给这段代码加一个每次出现食物都有可能多出现一个的功能 void drawfood() { setlinecolor(BLACK); //矩形边框黑色 setfillcolor(RED); fillrectangle(food.fdxy.x, food.fdxy.y, food.fdxy.x + 10, food.fdxy.y + 10); }
时间: 2024-04-28 09:27:11 浏览: 6
好的,可以通过引入随机数函数来实现每次出现食物时可能多出现一个的功能。具体实现方法如下:
void drawfood() {
setlinecolor(BLACK); //矩形边框黑色
setfillcolor(RED);
fillrectangle(food.fdxy.x, food.fdxy.y, food.fdxy.x + 10, food.fdxy.y + 10);
// 生成随机数,如果满足条件,则再生成一个食物
int rand_num = rand() % 10; // 生成0~9之间的随机数
if (rand_num == 0) { // 有1/10的概率生成一个额外的食物
int x = rand() % (WIDTH - 10); // 生成食物的横坐标
int y = rand() % (HEIGHT - 10); // 生成食物的纵坐标
setlinecolor(BLACK);
setfillcolor(RED);
fillrectangle(x, y, x + 10, y + 10);
}
}
这样每次出现食物时,都有1/10的概率再生成一个额外的食物。
相关问题
结合我给你的四段代码,做一个人机对弈
好的,下面是一个简单的人机对弈代码示例:
```
#include <iostream>
#include <conio.h>
#include <graphics.h>
#include "ChitGPT.h"
using namespace std;
const int X0 = 100; //棋盘左上角坐标
const int Y0 = 100;
const int step = 50; //棋盘格子大小
const int r0 = 20; //棋子半径
int player = 1; //当前玩家
int num = 1; //当前落子编号
imat chess(15, 15); //棋盘状态矩阵
imat nums(15, 15); //存储每个位置的落子编号
void drawboard() {
COLORREF bg = RGB(255 * .9, 255 * .8, 255 * .5);
setfillcolor(bg);
setlinecolor(bg);
fillrectangle(0, 0, 900, 800);
setlinecolor(BLACK);
setlinestyle(PS_SOLID, 2);
rectangle(X0, Y0, X0 + step * 14, Y0 + step * 14);
setbkmode(TRANSPARENT);
settextcolor(BLACK);
settextstyle(30, 0, _T("Consolas"));
outtextxy(X0 + step * 14 + 50, Y0 + 50, "reset");
rectangle(X0 + step * 14 + 50, Y0 + 50, X0 + step * 14 + 150, Y0 + 100);
outtextxy(X0 + step * 14 + 70, Y0 + 60, "save");
rectangle(X0 + step * 14 + 50, Y0 + 150, X0 + step * 14 + 150, Y0 + 200);
outtextxy(X0 + step * 14 + 70, Y0 + 160, "read");
for_(i, 0, 14) {
//绘制横线
line(X0, Y0 + i * step, X0 + step * 14, Y0 + i * step);
//绘制竖线
line(X0 + i * step, Y0, X0 + i * step, Y0 + step * 14 );
}
}
void drawchess() {
num = 1;
for_(i, 0, 14) {
for_(j, 0, 14) {
if (chess(i, j) == 1) { //如果该位置有黑棋
num++;
int x = X0 + j * step; //获取该位置棋子的坐标
int y = Y0 + i * step;
setfillcolor(BLACK);
setlinecolor(BLACK);
fillcircle(x, y, r0); //绘制黑棋
settextcolor(WHITE);
char s[20];
//将该位置的数字转换为字符串
sprintf(s, "%d", nums(i, j));
settextstyle(30, 0, _T("Consolas"));
//如果数字小于10,则将文字位置调整一下
if (nums(i, j) < 10)
outtextxy(x - 7, y - 15, s);
else
outtextxy(x - 15, y - 15, s);
} else if (chess(i, j) == 2) { //如果该位置有白棋,类似
num++;
int x = X0 + j * step;
int y = Y0 + i * step;
setfillcolor(WHITE);
setlinecolor(BLACK);
//绘制白棋
fillcircle(x, y, r0);
settextcolor(BLACK);
char s[20];
sprintf(s, "%d", nums(i, j));
settextstyle(30, 0, _T("Consolas"));
if (nums(i, j) < 10)
outtextxy(x - 7, y - 15, s);
else
outtextxy(x - 15, y - 15, s);
}
}
}
}
bool isfive(const imat& a, int clr = 1) {
for_(i, 0, 14) {
for_(j, 0, 14) {
if (a(i, j) == clr) {
if (j + 4 <= 14 //水平
&& a(i, j + 1) == clr
&& a(i, j + 2) == clr
&& a(i, j + 3) == clr
&& a(i, j + 4) == clr)
return true;
if (i + 4 <= 14
&& j + 4 <= 14 //正斜线
&& a(i + 1, j + 1) == clr
&& a(i + 2, j + 2) == clr
&& a(i + 3, j + 3) == clr
&& a(i + 4, j + 4) == clr)
return true;
if (i + 4 <= 14 //竖直
&& a(i + 1, j) == clr
&& a(i + 2, j) == clr
&& a(i + 3, j) == clr
&& a(i + 4, j) == clr)
return true;
if (i + 4 <= 14
&& j - 4 >= 0
&& a(i + 1, j - 1) == clr
&& a(i + 2, j - 2) == clr
