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? ? ?为了能够快速上手一门语言,我们往往在学习了基本语法后,采用写一个小项目的方式来加深理解语言的语法及运用,本文采用c++去实现对战AI五子棋,采用面向对象开发的一款游戏,里面应用了类和对象以及vector容器等知识。
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我们这里创建四个类(可以简单的理解为加强版的结构体),玩家类、AI类、棋盘类、棋盘控制类,将玩家类、AI类、棋盘类作为参数传给棋盘控制类,棋盘控制类获取这三个类的信息,从而可以控制游戏的运行,而玩家和AI要进行下棋操作时,需要棋盘信息,所以在玩家和AI类设置棋盘类。
根据上面分析,我们搭建好框架,先实现棋盘类功能,再实现AI和玩家类,最后实现棋盘控制类
#include<graphics.h>//eaysx头文件
#include<vector>
using namespace std;
enum GameResult { BLACK_WIN,WHITE_WIN,DRAW ,CONTINUE};
class checkerboard
{
public:
//构造函数初始化成员变量
checkerboard(int BoardSize, int margin_x, int margin_y, float ChessSize)
{
this->BoardSize = BoardSize;//几线棋盘
this->margin_x=margin_x;
this->margin_y = margin_y;
this->ChessSize = ChessSize;//棋子大小
//加载黑子和白子图片到黑子和白子变量
loadimage(&BLACK_IMG, "res/black.png", ChessSize, ChessSize, true);
loadimage(&WHITE_IMG, "res/white.png", ChessSize, ChessSize, true);
//棋盘初始化
for (int i = 0; i < ChessSize; i++)
{
vector<int> row;
for (int j = 0; j < ChessSize; j++)
{
row.push_back(0);
}
BoardMap.push_back(row);
}
gameresult= CONTINUE;
}
int BoardSize;//棋盘大小
float ChessSize;//棋子大小
vector<vector<int>> BoardMap;//表示棋盘落子情况
private:
IMAGE BLACK_IMG;//黑棋图片变量
IMAGE WHITE_IMG;//白棋图片变量
int margin_x;//左侧边界45
int margin_y;//右侧边界45
};
注:
这个初始化函数和棋盘类构造函数的初始化一样,为什么再初始化一次呢?因为我们后面进行游戏运行时,一局结束,再来一局还需要再调用一次棋盘初始化,而定义棋盘类只能调用一次构造函数,所以再创一个棋盘类初始化函数
pubilc:
void Init();//棋盘初始化
void checkerboard::Init()
{
initgraph(L, W, 1);//窗口大小
//加载到窗口棋盘图片
loadimage(0, "res/棋盘2.jpg", L,W,true);
//播放声音
/* mciSendString("play res/start.WAV", 0, 0, 0);*/
//加载黑子和白子图片到黑子和白子变量
//loadimage(&BLACK_IMG, "res/black.png", ChessSize, ChessSize, true);
//loadimage(&WHITE_IMG, "res/white.png", ChessSize, ChessSize, true);
//后面没有调用构造函数,调用初始化,所有在这里还需要对容器归0
for (int i = 0; i < ChessSize; i++)
{
for (int j = 0; j < ChessSize; j++)
{
BoardMap[i][j] = 0;
}
}
gameresult = CONTINUE;
}
注:
虽然代码很长,但是思路很简单,先计算点击位置(x,y) 附近的4个落棋位置的实际坐标位置,然后再计算点击位置到这四个落棋位置之间的距离,如果落棋位置与点击位置距离小于棋子大小的0.4倍,就认为这个落棋位置是玩家想要落棋的位置,存储在pos中。若此时该位置没有其他棋子,则为有效点击,返回真。
棋盘类外:
//落子位置
struct ChessPos
{
int row;
int col;
};
enum chess_type{CHESS_WHITE=-1,CHESS_BLACK=1};
棋盘类内:
public:
bool ClickBord(int x, int y, ChessPos& pos);//检查有效点击
bool checkerboard::ClickBord(int x, int y, ChessPos& pos)
{
//保证在棋盘内
if (x >= margin_x && x <= (L - margin_x) && y >= margin_y && y <= (W - margin_y))
{
