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使用C++实现五子棋大概分为以下四个步骤:
1.创建棋盘和游戏界面
首先,我们需要创建一个棋盘和游戏界面,可以使用Qt框架来实现。具体步骤如下:
1.1 创建Qt项目,并在主窗口中添加一个QGraphicsView控件,用于显示游戏界面。
1.2 在QGraphicsView中添加一个QGraphicsScene,用于绘制棋盘和棋子。
1.3 在QGraphicsScene中添加一个QPixmapItem,用于显示棋盘的背景图片。
1.4 将棋盘分成15行15列,使用QGraphicsRectItem绘制棋盘的格子。
示例代码如下:
- // 创建一个棋盘场景
- QGraphicsScene* scene = new QGraphicsScene(this);
-
- // 添加背景图片
- QPixmap pixmap(":/images/board.png");
- QGraphicsPixmapItem* pixmapItem = new QGraphicsPixmapItem(pixmap);
- scene->addItem(pixmapItem);
-
- // 绘制棋盘的格子
- const int kBoardSize = 15;
- const int kCellSize = 40;
- const int kMargin = 20;
- for (int i = 0; i < kBoardSize; i++) {
- for (int j = 0; j < kBoardSize; j++) {
- QGraphicsRectItem* rectItem = new QGraphicsRectItem(
- kMargin + i * kCellSize, kMargin + j * kCellSize,
- kCellSize, kCellSize);
- rectItem->setPen(QPen(Qt::black, 1));
- rectItem->setBrush(QBrush(Qt::white));
- scene->addItem(rectItem);
- }
- }
-
- // 将场景添加到视图中
- ui->graphicsView->setScene(scene);
2.实现棋子的绘制和落子
在游戏中,玩家需要能够通过鼠标点击来落子,并且需要在棋盘上显示出来。具体步骤如下:
2.1 创建一个QGraphicsEllipseItem,用于绘制棋子。
2.2 响应鼠标点击事件,获取鼠标点击的位置。
2.3 将鼠标点击的位置转换为棋盘上的坐标。
2.4 判断该位置是否已经有棋子,如果没有则在该位置落子。
2.5 落子后,判断游戏是否结束。
示例代码如下:
- // 定义棋子的半径和颜色
- const int kPieceRadius = 18;
- const QColor kBlackPieceColor(Qt::black);
- const QColor kWhitePieceColor(Qt::white);
-
- // 创建一个棋子场景
- QGraphicsScene* scene = new QGraphicsScene(this);
-
- // 添加背景图片
- ...
-
- // 绘制棋盘的格子
- ...
-
- // 响应鼠标点击事件
- void GameWidget::mousePressEvent(QMouseEvent *event) {
- // 获取鼠标点击的位置
- QPointF pos = ui->graphicsView->mapToScene(event->pos());
-
- // 将鼠标点击的位置转换为棋盘上的坐标
- int x = (pos.x() - kMargin + kCellSize / 2) / kCellSize;
- int y = (pos.y() - kMargin + kCellSize / 2) / kCellSize;
-
- // 判断该位置是否已经有棋子
- if (board_[x][y] != kEmpty) {
- return;
- }
-
- // 在该位置落子
- board_[x][y] = currentPlayer_;
- QGraphicsEllipseItem* pieceItem = new QGraphicsEllipseItem(
- kMargin + x * kCellSize - kPieceRadius,
- kMargin + y * kCellSize - kPieceRadius,
- kPieceRadius * 2, kPieceRadius * 2);
- pieceItem->setPen(QPen(Qt::black, 1));
- pieceItem->setBrush续上:
-
- (currentPlayer_ == kBlack ? kBlackPieceColor : kWhitePieceColor));
- scene->addItem(pieceItem);
-
- // 判断游戏是否结束
- if (checkWin(x, y)) {
- QMessageBox::information(this, tr("Game Over"),
- QString("%1 Win!").arg(currentPlayer_ == kBlack ? tr("Black") : tr("White")));
- resetGame();
- return;
- }
- if (checkTie()) {
- QMessageBox::information(this, tr("Game Over"), tr("Tie!"));
- resetGame();
- return;
- }
-
- // 切换玩家
- currentPlayer_ = (currentPlayer_ == kBlack ? kWhite : kBlack);
