五子棋小程序--c语言
C语言实现五子棋小游戏源代码
![C语言实现五子棋小游戏源代码](https://img.taocdn.com/s3/m/e93de33a43323968011c92d2.png)
break;
case ESC:
break;
case SPACE:
if(chessx>=1&&chessx<=19&&chessy>=1&&chessy<=19)
{
if(chess[chessx][chessy]==0)
}
if(flag==2)
{
cleardevice();
setfont(36, 0, "宋体", 900, 900, 0, false, false, false);
outtextxy(80,200,"RED win!");
getch();
closegraph();
exit(0);
}
}
if(flag==1)
flag=2;
else
flag=1;
break;
}
void draw_pixel(int x,int y,int color)
{
x=(x+2)*20;
y=(y+2)*20;
{
putpixel(x+8,y,color);
putpixel(x,y-8,color);
putpixel(x+8,y+8,color);
{
chess[chessx][chessy]=flag;
if(result(chessx,chessy)==1)
{
if(flag==1)
{
cleardevice();
n1=0;
n2=0;
用C语言编写的五子棋游戏
![用C语言编写的五子棋游戏](https://img.taocdn.com/s3/m/421c878c6529647d27285218.png)
Code1. #include <graphics.h>2. #include <conio.h>3. #include <dos.h>4. #include <bios.h>5. #include <malloc.h>6. #include <stdlib.h>7. #include <stdio.h>8. #define R 10 /*The size of mouse*/9. void init(void); /* BGI initialization */10. int cover(int);/*draw lines , set color, output the text*/11. void get_board(void);12. /*using the loop and the line function to draw the chessboard*/13. void word(int); /*input word,the color is come from the rand*/14. void getmouse(int *,int *,int *);15. /*get the location and the button of mouse,key=1 is the left button,key=2 is the rightbutton*/16. void visbilemouse(void);17. /*Display the mouse*//*after typing ,gets the x, y and mouse button,then return */18. void mouse(int *,int *,int *);19. /*drawing a mouse is to put an empty rectangular in the memory , then draw theshape of the mouse in the empty rectangular*/20. void change_word(int); /*show the black or the white*/21. void help(void); /*get playing help*/22. void prompt(int); /*the cancel or quit*/23. void game_player(void); /*how to realize the game*/24. int main()25. {26. int key;27. init();/*BGI initialization*/28. key=cover(0); /*the welcome interface*/29. while(key) /*only it is 1.it will running the loop*/30. {31. get_board(); /*draw the chessboard*/32. game_player(); /*control or play the games*/33. }34. closegraph();35. return 0;36. }37. void init() /* BGI initialization */38. {39. int graphdriver = DETECT, graphmode = 0;40. /* The same effect with gd =VGA and gm = VGAHI */41. registerbgidriver(EGAVGA_driver);/* After register the BGI driver needn't the support of running the BGI */42. initgraph(&graphdriver, &graphmode, "");43. return;44. }45. int cover(int choose)46. {47. int row,col,i;48. char answer;49. switch(choose)50. {51. case 0:52. setfillstyle(SOLID_FILL,BLUE); /*fill in the color*/53. bar(630,450,10,30);54. for(row=30;row<=180;row+=30) /*draw cross lines*/55. line(10,row,160,row);56. for(col=10;col<=180;col+=30) /*draw vertical lines*/57. line(col,30,col,180);58. setcolor(BLACK);59. settextstyle(0,0,3);60. outtextxy(200,200,"loading...");61. setfillstyle(1,BLACK);62. for(i=25;i<175;i+=30)63. {64. pieslice(i,i+20,0,360,14);65. sleep(1);66. }67. for(row=30;row<=180;row+=30)68. line(480,row,630,row);69. for(col=480;col<=630;col+=30)70. line(col,30,col,180);71. setcolor(WHITE);72. settextstyle(0,0,3);73. outtextxy(200,200,"loading...");74. setfillstyle(1,WHITE);75. for(i=495;i<=615;i+=30)76. {77. pieslice(i,660-i,0,360,14);78. sleep(1);79. }80. setcolor(BLUE);81. settextstyle(0,0,3);82. outtextxy(200,200,"loading...");83. settextstyle(0,0,5);84. /* fornt :DEFAULT_FONT, TRIPLEX_FONT,SMALL_FONT,SANSSERIF_FONT,GOTHIC_FONT /direction:lateral and vertical /size */85. for(i=1;i<=21;i++)86. {87. setcolor(i); /*the color of the text*/88. outtextxy(65,100,"FIVE IN A ROW"); /*output the text*/89. }90. setcolor(6);91. settextstyle(0,0,3);92. sleep(1);93. outtextxy(50,300,"Made by Hu yin feng");94. sleep(1);95. outtextxy(100,350," Xiao xin ran");96. sleep(1);97. outtextxy(100,400," Zheng yun");98. setcolor(7);99. settextstyle(0,0,2);100. sleep(2);101. outtextxy(20,430,"would you like to try?(Y/N:)");102. answer=getch();103. break;104. case 1:105. setfillstyle(SOLID_FILL,3);106. bar(640,400,451,220);107. setcolor(BLACK);108. settextstyle(0,0,2.5);109. outtextxy(455,280,"BLACK WIN!");110. sleep(1);111. setcolor(RED);112. settextstyle(0,0,2);113. outtextxy(451,320,"Try again?");114. answer=getch();115. break;116. case 2:117. setfillstyle(SOLID_FILL,3);118. bar(640,400,451,220);119. setcolor(WHITE);120. settextstyle(0,0,2.5);121. outtextxy(455,280,"WHITE WIN!");122. sleep(1);123. setcolor(RED);124. settextstyle(0,0,2);125. outtextxy(455,320,"Try again?");126. answer=getch();127. break;128. case 3:129. setfillstyle(SOLID_FILL,3);130. bar(640,400,451,220);131. settextstyle(0,0,2.5);132. setcolor(WHITE);133. outtextxy(455,280,"A Draw!");134. sleep(1);135. setcolor(RED);136. settextstyle(0,0,2);137. outtextxy(455,320,"Try again?");138. answer=getch();139. break;140. case 4:141. cleardevice();142. setbkcolor(GREEN);143. setfillstyle(SOLID_FILL,MAGENTA);144. bar(620,450,20,30);145. setcolor(RED);146. settextstyle(0,0,5);147. outtextxy(150,100,"Game Over!");148. sleep(2);149. break;150. }151. if(answer=='Y'||answer=='y')152. return 1;153. else154. exit(0);155. return 0;156. }157. void get_board()158. {159. int row,col;160. /*setbkcolor(YELLOW);set the color of background */ 161. setfillstyle(SOLID_FILL,YELLOW);162. bar(450,480,0,0);163. setcolor(BLACK); /*set the color of lines*/164. for(row=0;row<=450;row+=30) /*Draw lines*/165. line(0,row,450,row);166. for(col=0;col<=450;col+=30) /*Draw lines*/167. line(col,0,col,480);168. setcolor(BLACK);169. circle(90,90,2);170. circle(330,90,2); /*draw four small rounds in the chessboard */171. circle(90,330,2);172. circle(330,330,2);173. setfillstyle(SOLID_FILL,GREEN);174. bar(451,0,640,480); /*filling range*/175. return;176. }177. void word(int color)/*input word*/178. {179. settextstyle(0,0,4); /*display the characters of :‘five in a row’*/180. setcolor(color);181. outtextxy(461,5,"FIVE");182. setcolor(color+1);183. outtextxy(496,45,"IN");184. setcolor(color+4);185. outtextxy(500,80,"A");186. setcolor(color+4);187. outtextxy(540,80,"ROW");188. setcolor(YELLOW);189. settextstyle(0,0,1);190. rectangle(460,450,510,470);/* the help window */191. rectangle(590,450,630,470); /* the regret window */192. rectangle(520,450,580,470); /*the exit window */193. setcolor(BLACK);194. outtextxy(470,455,"help");195. outtextxy(525,455,"cancel");196. outtextxy(595,455,"exit");197. return;198. }199. void change_word(digit)200. {201. if(digit==0)202. {203. settextstyle(0,0,2); /*when choose white then hint the next one is black */ 204. setcolor(BLACK);205. outtextxy(459,130,"THE BLACK");206. setcolor(GREEN);207. outtextxy(459,180,"THE WHITE");208. }209. else if(digit==1)210. {211. settextstyle(0,0,2);212. setcolor(GREEN);213. outtextxy(459,130,"THE BLACK");214. setcolor(WHITE); /*when choose black then hint the next one is white*/ 215. outtextxy(459,180,"THE WHITE");216. }217. return;218. }219. void help()220. {221. setfillstyle(SOLID_FILL,BLUE);222. bar(640,480,0,0);223. setcolor(YELLOW);224. rectangle(0,0,639,479);225. settextstyle(0,0,3);226. outtextxy(50,10,"How to play the game");227. settextstyle(0,0,2);228. setcolor(WHITE);229. outtextxy(10,60,"1. Clicking the mouse in the chessboard"); 230. outtextxy(10,80," to start the game black is the first , "); 231. outtextxy(10,100," the changing word on the right will "); 232. outtextxy(10,120," remind you the next person to play ;"); 233. outtextxy(10,160,"2. The side will win who form a ");234. outtextxy(10,180," continuous five chess pieces in a "); 235. outtextxy(10,200," straight line no matter of horizontal,"); 236. outtextxy(10,220," vertical and oblique.");237. outtextxy(10,260,"3. Clicking the 'regret' on the right ");238. outtextxy(10,280," is to erase the last chess you'd just "); 239. outtextxy(10,300," played ;");240. outtextxy(10,340,"4. Clicking the 'exit' is to exit the ");241. outtextxy(10,360," game ,it'll jump out another window to "); 242. outtextxy(10,380," make sure if you decide to end the "); 243. outtextxy(10,400," game,if press'y'is closing the window "); 244. outtextxy(10,420," and press 'n' is to continue the game ;"); 245. settextstyle(0,0,2);246. setcolor(RED);247. outtextxy(100,450,"Please any key to continue!");248. getch();249. return;250. }251. void prompt(number)252. {253. if(number==1)254. {255. setcolor(RED); /*the exit window*/256. setfillstyle(SOLID_FILL,BLUE);257. bar(640,400,451,220);258. settextstyle(0,0,2.5);259. outtextxy(455,300,"quit?(Y/N)");260. }261. else if(number==0)262. {263. setcolor(RED); /* the regret window*/264. setfillstyle(SOLID_FILL,BLUE);265. bar(640,400,451,220);266. settextstyle(0,0,2);267. outtextxy(480,300,"Cancel?");268. }269. return;270. }271. /*get the location and the button of mouse,key=1 is the left button*/ 272. void getmouse(int *x,int *y,int *key)273. {274. union REGS inregs,outregs;275. inregs.x.ax=3; /*Obtain the position and the state of mouse can also use 3*/ 276. int86(0x33,&inregs,&outregs); /*Interrupt calls*/277. *x=outregs.x.cx; /*The X-axis is saved in cx register */278. *y=outregs.x.dx; /*The Y-axis is saved in dx register*/279. *key=outregs.x.bx;/*Bx registers are button states*/280. return;281. }282. void visbilemouse()283. {284. union REGS inregs,outregs;285. inregs.x.ax=0x01; /*Display the mouse*/286. int86(0x33,&inregs,&outregs);287. return;288. }/*after typing ,gets the x, y and mouse button,then return */289. void mouse(int *x,int *y,int *z)/*drawing a mouse is to put an empty rectangular in the memory , then draw shape of the mouse in the empty rectangular*/290. {291. int a=0,b=0,c=0,a_old=0,b_old=0; /*it's ok to be free of the value of a and b*/ 292. int color;293. float i=0;294. int *ball; /*define a pointer to point to the store of graphics*/295. ball=malloc(imagesize(a,b,a+R,b+R)); /*Returns the size of the rectangle*/ 296. getimage(a,b,a+R,b+R,ball);/*the first time to put graphics that save an empty rectangle into the memory */ 297. while(c==0)/*loop will be ended until typein */298. {299. getmouse(&a,&b,&c);/*a,is X-axis,b is Y-axis,c is the statement ofthe key */300. if(a<0) a=0; /*ensure the left of the mouse do not out of bound*/301. if(b<0) b=0; /*ensure the up of the mouse do not out of bound*/302. if(a>getmaxx()-R) a=getmaxx()-R;/*ensure the right of the mouse do not out of bound*//*ensure the down of the mouse do not out of bound*/303. if(b>getmaxy()-R) b=getmaxy()-R;304. if(a!