int col = (x - margin_x) / ChessSize;
int row = (y - margin_y) / ChessSize;
//该位置左上角的交点的坐标
int LTPos_x = margin_x + ChessSize * col;
int LTPos_y = margin_y + ChessSize * row;
int critical = ChessSize * 0.4;//临界值
//鼠标点击位置与右上角交点之间的距离
int distance1 = sqrt((x - LTPos_x) * (x - LTPos_x) + (y - LTPos_y) * (y - LTPos_y));//勾股定理
//该位置右上角的交点的坐标
int RTPos_x = LTPos_x + ChessSize;
int RTPos_y = LTPos_y;
//鼠标点击位置与右上角交点之间的距离
int distance2 = sqrt((x - RTPos_x) * (x - RTPos_x) + (y - RTPos_y) * (y - RTPos_y));//勾股定理
//该位置左下角的交点的坐标
int LDPos_x = LTPos_x;
int LDPos_y = LTPos_y + ChessSize;
//鼠标点击位置与左下角交点之间的距离
int distance3 = sqrt((x - LDPos_x) * (x - LDPos_x) + (y - LDPos_y) * (y - LDPos_y));//勾股定理
//该位置右下角的交点的坐标
int RDPos_x = LTPos_x + ChessSize;
int RDPos_y = LTPos_y + ChessSize;
//鼠标点击位置与右下角交点之间的距离
int distance4 = sqrt((x - RDPos_x) * (x - RDPos_x) + (y - RDPos_y) * (y - RDPos_y));//勾股定理
if (distance1 <= critical)
{
pos.col = col;
pos.row = row;
if (BoardMap[pos.row][pos.col] == 0)//该坐标没有棋子
{
return true;
}
return false;
}
else if (distance2 <= critical)
{
pos.col = col + 1;
pos.row = row;
if (BoardMap[pos.row][pos.col] == 0)//该坐标没有棋子
{
return true;
}
return false;
}
else if (distance3 <= critical)
{
pos.col = col;
pos.row = row + 1;
if (BoardMap[pos.row][pos.col ] == 0)//该坐标没有棋子
{
return true;
}
return false;
}
else if (distance4 <= critical)
{
pos.col = col + 1;
pos.row = row + 1;
if (BoardMap[pos.row ][pos.col] == 0)//该坐标没有棋子
{
return true;
}
return false;
}
else
{
return false;
}
}
else
{
return false;
}
}
功能:实现记录最后一次落子的位置以及最后一次下棋是玩家方还是AI方,在棋盘二维数组记录落子数据。
?棋盘类外:
//落子位置
struct ChessPos
{
int row;
int col;
};
enum chess_type{CHESS_WHITE=-1,CHESS_BLACK=1};
棋盘类内:
public:
void PlayChess(ChessPos& pos,chess_type type);//下棋
void checkerboard::PlayChess(ChessPos& pos, chess_type type)
{
int x = margin_x + ChessSize * pos.col-ChessSize*0.5;
int y = margin_y + ChessSize * pos.row- ChessSize *0.5;
BoardMap[pos.row][pos.col] = type;
lastpos.row = pos.row;
lastpos.col = pos.col;
lasttype = type;
if (type == CHESS_BLACK)
{
putimagePNG(x, y, &BLACK_IMG);
}
else
{
putimagePNG(x, y, &WHITE_IMG);
}
}
bool BoardFull();
bool checkerboard::BoardFull()
{
for (int row = 0; row < BoardSize; row++)
{
for (int col = 0; col < BoardSize; col++)
{
if (BoardMap[row][col] == 0)//棋盘没满
{
return false;
}
}
}
return true;
}
?棋盘类外:
enum GameResult { BLACK_WIN,WHITE_WIN,DRAW ,CONTINUE};
?棋盘类内:?