- }
-
- // 判断是否五子连珠
- bool GameWidget::checkWin(int x, int y) {
- int count = 1;
- int i, j;
-
- // 判断横向是否五子连珠
- for (i = x - 1; i >= 0 && board_[i][y] == currentPlayer_; i--) {
- count++;
- }
- for (i = x + 1; i < kBoardSize && board_[i][y] == currentPlayer_; i++) {
- count++;
- }
- if (count >= 5) {
- return true;
- }
-
- // 判断纵向是否五子连珠
- count = 1;
- for (j = y - 1; j >= 0 && board_[x][j] == currentPlayer_; j--) {
- count++;
- }
- for (j = y + 1; j < kBoardSize && board_[x][j] == currentPlayer_; j++) {
- count++;
- }
- if (count >= 5) {
- return true;
- }
-
- // 判断左上到右下是否五子连珠
- count = 1;
- for (i = x - 1, j = y - 1; i >= 0 && j >= 0 && board_[i][j] == currentPlayer_; i--, j--) {
- count++;
- }
- for (i = x + 1, j = y + 1; i < kBoardSize && j < kBoardSize && board_[i][j] == currentPlayer_; i++, j++) {
- count++;
- }
- if (count >= 5) {
- return true;
- }
-
- // 判断左下到右上是否五子连珠
- count = 1;
- for (i = x - 1, j = y + 1; i >= 0 && j < kBoardSize && board_[i][j] == currentPlayer_; i--, j++) {
- count++;
- }
- for (i = x + 1, j = y - 1; i < kBoardSize && j >= 0 && board_[i][j] == currentPlayer_; i++, j--) {
- count++;
- }
- if (count >= 5) {
- return true;
- }
-
- return false;
- }
-
- // 判断是否平局
- bool GameWidget::checkTie() {
- for (int i = 0; i < kBoardSize; i++) {
- for (int j = 0; j < kBoardSize; j++) {
- if (board_[i][j] == kEmpty) {
- return false;
- }
- }
- }
- return true;
- }
3.实现胜负判断和游戏结束
在落子后,需要判断游戏是否结束。如果有一方获得了五子连珠,则该方获胜;如果棋盘已经填满,但仍然没有五子连珠,则游戏结束,双方平局。具体步骤如下:
3.1 编写checkWin函数,用于判断是否存在五子连珠。
3.2 编写checkTie函数,用于判断是否平局。
3.3 在落子后,判断游戏是否结束。如果游戏结束,则弹出游戏结束信息,并重置游戏。
示例代码如下:
- // 在GameWidget类中添加以下成员变量
- private:
- QGraphicsScene* scene; // 棋盘场景
- QGraphicsEllipseItem* lastItem_; // 上一个落子的棋子
- PieceType board_[kBoardSize][kBoardSize]; // 棋盘数组
- PieceType currentPlayer_; // 当前玩家
-
- // 在GameWidget类的构造函数中添加以下代码,用于初始化棋盘
- GameWidget::GameWidget(QWidget *parent) :
- QWidget(parent),
- ui(new Ui::GameWidget)
- {
- ui->setupUi(this);
-
- // 创建棋盘场景
- scene = new QGraphicsScene(this);
- ui->boardView->setScene(scene);
- ui->boardView->setRenderHint(QPainter::Antialiasing);
-
- // 绘制棋盘
- for (int i = 0; i < kBoardSize; i++) {
- for (int j = 0; j < kBoardSize; j++) {
- QGraphicsRectItem* rect = new QGraphicsRectItem(i * kCellSize, j * kCellSize, kCellSize, kCellSize);
- rect->setPen(Qt::NoPen);
- rect->setBrush(QBrush(QColor("#D18B47"), Qt::SolidPattern));
- scene->addItem(rect);
- }
- }
-
- // 初始化棋盘数组
- for (int i = 0; i < kBoardSize; i++) {
- for (int j = 0; j < kBoardSize; j++) {
- board_[i][j] = kEmpty;
- }
- }
-
