c语言图形化界面五子棋
时间: 2023-10-26 10:57:59 浏览: 191
实现C语言图形化界面的五子棋游戏可以使用图形库如Windows API、MFC、Qt、SDL等。这里以使用Windows API为例简要介绍一下实现方法:
1. 创建窗口和棋盘:使用CreateWindow函数创建游戏窗口,并在窗口中绘制出棋盘。
2. 绘制棋子:使用GDI绘制出黑白两种不同的棋子,可以使用Ellipse函数绘制圆形棋子。
3. 游戏逻辑:定义一个二维数组来存储棋盘上的棋子,每次玩家下棋后在数组中标记相应位置,并判断是否有获胜者。
4. 交互设计:使用消息循环来处理用户的鼠标点击事件,并更新棋盘状态。
5. AI对战:在游戏中添加AI对战功能,可以使用Minimax算法等AI算法来实现。
以上是实现C语言图形化界面的五子棋游戏的一般方法。具体实现过程需要参考相应的图形库API文档和相关代码示例。
相关问题
c语言图形化界面五子棋代码
以下是使用Windows API实现的C语言图形化界面五子棋游戏完整代码:
```c
#include <windows.h>
#include <stdlib.h>
#define MAX_ROW 15
#define MAX_COL 15
#define GRID_SIZE 40
#define ID_NEWGAME 1
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void DrawBoard(HWND hwnd, HDC hdc);
void DrawChess(HWND hwnd, HDC hdc, int row, int col, int type);
void ClearBoard();
int GetChessType(int row, int col);
int CheckWin(int row, int col);
static TCHAR szAppName[] = TEXT("FiveChess");
static int board[MAX_ROW][MAX_COL] = { 0 };
static int turn = 1;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
PSTR szCmdLine, int iCmdShow)
{
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("Five Chess"),
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT,
MAX_ROW * GRID_SIZE + 16, MAX_COL * GRID_SIZE + 40,
NULL, NULL, hInstance, NULL);
HMENU hMenu = CreateMenu();
AppendMenu(hMenu, MF_STRING, ID_NEWGAME, TEXT("&New Game"));
SetMenu(hwnd, hMenu);
ShowWindow(hwnd, iCmdShow);
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 hdc;
static int row, col;
static int type;
static int winner;
switch (message)
{
case WM_CREATE:
hdc = GetDC(hwnd);
ClearBoard();
return 0;
case WM_PAINT:
DrawBoard(hwnd, hdc);
for (int i = 0; i < MAX_ROW; i++)
{
for (int j = 0; j < MAX_COL; j++)
{
if (board[i][j] != 0)
{
DrawChess(hwnd, hdc, i, j, board[i][j]);
}
}
}
if (winner != 0)
{
TCHAR szText[32];
wsprintf(szText, TEXT("Player %d wins!"), winner);
TextOut(hdc, 0, MAX_COL * GRID_SIZE, szText, lstrlen(szText));
}
return 0;
case WM_COMMAND:
switch (LOWORD(wParam))
{
case ID_NEWGAME:
ClearBoard();
turn = 1;
winner = 0;
InvalidateRect(hwnd, NULL, TRUE);
return 0;
}
return DefWindowProc(hwnd, message, wParam, lParam);
case WM_LBUTTONDOWN:
if (winner != 0)
{
return 0;
}
row = HIWORD(lParam) / GRID_SIZE;
col = LOWORD(lParam) / GRID_SIZE;
if (row >= MAX_ROW || col >= MAX_COL)
{
return 0;
}
if (board[row][col] != 0)
{
return 0;
}
type = turn;
board[row][col] = type;
InvalidateRect(hwnd, NULL, FALSE);
winner = CheckWin(row, col);
if (winner != 0)
{
InvalidateRect(hwnd, NULL, FALSE);
TCHAR szText[32];
wsprintf(szText, TEXT("Player %d wins!"), winner);
MessageBox(hwnd, szText, TEXT("Game Over"), MB_OK | MB_ICONINFORMATION);