private:
GameResult gameresult;
GameResult IsWin();
GameResult checkerboard::IsWin()
{
bool boardfull = BoardFull();
//每个方向记连续棋子个数
int Black_Num = 0;
int White_Num = 0;
if (lasttype == CHESS_BLACK)//黑子方
{
//计算四个方向是否有5个
for (int i = 0; i <= 1; i++)//分横,竖,上斜,下斜4个方向
{
for (int j = -1; j <= 1; j++)
{
//每个方向记连续棋子个数
Black_Num = 0;
White_Num = 0;
if ((i == 0 && j == 0) || (i == 0 && j == 1))
{
continue;
}
for (int k = 1; k <= 4; k++)//最多判断五个子,四个方向中的单向
{
int Cur_row = lastpos.row + i * k;
int Cur_col = lastpos.col + j * k;
if (Cur_row >= 0 && Cur_row < BoardSize &&
Cur_col >= 0 && Cur_col < BoardSize &&
BoardMap[Cur_row][Cur_col] == CHESS_BLACK)
{
Black_Num++;
}
else//超出棋盘或者是白子或者空白
{
break;
}
}
for (int k = 1; k <= 4; k++)//最多判断五个子,四个方向中单向的另一个方向
{
int Cur_row = lastpos.row - i * k;
int Cur_col = lastpos.col - j * k;
if (Cur_row >= 0 && Cur_row < BoardSize &&
Cur_col >= 0 && Cur_col < BoardSize &&
BoardMap[Cur_row][Cur_col] == CHESS_BLACK)
{
Black_Num++;
}
else//超出棋盘或者是白子或者空白
{
break;
}
}
//判断游戏状态
if (Black_Num == 4)//5个黑子,游戏结束
{
return BLACK_WIN;
}
else
{
if (boardfull)
{
return DRAW;
}
}
}
}
}
else//白子方
{
//计算四个方向是否有5个
for (int i = 0; i <= 1; i++)//分横,竖,上斜,下斜4个方向
{
for (int j = -1; j <= 1; j++)
{
//每个方向记连续棋子个数
Black_Num = 0;
White_Num = 0;
if ((i == 0 && j == 0) || (i == 0 && j == 1))
{
continue;
}
for (int k = 1; k <= 4; k++)//最多判断五个子,四个方向中的单向
{
int Cur_row = lastpos.row + i * k;
int Cur_col = lastpos.col + j * k;
if (Cur_row >= 0 && Cur_row < BoardSize &&
Cur_col >= 0 && Cur_col < BoardSize &&
BoardMap[Cur_row][Cur_col] == CHESS_WHITE)
{
White_Num++;
}
else//超出棋盘或者是黑子或者空白
{
break;
}
}
for (int k = 1; k <= 4; k++)//最多判断五个子,四个方向中单向的另一个方向
{
int Cur_row = lastpos.row - i * k;
int Cur_col = lastpos.col - j * k;
if (Cur_row >= 0 && Cur_row < BoardSize &&
Cur_col >= 0 && Cur_col < BoardSize &&
BoardMap[Cur_row][Cur_col] == CHESS_WHITE)
{
White_Num++;
}
else//超出棋盘或者是黑子或者空白
{
break;
}
}
//判断游戏状态
if (White_Num == 4)//5个白子,游戏结束
{
return WHITE_WIN;
}
else
{
if (boardfull)
{
return DRAW;
}
}
}
}
}
return CONTINUE;
}
bool CheckOver();//检查游戏是否结束?
bool checkerboard::CheckOver()
{
gameresult = IsWin();
if (gameresult == BLACK_WIN)
{
Sleep(2000);
loadimage(0, "res/胜利.jpg",W,L,true);
//播放声音
mciSendString("play res/胜利.mp3", 0, 0, 0);
_getch();
return true;
}
else if (gameresult == WHITE_WIN)
{
Sleep(2000);
loadimage(0, "res/失败.jpg",W , L, true);
//播放声音
mciSendString("play res/失败.mp3", 0, 0, 0);
_getch();//暂停,按任意键继续
return true;
}
else if (gameresult == DRAW)
{
Sleep(2000);
loadimage(0, "res/平局.png",W , L , true);
_getch();
return true;
}
else//继续游戏
{
return false;
}
}
#include"checkerboard.h"
#include"AI.h"
class chess_player
{
public:
chess_player(checkerboard& checkerboard)
{
this->checkerboard = &checkerboard;
}
void go();
private:
checkerboard* checkerboard;
};
void go();
void chess_player::go()
{
ChessPos pos;
while (1)
{
MOUSEMSG mousemsg = GetMouseMsg();//鼠标信息结构体变量
bool click_board = checkerboard->ClickBord(mousemsg.x, mousemsg.y, pos);
if (mousemsg.uMsg == WM_LBUTTONDOWN &&click_board )//用到checkboard对象的成员
{