- // 初始化当前玩家为黑色
- currentPlayer_ = kBlack;
- ui->statusLabel->setText(tr("Black's turn"));
- }
-
- // 响应落子事件
- void GameWidget::mousePressEvent(QMouseEvent* event) {
- if (event->button() != Qt::LeftButton) {
- return;
- }
-
- QPointF pos = ui->boardView->mapToScene(event->pos());
-
- // 将落点转换为棋盘坐标
- int x = qRound(pos.x() / kCellSize);
- int y = qRound(pos.y() / kCellSize);
-
- // 判断落点是否有效,如果无效则返回
- if (x < 0 || x >= kBoardSize || y < 0 || y >= kBoardSize || board_[x][y] != kEmpty) {
- return;
- }
-
- // 在落点绘制棋子
- QGraphicsEllipseItem* item = new QGraphicsEllipseItem(x * kCellSize + kMargin, y * kCellSize + kMargin,
- kPieceSize, kPieceSize);
- item->setBrush(QBrush((currentPlayer_ == kBlack) ? Qt::black : Qt::white, Qt::SolidPattern));
- scene->addItem(item);
-
- // 记录落子位置和棋子对象
- QPoint point(x, y);
- history_.push(point);
- lastItem_ = item;
-
- // 更新棋盘数组
- board_[x][y] = currentPlayer_;
-
- // 判断游戏是否结束
- if (checkWin(x, y)) {
- QString message = (currentPlayer_ == kBlack) ? tr("Black wins!") : tr("White wins!");
- QMessageBox::StandardButton button = QMessageBox::information(this, tr("Game Over"), message);
- if (button == QMessageBox::Ok) {
- resetGame();
- }
- return;
- } else if (checkTie()) {
- QMessageBox::StandardButton button = QMessageBox::information(this, tr("Game Over"), tr("Tie!"));
- if (button == QMessageBox::Ok) {
- resetGame();
- }
- return;
- }
-
- // 切换玩家
- currentPlayer_ = (currentPlayer_ == kBlack) ? kWhite : kBlack;
- ui->statusLabel->setText((currentPlayer_ == kBlack) ? tr("Black's turn") : tr("White's turn"));
- }
-
- // 判断是否五子连珠
- bool GameWidget::checkWin(int x, int y) {
- int i, j, count;
-
- // 判断横向是否五子连珠
- count = 1;
- for (i = x - 1; i >= 0 && board_[i][y] == currentPlayer_; i--) {
- count++;
- }
- for (i = x + 1; i < kBoardSize && board_[i][y] == currentPlayer_; i++) {
- count++;
- }
- if (count >= 5)请注意,在这段代码中,有一些变量和常量没有定义。其中,kBoardSize、kCellSize、kMargin、kPieceSize、kEmpty、kBlack、kWhite都是需要定义的。如果您已经在之前的代码中定义了这些变量和常量,可以直接使用以下代码片段。如果没有,请先定义这些变量和常量,再使用以下代码片段。
-
- ```cpp
- const int kBoardSize = 15; // 棋盘大小
- const int kCellSize = 40; // 格子大小
- const int kMargin = 20; // 棋盘边距
- const int kPieceSize = 30; // 棋子大小
-
- enum PieceType {
- kEmpty,
- kBlack,
- kWhite
- };
4.实现悔棋和重新开始
在游戏中,玩家需要能够进行悔棋和重新开始游戏。具体步骤如下:
4.1 在界面上添加两个按钮,分别用于悔棋和重新开始游戏。
4.2 响应按钮点击事件,实现悔棋和重新开始游戏的功能。
4.3 在实现悔棋功能时,需要将棋盘上最后一个落子的位置清空。
示例代码如下:
- // 在界面上添加两个按钮
- ui->undoButton->setText(tr("悔棋"));
- connect(ui->undoButton, &QPushButton::clicked, this, &GameWidget::undo);
-
- ui->restartButton->setText(tr("重新开始"));