&& a(i + 3, j - 3) == clr
&& a(i + 4, j - 4) == clr)
return true;
}
}
}
return false;
}
bool isdraw() {
for_(i, 0, 14) {
for_(j, 0, 14) {
if (chess(i, j) == 0)
return false;
}
}
return true;
}
void savegame() {
//TODO: 实现保存游戏进度的函数
}
void readgame() {
//TODO: 实现读取游戏进度的函数
}
void resetgame() {
chess.clear();
nums.clear();
player = 1;
num = 1;
}
void AIplay() {
//TODO: 实现 AI 落子的函数
}
int main() {
initgraph(900, 800);
drawboard(); //绘制棋盘
drawchess(); //绘制棋子
ChitGPT chatbot; //创建 ChitGPT 实例
cout << "您好,请开始游戏!" << endl;
while (true) {
if (player == 1) {
//等待用户落子
int x, y;
cout << "请您输入您要落子的位置(如:1,2):" << endl;
cin >> x >> y;
if (x < 1 || x > 15 || y < 1 || y > 15) {
cout << "位置输入有误,请重新输入!" << endl;
continue;
}
if (chess(x - 1, y - 1) != 0) {
cout << "该位置已经有棋子,请重新输入!" << endl;
continue;
}
chess(x - 1, y - 1) = player;
nums(x - 1, y - 1) = num;
num++;
if (isfive(chess, player)) {
cout << "恭喜您获胜了!" << endl;
break;
}
if (isdraw()) {
cout << "平局!" << endl;
break;
}
player = 3 - player;
drawchess();
} else {
//让 AI 落子
AIplay();
if (isfive(chess, player)) {
cout << "很遗憾,您输了!" << endl;
break;
}
if (isdraw()) {
cout << "平局!" << endl;
break;
}
player = 3 - player;
drawchess();
}
}
closegraph();
return 0;
}
```
这里提供了一个简单的人机对弈框架,您可以根据自己的需求进行修改和完善。其中,用户落子的部分通过命令行输入实现,AI 落子的部分需要您实现。同时,您需要将 ChitGPT 集成进来,通过对话获取用户的输入,然后让 AI 落子。
用VS 2017并且运用easy-x编写一个五子棋带有悔棋和认输功能的代码
好的,下面是一个简单的五子棋游戏的代码示例,主要实现了棋盘绘制、落子、悔棋和认输等功能。注意,以下代码仅供参考,你需要根据实际情况进行修改和完善。
```c++
#include <graphics.h>
#include <conio.h>
#include <stack>
using namespace std;
const int BOARD_SIZE = 15; // 棋盘大小
const int CELL_SIZE = 40; // 棋盘格子大小
const int BOARD_LEFT = 50; // 棋盘左上角坐标
const int BOARD_TOP = 50;
enum class ChessType { NONE, BLACK, WHITE }; // 棋子类型
enum class GameState { PLAYING, BLACK_WIN, WHITE_WIN, DRAW }; // 游戏状态
class ChessBoard {
public:
ChessBoard() {
init();
}
void init() {
memset(board_, 0, sizeof(board_));
current_player_ = ChessType::BLACK;
game_state_ = GameState::PLAYING;
undo_stack_.clear();
}
void draw() {
cleardevice();
setbkcolor(WHITE);
setfillcolor(RGB(232, 189, 109));
solidrectangle(BOARD_LEFT, BOARD_TOP, BOARD_LEFT + BOARD_SIZE * CELL_SIZE, BOARD_TOP + BOARD_SIZE * CELL_SIZE);
setlinecolor(BLACK);
for (int i = 0; i < BOARD_SIZE; ++i) {
line(BOARD_LEFT, BOARD_TOP + i * CELL_SIZE, BOARD_LEFT + (BOARD_SIZE - 1) * CELL_SIZE, BOARD_TOP + i * CELL_SIZE);
line(BOARD_LEFT + i * CELL_SIZE, BOARD_TOP, BOARD_LEFT + i * CELL_SIZE, BOARD_TOP + (BOARD_SIZE - 1) * CELL_SIZE);
}
for (int i = 0; i < BOARD_SIZE; ++i) {
for (int j = 0; j < BOARD_SIZE; ++j) {
int x = BOARD_LEFT + i * CELL_SIZE;
int y = BOARD_TOP + j * CELL_SIZE;
if (board_[i][j] == ChessType::BLACK) {
setfillcolor(BLACK);
solidcircle(x, y, CELL_SIZE / 2 - 2);
} else if (board_[i][j] == ChessType::WHITE) {
setfillcolor(WHITE);
solidcircle(x, y, CELL_SIZE / 2 - 2);
}
}
}
settextcolor(BLACK);
settextstyle(20, 0, _T("Consolas"));
outtextxy(BOARD_LEFT, BOARD_TOP + BOARD_SIZE * CELL_SIZE + 10, _T("按 R 键重新开始游戏,Q 键退出游戏"));
outtextxy(BOARD_LEFT, BOARD_TOP + BOARD_SIZE * CELL_SIZE + 40, _T("按 U 键悔棋,S 键认输"));
}
void putChess(int x, int y) {
if (game_state_ != GameState::PLAYING) {
return;
}
if (x < 0 || x >= BOARD_SIZE || y < 0 || y >= BOARD_SIZE) {
return;
}