printf("%d,%d\n", pos.row, pos.col);
break;
}
}
checkerboard->PlayChess(pos, CHESS_BLACK);//黑子下棋的位置(渲染和记录)
}
#include"checkerboard.h"
#include<vector>
class AI
{
public:
AI(checkerboard& checkerboard)//AI构造函数
{
this->checkerboard = &checkerboard;
for (int i = 0; i <checkerboard.ChessSize; i++)
{
vector<int> row;
for (int j = 0; j <checkerboard.ChessSize; j++)
{
row.push_back(0);
}
ScoreMap.push_back(row);
}
}
void go();
private:
checkerboard* checkerboard;
vector<vector<int>> ScoreMap;
void CalculateScore();
ChessPos MaxScore();
};
计算棋盘空白位置的权值,首先对该位置的横、竖、上斜、下斜四个方位做判断,以该位置为起点,每个方位只需要在单方向上判断4个棋子位,反方向判断四个棋子位,统计连续的白子或者黑子个数,根据下面的表格给出相应权重值,选择出累计权值最高的位置为AI落子点。
private:
vector<vector<int>> ScoreMap;
void CalculateScore();
void AI::CalculateScore()
{
int Black_Num = 0;
int White_Num = 0;
int Empty_Num = 0;
for(int row=0;row<checkerboard->BoardSize;row++)
for (int col = 0; col< checkerboard->BoardSize; col++)
{
if (checkerboard->BoardMap[row][col] != 0)//有棋子,则跳过判断
{
continue;
}
//先假设下黑子,计分情况
for (int i = 0; i <= 1; i++)//分横,竖,上斜,下斜4个方向
{
for (int j = -1; j <= 1; j++)
{
//每个方向记连续棋子个数
Black_Num = 0;
White_Num = 0;
Empty_Num = 0;
if ((i == 0 && j == 0) || (i ==0 && j == 1))
{
continue;
}
for (int k = 1; k <= 4; k++)//最多判断五个子,四个方向中的单向
{
int Cur_row = row + i * k;
int Cur_col = col + j * k;
if (Cur_row>=0&&Cur_row<checkerboard->BoardSize&&
Cur_col>=0&&Cur_col<checkerboard->BoardSize&&
checkerboard->BoardMap[Cur_row][Cur_col] == CHESS_BLACK)
{
Black_Num++;
}
else if(Cur_row >= 0 && Cur_row < checkerboard->BoardSize &&
Cur_col >= 0 && Cur_col < checkerboard->BoardSize &&
checkerboard->BoardMap[Cur_row][Cur_col] ==0)
{
Empty_Num++;
break;
}
else//超出棋盘或者是白子
{
break;
}
}
for (int k = 1; k <= 4; k++)//最多判断五个子,四个方向中单向的另一个方向
{
int Cur_row = row - i * k;
int Cur_col = col - j * k;
if (Cur_row >= 0 && Cur_row < checkerboard->BoardSize &&
Cur_col >= 0 && Cur_col < checkerboard->BoardSize &&
checkerboard->BoardMap[Cur_row][Cur_col] == CHESS_BLACK)
{
Black_Num++;
}
else if (Cur_row >= 0 && Cur_row < checkerboard->BoardSize &&
Cur_col >= 0 && Cur_col < checkerboard->BoardSize &&
checkerboard->BoardMap[Cur_row][Cur_col] == 0)
{
Empty_Num++;
break;
}
else//超出棋盘或者是白子
{
break;
}
}
//该位置的得分情况
if (Black_Num == 1)//2个黑子
{
ScoreMap[row][col] += 10;
}
else if (Black_Num == 2)//连续三个黑子
{
if (Empty_Num == 1)
{
ScoreMap[row][col] += 30;
}
else if(Empty_Num==2)
{
ScoreMap[row][col] += 40;
}
}
else if (Black_Num == 3)//连续4个黑子
{
if (Empty_Num == 1)
{
ScoreMap[row][col] += 60;
}
else if (Empty_Num == 2)
{
ScoreMap[row][col] += 200;
}
}
else if (Black_Num == 4)//连续5个黑子
{
ScoreMap[row][col] += 20000;
}
}
}
//假设该位置下白子,计分情况
for (int i = 0; i <= 1; i++)//分横,竖,上斜,下斜4个方向
{
for (int j = -1; j <= 1; j++)
{
//每个方向记连续棋子个数
Black_Num = 0;
White_Num = 0;
Empty_Num = 0;
if ((i == 0 && j == 0) || (i == 0 && j == 1))
{
continue;
}
for (int k = 1; k <= 4; k++)//最多判断五个子,四个方向中的单向
{
int Cur_row = row + i * k;
int Cur_col = col + j * k;
if (Cur_row >= 0 && Cur_row < checkerboard->BoardSize &&
Cur_col >= 0 && Cur_col < checkerboard->BoardSize &&
checkerboard->BoardMap[Cur_row][Cur_col] == CHESS_WHITE)
