用easyx写一个GUI界面解决棋盘覆盖问题,要求动态实现可视化过程,可以控制前进和后退
时间: 2023-12-03 22:45:14 浏览: 24
好的,以下是一个用EasyX实现的GUI界面解决棋盘覆盖问题的代码:
```cpp
#include <graphics.h>
#include <stack>
using namespace std;
const int MAXN = 1024;
// 棋盘覆盖问题中的L型骨牌编号
const int L_SHAPE[][2][2] = {
{{0, 0}, {1, 0}}, {{0, 0}, {0, 1}}, {{0, 0}, {-1, 0}}, {{0, 0}, {0, -1}}
};
// 棋盘覆盖问题中用于标记已经覆盖的格子的颜色
const int COVERED_COLOR = RGB(200, 200, 200);
// 棋盘覆盖问题中用于标记当前骨牌的颜色
const int CURRENT_COLOR = RGB(255, 0, 0);
// 棋盘的大小
int board_size;
// 当前骨牌所在的行和列
int current_row, current_col;
// 当前骨牌的类型
int current_type;
// 棋盘上每个格子是否被覆盖
bool covered[MAXN][MAXN];
// 棋盘上每个格子的坐标
POINT board_points[MAXN][MAXN];
// 用于撤销操作的堆栈
stack<pair<int, int>> undo_stack;
// 初始化棋盘
void initBoard() {
int x = (getmaxx() - board_size) / 2;
int y = (getmaxy() - board_size) / 2;
int step = board_size / (1 << 6);
for (int i = 0; i < (1 << 6); i++) {
for (int j = 0; j < (1 << 6); j++) {
board_points[i][j].x = x + i * step;
board_points[i][j].y = y + j * step;
covered[i][j] = false;
}
}
}
// 绘制棋盘
void drawBoard() {
cleardevice();
setlinecolor(RGB(0, 0, 0));
setlinestyle(PS_SOLID, 1);
for (int i = 0; i <= (1 << 6); i++) {
line(board_points[i][0].x, board_points[i][0].y, board_points[i][(1 << 6)].x, board_points[i][(1 << 6)].y);
line(board_points[0][i].x, board_points[0][i].y, board_points[(1 << 6)][i].x, board_points[(1 << 6)][i].y);
}
// 标记已经覆盖的格子
for (int i = 0; i < (1 << 6); i++) {
for (int j = 0; j < (1 << 6); j++) {
if (covered[i][j]) {
setfillcolor(COVERED_COLOR);
solidrectangle(board_points[i][j].x + 1, board_points[i][j].y + 1, board_points[i + 1][j + 1].x - 1, board_points[i + 1][j + 1].y - 1);
}
}
}
// 标记当前骨牌
setfillcolor(CURRENT_COLOR);
solidrectangle(board_points[current_row][current_col].x + 1, board_points[current_row][current_col].y + 1, board_points[current_row + 1][current_col + 1].x - 1, board_points[current_row + 1][current_col + 1].y - 1);
flushbatch();
}
// 撤销上一步操作
void undo() {
if (undo_stack.empty()) {
return;
}
auto prev_state = undo_stack.top();
undo_stack.pop();
current_row = prev_state.first;
current_col = prev_state.second;
covered[current_row][current_col] = false;
drawBoard();
}
// 尝试覆盖一个格子,如果覆盖成功返回true,否则返回false
bool cover(int row, int col, int type) {
// 尝试覆盖四个格子
for (int i = 0; i < 4; i++) {
int new_row = row + L_SHAPE[type][i][0];
int new_col = col + L_SHAPE[type][i][1];
if (new_row < 0 || new_row >= (1 << 6) || new_col < 0 || new_col >= (1 << 6) || covered[new_row][new_col]) {
return false;
}
}
// 覆盖成功,记录当前状态并绘制棋盘
for (int i = 0; i < 4; i++) {
int new_row = row + L_SHAPE[type][i][0];
int new_col = col + L_SHAPE[type][i][1];
covered[new_row][new_col] = true;
}
undo_stack.push(make_pair(current_row, current_col));
current_row = row;
current_col = col;
current_type = type;
drawBoard();
return true;
}
// 回溯求解棋盘覆盖问题
void backtrack(int row, int col, int size, int type) {
if (size == 1) {
return;
}
int half_size = size / 2;
if (type == -1) {
// 如果当前骨牌类型为-1,则用L型骨牌覆盖左上角的格子
cover(row + half_size - 1, col + half_size - 1, 0);
} else {
// 否则用L型骨牌覆盖中间的格子
cover(row + half_size - 1, col + half_size - 1, type);
}
// 分别递归求解四个子问题
backtrack(row, col, half_size, (type + 1) % 4);
backtrack(row, col + half_size, half_size, (type + 2) % 4);
backtrack(row + half_size, col, half_size, (type + 3) % 4);
backtrack(row + half_size, col + half_size, half_size, type);
// 恢复当前状态
undo();
}
int main() {
initgraph(800, 800);
board_size = getmaxx() * 4 / 5;
initBoard();
drawBoard();
backtrack(0, 0, 1 << 6, -1);
while (true) {
if (kbhit()) {
int key = getch();
if (key == 'a') {
// 向左走
if (current_col > 0 && !covered[current_row][current_col - 1]) {
cover(current_row, current_col - 1, current_type);
}
} else if (key == 'd') {
// 向右走
if (current_col < (1 << 6) - 1 && !covered[current_row][current_col + 1]) {
cover(current_row, current_col + 1, current_type);
}
} else if (key == 'w') {
// 向上走
if (current_row > 0 && !covered[current_row - 1][current_col]) {
cover(current_row - 1, current_col, current_type);
}
} else if (key == 's') {
// 向下走
if (current_row < (1 << 6) - 1 && !covered[current_row + 1][current_col]) {
cover(current_row + 1, current_col, current_type);
}
} else if (key == 'z') {
// 撤销操作
undo();
}
}
}
return 0;
}
```
运行程序后,可以通过键盘控制骨牌的移动和撤销操作。具体来说,按下 `a` 键可以向左移动骨牌,按下 `d` 键可以向右移动骨牌,按下 `w` 键可以向上移动骨牌,按下 `s` 键可以向下移动骨牌,按下 `z` 键可以撤销上一步操作。
在程序运行过程中,每当骨牌移动或撤销操作时,程序会自动重新绘制棋盘,从而实现了动态的可视化过程。