=a_old || b!=b_old) /*When the mouse moves*/305. {306. putimage(a_old,b_old,ball,0); /*output the graphic in a_oldandb_old to erase originally mouse*/307. getimage(a,b,a+R,b+R,ball);/*the statement is to save the location of the graph of the mouse in the ball*/ 308. setcolor(BLACK);309. setlinestyle(0,0,1);310. line(a,b,a+R,b+R/2);311. line(a,b,a+R/2,b+R);312. line(a+R,b+R/2,a+R/2,b+R);313. line(a+R*3/4,b+R*3/4,a+R,b+R);/*draw the mouse*/314. }315. a_old=a;b_old=b;316. i++;317. if(i==200000) /*Flashing frequency*/318. {319. color=rand()%16;/*use the feature of the loop of mouse will get the randon color*/320. word(color);321. i=1;/*the value of the i return to 1*/322. }323. }324. /*end of while()*/325. *x=a;*y=b;*z=c; /*return the position of the mouse after typing*/326. putimage(a,b,ball,0);/*ease the mouse ,because it is a empty retangle of default-background save in the ball */ 327. free(ball);328. return;329. }/*the main idea is through storing the present graphic in the getimage,put image and imagesize to erase the preceding mouse's graphic, we also can use clearing parts of the screen */330. void game_player()331. {332. int x,y,z,row,col,i;333. char answer;334. int address[16][15]={NULL},count[2]={0};335. int temp=0,num=1;336. visbilemouse();337. do338. {339. mouse(&x,&y,&z);340. if(x<450)/*judge whether the location of the mouse is in the keyboard*/341. {342. col=x/30;343. row=y/30;344. x=30*col+15;345. y=30*row+15;346. if(address[row][col]==0) /*whether the position is available*/347. {348. temp++; /*only accumulate in no circumstance of the pieces*/ 349. count[0]=x;350. count[1]=y;/*save the coordinate of y in an array convenient for regret*/351. if(temp%2==1)352. {353. address[row][col]=1;354. setcolor(BLACK);355. setfillstyle(1,BLACK);356. pieslice(x,y,0,360,14);/*Using the method of painting fan-shaped to draw a circle*/357. change_word(1);358. }359. else360. {361. setcolor(WHITE);362. address[row][col]=2;363. setfillstyle(1,WHITE);364. pieslice(x,y,0,360,14);365. change_word(0);366. }367. /*Judgement of the situation in a row*/368. /*make the judgment of if there's five in a row*/369. for(i=1;i<=4;i++)370. {371. if(col+i<=14)372. {373. if(address[row][col]==address[row][col+i])374. num++;375. else376. break;377. }378. else379. break;380. }381. if(num!=5)382. for(i=1;i<=4;i++)383. {384. if(col-i>=0)385. {386. if(address[row][col]==address[row][col-i]) 387. num++;388. else if(num<5)389. {390. num=1; /*the num is reassigned to 1*/ 391. break;392. }393. else394. break;395. }396. else if(num<5)397. {398. num=1;399. break;400. }401. else402. break;403. }404. /*make the judgment of if there's five in a column*/405. for(i=1;i<=4;i++)406. {407. if(row+i<=15)408. {409. if(address[row][col]==address[row+i][col])410. num++;411. else412. break;413. }414. else415. break;416. }417. if(num!=5)418. for(i=1;i<=4;i++)419. {420. if(row-i>=0)421. {422. if(address[row][col]==address[row-i][col]) 423. num++;424. else if(num<5)425. {426. num=1;427. break;428. }429. else430. break;431. }432. else if(num<5)433. {434. num=1;435. break;436. }437. else438. break;439. }440. /*make judgment of if the main diagonal line have reached the five */ 441. for(i=1;i<=4;i++)442. { if(row-i>=0&&col+i<=14)443. {444. if(address[row][col]==address[row-i][col+i]) 445. num++;446. else447. break;448. }449. else450. break;451. }452. if(num!=5)453. for(i=1;i<=4;i++)454. {455. if(col-i>=0&&row+i<=15)456. {457. if(address[row][col]==address[row+i][col-i]) 458. num++;459. else if(num<5)460. {461. num=1;462. break;463. }464. else465. break;466. }467. else if(num<5)468. {469. num=1;470. break;471. }472. else473. break;474. }475. /*make judgment of if the main diagonal line have reached the five */ 476. for(i=1;i<=4;i++)477. {478. if(row-i>=0&&col-i>=0)479. {480. if(address[row][col]==address[row-i][col-i]) 481. num++;482. else483. break;484. }485. else486. break;487. }488. if(num!=5)489. for(i=1;i<=4;i++)490. {491. if(row+i<=16&&col+i<=14)492. {493. if(address[row][col]==address[row+i][col+i]) 494. num++;495. else if(num<5)496. {497. num=1;498. break;499. }500. else501. break;502. }503. else if(num<5)504. {505. num=1;506. break;507. }508. else509. break;510. }511. if(num>=5)512. {513. cover(address[row][col]);514. return;515. }516. else if(temp==240)517. {518. cover(3);519. return;520. }521. }522. }523. else if(x>460 && x<510&&y>450&&y<470)524. {525. help();526. get_board();527. game_player();528. }529. else if(x>590 && x<630&&y>450&&y<470)530. {531. prompt(1);532. answer=getch();533. if(answer=='Y'||answer=='y')534. {535. cover(4);536. exit(0);537. }538. else539. {540. setfillstyle(SOLID_FILL,GREEN);541. bar(640,400,451,220);542. continue;543. }544. }545. else if(x>520 && x<580&&y>450&&y<470)546. {547. prompt(0);548. answer=getch();549. setfillstyle(SOLID_FILL,GREEN);550. bar(640,400,451,220);551. if(answer=='Y'||answer=='y')552. {553. setcolor(YELLOW);554. setfillstyle(1,YELLOW);555. pieslice(count[0],count[1],0,360,14); /*only regrets once*/ 556. address[row][col]=0;557. temp--;558. }559. else560. continue;561. }562. else563. continue;564. }565. while(x<640 || x>0 || y<480 || y>0); /*the range of the mouse*/ 566. return;567. }。
C语言五子棋游戏源代码
![C语言五子棋游戏源代码](https://img.taocdn.com/s3/m/f4785a47a21614791711289e.png)
#i n c l u d e<s t d i o.h>#define N 10void welcome();void initqipan();void showqi(int i);void save(int p);void panduan(int p);/******************主函数*****************/void main(){int p=0;welcome();initqipan();for(p=1;p<=N*N;p++){weizhi[p].x[p]=zouqihang(); weizhi[p].y[p]=zouqilie();save(p);showqi(p);panduan(p);{printf("%d",i);printf(" ");}printf("\n");for(i=1;i<N;i++){for(j=0;j<N;j++){if(j==0)elsefp=fopen("wuzi_list","rb");for(i=1;i<=N*N;i++){fread(&weizhi[i],sizeof(struct zuobiao),1,fp);a[i]=weizhi[i].x[i];b[i]=weizhi[i].y[i];}for(m=1;m<p;m++){while(weizhi[p].x[p]==a[m]&&weizhi[p].y[p]==b[m]){for(i=1;i<N;i++){for(j=1;j<N;j++){if(j==1)printf("%d",i);for(k=1;k<=p;k++){if(i==weizhi[k].x[k]&&j==weizhi[k].y[k]){{printf("int zouqihang(){int x;printf("请输入要走棋子所在行数!\n");printf("x=");scanf("%d",&x);while(x>N-1||x<1){printf("error!\n");printf("请输入要走棋子所在行数!\n");}!\n");{printf("error!\n");printf("请输入要走棋子所在列数!\n");printf("y=");scanf("%d",&y);}return y;}/******************文件保存*****************/void save(int i){FILE *fp;{fread(&weizhi[i],sizeof(struct zuobiao),1,fp);a[i]=weizhi[i].x[i];b[i]=weizhi[i].y[i];}/*****************判断行******************/for(i=1;i<=p;i++){if(i%2==1){{{k[0]++;continue;}else if((a[i]==a[j])&&(b[i]==b[j]-4)){k[0]++;continue;}else if(k[0]==5){}{for(j=2;j<=p;j=j+2){if((a[i]==a[j])&&(b[i]==b[j]-1)){k[1]++;continue;}else if((a[i]==a[j])&&(b[i]==b[j]-2)){}else if(k[1]==5){printf("Player 2 wins!!!\n");}else}if(k[1]==5)break;k[1]=1;}}/**********************判断列k[2]++;continue;}else if((a[i]==a[j]-2)&&(b[i]==b[j])){continue;}else if((a[i]==a[j]-3)&&(b[i]==b[j])){}continue;}if(k[2]==5)break;k[2]=1;}else if(k[2]==5)break;else if(i%2==0){{{k[3]++;continue;}else if((a[i]==a[j]-4)&&(b[i]==b[j])){k[3]++;continue;}else if(k[3]==5){}{if(k[0]==5||k[1]==5||k[2]==5||k[3]==5)break;else if(i%2==1){for(j=1;j<=p;j=j+2){if((a[i]==a[j]-1)&&(b[i]==b[j]-1)){k[4]++;}{k[4]++;continue;}else if(k[4]==5){printf("Player 1 wins!!!\n");}elsecontinue;}k[5]++;continue;}else if((a[i]==a[j]-2)&&(b[i]==b[j]-2)){k[5]++;continue;}else if((a[i]==a[j]-3)&&(b[i]==b[j]-3)){}continue;}if(k[5]==5)break;k[5]=1;}}/**********判断对角(左下-右上)************/for(i=1;i<=p;i++){break;k[6]++;continue;}else if((a[i]==a[j]+3)&&(b[i]==b[j]-3)){k[6]++;continue;}else if((a[i]==a[j]+4)&&(b[i]==b[j]-4)){}}else if(k[6]==5)break;else if(i%2==0){for(j=2;j<=p;j=j+2){if((a[i]==a[j]+1)&&(b[i]==b[j]-1)){k[7]++;}{k[7]++;continue;}else if(k[7]==5){printf("Player 2 wins!!!\n");}elsecontinue;}}/****************游戏结束*******************/void over(){printf("************************************\n");printf(" game over!!!\n");printf("************************************\n");}/****************游戏开始*******************/void welcome(){。
在linux下ubuntu的五子棋游戏c语言代码
![在linux下ubuntu的五子棋游戏c语言代码](https://img.taocdn.com/s3/m/384376d681eb6294dd88d0d233d4b14e85243e07.png)
#include <stdio.h>#include <stdlib.h>//#include <linu*/fb.h>#include <sys/types.h>#include <sys/ioctl.h>#include <ftl.h>#include <sys/mman.h>#define FB_W 1024#define FB_H 768#define CHESSBOARD1 10#define CHESSBOARD2 10#define *_OFFSET 400#define Y_OFFSET 200#define *_CAPASITY 10#define Y_CAPASITY 10#define SPACE 40#define RED 0*00ff0000#define BLUE 0*0000ff00#define WHITE 0*ffffffff#define BLACK 0*ff000000#define NOKEY 0#define RADIO 19#define C_H 17#define C_W 10#define T___ 0*00ffffff#define *___ 0*ff00ffff#define BORD 0*eeff0000#define u32_t unsigned intint array[CHESSBOARD1][CHESSBOARD2][1];int board[CHESSBOARD1][CHESSBOARD2];int play1[CHESSBOARD1][CHESSBOARD2][4];int [CHESSBOARD1][CHESSBOARD2][4];int cursor_store[C_H][C_W];struct fb_info{int w;int h;int bpp;int *mem;}fb;static u32_t cursor_pi*el[C_H][C_W]={{BORD,T___,T___,T___,T___,T___,T___,T___,T___,T___}, {BORD,BORD,T___,T___,T___,T___,T___,T___,T___,T___}, {BORD,*___,BORD,T___,T___,T___,T___,T___,T___,T___},{BORD,*___,*___,BORD,T___,T___,T___,T___,T___,T___},{BORD,*___,*___,*___,BORD,T___,T___,T___,T___,T___},{BORD,*___,*___,*___,*___,BORD,T___,T___,T___,T___},{BORD,*___,*___,*___,*___,*___,BORD,T___,T___,T___},{BORD,*___,*___,*___,*___,*___,*___,BORD,T___,T___},{BORD,*___,*___,*___,*___,*___,*___,*___,BORD,T___},{BORD,*___,*___,*___,*___,*___,*___,*___,*___,BORD},{BORD,*___,*___,*___,*___,*___,BORD,BORD,BORD,BORD},{BORD,*___,*___,BORD,*___,*___,BORD,T___,T___,T___},{BORD,*___,BORD,T___,BORD,*___,*___,BORD,T___,T___},{BORD,BORD,T___,T___,BORD,*___,*___,BORD,T___,T___},{T___,T___,T___,T___,T___,BORD,*___,*___,BORD,T___},{T___,T___,T___,T___,T___,BORD,*___,*___,BORD,T___},{T___,T___,T___,T___,T___,T___,BORD,BORD,T___,T___}};int fb_open(){int fd;int *mem;fd = open("/dev/fb0",O_RDWR);if(fd < 0){printf("open file error!\n");return 1;}struct fb_var_screeninfo fb_var;ioctl(fd,FBIOGET_VSCREENINFO,&fb_var);fb.w = fb_var.*res;fb.h = fb_var.yres;fb.bpp = fb_var.bits_per_pi*el;printf("w:%d h:%d bpp:%d\n",fb_var.