{
White_Num++;
}
else if (Cur_row >= 0 && Cur_row < checkerboard->BoardSize &&
Cur_col >= 0 && Cur_col < checkerboard->BoardSize &&
checkerboard->BoardMap[Cur_row][Cur_col] == 0)
{
Empty_Num++;
break;
}
else//超出棋盘或者是黑子
{
break;
}
}
for (int k = 1; k <= 4; k++)//最多判断五个子,四个方向中单向的另一个方向
{
int Cur_row = row - i * k;
int Cur_col = col - j * k;
if (Cur_row >= 0 && Cur_row < checkerboard->BoardSize &&
Cur_col >= 0 && Cur_col < checkerboard->BoardSize &&
checkerboard->BoardMap[Cur_row][Cur_col] == CHESS_WHITE)
{
White_Num++;
}
else if (Cur_row >= 0 && Cur_row < checkerboard->BoardSize &&
Cur_col >= 0 && Cur_col < checkerboard->BoardSize &&
checkerboard->BoardMap[Cur_row][Cur_col] == 0)
{
Empty_Num++;
break;
}
else//超出棋盘或者是黑子
{
break;
}
}
//该位置的得分情况
if (White_Num == 0)//1个白子
{
ScoreMap[row][col] += 5;
}
else if (White_Num == 1)//连续2个白子
{
ScoreMap[row][col] += 10;
}
else if (White_Num == 2)//连续3个白子
{
if (Empty_Num == 1)
{
ScoreMap[row][col] += 25;
}
else if (Empty_Num == 2)
{
ScoreMap[row][col] += 50;
}
}
else if (White_Num == 3)//连续4个白子
{
if (Empty_Num == 1)
{
ScoreMap[row][col] += 55;
}
else if (Empty_Num == 2)
{
ScoreMap[row][col] += 300;
}
}
else if (White_Num == 4)//连续5个白子
{
ScoreMap[row][col] += 30000;
}
}
}
}
}
private:
ChessPos MaxScore();
ChessPos AI::MaxScore()
{
int max = 0;
vector<ChessPos> maxscore_pos;
ChessPos pos;
CalculateScore();
for (int row = 0; row < checkerboard->BoardSize; row++)
{
for (int col = 0; col < checkerboard->BoardSize; col++)
{
if (ScoreMap[row][col] > max)
{
max = ScoreMap[row][col];
maxscore_pos.clear();
pos.row = row;
pos.col = col;
maxscore_pos.push_back(pos);
}
else if (ScoreMap[row][col] == max)
{
pos.row = row;
pos.col = col;
maxscore_pos.push_back(pos);
}
}
}
//计分棋盘归0
for (int i = 0; i < checkerboard->ChessSize; i++)
{
for (int j = 0; j < checkerboard->ChessSize; j++)
{
ScoreMap[i][j] = 0;
}
}
int index = rand() % maxscore_pos.size();
return maxscore_pos[index];
}
void go();
void AI::go()
{
ChessPos pos = MaxScore();
checkerboard->PlayChess(pos, CHESS_WHITE);//白子下棋的位置(渲染和记录)
}
#include"chess_player.h"
#include"AI.h"
#include"checkerboard.h"
class ChessGame
{
public:
ChessGame(chess_player& chess_player, AI& ai, checkerboard& checkerboard)//构造函数初始化
{
this->chess_player = &chess_player;
this->ai = &ai;
this->checkerboard = &checkerboard;
}
void play();//开始游戏
//创建数据成员变量
private:
chess_player* chess_player;
AI* ai;
checkerboard* checkerboard;
};
void play();//开始游戏
//开始游戏
void ChessGame::play()
{
again:
checkerboard->Init();
while (1)
{
//棋手先走
chess_player->go();
if (checkerboard->CheckOver())
{
goto again;
}
//AI走
ai->go();
if (checkerboard->CheckOver())
{
goto again;
}
}
}
#include<iostream>
#include"ChessGame.h"
int main()
{
srand((unsigned int)time(NULL));
checkerboard checkerboard( 13, 45*0.7, 45*0.7,67.25*0.7);//自动调用构造函数
chess_player chess_player(checkerboard);//自动调用构造函数
AI ai(checkerboard);//自动调用构造函数;
ChessGame chessgame(chess_player,ai, checkerboard);//引用传值
chessgame.play();
return 0;
}
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