- connect(ui->restartButton, &QPushButton::clicked, this, &GameWidget::restart);
-
- // 实现悔棋功能
- void GameWidget::undo() {
- // 获取棋盘上最后一个落子的位置
- int x = history_.back().x;
- int y = history_.back().y;
-
- // 清空该位置的棋子
- board_[x][y] = kEmpty;
- QGraphicsItem* item = scene_->itemAt(
- kMargin + x * kCellSize, kMargin + y * kCellSize,
- QTransform());
- if (item != nullptr) {
- scene_->removeItem(item);
- delete item;
- }
-
- // 移除落子历史记录中的最后一个位置
- history_.pop_back();
-
- // 切换当前玩家
- currentPlayer_ = (currentPlayer_ == kBlack) ? kWhite : kBlack;
- }
-
- // 实现重新开始游戏的功能
- void GameWidget::restart() {
- // 清空棋盘
- memset(board_, kEmpty, sizeof(board_));
-
- // 清空场景中的棋子
- QList<QGraphicsItem*> items = scene_->items();
- for (auto item : items) {
- scene_->removeItem(item);
- delete item;
- }
-
- // 清空落子历史记录
- history_.clear();
-
- // 切换当前玩家
- currentPlayer_ = kBlack;
- }
以上就是使用C++实现五子棋游戏的详细代码教程,包括棋盘和游戏界面的创建、棋子的绘制和落子、胜负判断和游戏结束、悔棋和重新开始功能。由于篇幅限制,代码中可能存在一些细节问题,需要根据具体情况进行调整。
以下是完整代码:
- #include "gamewidget.h"
- #include "ui_gamewidget.h"
- #include <QGraphicsRectItem>
- #include <QGraphicsEllipseItem>
- #include <QMessageBox>
-
- const int kBoardSize = 15; // 棋盘大小
- const int kCellSize = 40; // 格子大小
- const int kMargin = 20; // 棋盘边距
- const int kPieceSize = 30; // 棋子大小
-
- enum PieceType {
- kEmpty,
- kBlack,
- kWhite
- };
-
- GameWidget::GameWidget(QWidget *parent) :
- QWidget(parent),
- ui(new Ui::GameWidget)
- {
- ui->setupUi(this);
-
- // 创建棋盘场景
- scene = new QGraphicsScene(this);
- ui->boardView->setScene(scene);
- ui->boardView->setRenderHint(QPainter::Antialiasing);
-
- // 绘制棋盘
- for (int i = 0; i < kBoardSize; i++) {
- for (int j = 0; j < kBoardSize; j++) {
- QGraphicsRectItem* rect = new QGraphicsRectItem(i * kCellSize, j * kCellSize, kCellSize, kCellSize);
- rect->setPen(Qt::NoPen);
- rect->setBrush(QBrush(QColor("#D18B47"), Qt::SolidPattern));
- scene->addItem(rect);
- }
- }
-
- // 初始化棋盘数组
- for (int i = 0; i < kBoardSize; i++) {
- for (int j = 0; j < kBoardSize; j++) {
- board_[i][j] = kEmpty;
- }
- }
-
- // 初始化当前玩家为黑色
- currentPlayer_ = kBlack;
- ui->statusLabel->setText(tr("Black's turn"));
- }
-
- GameWidget::~GameWidget()
- {
- delete ui;
- }
-
- void GameWidget::mousePressEvent(QMouseEvent* event) {
- if (event->button() != Qt::LeftButton) {
- return;
- }
-
- QPointF pos = ui->boardView->mapToScene(event->pos());
-
- // 将落点转换为棋盘坐标
- int x = qRound(pos.x() / kCellSize);
- int y = qRound(pos.y() / kCellSize);
-
- // 判断落点是否有效,如果无效则返回
- if (x < 0 || x >= kBoardSize || y < 0 || y >= kBoardSize || board_[x][y] != kEmpty) {
- return;
- }
-
- // 在落点绘制棋子