*res,fb_var.yres,fb_var.bits_per_pi*el);fb.mem = mmap(NULL,FB_H*FB_W*fb_var.bits_per_pi*el/8,PROT_READ|PROT_WRITE,MAP_SHARE D,fd,0);//printf("%d\n", mem);return 0;}void fb_pi*el(int *,int y,int color){*(fb.mem + y*FB_W+*) = color;}void fb_drawline(int *0,int *1,int y,int color){int i;for(i = *0;i<*1;i++){fb_pi*el(i,y,color);}}void fb_drawretangle(int *0,int y0,int *1,int y1,int color) {int i,j;for(i = *0;i<*1;i++)for(j = y0;j<y1;j++){fb_pi*el(i,j,color);}}void fb_drawline2(int *,int y0,int y1,int color){int i;for(i = y0;i<y1;i++)fb_pi*el(*,i,color);}void fb_drawcycle(int *,int y,int r,int color){int i,j;for(i = -r;i<r;i++)for(j = -r;j<r;j++){if(i*i+j*j <= r*r){fb_pi*el(i+*,j+y,color);}}}int get_mouse_info(int fd,char *buf){int n;n = read(fd,buf,8);return n;}int save_cursor(int *,int y){int i,j;for(i = 0;i < C_H;i++){for(j = 0;j<C_W;j++)cursor_store[i][j] = *(fb.mem + j + *+(i +y)*FB_W);}return 0;}int restore_cursor(int *,int y){int i,j;for(i = 0;i<C_H;i++){for(j = 0;j < C_W;j++)*(fb.mem+j+*+(i+y)*FB_W)=cursor_store[i][j];}return 0;}void drawmouse(int *,int y){int i,j;for(i = 0;i<C_H;i++){for(j = 0;j<C_W;j++){if(cursor_pi*el[i][j] != T___)fb_pi*el(*+j,y+i,cursor_pi*el[i][j]);//printf("kdjfk%d\n",cursor_pi*el[i][j]);}}}int printboard(){int i;fb_drawretangle(*_OFFSET - SPACE,Y_OFFSET - SPACE,*_OFFSET + SPACE *Y_CAPASITY,Y_OFFSET + SPACE * *_CAPASITY,BLUE);for(i = 0;i < Y_CAPASITY;i++){fb_drawline(*_OFFSET,*_OFFSET+SPACE*(Y_CAPASITY - 1),i * SPACE + Y_OFFSET,RED);}for(i = 0;i < *_CAPASITY;i++){fb_drawline2(i*SPACE+*_OFFSET,Y_OFFSET,Y_OFFSET+SPACE*(*_CAPASITY-1),RED); }}void printqizi(int row,int col, int color){int *,y;* = *_OFFSET + SPACE*col;y = Y_OFFSET + SPACE*row;fb_drawcycle(*,y,RADIO,color);}struct node_t{int *;int y;int z;};//print the chessboardvoid print(int board[CHESSBOARD1][CHESSBOARD2]){int i, j;printf("\n");printf(" ");for (j = 0; j < CHESSBOARD2; j++)printf(" %d", j);printf("\n");printf(" -");for (j = 0; j < CHESSBOARD2; j++)printf(" -");printf("\n");for (i = 0; i < CHESSBOARD1; i++) {printf("%d| ", i);for (j = 0; j < CHESSBOARD2; j++) {printf("%d ", board[i][j]);}printf("\n");}printf("\n");}// 鍒濆鍖栨鐩"void init(int map[CHESSBOARD1][CHESSBOARD2]) {int i,j;for(i=0;i<CHESSBOARD1;i++)for(j=0;j<CHESSBOARD2;j++)map[i][j] = 0;}void init2(int map[CHESSBOARD1][CHESSBOARD2][4]){int i,j,k;for(i=0;i<CHESSBOARD1;i++)for(j=0;j<CHESSBOARD2;j++)for(k =0;k<4;k++)map[i][j][k] = 0;}void init3(int map[CHESSBOARD1][CHESSBOARD2][1]){int i , j;for(i = 0;i<CHESSBOARD1;i++)for(j = 0;j<CHESSBOARD2;j++)map[i][j][1] = 0;}int detection(int map[CHESSBOARD1][CHESSBOARD2][4],int *,int y,int player) {int i,j,k,n*,ny,counter = 0;int dir*[4] = {0,1,1,1};int diry[4] = {1,0,1,-1};if(board[*][y]){return 0;}for(i =0;i<4;i++){n* = *;ny = y;while(board[n*+=dir*[i]][ny+=diry[i]] == player)counter++;n* =*;ny =y;while(board[n*-=dir*[i]][ny-=diry[i]] == player)counter++;switch(counter){case 0:map[*][y][i] = 0;break;case 1:map[*][y][i] = 5;break;case 2:map[*][y][i] = 10;break;case 3:map[*][y][i] = 15;break;case 4:map[*][y][i] = 20;break;}//printf("%d,%d,%d ",*,y,map[*][y][i]);counter = 0;}printf("\n");return 0;}int get_ma*(int map[CHESSBOARD1][CHESSBOARD2][4]){int i,j,k;int ma* = 0;for(i = 0;i<CHESSBOARD2;i++)for(j = 0;j<CHESSBOARD1;j++)for(k = 0;k<4;k++){if(map[i][j][k] >ma*)ma* = map[i][j][k];}return ma*;}struct node_t get_ma*2(int map[CHESSBOARD1][CHESSBOARD2][4]) {int i,j,k;struct node_t p;int ma* = 0,cur;for(i = 0;i<CHESSBOARD2;i++){for(j = 0;j<CHESSBOARD1;j++){for(k = 0;k<4;k++){cur = map[i][j][k];if(cur >ma*){ma* = cur;p.* = i;p.y = j;p.z = k;}}}}return p;}struct node_t get_ma*3(int map[CHESSBOARD1][CHESSBOARD2][4]) {int i,j,k;struct node_t p;int ma* = 0,cur;for(i = 0;i<CHESSBOARD2;i++){for(j = 0;j<CHESSBOARD1;j++){for(k = 0;k<4;k++){cur = map[i][j][k];if(cur >= ma*){ma* = cur;p.* = i;p.y = j;p.z = k;}}}}return p;}struct node_t get_ma*4(int map[CHESSBOARD1][CHESSBOARD2][1]) {int i,j;struct node_t p;int ma* = 0,cur;for(i = 0;i<CHESSBOARD2;i++){for(j = 0;j<CHESSBOARD1;j++){cur = map[i][j][1];if(cur >= ma*){ma* = cur;p.* = i;p.y = j;p.z = 1;}}}return p;}//鏌ョ湅鍧愭爣* y鏄惁鑳借蛋int if_done(int *,int y){if(*>=CHESSBOARD1||*<0)return 0;if(y>=CHESSBOARD2||y<0)return 0;return 1;}void puter(){int i,j,k;init2(play1);init2();for(i = 0;i<CHESSBOARD2;i++){for(j = 0;j<CHESSBOARD1;j++){detection(play1,i,j,1);detection(,i,j,2);}}}//鏌ョ湅妫嬬洏鐨勬瀛愭儏鍐垫湁鍑犱釜杩炰竴璧"int check(int *,int y,int board[CHESSBOARD1][CHESSBOARD2]){int i = 0,j = 0,ne*t*,ne*ty;int counter = 1;int player;int direction*[4] = {0,1,1,1};int directiony[4] = {1,0,1,-1};player = board[*][y];if(player == 0)return 0;for(i = 0;i<4;i++){ne*t* = *;ne*ty = y;counter = 1;for(j = 1;j<5;j++){ne*t* += direction*[i];ne*ty +=directiony[i];if(board[ne*t*][ne*ty] == player)counter++;}if(counter == 5){return 1;}}return 0;}void drawbg(int row,int col){int *,y;* = *_OFFSET + SPACE*col;y = Y_OFFSET + SPACE*row;fb_drawcycle(*,y,RADIO,BLUE);fb_drawline(*-RADIO,*+RADIO,y,RED);fb_drawline2(*,y-RADIO,y+RADIO,RED);}int if_gameover(int board[CHESSBOARD1][CHESSBOARD2]) {int i,j;for(i = 0;i<CHESSBOARD2;i++)for(j = 0;j<CHESSBOARD1;j++){if(check(i,j,board))return 1;}return 0;}void mouse_doing(){int fd,step = 1;int row,col,flag1=1;int ma*1,ma*2;char buf[8];struct node_t p;int m*,my,a,b,c,d,e;m* = FB_W/2-100;my = FB_H/2;int n;//drawmouse(m*,my);fd = open("/dev/input/mice",O_RDWR|O_NONBLOCK); if(fd < 0){printf("open mouse error!\n");}save_cursor(m*,my);drawmouse(m*,my);while(flag1){if(read(fd,buf,8) >0){e = (buf[0]&0*07);c = 2*buf[1];d = 2*buf[2];if(e == NOKEY){restore_cursor(m*,my);m* += c;my -= d;if(m* >= FB_W-17)m*=FB_W-17;if(m* < 0)m* = 0;if(my > FB_H-17)my = FB_H-17;if(my < 0)my = 0;save_cursor(m*,my);drawmouse(m*,my);}else if(e == 1){if(step%2==1){// printf("play1 done!\n");col =(int) (m*-*_OFFSET+SPACE/2)/SPACE;row = (int)(my-Y_OFFSET+SPACE/2)/SPACE;if(!(if_done(row,col))||board[row][col]){//printf("you can't done here !\n");col =(int) (m*-*_OFFSET)/SPACE;row = (int)(my-Y_OFFSET)/SPACE;continue;}board[row][col] = 1;restore_cursor(m*,my);printqizi(row,col,BLACK);//鐢婚粦鑹茬殑妫嬪瓙save_cursor(m*, my);array[row][col][1] = step;step ++;puter();//鏇存柊浼樺厛绾ц〃// printf("flag2 %d\n",flag2);//flag2 = 1;}else {// printf("play2 done!\n");ma*1 = get_ma*(play1);ma*2 = get_ma*();if(ma*1 >= ma*2){p = get_ma*2(play1);}else{p = get_ma*2();}row = p.*;col = p.y;if(!(if_done(row,col))||board[row][col]){// printf("you can't done here !\n");ma*1 = get_ma*(play1);ma*2 = get_ma*();if(ma*1 >= ma*2){p = get_ma*3(play1);}else{p = get_ma*3();}row = p.*;col = p.y;continue;}board[row][col] = 2;puter(board);restore_cursor(m*,my);printqizi(row,col,WHITE); save_cursor(m*, my);array[row][col][1] = step;step++;//flag2 = 0;}if(if_gameover(board))flag1=0;}else if(e == 2){if(step != 1){p = get_ma*4(array);row = p.*;col = p.y;board[row][col] = 0;array[row][col][1] = 0;puter(board);drawbg(row,col);//restore_cursor(m*,my);step--;}}}}if(board[row][col] ==1)printf("GAME OVER! play1 win!\n");elseprintf("GAME OVER! play2 win!\n");}void mouse_doing2(){int fd,step = 1;int row,col,flag1=1;int ma*1,ma*2;char buf[8];struct node_t p;int m*,my,a,b,c,d,e;m* = FB_W/2-100;my = FB_H/2;int n;//drawmouse(m*,my);fd = open("/dev/input/mice",O_RDWR|O_NONBLOCK); if(fd < 0){printf("open mouse error!\n");}save_cursor(m*,my);drawmouse(m*,my);while(flag1){if(read(fd,buf,8) >0){e = (buf[0]&0*07);c = 2*buf[1];d = 2*buf[2];if(e == NOKEY){restore_cursor(m*,my);m* += c;my -= d;if(m* >= FB_W-17)m*=FB_W-17;if(m* < 0)m* = 0;if(my > FB_H-17)my = FB_H-17;if(my < 0)my = 0;save_cursor(m*,my);drawmouse(m*,my);}else if(e == 1){if(step%2==1){// printf("play1 done!\n");col =(int) (m*-*_OFFSET+SPACE/2)/SPACE;row = (int)(my-Y_OFFSET+SPACE/2)/SPACE;if(!(if_done(row,col))||board[row][col]){//printf("you can't done here !\n");col =(int) (m*-*_OFFSET)/SPACE;row = (int)(my-Y_OFFSET)/SPACE;continue;}board[row][col] = 1;restore_cursor(m*,my);printqizi(row,col,BLACK);//鐢婚粦鑹茬殑妫嬪瓙save_cursor(m*, my);array[row][col][1] = step;step ++;//puter();//鏇存柊浼樺厛绾ц〃// printf("flag2 %d\n",flag2);//flag2 = 1;}else {// printf("play2 done!\n");col =(int) (m*-*_OFFSET+SPACE/2)/SPACE;row = (int)(my-Y_OFFSET+SPACE/2)/SPACE;if(!(if_done(row,col))||board[row][col]){//printf("you can't done here !\n");col =(int) (m*-*_OFFSET)/SPACE;row = (int)(my-Y_OFFSET)/SPACE;continue;}board[row][col] = 2;//puter(board);restore_cursor(m*,my);printqizi(row,col,WHITE);save_cursor(m*, my);array[row][col][1] = step;step++;//flag2 = 0;}if(if_gameover(board))flag1=0;}else if(e == 2){if(step != 1){p = get_ma*4(array);row = p.*;col = p.y;board[row][col] = 0;array[row][col][1] = 0;puter(board);drawbg(row,col);//restore_cursor(m*,my);step--;}}}}if(board[row][col] ==1)printf("GAME OVER! play1 win!\n");elseprintf("GAME OVER! play2 win!\n"); }int main(int argc, const char *argv[]){fb_open();int row,col;int m;init(board);init2(play1);printf("qing *uan ze you *i mo shi:\n"); printf("1 dan ren you *i\n");printf("2 shuang ren you *i\n");scanf("%d",&m);if(m == 1){printboard();mouse_doing();}if(m == 2){printboard();mouse_doing2();}return 0;}。
五子棋代码C语言版
![五子棋代码C语言版](https://img.taocdn.com/s3/m/46e8887baf1ffc4ffe47ace4.png)
