Visual studio C++写黑白棋,要求实现绘制6*6棋盘,分玩家对战和人机对战两种模式
时间: 2024-02-03 09:12:39 浏览: 135
好的,首先你需要了解一些基本的知识:
1.黑白棋规则:黑白棋(Reversi),又叫翻转棋、奥赛罗棋(Othello)、苹果棋或反棋,是一种在棋盘上进行的策略棋类游戏,此处不再详细介绍。
2.绘制棋盘:可以使用Windows API或者MFC等工具库进行界面绘制。这里我以Windows API为例,你可以在WinMain函数中创建一个窗口,用WM_PAINT消息来绘制棋盘。
3.实现玩家对战和人机对战:可以使用C++的面向对象思想,定义一个棋盘类和一个玩家类,再定义一个AI类用于实现人机对战。对战模式可以通过玩家类的属性来区分。
接下来是代码实现:
1.绘制棋盘
```c++
#include <windows.h>
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
static TCHAR szAppName[] = TEXT("Reversi");
HWND hwnd;
MSG msg;
WNDCLASS wndclass;
wndclass.style = CS_HREDRAW | CS_VREDRAW;
wndclass.lpfnWndProc = WndProc;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.hInstance = hInstance;
wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndclass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = szAppName;
if (!RegisterClass(&wndclass))
{
MessageBox(NULL, TEXT("This program requires Windows NT!"), szAppName, MB_ICONERROR);
return 0;
}
hwnd = CreateWindow(szAppName, TEXT("Reversi"), WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 416, 438, NULL, NULL, hInstance, NULL);
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
static HDC hdcMem;
static HBITMAP hbmMem, hbmOld;
static int cxClient, cyClient;
static int cxBlock, cyBlock;
switch (message)
{
case WM_CREATE:
hdcMem = CreateCompatibleDC(NULL);
break;
case WM_SIZE:
cxClient = LOWORD(lParam);
cyClient = HIWORD(lParam);
cxBlock = cxClient / 8;
cyBlock = cyClient / 8;
hbmMem = CreateCompatibleBitmap(hdc, cxClient, cyClient);
hbmOld = (HBITMAP)SelectObject(hdcMem, hbmMem);
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
// 绘制棋盘
for (int i = 0; i < 8; i++)
{
for (int j = 0; j < 8; j++)
{
Rectangle(hdcMem, i*cxBlock, j*cyBlock, (i + 1)*cxBlock, (j + 1)*cyBlock);
}
}
BitBlt(hdc, 0, 0, cxClient, cyClient, hdcMem, 0, 0, SRCCOPY);
EndPaint(hwnd, &ps);
}
break;
case WM_DESTROY:
SelectObject(hdcMem, hbmOld);
DeleteObject(hbmMem);
DeleteDC(hdcMem);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, message, wParam, lParam);
}
return 0;
}
```
2.实现玩家对战和人机对战
玩家类的定义:
```c++
class Player
{
public:
Player(int color);
bool IsHuman();
void MakeMove(int x, int y);
private:
int m_color;
bool m_bHuman;
};
```
AI类的定义:
```c++
class AI
{
public:
AI(int color);
bool IsHuman();
void MakeMove();
private:
int m_color;
bool m_bHuman;
};
```
棋盘类的定义:
```c++
class Board
{
public:
Board();
void Draw(HDC hdc);
bool IsValidMove(int x, int y, int color);
bool IsGameOver();
int GetScore(int color);
void MakeMove(int x, int y, int color);
private:
int m_board[8][8];
};
```
以上是类的定义,接下来是实现:
```c++
Player::Player(int color)
{
m_color = color;
m_bHuman = true;
}
bool Player::IsHuman()
{
return m_bHuman;
}
void Player::MakeMove(int x, int y)
{
// 玩家走一步棋
// ...
}
AI::AI(int color)
{
m_color = color;
m_bHuman = false;
}
bool AI::IsHuman()
{
return m_bHuman;
}
void AI::MakeMove()
{
// AI走一步棋
// ...
}
Board::Board()
{
memset(m_board, 0, sizeof(m_board));
m_board[3][3] = m_board[4][4] = 1;
m_board[3][4] = m_board[4][3] = 2;
}
void Board::Draw(HDC hdc)
{
// 绘制棋盘和棋子
// ...
}
bool Board::IsValidMove(int x, int y, int color)
{
// 判断是否合法
// ...
}
bool Board::IsGameOver()
{
// 判断是否结束
// ...
}
int Board::GetScore(int color)
{
// 计算分数
// ...
}
void Board::MakeMove(int x, int y, int color)
{
// 落子并翻转棋子
// ...
}
```
最后在WinMain函数中实例化类,并根据玩家的属性来判断对战模式即可。
完整代码如下:
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