- QGraphicsEllipseItem* item = new QGraphicsEllipseItem(x * kCellSize + kMargin, y * kCellSize + kMargin,
- kPieceSize, kPieceSize);
- item->setBrush(QBrush((currentPlayer_ == kBlack) ? Qt::black : Qt::white, Qt::SolidPattern));
- scene->addItem(item);
-
- // 记录落子位置和棋子对象
- QPoint point(x, y);
- history_.push(point);
- lastItem_ = item;
-
- // 更新棋盘数组
- board_[x][y] = currentPlayer_;
-
- // 判断游戏是否结束
- if (checkWin(x, y)) {
- QString message = (currentPlayer_ == kBlack) ? tr("Black wins!") : tr("White wins!");
- QMessageBox::StandardButton button = QMessageBox::information(this, tr("Game Over"), message);
- if (button == QMessageBox::Ok) {
- resetGame();
- }
- return;
- } else if (checkTie()) {
- QMessageBox::StandardButton button = QMessageBox::information(this, tr("Game Over"), tr("Tie!"));
- if (button == QMessageBox::Ok) {
- resetGame();
- }
- return;
- }
-
- // 切换玩家
- currentPlayer_ = (currentPlayer_ == kBlack) ? kWhite : kBlack;
- ui->statusLabel->setText((currentPlayer_ == kBlack) ? tr("Black's turn") : tr("White's turn"));
- }
-
- bool GameWidget::checkWin(int x, int y) {
- int i, j, count;
-
- // 判断横向是否五子连珠
- count = 1;
- for (i = x - 1; i >= 0 && board_[i][y] == currentPlayer_; i--) {
- count++;
- }
- for (i = x + 1; i < kBoardSize && board_[i][y] == currentPlayer_; i++) {
- count++;
- }
- if (count >= 5) {
- return true;
- }
-
- // 判断纵向是否五子连珠
- count = 1;
- for (j = y - 1; j >= 0 && board_[x][j] == currentPlayer_; j--) {
- count++;
- }
- for (j = y + 1; j < kBoardSize && board_[x][j] == currentPlayer_; j++) {
- count++;
- }
- if (count >= 5) {
- return true;
- }
-
- // 判断左上到右下是否五子连珠
- count = 1;
- for (i = x - 1, j = y - 1; i >= 0 && j >= 0 && board_[i][j] == currentPlayer_; i--, j--) {
- count++;
- }
- for (i = x + 1, j = y + 1; i < kBoardSize && j < kBoardSize && board_[i][j] == currentPlayer_; i++, j++) {
- count++;
- }
- if (count >= 5) {
- return true;
- }
-
- // 判断左下到右上是否五子连珠
- count = 1;
- for (i = x - 1, j = y + 1; i >= 0 && j < kBoardSize && board_[i][j] == currentPlayer_; i--, j++) {
- count++;
- }
- for (i = x + 1, j = y - 1; i < kBoardSize && j >= 0 && board_[i][j] == currentPlayer_; i++, j--) {
- count++;
- }
- if (count >= 5) {
- return true;
- }
-
- return false;
- }
-
- bool GameWidget::checkTie() {
- for (int i = 0; i < kBoardSize; i++) {
- for (int j = 0; j < kBoardSize; j++) {
- if (board_[i][j] == kEmpty) {
- return false;
- }
- }
- }
- return true;
- }
-
- void GameWidget::resetGame() {
- // 清空棋盘场景和棋盘数组
- scene->clear();
- for (int i = 0; i < kBoardSize; i++) {
- for (int j = 0; j < kBoardSize; j++) {
- board_[i][j] = kEmpty;