#include <stdlib.h>#include <stdio.h>#include <conio.h>#include <string.h>#include <malloc.h>struct rcd;//声明节点结构typedef struct rcd* Record;//节点指针别名typedef struct rcd record;//节点别名#define MAXIMUS 15 //定义棋盘大小int p[MAXIMUS][MAXIMUS];//存储对局信息char buff[MAXIMUS*2+1][MAXIMUS*4+3];//输出缓冲器int Cx,Cy;//当前光标位置int Now;//当前走子的玩家,1代表黑,2代表白int wl,wp;//当前写入缓冲器的列数和行数位置char* showText;//在棋盘中央显示的文字信息int count;//回合数int Putable;//指示当前是否可以走棋int Exiting;//1为当场上无子并按ESC时询问是否退出程序的状态,2为非此状态int ExiRep;//1为当回放到最后一回合并按向后时询问是否退出回放的状态,2为非此状态Record RecBeg,RecNow;//记录的开始节点和当前节点struct rcd//记录节点结构,双链表形式{int X;//此记录走棋的X坐标int Y;//此记录走棋的Y坐标Record Next;//前一个记录Record Back;//后一个记录};Record newRecord()//记录节点构造函数{Record r=(Record)malloc(sizeof(record));//申请一个节点对象r->Next=NULL;//给予前后节点初值NULLr->Back=NULL;return r;}void Exit()//检查退出程序{int input;if(Exiting)//如果是第二次按下ESC{exit(0);}else//如果是第一次按下ESC则询问是否退出程序{showText="是否退出?再次按下ESC退出,其他键返回";Exiting=1;//指示已经按下过ESC}}void ExitRep()//检查退出回放{int input;if(ExiRep)//如果是第二次后移{ExiRep=3;}else//如果是第一次后移则询问是否退出回放{showText="是否退出?再次后移退出回放,其他键返回";ExiRep=1;//指示已经按下过后移}}void AddRecord()//添加记录{RecNow->X=Cx;//记录坐标RecNow->Y=Cy;RecNow->Next=newRecord();//创建下一个记录节点RecNow->Next->Back=RecNow;//完成双链表RecNow=RecNow->Next;//当前记录推至下一个记录节点}int DelRecord()//删除当前记录节点,1为删除成功,0为删除失败{Record b;//上一个节点if(RecNow->Back!=NULL)//越界检查{b=RecNow->Back;//缓存上一个节点free(RecNow);//释放当前节点RecNow=b;//当前记录回至上一个记录节点return 1;}else{return 0;//没有节点可删除时}}void CleanRecord()//清理所有记录{Record n;//下一个节点while(RecBeg->Next!=NULL)//删除所有记录,直到越界前为止{n=RecBeg->Next;//记下下一个节点free(RecBeg);//释放当前节点RecBeg=n;//当前记录推至下一个记录节点}}char* Copy(char* strDest,const char* strSrc)//修改过的字符串复制函数,会忽略末端的\0 {char* strDestCopy = strDest;while (*strSrc!='\0'){*strDest++=*strSrc++;}return strDestCopy;}void Initialize()//初始化一个对局函数{int i,j;//循环变量system("title 对局中(按方向键控制光标,空格走子),Esc撤销");showText="";//重置显示信息count=0;//回合数归零RecNow=RecBeg=newRecord();Exiting=0;for(i=0;i<MAXIMUS;i++)//重置对局数据{for(j=0;j<MAXIMUS;j++){p[i][j]=0;}}Cx=Cy=MAXIMUS/2;//重置光标到中央Now=1;//重置当前为黑方}char* getStyle(int i,int j)//获得棋盘中指定坐标交点位置的字符,通过制表符拼成棋盘{if(p[i][j]==1)//1为黑子return "●";else if(p[i][j]==2)//2为白子return "○";else if(i==0&&j==0)//以下为边缘棋盘样式return "┏";else if(i==MAXIMUS-1&&j==0)return "┓";else if(i==MAXIMUS-1&&j==MAXIMUS-1)return "┛";else if(i==0&&j==MAXIMUS-1)return "┗";else if(i==0)return "┠";else if(i==MAXIMUS-1)return "┨";else if(j==0)return "┯";else if(j==MAXIMUS-1)return "┷";return "┼";//中间的空位}char* getCurse(int i,int j){//获得指定坐标交点位置左上格的样式,通过制表符来模拟光标的显示if(Putable)//可走棋时光标为粗线{if(i==Cx){if(j==Cy)return "┏";else if (j==Cy+1)return "┗";}else if(i==Cx+1){if(j==Cy)return "┓";else if (j==Cy+1)return "┛";}}else//不可走棋时光标为虚线{if(i==Cx){if(j==Cy)return "┌";else if (j==Cy+1)return "└";}else if(i==Cx+1){if(j==Cy)return "┐";else if (j==Cy+1)return "┘";}}return "";//如果不在光标附近则为空}void write(char* c)//向缓冲器写入字符串{Copy(buff[wl]+wp,c);wp+=strlen(c);}void ln()//缓冲器写入位置提行{wl+=1;wp=0;}void Display()//将缓冲器内容输出到屏幕{int i,l=strlen(showText);//循环变量,中间文字信息的长度int Offset=MAXIMUS*2+2-l/2;//算出中间文字信息居中显示所在的横坐标位置if(Offset%2==1)//如果位置为奇数,则移动到偶数,避免混乱{Offset--;}Copy(buff[MAXIMUS]+Offset,showText);//讲中间文字信息复制到缓冲器if(l%2==1)//如果中间文字长度为半角奇数,则补上空格,避免混乱{*(buff[MAXIMUS]+Offset+l)=0x20;}system("cls");//清理屏幕,准备写入for(i=0;i<MAXIMUS*2+1;i++){//循环写入每一行printf("%s",buff[i]);if(i<MAXIMUS*2)//写入完每一行需要换行printf("\n");}}void Print()//将整个棋盘算出并储存到缓冲器,然后调用Display函数显示出来{int i,j;//循环变量wl=0;wp=0;for(j=0;j<=MAXIMUS;j++)//写入出交点左上角的字符,因为需要打印棋盘右下角,所以很以横纵各多一次循环{for(i=0;i<=MAXIMUS;i++){write(getCurse(i,j));//写入左上角字符if(j==0||j==MAXIMUS)//如果是棋上下盘边缘则没有连接的竖线,用空格填充位置{if(i!=MAXIMUS)write("");}else//如果在棋盘中间则用竖线承接上下{if(i==0||i==MAXIMUS-1)//左右边缘的竖线更粗write("┃");else if(i!=MAXIMUS)//中间的竖线write("│");}}if(j==MAXIMUS)//如果是最后一次循环,则只需要处理边侧字符,交点要少一排{break;}ln();//提行开始打印交点内容write("");//用空位补齐位置for(i=0;i<MAXIMUS;i++)//按横坐标循环正常的次数{write(getStyle(i,j));//写入交点字符if(i!=MAXIMUS-1)//如果不在最右侧则补充一个横线承接左右{if(j==0||j==MAXIMUS-1){write("━");//上下边缘的横线更粗}else{write("─");//中间的横线}}}ln();//写完一行后提行}Display();//将缓冲器内容输出到屏幕}int Put(){//在当前光标位置走子,如果非空,则返回0表示失败if(Putable){p[Cx][Cy]=Now;//改变该位置数据AddRecord();return 1;//返回1表示成功}else{return 0;}}int Check()//胜负检查,即判断当前走子位置有没有造成五连珠的情况{int w=1,x=1,y=1,z=1,i;//累计横竖正斜反邪四个方向的连续相同棋子数目for(i=1;i<5;i++)if(Cy+i<MAXIMUS&&p[Cx][Cy+i]==Now)w++;else break;//向下检查for(i=1;i<5;i++)if(Cy-i>0&&p[Cx][Cy-i]==Now)w++;else break;//向上检查if(w>=5)return Now;//若果达到5个则判断当前走子玩家为赢家for(i=1;i<5;i++)if(Cx+i<MAXIMUS&&p[Cx+i][Cy]==Now)x++;else break;//向右检查for(i=1;i<5;i++)if(Cx-i>0&&p[Cx-i][Cy]==Now)x++;else break;//向左检查if(x>=5)return Now;//若果达到5个则判断当前走子玩家为赢家for(i=1;i<5;i++)if(Cx+i<MAXIMUS&&Cy+i<MAXIMUS&&p[Cx+i][Cy+i]==Now)y++;else break;//向右下检查for(i=1;i<5;i++)if(Cx-i>0&&Cy-i>0&&p[Cx-i][Cy-i]==Now)y++;else break;//向左上检查if(y>=5)return Now;//若果达到5个则判断当前走子玩家为赢家for(i=1;i<5;i++)if(Cx+i<MAXIMUS&&Cy-i>0&&p[Cx+i][Cy-i]==Now)z++;else break;//向右上检查for(i=1;i<5;i++)if(Cx-i>0&&Cy+i<MAXIMUS&&p[Cx-i][Cy+i]==Now)z++;else break;//向左下检查if(z>=5)return Now;//若果达到5个则判断当前走子玩家为赢家return 0;//若没有检查到五连珠,则返回0表示还没有玩家达成胜利}void ReplayMode(){int i,j;//循环变量system("title 回放中(按左键后退,右键或空格前进),Esc退出");showText="";//重置显示信息count=0;//回合数归零Putable=0;//不可走棋状态RecBeg->Back=newRecord();RecBeg->Back->Next=RecBeg;RecBeg=RecBeg->Back;for(i=0;i<MAXIMUS;i++)//重置对局数据{for(j=0;j<MAXIMUS;j++){p[i][j]=0;}}Now=1;//重置当前为黑方}void RepForward()//回放模式前进{if(RecNow->Next->Next!=NULL)//越界检查{RecNow=RecNow->Next;//当前节点推至下一个记录节点p[RecNow->X][RecNow->Y]=Now;//按照记录还原一个回合Cx=RecNow->X;//设置光标位置Cy=RecNow->Y;Now=3-Now;//转换当前的黑白方}else//若已达到最后则询问退出{ExitRep();}}void RepBackward()//回放模式后退{if(RecNow->Back!=NULL)//越界检查{p[RecNow->X][RecNow->Y]=0;//按照记录撤销一个回合if(RecNow->Back->Back==NULL)//在整个棋盘没有棋子时隐藏光标{Cx=-2;Cy=-2;}else if(RecNow->Back==NULL)//在只有一个棋子时移动光标到这个棋子的位置{Cx=RecNow->X;Cy=RecNow->Y;}else//正常情况下移动光标到上一回合的位置{Cx=RecNow->Back->X;Cy=RecNow->Back->Y;}RecNow=RecNow->Back;//当前节点后退至上一个记录节点Now=3-Now;//转换当前的黑白方}}void ShowReplay(){int input;//输入变量ReplayMode();//初始化回放模式RecNow=RecBeg;//当前观察从头开始RepForward();//显示第一次走棋while(1)//开始无限回合的死循环,直到Esc退出{if(ExiRep==3){ExiRep=0;break;}Print();//打印棋盘input=getch();//等待键盘按下一个字符if(input==27)//如果是ESC则退出回放{return;}else if(input==0x20)//如果是空格则前进{RepForward();continue;}else if(input==0xE0)//如果按下的是方向键,会填充两次输入,第一次为0xE0表示按下的是控制键{input=getch();//获得第二次输入信息switch(input)//判断方向键方向并移动光标位置{case 0x4B:RepBackward();//向左后退break;case 0x4D:RepForward();//向右前进continue;}}ExiRep=0;//未再次按后移则不准备退出showText="";}}void Regret()//悔棋撤销,如果棋盘上没有子即为退出{if(DelRecord()){//尝试删除当前节点,如果有节点可以删除则p[RecNow->X][RecNow->Y]=0;//撤除当前回合if(RecNow->Back==NULL)//如果删除的是第一颗子则将光标移动到第一颗子原来的位置上{Cx=RecNow->X;Cy=RecNow->Y;}else//否则将光标移动到上一颗子上{Cx=RecNow->Back->X;Cy=RecNow->Back->Y;}Now=3-Now;//反转当前黑白方}else{Exit();//如果没有棋子可以撤销,则询问退出}}int RunGame()//进行整个对局,返回赢家信息(虽然有用上){int input;//输入变量int victor;//赢家信息Initialize();//初始化对局while(1){//开始无限回合的死循环,直到出现胜利跳出Putable=p[Cx][Cy]==0;Print();//打印棋盘input=getch();//等待键盘按下一个字符if(input==27)//如果是ESC则悔棋或退出{Regret();Print();continue;}else if(input==0x20)//如果是空格则开始走子{if(Put())//如果走子成功则判断胜负{victor=Check();Now=3-Now;//轮换当前走子玩家count++;if(victor==1)//如果黑方达到胜利,显示提示文字并等待一次按键,返回胜利信息{showText="黑方胜利!按R查看回放,按其他键重新开局";Print();input=getch();if(input==0xE0){getch();}else if(input=='R'||input=='r'){ShowReplay();}return Now;}else if(victor==2)//如果白方达到胜利,显示提示文字并等待一次按键,返回胜利信息{showText="白方胜利!按R查看回放,按其他键重新开局";Print();input=getch();if(input==0xE0)getch();}else if(input=='R'||input=='r'){ShowReplay();}return Now;}else if(count==MAXIMUS*MAXIMUS)//如果回合数达到了棋盘总量,即棋盘充满,即为平局{showText="平局!按R查看回放,按其他键重新开局";Print();input=getch();if(input==0xE0){getch();}else if(input=='R'||input=='r'){ShowReplay();}CleanRecord();return 0;}}}else if(input==0xE0)//如果按下的是方向键,会填充两次输入,第一次为0xE0表示按下的是控制键{input=getch();//获得第二次输入信息switch(input)//判断方向键方向并移动光标位置{case 0x4B://Cx--;break;case 0x48:Cy--;break;case 0x4D:Cx++;break;case 0x50:Cy++;}if(Cx<0)Cx=MAXIMUS-1;//如果光标位置越界则移动到对侧if(Cy<0)Cy=MAXIMUS-1;if(Cx>MAXIMUS-1)Cx=0;if(Cy>MAXIMUS-1)Cy=0;}Exiting=0;//未再次按下ESC则不准备退出showText="";}}int main()//主函数{system("mode con cols=63 lines=32");//设置窗口大小system("color E0");//设置颜色while(1){//循环执行游戏RunGame();}}。
C语言五子棋代码
![C语言五子棋代码](https://img.taocdn.com/s3/m/e69b0eddad51f01dc381f107.png)
//五子棋小游戏纯C语言代码#include <stdio.h>#define N 14char state[N][N];void init(void);void printState(void);bool isWin(bool isBlack,int x,int y);bool isLevelWin(bool isBlack,int x,int y);bool isVerticalWin(bool isBlack,int x,int y);bool isLeftInclinedWin(bool isBlack,int x,int y);bool isRightObliqueWin(bool isBlack,int x,int y);bool isWin(bool isBlack,int x,int y)//是否有获胜{return isLevelWin(isBlack,x,y)||isVerticalWin(isBlack,x,y)||isLeftInclinedWin(isBlack,x,y)||isRightObliqueWin(isBlack,x,y);}bool isLevelWin(bool isBlack,int x,int y)//确定水平直线上是否有五子连珠{char c = isBlack ? '@':'O';int count;while(y>0 && state[x][y] == c){y--;}count =0;if(state[x][y] == c) count = 1;y++;while(y < N && state[x][y] == c){count++;if(count == 5){return true;}y++;}return false;}bool isVerticalWin(bool isBlack,int x,int y)//确定竖直直线是否有五子连珠{char c = isBlack ? '@':'O';int count;while(x>0 && state[x][y] == c){x--;}count =0;if(state[x][y] == c) count = 1;x++;while(x < N && state[x][y] == c){count++;if(count == 5){return true;}x++;}return false;}bool isLeftInclinedWin(bool isBlack,int x,int y)//确定左斜线是否有五子连珠{char c = isBlack ? '@':'O';int count;while(x>0 && y>0 && state[x][y] == c){y--;x--;}count =0;if(state[x][y] == c) count = 1;x++;y++;while(x < N && y < N && state[x][y] == c){count++;if(count == 5){return true;}x++;y++;}return false;}bool isRightObliqueWin(bool isBlack,int x,int y)//确定右斜线是否有五子连珠{char c = isBlack ? '@':'O';int count;while(x>0 && y<N && state[x][y] == c){y++;x--;}count =0;if(state[x][y] == c) count = 1;x++;y--;while(x < N && y >= 0 && state[x][y] == c){count++;if(count == 5){return true;}x++;y--;}return false;}void init(void)//开局初始化数组{int i,j;for(i=0;i<N;i++){for(j=0;j<N;j++){state[i][j] = '*';}}}void printState(void)//打印棋盘{int i,j;printf("%3c",' ');for(i=0;i<N;i++)printf("%3d",i);printf("\n");for(i=0;i<N;i++){printf("%3d",i);for(j=0;j<N;j++){printf("%3c",state[i][j]);}printf("\n");}}int main(void){int x,y;bool isBlack = true;init();printf("五子棋小游戏\n\n@代表黑子,0代表白子,*代表棋盘空白\n");printf("------------------------------------------------------\n");printState();while(1){printf("请%s 方走棋:\n",(isBlack?"黑":"白"));//请黑(白)方走棋的说明printf("输入所下位置坐标,如: 1-2\n");//走棋方法示例scanf("%d-%d",&x,&y);if(state[x][y]=='@' || state[x][y]=='O')//若此点已经存在棋子,则重新下一步棋在别处{printf("this position to have pieces\n");continue;}state[x][y] = (isBlack?'@':'O');//规定@代表黑子,0代表白子printState();//打印棋盘情况if(isWin(isBlack,x,y))//每下一步棋,判断一次是否有人获胜{printf("%s 方胜利\n",(isBlack?"黑":"白"));break;}isBlack = !isBlack;}}。
五子棋C语言代码
![五子棋C语言代码](https://img.taocdn.com/s3/m/d1929dd7e45c3b3566ec8b9f.png)
