i][0]==matrix[i][1] && matrix[i][0]==matrix[i][2])
{
return matrix[i][0];
}
}
/*检查竖行*/
for(i=0;i<3;i++)
{
if (matrix[0][i]==matrix[1][i] && matrix[0][i]==matrix[2][i])
{
return matrix[0][i];
}
}
/*检查对角线*/
if(matrix[0][0]==matrix[1][1] && matrix[1][1]==matrix[2][2])
{
return matrix[0][0];
}
if(matrix[0][2]==matrix[1][1]&&matrix[1][1]==matrix[2][0])
{
return matrix[0][2];
}
return ' ';
}。