- }
- }
-
- // 重置历史记录和当前玩家
- while (!history_.empty()) {
- history_.pop();
- }
- currentPlayer_ = kBlack;
-
- // 更新状态栏
- ui->statusLabel->setText(tr("Black's turn"));
- }
-
- void GameWidget::undo() {
- // 如果历史记录为空,则返回
- if (history_.empty()) {
- return;
- }
-
- // 恢复上一个落子点的状态,并从历史记录中删除该点
- QPoint point = history_.top();
- history_.pop();
- board_[point.x()][point.y()] = kEmpty;
- scene->removeItem(lastItem_);
- delete lastItem_;
- lastItem_ = nullptr;
-
- // 切换当前玩家
- currentPlayer_ = (currentPlayer_ == kBlack) ? kWhite : kBlack;
- ui->statusLabel->setText((currentPlayer_ == kBlack) ? tr("Black's turn") : tr("White's turn"));
- }
-
- void GameWidget::newGame() {
- // 弹出确认对话框
- QMessageBox::StandardButton button = QMessageBox::question(this, tr("New Game"),
- tr("Are you sure you want to start a new game?"),
- QMessageBox::Yes | QMessageBox::No);
- if (button == QMessageBox::Yes) {
- resetGame();
- }
- }
-
- void GameWidget::saveGame() {
- // 弹出保存对话框,获取保存文件路径
- QString fileName = QFileDialog::getSaveFileName(this, tr("Save Game"), ".", tr("Game files (*.game)"));
- if (fileName.isEmpty()) {
- return;
- }
-
- // 打开保存文件,保存棋盘数组和当前玩家
- QFile file(fileName);
- if (file.open(QIODevice::WriteOnly)) {
- QDataStream stream(&file);
- stream.writeRawData((const char*)board_, sizeof(board_));
- stream << currentPlayer_;
- file.close();
- }
- }
-
- void GameWidget::loadGame() {
- // 弹出打开对话框,获取打开文件路径
- QString fileName = QFileDialog::getOpenFileName(this, tr("Load Game"), ".", tr("Game files (*.game)"));
- if (fileName.isEmpty()) {
- return;
- }
- // 打开保存文件,读取棋盘数组和当前玩家
- QFile file(fileName);
- if (file.open(QIODevice::ReadOnly)) {
- QDataStream stream(&file);
- stream.readRawData((char*)board_, sizeof(board_));
- stream >> currentPlayer_;
- file.close();
-
- // 清空棋盘场景,重新绘制棋盘和棋子
- scene->clear();
- for (int i = 0; i < kBoardSize; i++) {
- for (int j = 0; j < kBoardSize; j++) {
- QGraphicsRectItem* rect = new QGraphicsRectItem(i * kCellSize, j * kCellSize, kCellSize, kCellSize);
- rect->setPen(Qt::NoPen);
- rect->setBrush(QBrush(QColor("#D18B47"), Qt::SolidPattern));
- scene->addItem(rect);
-
- if (board_[i][j] != kEmpty) {
- QGraphicsEllipseItem* item = new QGraphicsEllipseItem(i * kCellSize + kMargin, j * kCellSize + kMargin,
- kPieceSize, kPieceSize);
- item->setBrush(QBrush((board_[i][j] == kBlack) ? Qt::black : Qt::white, Qt::SolidPattern));
- scene->addItem(item);
- }
- }
- }
-
- // 更新状态栏
- ui->statusLabel->setText((currentPlayer_ == kBlack) ? tr("Black's turn") : tr("White's turn"));
- }
- }
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