#include "graphics.h" /*图形系统头文件*/#define LEFT 0x4b00 /*光标左键值*/#define RIGHT 0x4d00 /*光标右键值*/#define DOWN 0x5000 /*光标下键值*/#define UP 0x4800 /*光标上键值*/#define ESC 0x011b /* ESC键值*/#define ENTER 0x1c0d /* 回车键值*/int a[8][8]={0},key,score1,score2;/*具体分数以及按键与存放棋子的变量*/ char playone[3],playtwo[3];/*两个人的得分转换成字符串输出*/void playtoplay(void);/*人人对战函数*/void DrawQp(void);/*画棋盘函数*/void SetPlayColor(int x);/*设置棋子第一次的颜色*/void MoveColor(int x,int y);/*恢复原来棋盘状态*/int QpChange(int x,int y,int z);/*判断棋盘的变化*/void DoScore(void);/*处理分数*/void PrintScore(int n);/*输出成绩*/void playWin(void);/*输出胜利者信息*//******主函数*********/void main(void){int gd=DETECT,gr;initgraph(&gd,&gr,"c:\\tc"); /*初始化图形系统*/DrawQp();/*画棋盘*/playtoplay();/*人人对战*/getch();closegraph();/*关闭图形系统*/}void DrawQp()/*画棋盘*/{int i,j;score1=score2=0;/*棋手一开始得分都为0*/setbkcolor(BLUE);for(i=100;i<=420;i+=40){line(100,i,420,i);/*画水平线*/line(i,100,i,420); /*画垂直线*/}setcolor(0);/*取消圆周围的一圈东西*/setfillstyle(SOLID_FILL,15);/*白色实体填充模式*/fillellipse(500,200,15,15); /*在显示得分的位置画棋*/setfillstyle(SOLID_FILL,8); /*黑色实体填充模式*/fillellipse(500,300,15,15);a[3][3]=a[4][4]=1;/*初始两个黑棋*/a[3][4]=a[4][3]=2;/*初始两个白棋*/setfillstyle(SOLID_FILL,WHITE);fillellipse(120+3*40,120+3*40,15,15);fillellipse(120+4*40,120+4*40,15,15);setfillstyle(SOLID_FILL,8);fillellipse(120+3*40,120+4*40,15,15);fillellipse(120+4*40,120+3*40,15,15);score1=score2=2; /*有棋后改变分数*/DoScore();/*输出开始分数*/}void playtoplay()/*人人对战*/{int x,y,t=1,i,j,cc=0;while(1)/*换棋手走棋*/{x=120,y=80;/*每次棋子一开始出来的坐标,x为行坐标,y为列坐标*/ while(1) /*具体一个棋手走棋的过程*/{PrintScore(1);/*输出棋手1的成绩*/PrintScore(2);/*输出棋手2的成绩*/SetPlayColor(t);/*t变量是用来判断棋手所执棋子的颜色*/fillellipse(x,y,15,15);key=bioskey(0);/*接收按键*/if(key==ESC)/*跳出游戏*/break;elseif(key==ENTER)/*如果按键确定就可以跳出循环*/{if(y!=80&&a[(x-120)/40][(y-120)/40]!=1&&a[(x-120)/40][(y-120)/40]!=2)/*如果落子位置没有棋子*/{if(t%2==1)/*如果是棋手1移动*/a[(x-120)/40][(y-120)/40]=1;else/*否则棋手2移动*/a[(x-120)/40][(y-120)/40]=2;if(!QpChange(x,y,t))/*落子后判断棋盘的变化*/{a[(x-120)/40][(y-120)/40]=0;/*恢复空格状态*/cc++;/*开始统计尝试次数*/if(cc>=64-score1-score2) /*如果尝试超过空格数则停步*/{MoveColor(x,y);fillellipse(x,y,15,15);break;}elsecontinue;/*如果按键无效*/}DoScore();/*分数的改变*/break;/*棋盘变化了,则轮对方走棋*/ }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);}elseif(key==RIGHT&&x<400&&y>80)/*右方向键*/ {MoveColor(x,y);fillellipse(x,y,15,15);SetPlayColor(t);x+=40;fillellipse(x,y,15,15);}elseif(key==UP&&y>120)/*上方向键*/{MoveColor(x,y);fillellipse(x,y,15,15);SetPlayColor(t);y-=40;fillellipse(x,y,15,15);}elseif(key==DOWN&&y<400)/*下方向键*/{MoveColor(x,y);fillellipse(x,y,15,15);SetPlayColor(t);y+=40;fillellipse(x,y,15,15);}}if(key==ESC)/*结束游戏*/break;if((score1+score2)==64||score1==0||score2==0)/*格子已经占满或一方棋子为0判断胜负*/{playWin();/*输出最后结果*/break;}t=t%2+1; /*一方走后,改变棋子颜色即轮对方走*/cc=0; /*计数值恢复为0*/} /*endwhile*/}void SetPlayColor(int t)/*设置棋子颜色*/{if(t%2==1)setfillstyle(SOLID_FILL,15);/*白色*/elsesetfillstyle(SOLID_FILL,8);/*灰色*/}void MoveColor(int x,int y)/*走了一步后恢复原来格子的状态*/{if(y<100)/*如果是从起点出发就恢复蓝色*/setfillstyle(SOLID_FILL,BLUE);else/*其他情况如果是1就恢复白色棋子,2恢复黑色棋子,或恢复蓝色棋盘*/ switch(a[(x-120)/40][(y-120)/40]){case 1:setfillstyle(SOLID_FILL,15);break; /*白色*/case 2:setfillstyle(SOLID_FILL,8);break; /*黑色*/default:setfillstyle(SOLID_FILL,BLUE); /*蓝色*/}}int QpChange(int x,int y,int t)/*判断棋盘的变化*/{int i,j,k,kk,ii,jj,yes;yes=0;i=(x-120)/40; /*计算数组元素的行下标*/j=(y-120)/40; /*计算数组元素的列下标*/SetPlayColor(t);/*设置棋子变化的颜色*//*开始往8个方向判断变化*/if(j<6)/*往右边*/{for(k=j+1;k<8;k++)if(a[i][k]==a[i][j]||a[i][k]==0)/*遇到自己的棋子或空格结束*/ break;if(a[i][k]!=0&&k<8){for(kk=j+1;kk<k&&k<8;kk++)/*判断右边*/{a[i][kk]=a[i][j]; /*改变棋子颜色*/fillellipse(120+i*40,120+kk*40,15,15);}if(kk!=j+1) /*条件成立则有棋子改变过颜色*/yes=1;}}if(j>1)/*判断左边*/{for(k=j-1;k>=0;k--)if(a[i][k]==a[i][j]||!a[i][k])break;if(a[i][k]!=0&&k>=0){for(kk=j-1;kk>k&&k>=0;kk--){a[i][kk]=a[i][j];fillellipse(120+i*40,120+kk*40,15,15);}if(kk!=j-1)yes=1;}}if(i<6)/*判断下边*/{for(k=i+1;k<8;k++)if(a[k][j]==a[i][j]||!a[k][j])break;if(a[k][j]!=0&&k<8){for(kk=i+1;kk<k&&k<8;kk++){a[kk][j]=a[i][j];fillellipse(120+kk*40,120+j*40,15,15);}if(kk!=i+1)yes=1;}}if(i>1)/*判断上边*/{for(k=i-1;k>=0;k--)if(a[k][j]==a[i][j]||!a[k][j])break;if(a[k][j]!=0&&k>=0){for(kk=i-1;kk>k&&k>=0;kk--){a[kk][j]=a[i][j];fillellipse(120+kk*40,120+j*40,15,15); }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++){a[ii][jj]=a[i][j];fillellipse(120+ii*40,120+jj*40,15,15); }if(ii!=i-1)yes=1;}}if(i<6&&j>1)/*左下*/{for(k=i+1,kk=j-1;k<8&&kk>=0;k++,kk--) if(a[k][kk]==a[i][j]||!a[k][kk])break;if(a[k][kk]!=0&&k<8&&kk>=0){for(ii=i+1,jj=j-1;ii<k&&k<8;ii++,jj--){a[ii][jj]=a[i][j];fillellipse(120+ii*40,120+jj*40,15,15);}if(ii!=i+1)yes=1;}}if(i>1&&j>1)/*左上*/{for(k=i-1,kk=j-1;k>=0&&kk>=0;k--,kk--)if(a[k][kk]==a[i][j]||!a[k][kk])break;if(a[k][kk]!=0&&k>=0&&kk>=0){for(ii=i-1,jj=j-1;ii>k&&k>=0;ii--,jj--){a[ii][jj]=a[i][j];fillellipse(120+ii*40,120+jj*40,15,15);}if(ii!=i-1)yes=1;}}if(i<6&&j<6)/* 右下*/{for(k=i+1,kk=j+1;kk<8&&kk<8;k++,kk++)if(a[k][kk]==a[i][j]||!a[k][kk])break;if(a[k][kk]!=0&&kk<8&&k<8){for(ii=i+1,jj=j+1;ii<k&&k<8;ii++,jj++){a[ii][jj]=a[i][j];fillellipse(120+ii*40,120+jj*40,15,15);}if(ii!=i+1)yes=1;}}return yes;/*返回是否改变过棋子颜色的标记*/ }void DoScore()/*处理分数*/{int i,j;score1=score2=0;/*重新开始计分数*/for(i=0;i<8;i++)for(j=0;j<8;j++)if(a[i][j]==1)/*分别统计两个人的分数*/score1++;elseif(a[i][j]==2)score2++;}void PrintScore(int playnum)/*输出成绩*/{if(playnum==1)/*清除以前的成绩*/{setfillstyle(SOLID_FILL,BLUE);bar(550,100,640,400);}setcolor(RED);settextstyle(0,0,4);/*设置文本输出样式*/if(playnum==1)/*判断输出哪个棋手的分,在不同的位置输出*/ {sprintf(playone,"%d",score1);outtextxy(550,200,playone);}else{sprintf(playtwo,"%d",score2);outtextxy(550,300,playtwo);}setcolor(0);}void playWin()/*输出最后的胜利者结果*/{settextstyle(0,0,4);setcolor(12);if(score2>score1)/*开始判断最后的结果*/outtextxy(100,50,"black win!");elseif(score2<score1)outtextxy(100,50,"white win!");elseouttextxy(60,50,"you all win!");}。
C语言实现五子棋游戏
![C语言实现五子棋游戏](https://img.taocdn.com/s3/m/3c0d66205b8102d276a20029bd64783e09127d2f.png)
C语⾔实现五⼦棋游戏本⽂实例为⼤家分享了C语⾔实现五⼦棋的具体代码,供⼤家参考,具体内容如下#include <stdio.h>#include <bios.h>#include <ctype.h>#include <conio.h>#include <dos.h>#define CROSSRU 0xbf /*右上⾓点*/#define CROSSLU 0xda /*左上⾓点*/#define CROSSLD 0xc0 /*左下⾓点*/#define CROSSRD 0xd9 /*右下⾓点*/#define CROSSL 0xc3 /*左边*/#define CROSSR 0xb4 /*右边*/#define CROSSU 0xc2 /*上边*/#define CROSSD 0xc1 /*下边*/#define CROSS 0xc5 /*⼗字交叉点*//*定义棋盘左上⾓点在屏幕上的位置*/#define MAPXOFT 5#define MAPYOFT 2/*定义1号玩家的操作键键码*/#define PLAY1UP 0x1157/*上移--'W'*/#define PLAY1DOWN 0x1f53/*下移--'S'*/#define PLAY1LEFT 0x1e41/*左移--'A'*/#define PLAY1RIGHT 0x2044/*右移--'D'*/#define PLAY1DO 0x3920/*落⼦--空格键*//*定义2号玩家的操作键键码*/#define PLAY2UP 0x4800/*上移--⽅向键up*/#define PLAY2DOWN 0x5000/*下移--⽅向键down*/#define PLAY2LEFT 0x4b00/*左移--⽅向键left*/#define PLAY2RIGHT 0x4d00/*右移--⽅向键right*/#define PLAY2DO 0x1c0d/*落⼦--回车键Enter*//*若想在游戏中途退出, 可按 Esc 键*/#define ESCAPE 0x011b/*定义棋盘上交叉点的状态, 即该点有⽆棋⼦ *//*若有棋⼦, 还应能指出是哪个玩家的棋⼦ */#define CHESSNULL 0 /*没有棋⼦*/#define CHESS1 'O'/*⼀号玩家的棋⼦*/#define CHESS2 'X'/*⼆号玩家的棋⼦*//*定义按键类别*/#define KEYEXIT 0/*退出键*/#define KEYFALLCHESS 1/*落⼦键*/#define KEYMOVECURSOR 2/*光标移动键*/#define KEYINVALID 3/*⽆效键*//*定义符号常量: 真, 假 --- 真为1, 假为0 */#define TRUE 1#define FALSE 0/**********************************************************//* 定义数据结构 *//*棋盘交叉点坐标的数据结构*/struct point{int x,y;};/**********************************************************//*⾃定义函数原型说明 */void Init(void);int GetKey(void);int CheckKey(int press);int ChangeOrder(void);int ChessGo(int Order,struct point Cursor);void DoError(void);void DoOK(void);void DoWin(int Order);void MoveCursor(int Order,int press);void DrawCross(int x,int y);void DrawMap(void);int JudgeWin(int Order,struct point Cursor);int JudgeWinLine(int Order,struct point Cursor,int direction); void ShowOrderMsg(int Order);void EndGame(void);/**********************************************************//**********************************************************//* 定义全局变量 */int gPlayOrder; /*指⽰当前⾏棋⽅ */struct point gCursor; /*光标在棋盘上的位置 */char gChessBoard[19][19];/*⽤于记录棋盘上各点的状态*/ /**********************************************************//**********************************************************//*主函数*/void main(){int press;int bOutWhile=FALSE;/*退出循环标志*/printf("Welcome [url][/url]");Init();/*初始化图象,数据*/while(1){press=GetKey();/*获取⽤户的按键值*/switch(CheckKey(press))/*判断按键类别*/{/*是退出键*/case KEYEXIT:clrscr();/*清屏*/bOutWhile = TRUE;break;/*是落⼦键*/case KEYFALLCHESS:if(ChessGo(gPlayOrder,gCursor)==FALSE)/*⾛棋*/ DoError();/*落⼦错误*/else{DoOK();/*落⼦正确*//*如果当前⾏棋⽅赢棋*/if(JudgeWin(gPlayOrder,gCursor)==TRUE){DoWin(gPlayOrder);bOutWhile = TRUE;/*退出循环标志置为真*/}/*否则*/else/*交换⾏棋⽅*/ChangeOrder();ShowOrderMsg(gPlayOrder);}break;/*是光标移动键*/case KEYMOVECURSOR:MoveCursor(gPlayOrder,press);break;/*是⽆效键*/case KEYINVALID:break;}if(bOutWhile==TRUE)break;}/*游戏结束*/EndGame();}/**********************************************************//*界⾯初始化,数据初始化*/void Init(void){int i,j;char *Msg[]={"Player1 key:"," UP----w"," DOWN--s"," LEFT--a"," RIGHT-d"," DO----space","","Player2 key:"," UP----up"," DOWN--down"," LEFT--left"," RIGHT-right"," DO----ENTER","","exit game:"," ESC",NULL,};/* 先⼿⽅为1号玩家 */gPlayOrder = CHESS1;/* 棋盘数据清零, 即棋盘上各点开始的时候都没有棋⼦ */ for(i=0;i<19;i++)for(j=0;j<19;j++)gChessBoard[i][j]=CHESSNULL;/*光标初始位置*/gCursor.x=gCursor.y=0;/*画棋盘*/textmode(C40);DrawMap();/*显⽰操作键说明*/i=0;textcolor(BROWN);while(Msg[i]!=NULL){gotoxy(25,3+i);cputs(Msg[i]);i++;}/*显⽰当前⾏棋⽅*/ShowOrderMsg(gPlayOrder);/*光标移⾄棋盘的左上⾓点处*/gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT); }/*画棋盘*/void DrawMap(void){int i,j;clrscr();for(i=0;i<19;i++)for(j=0;j<19;j++)DrawCross(i,j);}/*画棋盘上的交叉点*/void DrawCross(int x,int y){gotoxy(x+MAPXOFT,y+MAPYOFT);/*交叉点上是⼀号玩家的棋⼦*/if(gChessBoard[x][y]==CHESS1){textcolor(LIGHTBLUE);putch(CHESS1);return;}/*交叉点上是⼆号玩家的棋⼦*/if(gChessBoard[x][y]==CHESS2) {textcolor(LIGHTBLUE);putch(CHESS2);return;}textcolor(GREEN);/*左上⾓交叉点*/if(x==0&&y==0){putch(CROSSLU);return;}/*左下⾓交叉点*/if(x==0&&y==18){putch(CROSSLD);return;}/*右上⾓交叉点*/if(x==18&&y==0){putch(CROSSRU);return;}/*右下⾓交叉点*/if(x==18&&y==18){putch(CROSSRD);return;}/*左边界交叉点*/if(x==0){putch(CROSSL);return;}/*右边界交叉点*/if(x==18){putch(CROSSR);return;}/*上边界交叉点*/if(y==0){putch(CROSSU);return;}/*下边界交叉点*/if(y==18){putch(CROSSD);return;}/*棋盘中间的交叉点*/putch(CROSS);}/*交换⾏棋⽅*/int ChangeOrder(void)if(gPlayOrder==CHESS1)gPlayOrder=CHESS2;elsegPlayOrder=CHESS1;return(gPlayOrder);}/*获取按键值*/int GetKey(void){char lowbyte;int press;while (bioskey(1) == 0);/*如果⽤户没有按键,空循环*/press=bioskey(0);lowbyte=press&0xff;press=press&0xff00 + toupper(lowbyte);return(press);}/*落⼦错误处理*/void DoError(void){sound(1200);delay(50);nosound();}/*赢棋处理*/void DoWin(int Order){sound(1500);delay(100);sound(0); delay(50);sound(800); delay(100);sound(0); delay(50);sound(1500);delay(100);sound(0); delay(50);sound(800); delay(100);sound(0); delay(50);nosound();textcolor(RED+BLINK);gotoxy(25,20);if(Order==CHESS1)cputs("PLAYER1 WIN!");elsecputs("PLAYER2 WIN!");gotoxy(25,21);cputs(" \\<^+^>/");getch();}/*⾛棋*/int ChessGo(int Order,struct point Cursor){/*判断交叉点上有⽆棋⼦*/if(gChessBoard[Cursor.x][Cursor.y]==CHESSNULL) {/*若没有棋⼦, 则可以落⼦*/gotoxy(Cursor.x+MAPXOFT,Cursor.y+MAPYOFT); textcolor(LIGHTBLUE);putch(Order);gotoxy(Cursor.x+MAPXOFT,Cursor.y+MAPYOFT); gChessBoard[Cursor.x][Cursor.y]=Order;return TRUE;}elsereturn FALSE;}/*判断当前⾏棋⽅落⼦后是否赢棋*/int JudgeWin(int Order,struct point Cursor)int i;for(i=0;i<4;i++)/*判断在指定⽅向上是否有连续5个⾏棋⽅的棋⼦*/if(JudgeWinLine(Order,Cursor,i))return TRUE;return FALSE;}/*判断在指定⽅向上是否有连续5个⾏棋⽅的棋⼦*/int JudgeWinLine(int Order,struct point Cursor,int direction) {int i;struct point pos,dpos;const int testnum = 5;int count;switch(direction){case 0:/*在⽔平⽅向*/pos.x=Cursor.x-(testnum-1);pos.y=Cursor.y;dpos.x=1;dpos.y=0;break;case 