if (board_[x][y] != ChessType::NONE) {
return;
}
board_[x][y] = current_player_;
undo_stack_.push({x, y, current_player_});
if (checkWin(x, y)) {
game_state_ = (current_player_ == ChessType::BLACK) ? GameState::BLACK_WIN : GameState::WHITE_WIN;
} else if (checkDraw()) {
game_state_ = GameState::DRAW;
} else {
current_player_ = (current_player_ == ChessType::BLACK) ? ChessType::WHITE : ChessType::BLACK;
}
}
bool checkWin(int x, int y) {
int dx[4] = {1, 0, 1, 1};
int dy[4] = {0, 1, 1, -1};
for (int i = 0; i < 4; ++i) {
int count = 1;
for (int j = 1; j <= 4; ++j) {
int nx = x + j * dx[i];
int ny = y + j * dy[i];
if (nx < 0 || nx >= BOARD_SIZE || ny < 0 || ny >= BOARD_SIZE || board_[nx][ny] != current_player_) {
break;
}
++count;
}
for (int j = 1; j <= 4; ++j) {
int nx = x - j * dx[i];
int ny = y - j * dy[i];
if (nx < 0 || nx >= BOARD_SIZE || ny < 0 || ny >= BOARD_SIZE || board_[nx][ny] != current_player_) {
break;
}
++count;
}
if (count >= 5) {
return true;
}
}
return false;
}
bool checkDraw() {
for (int i = 0; i < BOARD_SIZE; ++i) {
for (int j = 0; j < BOARD_SIZE; ++j) {
if (board_[i][j] == ChessType::NONE) {
return false;
}
}
}
return true;
}
void undo() {
if (!undo_stack_.empty()) {
auto last_move = undo_stack_.top();
undo_stack_.pop();
board_[last_move.x][last_move.y] = ChessType::NONE;
current_player_ = last_move.player;
game_state_ = GameState::PLAYING;
}
}
void resign() {
if (game_state_ == GameState::PLAYING) {
game_state_ = (current_player_ == ChessType::BLACK) ? GameState::WHITE_WIN : GameState::BLACK_WIN;
}
}
ChessType getCurrentPlayer() const {
return current_player_;
}
GameState getGameState() const {
return game_state_;
}
private:
struct Move {
int x;
int y;
ChessType player;
};
ChessType board_[BOARD_SIZE][BOARD_SIZE]; // 棋盘数组
ChessType current_player_; // 当前玩家
GameState game_state_; // 游戏状态
stack<Move> undo_stack_; // 悔棋记录
};
int main() {
initgraph(BOARD_LEFT + BOARD_SIZE * CELL_SIZE + 200, BOARD_TOP + BOARD_SIZE * CELL_SIZE, SHOWCONSOLE);
setbkcolor(WHITE);
ChessBoard board;
while (true) {
board.draw();
if (board.getGameState() != GameState::PLAYING) {
TCHAR msg[100];
if (board.getGameState() == GameState::BLACK_WIN) {
_stprintf_s(msg, _T("黑方胜利"));
} else if (board.getGameState() == GameState::WHITE_WIN) {
_stprintf_s(msg, _T("白方胜利"));
} else {
_stprintf_s(msg, _T("平局"));
}
MessageBox(NULL, msg, _T("游戏结束"), MB_OK);
board.init();
continue;
}
if (board.getCurrentPlayer() == ChessType::BLACK) {
outtextxy(BOARD_LEFT + BOARD_SIZE * CELL_SIZE + 10, BOARD_TOP, _T("黑方下棋"));
} else {
outtextxy(BOARD_LEFT + BOARD_SIZE * CELL_SIZE + 10, BOARD_TOP, _T("白方下棋"));
}
int x = -1;
int y = -1;
if (_kbhit()) {
int ch = _getch();
if (ch == 'q' || ch == 'Q') {
break;
} else if (ch == 'r' || ch == 'R') {
board.init();
continue;
} else if (ch == 'u' || ch == 'U') {
board.undo();
continue;
} else if (ch == 's' || ch == 'S') {
board.resign();
continue;
} else if (ch == ' ') {
POINT pt;
GetCursorPos(&pt);
ScreenToClient(GetForegroundWindow(), &pt);
x = (pt.x - BOARD_LEFT + CELL_SIZE / 2) / CELL_SIZE;
y = (pt.y - BOARD_TOP + CELL_SIZE / 2) / CELL_SIZE;
}
}
if (x >= 0 && y >= 0) {
board.putChess(x, y);
}
Sleep(10);
}
closegraph();
return 0;
}
```
运行以上代码,可以看到一个简单的五子棋游戏界面,支持悔棋、认输等功能。