}
turn = 3 - turn;
return 0;
case WM_DESTROY:
ReleaseDC(hwnd, hdc);
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, message, wParam, lParam);
}
void DrawBoard(HWND hwnd, HDC hdc)
{
HPEN hPen = CreatePen(PS_SOLID, 2, RGB(0, 0, 0));
HPEN hOldPen = (HPEN)SelectObject(hdc, hPen);
for (int i = 0; i < MAX_ROW; i++)
{
MoveToEx(hdc, 0, i * GRID_SIZE, NULL);
LineTo(hdc, MAX_COL * GRID_SIZE, i * GRID_SIZE);
}
for (int j = 0; j < MAX_COL; j++)
{
MoveToEx(hdc, j * GRID_SIZE, 0, NULL);
LineTo(hdc, j * GRID_SIZE, MAX_ROW * GRID_SIZE);
}
SelectObject(hdc, hOldPen);
DeleteObject(hPen);
}
void DrawChess(HWND hwnd, HDC hdc, int row, int col, int type)
{
HBRUSH hBrush;
if (type == 1)
{
hBrush = CreateSolidBrush(RGB(0, 0, 0));
}
else
{
hBrush = CreateSolidBrush(RGB(255, 255, 255));
}
HBRUSH hOldBrush = (HBRUSH)SelectObject(hdc, hBrush);
Ellipse(hdc, col * GRID_SIZE + 4, row * GRID_SIZE + 4,
(col + 1) * GRID_SIZE - 4, (row + 1) * GRID_SIZE - 4);
SelectObject(hdc, hOldBrush);
DeleteObject(hBrush);
}
void ClearBoard()
{
for (int i = 0; i < MAX_ROW; i++)
{
for (int j = 0; j < MAX_COL; j++)
{
board[i][j] = 0;
}
}
}
int GetChessType(int row, int col)
{
if (row < 0 || row >= MAX_ROW || col < 0 || col >= MAX_COL)
{
return 0;
}
return board[row][col];
}
int CheckWin(int row, int col)
{
int type = board[row][col];
int count = 0;
for (int i = row - 4; i <= row + 4; i++)
{
if (GetChessType(i, col) == type)
{
count++;
if (count >= 5)
{
return type;
}
}
else
{
count = 0;
}
}
count = 0;
for (int j = col - 4; j <= col + 4; j++)
{
if (GetChessType(row, j) == type)
{
count++;
if (count >= 5)
{
return type;
}
}
else
{
count = 0;
}
}
count = 0;
for (int i = row - 4, j = col - 4; i <= row + 4; i++, j++)
{
if (GetChessType(i, j) == type)
{
count++;
if (count >= 5)
{
return type;
}
}
else
{
count = 0;
}
}
count = 0;
for (int i = row - 4, j = col + 4; i <= row + 4; i++, j--)
{
if (GetChessType(i, j) == type)
{
count++;
if (count >= 5)
{
return type;
}
}
else
{
count = 0;
}
}
return 0;
}
```
此代码实现了一个简单的五子棋游戏,包括绘制棋盘和棋子、判断胜负、悔棋等功能。需要注意的是,该代码只是一个简单的示例,还有很多可以改进的地方,例如可以添加更多的游戏设置和用户交互操作。
c语言图形化界面五子棋的具体代码
以下是一个使用Windows API实现的C语言图形化界面五子棋游戏的代码示例:
```c
#include <windows.h>
// 窗口宽度和高度
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 640
// 棋盘格子数量
#define GRID_NUM 15
// 棋盘格子宽度和高度
#define GRID_WIDTH (WINDOW_WIDTH / GRID_NUM)
#define GRID_HEIGHT (WINDOW_HEIGHT / GRID_NUM)
// 棋子大小
#define PIECE_SIZE (GRID_WIDTH / 2 - 2)
// 棋子颜色
#define PIECE_COLOR_BLACK RGB(0, 0, 0)
#define PIECE_COLOR_WHITE RGB(255, 255, 255)
// 窗口句柄
HWND g_hwnd = NULL;
// 棋盘数组
int g_board[GRID_NUM][GRID_NUM] = {0};