1:/*在垂直⽅向*/pos.x=Cursor.x;pos.y=Cursor.y-(testnum-1);dpos.x=0;dpos.y=1;break;case 2:/*在左下⾄右上的斜⽅向*/pos.x=Cursor.x-(testnum-1);pos.y=Cursor.y+(testnum-1);dpos.x=1;dpos.y=-1;break;case 3:/*在左上⾄右下的斜⽅向*/pos.x=Cursor.x-(testnum-1);pos.y=Cursor.y-(testnum-1);dpos.x=1;dpos.y=1;break;}count=0;for(i=0;i<testnum*2+1;i++)/*i<testnum*2-1*/{if(pos.x>=0&&pos.x<=18&&pos.y>=0&&pos.y<=18){if(gChessBoard[pos.x][pos.y]==Order){count++;if(count>=testnum)return TRUE;}elsecount=0;}pos.x+=dpos.x;pos.y+=dpos.y;}return FALSE;}/*移动光标*/void MoveCursor(int Order,int press){switch(press){case PLAY1UP:if(Order==CHESS1&&gCursor.y>0)gCursor.y--;break;case PLAY1DOWN:if(Order==CHESS1&&gCursor.y<18)gCursor.y++;break;case PLAY1LEFT:if(Order==CHESS1&&gCursor.x>0)gCursor.x--;break;case PLAY1RIGHT:if(Order==CHESS1&&gCursor.x<18)gCursor.x++;break;case PLAY2UP:if(Order==CHESS2&&gCursor.y>0)gCursor.y--;break;case PLAY2DOWN:if(Order==CHESS2&&gCursor.y<18)gCursor.y++;break;case PLAY2LEFT:if(Order==CHESS2&&gCursor.x>0)gCursor.x--;break;case PLAY2RIGHT:if(Order==CHESS2&&gCursor.x<18)gCursor.x++;break;}gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT); }/*游戏结束处理*/void EndGame(void){textmode(C80);}/*显⽰当前⾏棋⽅*/void ShowOrderMsg(int Order){gotoxy(6,MAPYOFT+20);textcolor(LIGHTRED);if(Order==CHESS1)cputs("Player1 go!");elsecputs("Player2 go!");gotoxy(gCursor.x+MAPXOFT,gCursor.y+MAPYOFT); }/*落⼦正确处理*/void DoOK(void){sound(500);delay(70);sound(600);delay(50);sound(1000);delay(100);nosound();}/*检查⽤户的按键类别*/int CheckKey(int press){if(press==ESCAPE)return KEYEXIT;/*是退出键*/elseif( ( press==PLAY1DO && gPlayOrder==CHESS1) || ( press==PLAY2DO && gPlayOrder==CHESS2))return KEYFALLCHESS;/*是落⼦键*/elseif( press==PLAY1UP || press==PLAY1DOWN ||press==PLAY1LEFT || press==PLAY1RIGHT ||press==PLAY2UP || press==PLAY2DOWN ||press==PLAY2LEFT || press==PLAY2RIGHT)return KEYMOVECURSOR;/*是光标移动键*/elsereturn KEYINVALID;/*按键⽆效*/}以上就是本⽂的全部内容,希望对⼤家的学习有所帮助,也希望⼤家多多⽀持。
c语言五子棋代码
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c语言五子棋代码#include <windows.h>#define MAX 20//绘制20X20的棋盘#define TextWidth 200//棋盘右边的宽度#define ERROR 0#define NO 0#define OK 1#define DEFAULT 0#define ICO_CUR 0x1000 //预定义光标的idint leng=1;HDC hdc,hdc1,hdc2;int xw,yw;int iGame[MAX][MAX];POINT point;//鼠标点击位置enum {Default,Player1,Player2}play; enum {Stop,Play,Paush}plays;void Init(HWND hwnd);void paint(int play,int x,int y); void chagePlayer();int Look(int x,int y,int play); void over(HWND hwnd,int play); LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM);char szClassName[] = "超简单的五子棋";int WINAPI WinMain (HINSTANCE hThisInstance,HINSTANCE hPrevInstance,LPSTR lpszArgument,int nFunsterStil)//主函数{HWND hwnd;MSG messages;WNDCLASSEX wincl;wincl.hInstance = hThisInstance; wincl.lpszClassName = szClassName; wincl.lpfnWndProc = WindowProcedure; wincl.style = CS_DBLCLKS;wincl.cbSize = sizeof (WNDCLASSEX);wincl.hIcon = LoadIcon(hThisInstance,MAKEINTRESOURCE(ICO_CUR));wincl.hIconSm = LoadIcon (NULL, IDI_APPLICATION);wincl.hCursor = LoadCursor (NULL, IDC_ARROW);wincl.lpszMenuName = NULL; wincl.cbClsExtra = 0;wincl.cbWndExtra = 0;wincl.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);if (!RegisterClassEx (&wincl)) return 0;hwnd = CreateWindowEx (1, szClassName,szClassName,WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,CW_USEDEFAULT,800,600,HWND_DESKTOP,NULL,hThisInstance,NULL);ShowWindow (hwnd, nFunsterStil);//该函数设置指定窗口的显示状态 while (GetMessage (&messages, NULL, 0, 0)){TranslateMessage(&messages); DispatchMessage(&messages); }return messages.wParam; }LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam,LPARAM lParam) //处理窗口事件{PAINTSTRUCT ps;static HPEN hpen,hpen1,hpen2; //设备static HBRUSH hbrush,hbrush1,hbrush2; //画刷的句柄int x,y;switch (message) //消息{case WM_KEYDOWN:switch (wParam){case VK_F2: //F2重新开始游戏Init(hwnd); //初始绘制游戏界面Rectangle(hdc,0,0,xw,yw); for(x=0;x<MAX;x++) //绘制棋盘for(y=0;y<MAX;y++) {Rectangle(hdc,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ;iGame[x][y]=Default; }leng=1;plays=Play;break;case VK_F1:leng=1;plays=Play;break;}break;case WM_CREATE: //初始化窗体时调用plays=Stop;play=Player1;break;case WM_SIZE:xw=LOWORD(lParam); //获取窗体的宽度 yw=HIWORD(lParam); //获取窗体的高度 //TCHAR xx[20];//wsprintf(xx,"%d",xw); //MessageBox(hwnd,xx,xx,MB_OK);xw-=TextWidth; //xw保存棋盘的宽度InvalidateRect(hwnd,NULL,TRUE);//向窗体绘制一个矩形,支持重新绘制break;case WM_LBUTTONDOWN: //响应用户鼠标左键 //获取但前鼠标坐标point.x=LOWORD(lParam); point.y=HIWORD(lParam); //初始化设备DC Init(hwnd);//鼠标坐标换为数组坐标x=(point.x)/(xw/MAX); //定位到小狂格中去y=(point.y)/(yw/MAX);if(plays==Stop)break;if(x<MAX&&y<MAX) //未超出棋盘{if(iGame[x][y]==Default&&plays==Play)//判断但前位置是否有棋子覆盖是否是下棋模式 {leng=1;paint(play,x,y);if(Look(x,y,play))over(hwnd,play);chagePlayer();}}break;case WM_PAINT://开始绘制{hdc=BeginPaint(hwnd,&ps);Init(hwnd);Rectangle(hdc,0,0,xw,yw);for(x=0;x<MAX;x++)for(y=0;y<MAX;y++){Rectangle(hdc,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ;paint(iGame[x][y],x,y);}EndPaint(hwnd,&ps);}break;case WM_DESTROY: //当用户关闭游戏PostQuitMessage (0); // 发送一个消息给message queue break;default: //什么都不做return DefWindowProc (hwnd, message, wParam, lParam);}return 0;}void Init(HWND hwnd) //初始化方法{hdc1=GetDC(hwnd);hdc2=GetDC(hwnd);//初始背景 (游戏的界面)SelectObject(hdc,CreatePen(0,1,RGB(0,0,0))); //小矩形框的边框的颜色SelectObject(hdc,CreateSolidBrush(RGB(255,218,185))); //填充的颜色 //初始玩家一图形SelectObject(hdc1,CreatePen(0,1,RGB(255,255,255))); //玩家一的棋子颜色 SelectObject(hdc1,CreateSolidBrush(RGB(255,255,255))); //填充白色 //初始玩家二图形SelectObject(hdc2,CreatePen(0,1,RGB(255,255,255))); //玩家二的棋子颜色 SelectObject(hdc2,CreateSolidBrush(RGB(0,0,0))); //填充黑色 //该背景分为两层背景,一层为游戏界面(hdc),一层为玩家的棋子(hdc1,hdc2) //SetBkMode(hdc,0);该方法好像没什么用//绘制右边操作提示区域Rectangle(hdc,xw,29,xw+200,30);//从xw开始绘制到xw+200结束(绘制长200宽为30-29的矩形)的线条TextOut(hdc,xw+45,13,"超简单的五子棋",14); //从坐标(xw+45)(13)开始绘制“超简单的五子棋”宽为14TextOut(hdc,xw+45,40,"F1 - 开始游戏",13);TextOut(hdc,xw+45,60,"F2 -重新开始游戏",16);Rectangle(hdc,xw,80,xw+200,81); TextOut(hdc,xw+45,150,"白棋为第二玩家",14);TextOut(hdc,xw+45,250,"黑棋为第二玩家",14);Rectangle(hdc,xw,330,xw+200,331); }void paint(int play,int x,int y) //画棋子{switch (play){case Player1:if(iGame[x][y]!=Default){//该地方已经有棋子了}else{Ellipse(hdc1,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ;//Ellipse (圆心x坐标,圆心y坐标,起始角度,终止角度,x轴半径,y轴半径) }//绘制玩家player1的棋子iGame[x][y]=Player1; //将该地方标准已经有棋子break;case Player2:if(iGame[x][y]!=Default){}else{Ellipse(hdc2,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ;}//绘制玩家player2的棋子iGame[x][y]=Player2; //将该地方标准已经有棋子break;}}void chagePlayer() //改变玩家{if(play==Player1) play=Player2; elseplay=Player1;}int Look(int x,int y,int play) // 检查模块{int i,tempx,tempy;tempx=x;tempy=y;for(i=0;i<5&&iGame[tempx][tempy]==play;tempy--,i++); if(i>=5) return OK; //向上核对(y轴)tempx=x;tempy=y;for(i=0;i<5&&iGame[tempx][tempy]==play;tempy++,i++); if(i>=5) return OK; //向下核对(y轴)tempx=x;tempy=y;for(i=0;i<5&&iGame[tempx][tempy]==play;tempx--,i++); if(i>=5) return OK; //向左核对(x轴)tempx=x;tempy=y;for(i=0;i<5&&iGame[tempx][tempy]==play;tempx++,i++); if(i>=5) return OK; //向右核对(y轴)tempx=x;tempy=y;for(i=0;i<5&&iGame[tempx][tempy]==play;tempx--,tempy--,i++); if(i>=5) return OK; //向左上核对(x,y轴的对角线向上\)tempx=x;tempy=y;for(i=0;i<5&&iGame[tempx][tempy]==play;tempx++,tempy--,i++); if(i>=5) return OK; //向右上核对(x,y轴的对角线向下\)tempx=x;tempy=y;for(i=0;i<5&&iGame[tempx][tempy]==play;tempx--,tempy++,i++); if(i>=5) return OK; //向左下核对(x,y轴的对角线向上/)tempx=x;tempy=y;for(i=0;i<5&&iGame[tempx][tempy]==play;tempx++,tempy++,i++); if(i>=5) return OK; //向右下核对(x,y轴的对角线向上/)return NO;}void over(HWND hwnd,int play) //判断胜负{switch(play){case Player1:MessageBox(hwnd,"恭喜白棋玩家获得胜利","胜利",0);SendMessage(hwnd,WM_KEYDOWN,VK_F2,NULL); //重新开始游戏 plays=Stop;break;case Player2:MessageBox(hwnd,"恭喜黑棋玩家获得胜利","胜利",0);SendMessage(hwnd,WM_KEYDOWN,VK_F2,NULL);plays=Stop;break;}}最终效果图:。
C语言实现简易五子棋小游戏
![C语言实现简易五子棋小游戏](https://img.taocdn.com/s3/m/4d88a9f0534de518964bcf84b9d528ea81c72f34.png)
C语⾔实现简易五⼦棋⼩游戏本⽂实例为⼤家分享了C语⾔实现简单五⼦棋⼩游戏的具体代码,供⼤家参考,具体内容如下效果图如下:设计思路:棋盘设计为15×15格,初始状态光标在棋盘的中央,⽩棋先⾛,轮流落⼦,当⼀⽅连成五⼦或下满棋盘时,游戏结束(连成五⼦的⼀⽅获胜,下满棋盘为和棋)。
当游戏⼀⽅胜利后显⽰胜利信息,提⽰信息利⽤汉字点阵输出。
程序游戏是⼀个⼆维平⾯图,可⽤⼆维数组来实现,数组两个下标可以表⽰棋盘上的位置,数组元素的值代表棋格上的状态,共有三种情况,分别是0代表空格,1代表⽩棋,2代表⿊棋。
程序的主要⼯作是接收棋⼿按键操作,棋⼿1⽤设定四个键控制光标移动,回车键表⽰落⼦。
棋⼿2⽤另四个键控制光标移动,空格键表⽰落⼦。
接收到回车键或空格键,说明棋⼿落⼦,先判断是否是有效位置,即有棋⼦的位置不能重叠落⼦。
落⼦成功后,马上判断以该位置为中⼼的⼋个⽅向:上、下、左、右、左上、左下、右上、右下是否有相同颜⾊的棋⼦连成五⼦,如果连成五⼦,则游戏结束。
#include<stdio.h>#include<stdlib.h>#include<windows.h>#pragma comment(lib, "WINMM.LIB")#include <mmsystem.h>#include<conio.h>#include<time.h>#define width 32 //棋盘总宽度#define high 31 //棋盘总⾼度#define MAX_X 15 //棋盘横向格⼦数#define MAX_Y 15 //棋盘纵向格⼦数#define WIDTH (16+width) //游戏总⾼度#define HIGH (high+4) //游戏总⾼度#define player1 1 //⽩⼦玩家#define player2 2 //⿊⼦玩家#define emptyPlayer 0//⽆⼦#define Unplayer -2 //中途退出游戏,⽆玩家获胜typedef struct Stack{//记录下每次落⼦的坐标int x[MAX_X*MAX_Y];int y[MAX_X*MAX_Y];//相当于栈顶指针int top;}Stack;int pos[MAX_X][MAX_Y];//存储棋盘上各位置处的状态⽐如有⽩⼦为1,有⿊⼦为2,⽆⼦为0int px,py; //光标位置int player = 1;//记录当前玩家默认玩家从⽩⽅开始int flag1 = 0;//标志游戏开始int gameOver_player = -1;//判断结束的标志int pre_px = -1, pre_py = -1;//记录下上⼀次的坐标位置void gotoxy(int x,int y);//设置CMD窗⼝光标位置void hide_cursor(); //隐藏CMD窗⼝光标void map();//打印地图void game_Description();//打印动态游戏说明void initMapState();//初始化游戏位置数据void mapState(int qizi);//数组记录下对应位置的状态int isGoPlay();//判断是否可以落⼦int hasGoPlay(int Player);//以落⼦处为中⼼,判断已经落⼦后的棋盘是否五⼦相连void goPlay(int Player, Stack* p);//落⼦ Player 1 2 0void yiDongKuang();//移动框void player1_move();//玩家1_移动void player2_move();//玩家2_移动int gameOver();//判断游戏是否结束Stack* createStack();//创建空栈void push(Stack* p, int x, int y);//⼊栈void color(const unsigned short textColor);//⾃定义函根据参数改变颜⾊//void setColor(unsigned short backColor);//设置游戏背景颜⾊void gotoxy(int x,int y)//设置CMD窗⼝光标位置{COORD coord;coord.X = x;coord.Y = y;SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);}void hide_cursor() //隐藏CMD窗⼝光标{CONSOLE_CURSOR_INFO cci;cci.bVisible = FALSE;cci.dwSize = sizeof(cci);HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);SetConsoleCursorInfo(handle, &cci);}void color(const unsigned short textColor) //⾃定义函根据参数改变颜⾊{if(textColor>0 && textColor<=15) //参数在0-15的范围颜⾊SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), textColor); //⽤⼀个参数,改变字体颜⾊ else //默认的字体颜⾊是⽩⾊SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);}//打印地图void map(){int x, y;color(02);/*开始打印棋盘格⼦*///打印横向图格for(y = 2; y < high - 1; y+=2){for(x = 1; x < width - 2; x+=2){gotoxy(x , y);printf("-+");}}//打印竖向图格for(y = 1; y < high; y += 2) {for(x = 2; x < width-2; x += 2){gotoxy(x , y);printf("|");}}/*打印棋盘格⼦结束*//*开始打印图框*///打印棋盘图框for (y = 0; y < high; y++){for (x = 0; x < width; x+=2){if (x == 0 || x == width - 2){gotoxy(x, y);printf("|");}if(y == 0 || y == high - 1 ){gotoxy(x, y);printf("--");}}}//打印右图框for(y = 0; y < high; y++){for(x = width; x < WIDTH; x+=2){if (x == WIDTH - 2){gotoxy(x, y);printf("|");}if(y == 0 || y == high - 1 ){gotoxy(x, y);printf("--");}}}//打印下图框 y->high ~ HiGH-1 x->0 ~ WIDTH-2 for(y = high; y < HIGH; y++){for(x = 0; x < WIDTH; x+=2){if (x == 0 || x == WIDTH - 2){gotoxy(x, y);printf("|");}if(y == high || y == HIGH - 1 ){gotoxy(x, y);printf("--");}}}//打印下图框内容gotoxy( 1, high+1);printf(" 欢迎来到五⼦棋游戏!");//打印右图框内容gotoxy( width-1, 1);printf("游戏说明:");gotoxy( width-1, 3);printf("1)X表⽰玩家⼀棋");gotoxy( width-1, 4);printf("⼦,⽽O表⽰玩家");gotoxy( width-1, 5);printf("⼆棋⼦");gotoxy( width-1, 7);printf("2)X先、O后,交替");gotoxy( width-1, 8);printf("下⼦,每次只能下");gotoxy( width-1, 9);printf("⼀⼦");gotoxy( width-1, 11);printf("3)棋⼦下在棋盘");gotoxy( width-1, 12);printf("的格⼦内,棋⼦下");gotoxy( width-1, 13);printf("定后,不得向其它");gotoxy( width-1, 14);printf("点移动");gotoxy( width-1, 16);printf("4)最先连成五⼦");gotoxy( width-1, 17);printf("的⼀⽅即为获胜");gotoxy( width-1, 19);printf("玩家⼀移动键:");gotoxy( width-1, 20);printf("w上 s下 a左 d右");gotoxy( width-1, 21);printf("下⼦: 空格键");gotoxy( width-1, 23);printf("玩家⼆移动键:");gotoxy( width-1, 24);printf("i上 k下 j左 l右");gotoxy( width-1, 25);printf("下⼦:回车键");gotoxy( width+1, 27);color(4);printf("退出键: Y");gotoxy( width+1, 29);color(6);printf("悔棋键: G");/*打印图框结束*/color(02);/*打印棋盘上的四个标记点*/gotoxy( 3*2+2 , 3*2+2);printf("*");gotoxy( (MAX_X-4)*2 , 3*2+2);printf("*");gotoxy( 3*2+2 , (MAX_Y-4)*2);printf("*");gotoxy( (MAX_X-4)*2 , (MAX_Y-4)*2); printf("*");/*打印结束*//*开始修边*//*gotoxy(width - 1, 0);printf(" ");gotoxy(width - 1, high - 1);printf(" ");*//*修边结束*//*打印地图完成*/}//打印动态游戏说明void game_Description(){//打印下图框内容gotoxy( 1, high+1);printf(" ");if(player == player1){gotoxy( 1, high+1);color(2);printf(" 玩家⼀下棋中..."); }else if(player == player2){gotoxy( 1, high+1);color(2);printf(" 玩家⼆下棋中..."); }}//初始化游戏位置数据void initMapState(){for(int i = 0 ; i < MAX_Y; i++){for(int j = 0; j < MAX_X; j++){pos[i][j] = 0;//初始状态全为空}}//注意光标的位置和存储在数组中的位置是不同的px = 7;py = 7;gotoxy(py*2+1,px*2+1);//初始位置}//数组记录下对应位置的状态void mapState(int qizi){ //2*px+1 = x //2*py+1 = y //px->0~14 //py->0~14if(px >= MAX_X || px < 0 || py >= MAX_Y || py < 0) return;//其他情况不可以记录状态pos[px][py] = qizi;}//判断是否可以落⼦int isGoPlay(){if(px >= MAX_X || px < 0 || py >= MAX_Y || py < 0)return 0;//其他情况不可以记录状态if(pos[px][py] == emptyPlayer){//说明⽆⼦return 1;}else{//说明有⼦return 0;}}//以落⼦处为中⼼,判断已经落⼦后的棋盘是否五⼦相连int hasGoPlay(int Player){ //分为两部分,先记录⼀部分的相同Player的个数//再记录下另余部分的个数,相加为相连棋⼦总个数 int port1 = 0, port2 = 0;int x, y, count;//上下查找x = px, y = py-1;while(pos[x][y]==Player && y >= 0){++port1;//上部分个数--y;//上移}y = py+1;while(pos[x][y]==Player && y < MAX_Y){++port2;//下部分个数++y;//下移}//计算总数count = port1 + port2 + 1;if(count >= 5) return 1;//左右查找port1 = 0, port2 = 0;x = px-1, y = py;while(pos[x][y]==Player && x >= 0){++port1;//上部分个数--x;//左移}x = px+1;while(pos[x][y]==Player && x < MAX_X){++port2;//下部分个数++x;//右移}//计算总数count = port1 + port2 + 1;if(count >= 5) return 1;//左上右下查找port1 = 0, port2 = 0;x = px-1, y = py-1;while(pos[x][y]==Player && x >= 0 && y >= 0){++port1;//上部分个数--x;//左移--y;//上移}x = px+1, y = py+1;while(pos[x][y]==Player && x < MAX_X && y < MAX_Y){++port2;//下部分个数++x;//右移++y;//下移}//计算总数count = port1 + port2 + 1;if(count >= 5) return 1;//右上左下查找port1 = 0, port2 = 0;x = px+1, y = py-1;while(pos[x][y]==Player && x < MAX_X && y >= 0){++port1;//上部分个数++x;//左移--y;//上移}x = px-1, y = py+1;while(pos[x][y]==Player && x >= 0 && y < MAX_Y){++port2;//下部分个数--x;//右移++y;//下移}//计算总数count = port1 + port2 + 1;if(count >= 5) return 1;return 0;}//落⼦ Player 1 2 0void goPlay(int Player, Stack* p){if(isGoPlay()){//说明可以落⼦mapState(Player);//将对应位置的情况记录在数组中if(hasGoPlay(Player)){//如果五⼦相连,则 gameovergameOver_player = Player; //记录此刻胜利玩家,结束游戏 }/*⼊栈*/push(p, px, py);/*⾓⾊切换*/if(Player == player1){player = player2;//切换成玩家1gotoxy(px*2+1, py*2+1 );//将光标移动到对应位置color(07);printf("X");//打印玩家1game_Description();// 动态说明}else if(Player == player2){player = player1;//切换成另⼀个玩家2gotoxy( px*2+1, py*2+1);//将光标移动到对应位置 color(07);printf("O");//打印玩家2game_Description();// 动态说明}}}//⼊栈void push(Stack* p, int x, int y){//将此刻的坐标⼊栈int top = p->top;++p->top;//移动栈针p->x[top] = x;p->y[top] = y;return;}//出栈void pop(Stack* p){int x, y;//出栈,移动栈顶指针//如果栈为空,则不弹出if(p->top <= 0) return;--p->top;int top = p->top;//记录下弹出的位置x = p->x[top];y = p->y[top];//在弹出位置打印空格gotoxy(x*2+1, y*2+1);printf(" ");//抹除记录pos[x][y] = 0;}//移动框void yiDongKuang(){//打印移动框gotoxy(px*2, py*2+1);color(11);printf("[");gotoxy(px*2+2, py*2+1);printf("]");//打印移动框结束if(pre_px != -1 && pre_py != -1){if(pre_px > px && pre_py == py){//当向左移动时//将上⼀个位置的右边保持原样gotoxy(pre_px*2+2, pre_py*2+1);color(2);printf("|");}else if(pre_px < px && pre_py == py){//当向右移动时//将上⼀个位置的左边保持原样gotoxy(pre_px*2, pre_py*2+1);color(2);printf("|");}else{//当向上下移动时//将上⼀个位置的左右边保持原样gotoxy(pre_px*2+2, pre_py*2+1);color(2);printf("|");gotoxy(pre_px*2, pre_py*2+1);color(2);printf("|");}}pre_px = px;pre_py = py;}//玩家1 移动void player1_move(Stack* p){char key;if (_kbhit())//检测是否按键{fflush(stdin);key = _getch();//保存按键game_Description();//动态说明}switch(key){case 'w': py--;yiDongKuang();break;//上case 'a': px--;yiDongKuang();break;//左case 'd': px++;yiDongKuang();break;//右case 's': py++;yiDongKuang();break;//下case ' ': goPlay(player1, p);break;//落⼦case 'y': gameOver_player = -2; gameOver();//退出游戏 case 'Y': gameOver_player = -2; gameOver();//退出游戏case 'g': pop(p); pop(p); break;//悔棋case 'G': pop(p); pop(p); break;//悔棋default: break;}//限制光标范围if(py < 0) py = MAX_Y-1;else if(py >= MAX_Y) py = 0;else if(px < 0) px = MAX_X-1;else if(px >= MAX_X) px = 0;gotoxy(2*py+1, 2*px+1);}//玩家2 移动void player2_move(Stack* p){char key;if (_kbhit())//检测是否按键{fflush(stdin);key = _getch();//保存按键game_Description();//动态说明}switch(key){case 'i': py--;yiDongKuang();break;//上case 'j': px--;yiDongKuang();break;//左case 'l': px++;yiDongKuang();break;//右case 'k': py++;yiDongKuang();break;//下case '\r': goPlay(player2, p);break;//落⼦case 'y': gameOver_player = -2; gameOver();//退出游戏case 'Y': gameOver_player = -2; gameOver();//退出游戏case 'g': pop(p); pop(p); break;//悔棋case 'G': pop(p); pop(p); break;//悔棋default: break;}//限制光标范围if(py < 0) py = MAX_Y-1;else if(py >= MAX_Y) py = 0;else if(px < 0) px = MAX_X-1;else if(px >= MAX_X) px = 0;gotoxy(2*px+1, 2*py+1);}//创建空栈Stack* createStack(){//申请空间Stack* p = (Stack* )malloc(sizeof(Stack));//如果未申请到空间if(p==NULL) return NULL;p->top = 0;//初始化栈顶return p;}//判断游戏是否结束int gameOver(){ //gamerOver_player -1 表⽰继续游戏 1 表⽰⽩⽅胜利 2 表⽰⿊⽅胜利 0 表⽰平局 //五⼦相连⼀⽅取胜 y->high ~ HiGH-1 x->0 ~ WIDTH-2if(gameOver_player == -1){return 1;}else if(gameOver_player == player1){//⽩⽅胜利gotoxy( 1, high+1);printf("玩家1胜利");return 0;}else if(gameOver_player == player2){//⿊⽅胜利gotoxy( 1, high+1);printf("玩家2胜利");return 0;}else if(gameOver_player == emptyPlayer){//棋盘满棋平局gotoxy( 1, high+1);printf("平局");return 0;}else if(gameOver_player == Unplayer){//中途退出gotoxy( 1, high+1);printf("正在退出游戏中...");exit(1);}return 1;}int main(){//调整游戏框system("mode con cols=48 lines=35");//打印地图map();//初始化游戏位置数据initMapState();//创建空栈Stack* p = createStack();//隐藏光标hide_cursor();//游戏循环控制移动while(gameOver()){//不断调换⼈物if(player == player1)player1_move(p);// 切换玩家1else if(player == player2)player2_move(p);// 切换玩家2}free(p);}以上就是本⽂的全部内容,希望对⼤家的学习有所帮助,也希望⼤家多多⽀持。
五子棋游戏 C语言 代码 源代码
![五子棋游戏 C语言 代码 源代码](https://img.taocdn.com/s3/m/13a0137031b765ce050814bf.png)
#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 五子棋编程
![C语言 五子棋编程](https://img.taocdn.com/s3/m/600db54f2e3f5727a5e9623a.png)
综合大作业编写一个五子棋游戏程序一般来说,我们开发一个软件时要经过以下步骤:一、确定软件的功能;二、定义核心数据结构;三、对整个软件进行功能模块划分;四、编写程序实现各功能模块;五、对源程序进行编译、调试,形成软件产品。
1、确定软件的功能:编写一个五子棋游戏程序,开发这个五子棋的程序只要能提供一个能下五子棋的棋盘就可以了,两个玩家可以在这个棋盘上交替行棋,当某玩家已经走成五子相连的局面时,程序应能判定他赢棋。
2、定义核心数据结构3、对整个软件进行功能模块划分4、编写程序实现各功能模块1)定义核心数据结构:/**********************************************************/ /* 棋盘交叉点坐标的数据结构*/ struct point{int x,y;};/**********************************************************/ /* 定义全局变量*/ int gPlayOrder; /* 指示当前行棋方*/ struct point gCursor; /* 光标在棋盘上的位置*/ char gChessBoard[19][19]; /* 用于记录棋盘上各点的状态*//**********************************************************/ /* 定义符号常量*//*定义画棋盘所需的制表符*/#define CROSSRU 0xbf /*右上角点*/#define CROSSLU 0xda /*左上角点*/#define CROSSLD 0xc0 /*左下角点*/#define CROSSRD 0xd9 /*右下角点*/#define CROSSL 0xc3 /*左边*/#define CROSSR 0xb4 /*右边*/#define CROSSU 0xc2 /*上边*/#define CROSSD 0xc1 /*下边*/#define CROSS 0xc5 /*十字交叉点*//*定义棋盘左上角点在屏幕上的位置*/#define MAPXOFT 5#define MAPYOFT 2/*定义1号玩家的操作键键码*/#define PLAY1UP 0x1157/*上移--'W'*/#define PLAY1DOWN 0x1f53/*下移--'S'*/#define PLAY1LEFT 0x1e41/*左移--'A'*/#define PLAY1RIGHT 0x2044/*右移--'D'*/#define PLAY1DO 0x3920/*落子--空格键*//*定义2号玩家的操作键键码*/#define PLAY2UP 0x4800/*上移--方向键up*/#define PLAY2DOWN 0x5000/*下移--方向键down*/ #define PLAY2LEFT 0x4b00/*左移--方向键left*/#define PLAY2RIGHT 0x4d00/*右移--方向键right*/ #define PLAY2DO 0x1c0d/*落子--回车键Enter*//*若想在游戏中途退出, 可按Esc 键*/#define ESCAPE 0x011b/*定义棋盘上交叉点的状态, 即该点有无棋子*//*若有棋子, 还应能指出是哪个玩家的棋子*/#define CHESSNULL 0 /*没有棋子*/#define CHESS1 'O'/*一号玩家的棋子*/#define CHESS2 'X'/*二号玩家的棋子*//*定义按键类别*/#define KEYEXIT 0 /*退出键*/#define KEYFALLCHESS 1 /*落子键*/#define KEYMOVECURSOR 2 /*光标移动键*/#define KEYINV ALID 3 /*无效键*//*定义符号常量: 真, 假--- 真为1, 假为0 */#define TRUE 1#define FALSE 02)初始化/**************************************************************//* 程序的初始化模块是用函数Init来实现的。
用C编写一个五子棋游戏
![用C编写一个五子棋游戏](https://img.taocdn.com/s3/m/082ab66cb5daa58da0116c175f0e7cd18425181c.png)
用C编写一个五子棋游戏五子棋,又称连珠棋、五目棋,是一种源于中国古代的传统策略棋类游戏。
其规则简单,但却充满足智慧和挑战性。
在本文中,我将介绍如何用C语言编写一个基于控制台的五子棋游戏。
一、游戏规则五子棋游戏的目标是在棋盘上先形成连续的五个棋子。
棋盘由15×15个网格组成,玩家轮流在空白格上下子。
第一个连成五个棋子的玩家即为胜利者。
二、游戏实现为了编写五子棋游戏,我们需要运用C语言中的某些基本概念和技巧。
首先,我们需要使用二维数组来表示棋盘。
每个格子可以用空格、黑子或白子来表示。
接下来,我们需要使用循环来实现玩家间的轮流下子。
通过判断每个下子位置是否满足游戏规则来决定是否胜利。
下面是一个简单的五子棋游戏的C代码示例:```c#include <stdio.h>#define SIZE 15char board[SIZE][SIZE];void init_board() {for (int i = 0; i < SIZE; i++) {for (int j = 0; j < SIZE; j++) { board[i][j] = ' ';}}}void print_board() {printf(" ");for (int i = 0; i < SIZE; i++) { printf("%2d", i);}printf("\n");for (int i = 0; i < SIZE; i++) { printf("%2d", i);for (int j = 0; j < SIZE; j++) { printf("%2c", board[i][j]); }printf("\n");}}int is_valid_move(int x, int y) {return (x >= 0 && x < SIZE && y >= 0 && y < SIZE && board[x][y] == ' ');}int is_winner(int x, int y, char player) {int dx[] = {-1, 0, 1, 1};int dy[] = {1, 1, 1, 0};for (int i = 0; i < 4; i++) {int count = 1;int nx = x;int ny = y;while (count < 5) {nx += dx[i];ny += dy[i];if (nx >= 0 && nx < SIZE && ny >= 0 && ny < SIZE && board[nx][ny] == player) {count++;} else {break;}}if (count == 5) {return 1;}}return 0;}int main() {init_board();print_board();int x, y;char player = 'X';while (1) {printf("Player %c's turn. Enter x y: ", player); scanf("%d %d", &x, &y);if (is_valid_move(x, y)) {board[x][y] = player;print_board();if (is_winner(x, y, player)) {printf("Player %c wins!\n", player);break;}player = (player == 'X') ? 'O' : 'X';} else {printf("Invalid move. Please try again.\n");}}return 0;}```以上代码仅为五子棋游戏的简单实现,还有许多细节和优化可以添加。
c语言简易五子棋cmd程序代码
![c语言简易五子棋cmd程序代码](https://img.taocdn.com/s3/m/86f865f7aef8941ea66e0509.png)
p=0;
}
}
p=0;
k=panding(i,j,h,s);/*判定*//*用上面定义的panding()判定这个子是否与其他子相连大于等于5个*/
}
while(b==2&&k==0)/*白棋步骤与黑棋类似*/
char h=2,w=1;/*用于上面panding()函数的输入,在上一个函数最后需要输入来判定胜利的是黑子还是白子*/
while(i<25)/*将横向数组用‘+’和‘ ’间隔表示*/
{
while(j<=50)
{
s[i][j]='+';/*将可以下子的位置显示为‘+’方便计算和观察*/
while(b==1&&k==0)/*在黑子步骤且无人胜利的情况下进行黑子步骤*/
{
printf("请下黑棋\n");
while(p==0)/*下子之前计算好输入值如实际值的对应,这里用循环是需要判定输入的坐标是否符合要求,如不符合则循环输入直到符合为止*/
{
while(p=;p);
if(p==1)
{
k=0;
b=1;
p=1;
i=0;
j=0;
while(i<25)
{
{
printf("请下白棋\n");
while(p==0)
{
scanf("%d%d",&j,&i);
if(s[24-i][j*2]=='+'&&i>0&&i<25&&j>0&&j<25)
五子棋c语言版
![五子棋c语言版](https://img.taocdn.com/s3/m/e20fd86e58fafab069dc0214.png)
#include<stdio.h>#include<string.h>#include<time.h>#include<stdlib.h>#define N 19int i,j,k,size=N;int isBlack=1;//当前是黑方下子 isBlack=1 若为白方下子 isBlack=0char state[N][N];char x,y,temp[10];char c; //用来存放显示黑白子的变量void printState();void startGame(){//printf("\n潇洒菠菜提示:此功能待开发...\n");//当前初始化面板。
for(i=0;i<size;i++){for(j=0;j<size;j++){state[i][j]='*';}}printState();while(1){printf("\n\t请%s方下子:",isBlack?"黑":"白");fflush(stdin);scanf("%s",temp);if(!strcmp(strupr(temp),"OUT")) //如果在下的过程中输入OUT 的话就返回主菜单{system("cls");return;}if(!strcmp(temp,"BACK")) //悔棋... BACK{i=x-'A'; //这里i和j承担过循环控制变量!需要重新初始化j=y-'A';state[i][j]='*';printState();printf("\t 观棋不语真君子,落子不悔大丈夫!\n");isBlack=!isBlack;continue;}if(!strcmp(temp,"LOSE")) //认输... LOSE{printf("\n\t潇洒菠菜提示:%s方认输,%s方胜!\n\n",isBlack?"黑":"白",isBlack?"白":"黑");return;}x=temp[0]; //取前两个字符做处理。
【精品】c游戏之五子棋程序
![【精品】c游戏之五子棋程序](https://img.taocdn.com/s3/m/39eeab9a7e21af45b207a899.png)
【关键字】精品★c#游戏之五子棋程序前几天没事,写了一个小程序,可以用于学习C#。
程序使用了环境编译,你的机器只要安装了.NET Framework SDK就能够运行。
namespace Leimom.FiveChess{using System;using System.Drawing;using System.Collections;using ponentModel;using System.WinForms;using System.Data;////// Summary description for Form1.///public class FiveForm :{////// Required designer variable.///private components;private imageListbw;//define the hot Rectangleprivate Rectangle[] pointSquares;//chess informationprivate int[] chessTable;private int nextTurn;private const int bTurn = 1;private const int wTurn = 2;private Stack chessIndex;public FiveForm(){//// Required for Windows Form Designer support//InitializeComponent();//// TODO: Add any constructor code after InitializeComponent call//chessIndex = new Stack();nextTurn = bTurn;chessTable = new int[225];pointSquares = new Rectangle[225];Size size = new Size(18,18);int x = 0;int y = 0;for(int i = 0;i < 225;i++){x = i%15;y = i/15;pointSquares[i].Size = size;pointSquares[i].Offset(9+x*20,6+y*20); chessTable[i] = 0;}}protected override void OnPaint(PaintEventArgs e) {//you may paintGraphics g = e.Graphics;}protected override void OnMouseDown( e){switch( e.Button ){//take left button downcase MouseButtons.Left:OnLButtonDown(new Point(e.X,e.Y));break;//take right button downcase MouseButtons.Right:OnRButtonDown(new Point(e.X,e.Y));break;}base.OnMouseDown(e);}private void OnLButtonDown(Point p){int nPos = GetRectID(p);//click hot Rectangle witch have no chessif(nPos != -1&&chessTable[nPos] == 0){Graphics g = this.CreateGraphics();if(nextTurn==bTurn){//draw white chessDrawBlack(g,nPos);chessTable[nPos] = bTurn;nextTurn = wTurn;chessIndex.Push(bTurn);chessIndex.Push(nPos);}else{//draw Black chessDrawWhite(g,nPos);chessTable[nPos] = wTurn;nextTurn = bTurn;chessIndex.Push(wTurn);chessIndex.Push(nPos);}g.Dispose();//witch winCheckGameResult(nPos,nextTurn);}}private void CheckGameResult(int nPos,int nextTurn){//witch winStack isFive = new Stack();int thisTurn = (nextTurn == bTurn)?wTurn:bTurn;int x = nPos%15;int y = nPos/15;//scan x have fivefor(int i=0;i<15;i++){if(chessTable[y*15+i] == thisTurn){isFive.Push(y*15+i);if(isFive.Count == 5){MessageBox.Show("Game Over","Notes",MessageBox.OK); ReSetGame();return;}}else{isFive.Clear();}}isFive.Clear();//scan y have fivefor(int i=0;i<15;i++){if(chessTable[i*15+x] == thisTurn){isFive.Push(i*15+x);if(isFive.Count == 5){MessageBox.Show("Game Over","Notes",MessageBox.OK); ReSetGame();return;}}else{isFive.Clear();}}isFive.Clear();//scan x=y have fivefor(int i=-14;i<15;i++){if(x+i<0||x+i>14||y-i<0||y-i>14){continue;}else{if(chessTable[(y-i)*15+x+i] == thisTurn){isFive.Push((y-i)*15+x+i);if(isFive.Count == 5){MessageBox.Show("Game Over","Notes",MessageBox.OK); ReSetGame();return;}}else{isFive.Clear();}}}isFive.Clear();//scan x=-y have fivefor(int i=-14;i<15;i++){if(x+i<0||x+i>14||y+i<0||y+i>14){continue;}else{if(chessTable[(y+i)*15+x+i] == thisTurn){isFive.Push((y+i)*15+x+i);if(isFive.Count == 5){MessageBox.Show("Game Over","Notes",MessageBox.OK); ReSetGame();return;}}else{isFive.Clear();}}}isFive.Clear();}private void ReSetGame(){//reset gamenextTurn = bTurn;for(int i=0;i<225;i++){chessTable[i] = 0;}this.Invalidate();}private int GetRectID(Point p){//get witch rectangle clickfor(int i = 0;i < 225;i++){if(pointSquares[i].Contains( p ))return i;}}return -1;}private void OnRButtonDown(Point p){//regret chessint nPos,x,y;if(chessIndex.Count != 0){nPos = (int)chessIndex.Pop();x = nPos%15;y = nPos/15;chessTable[nPos] = 0;nextTurn = (int)chessIndex.Pop();this.Invalidate(new Rectangle(new Point(8+x*20,5+y*20),new Size(20,20))); }}private void DrawBlack(Graphics g,int nPos){//draw Black chessint x,y;x = nPos%15;y = nPos/15;imageListbw.DrawImage(g,8+20*x,5+20*y,20,20,0,0);}private void DrawWhite(Graphics g,int nPos){//draw White chessint x,y;x = nPos%15;y = nPos/15;imageListbw.DrawImage(g,8+20*x,5+20*y,20,20,0,1);}////// Clean up any resources being used.///public override void Dispose(){base.Dispose();components.Dispose();}/// Required method for Designer support - do not modify/// the contents of this method with the code editor.///private void InitializeComponent(){resources = new (typeof(FiveForm));ponents = new ();this.imageListbw = new ();//@this.TrayHeight = 90;//@this.TrayLargeIcon = false;//@this.TrayAutoArrange = true;//@imageListbw.SetLocation (new (7, 7));imageListbw.ImageSize = new (20, 20);imageListbw.ImageStream = ( resources.GetObject ("imageListbw.ImageStream");imageListbw.ColorDepth = ;imageListbw.TransparentColor = ;this.Text = "FiveForm";this.MaximizeBox = false;this.AutoScaleBaseSize = new (6, 14);this.BorderStyle = ;this.BackgroundImage = ( resources.GetObject ("$this.BackgroundImage");this.TransparencyKey = ;this.ClientSize = new (314, 311);}////// The main entry point for the application.///public static int Main(string[] args){Application.Run(new FiveForm());return 0;}}}此文档是由网络收集并进行重新排版整理.word可编辑版本!。
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char *Draw_Piece(int i, int j)
{
if (Piece[i][j] == 1)
return "●";
else if (Piece[i][j] == 2)
return "○";
else if (i == 0 && j == 0)
{
printf(Draw_Piece(i, j));
printf(Piece_HGap(i, j));
}
}
else
{
printf(" ");
for (j = 0; j < MAX; j++)
{
printf(Draw_Piece(i, j));
{
Print_Result();
system("pause");
break;
}
Exchange_Player();
}
}
return 0;
}
if (Y_Cursor == -1)
break;
else
Y_Cursor--;
else if (Move_Step == 'd' || Move_Step == 'D')
if (Y_Cursor == MAX - 2)
break;
else
while (Piece[i + 1][j] == Current_Player)
{
Count_Left++;
j--;
}
i = X_Cursor, j = Y_Cursor;
while (Piece[i + 1][j + 2] == Current_Player)
{
i++;
}
return Count_Up + Count_Down + 1;
}
int DU_Check()
{
int Count_DU = 0, Count_DD = 0;
int i = X_Cursor, j = Y_Cursor;
while (Piece[i][j + 2] == Current_Player)
else
return "┼";
}
char *Piece_HGap(int i, int j)
{
if (j == MAX - 1)
return "\n";
if (i == 0 || i == MAX - 1)
return "━";
else
return "—";
while (Piece[i][j + 1] == Current_Player)
{
Count_Up++;
i--;
}
i = X_Cursor, j = Y_Cursor;
while (Piece[i + 2][j + 1] == Current_Player)
{
Count_Down++;
printf(Piece_HGap(i, j));
}
printf(" ");
for (k = 0; k < MAX; k++)
{
printf(Piece_VGap(i, k));
printf(Draw_Cursor(i, k));
}
#include<stdio.h> //Ingredients: ● ○ — ━ │ ┃ ┛ ┓ ┏ ┗ ┼ ┷ ┯ ┨ ┠
#include<stdlib.h>
#define MAX 15
int Piece[MAX][MAX] = {0};
int X_Cursor = 6, Y_Cursor = 6;
puts("Instructions: w,s,a,d respectively represents up,down,left,right!");
for (i = 0; i < MAX; i++)
if (i == MAX - 1)
{
printf(" ");
for (j = 0; j < MAX; j++)
X_Cursor--;
else if (Move_Step == 's' || Move_Step == 'S')
if (X_Cursor == MAX - 2)
break;
else
X_Cursor++;
else if (Move_Step == 'a' || Move_Step == 'A')
}
char *Piece_VGap(int i, int k)
{
if (k== 0 || k== MAX - 1)
return "┃";
else
return "│";
}
char *Draw_Cursor(int i, int k)
{
if (k == MAX - 1)
Y_Cursor++;
else
break;
}
}
int Move_Piece()
{
if (Piece[X_Cursor + 1][Y_Cursor + 1] == 0)
{
Piece[X_Cursor + 1][Y_Cursor + 1] = Current_Player;
}
int DD_Check()
{
int Count_DU = 0, Count_DD = 0;
int i = X_Cursor, j = Y_Cursor;
while (Piece[i][j] == Current_Player)
{
Count_DU++;
i--;
j--;
}
}
void Move_Cursor()
{
while (1)
{
char Move_Step = getchar();
if (Move_Step == 'w' || Move_Step == 'W')
if (X_Cursor == -1)
break;
else
system("mode con cols=65 lines=35");
system("color 30");
Draw_Board();
while (1)
{
Move_Cursor();
if (Move_Piece())
{
Draw_Board();
if (Check_Result())
{
case 1:
printf("● wins\n");
break;
case 2:
printf("○ wins\n");
break;
default:
break;
}
}
int main()
{
system("title SIMPLE GOMOKU");
return "┏";
else if (i == 0 && j == MAX - 1)
return "┓";
else if (i == MAX - 1 && j == 0)
return "┗";
else if (i == MAX - 1 && j == MAX - 1)
return "┗";
else if (i == X_Cursor + 1 && k == Y_Cursor + 1)
return "┛";
else
return " ";
}
void Draw_Board()
{
int i, jห้องสมุดไป่ตู้ k;
system("cls");
return "\n";
if (i == X_Cursor&&k == Y_Cursor)
return "┏";
else if (i == X_Cursor&&k == Y_Cursor + 1)
return"┓";
else if (i == X_Cursor + 1 && k == Y_Cursor)
{
if (H_Check() == 5 || V_Check() == 5 || DU_Check() == 5 || DD_Check() == 5)
return 1;