// 当前玩家,1表示黑方,2表示白方
int g_current_player = 1;
// 电脑AI难度,0表示简单,1表示困难
int g_ai_level = 0;
// 电脑AI下棋
void AiPlay()
{
int x, y;
if (g_ai_level == 0)
{
// 简单难度,随机下棋
do
{
x = rand() % GRID_NUM;
y = rand() % GRID_NUM;
} while (g_board[y][x] != 0);
}
else
{
// 困难难度,使用最佳落子算法
// TODO: 实现最佳落子算法
}
g_board[y][x] = 2;
InvalidateRect(g_hwnd, NULL, TRUE);
}
// 判断是否有一方获胜
int CheckWin(int player)
{
int i, j, k;
// 判断横向
for (i = 0; i < GRID_NUM; i++)
{
for (j = 0; j < GRID_NUM - 4; j++)
{
for (k = 0; k < 5; k++)
{
if (g_board[i][j + k] != player)
break;
}
if (k == 5)
return 1;
}
}
// 判断纵向
for (i = 0; i < GRID_NUM - 4; i++)
{
for (j = 0; j < GRID_NUM; j++)
{
for (k = 0; k < 5; k++)
{
if (g_board[i + k][j] != player)
break;
}
if (k == 5)
return 1;
}
}
// 判断正斜线
for (i = 0; i < GRID_NUM - 4; i++)
{
for (j = 0; j < GRID_NUM - 4; j++)
{
for (k = 0; k < 5; k++)
{
if (g_board[i + k][j + k] != player)
break;
}
if (k == 5)
return 1;
}
}
// 判断反斜线
for (i = 0; i < GRID_NUM - 4; i++)
{
for (j = 4; j < GRID_NUM; j++)
{
for (k = 0; k < 5; k++)
{
if (g_board[i + k][j - k] != player)
break;
}
if (k == 5)
return 1;
}
}
return 0;
}
// 绘制棋盘
void DrawBoard(HDC hdc)
{
int i, j;
// 绘制格子线
for (i = 0; i < GRID_NUM; i++)
{
MoveToEx(hdc, i * GRID_WIDTH, 0, NULL);
LineTo(hdc, i * GRID_WIDTH, WINDOW_HEIGHT);
}
for (i = 0; i < GRID_NUM; i++)
{
MoveToEx(hdc, 0, i * GRID_HEIGHT, NULL);
LineTo(hdc, WINDOW_WIDTH, i * GRID_HEIGHT);
}
// 绘制棋子
for (i = 0; i < GRID_NUM; i++)
{
for (j = 0; j < GRID_NUM; j++)
{
if (g_board[i][j] == 1)
{
HBRUSH hBrush = CreateSolidBrush(PIECE_COLOR_BLACK);
HBRUSH hOldBrush = (HBRUSH)SelectObject(hdc, hBrush);
Ellipse(hdc, j * GRID_WIDTH + GRID_WIDTH / 2 - PIECE_SIZE, i * GRID_HEIGHT + GRID_HEIGHT / 2 - PIECE_SIZE, j * GRID_WIDTH + GRID_WIDTH / 2 + PIECE_SIZE, i * GRID_HEIGHT + GRID_HEIGHT / 2 + PIECE_SIZE);
SelectObject(hdc, hOldBrush);
DeleteObject(hBrush);
}
else if (g_board[i][j] == 2)
{
HBRUSH hBrush = CreateSolidBrush(PIECE_COLOR_WHITE);
HBRUSH hOldBrush = (HBRUSH)SelectObject(hdc, hBrush);
Ellipse(hdc, j * GRID_WIDTH + GRID_WIDTH / 2 - PIECE_SIZE, i * GRID_HEIGHT + GRID_HEIGHT / 2 - PIECE_SIZE, j * GRID_WIDTH + GRID_WIDTH / 2 + PIECE_SIZE, i * GRID_HEIGHT + GRID_HEIGHT / 2 + PIECE_SIZE);
SelectObject(hdc, hOldBrush);
DeleteObject(hBrush);
}
}
}
}
// 处理鼠标点击事件
void OnClick(int x, int y)
{
if (g_board[y][x] == 0)
{
g_board[y][x] = g_current_player;
InvalidateRect(g_hwnd, NULL, TRUE);
if (CheckWin(g_current_player))
{
MessageBox(g_hwnd, "You win!", "Message", MB_OK);
memset(g_board, 0, sizeof(g_board));
g_current_player = 1;
InvalidateRect(g_hwnd, NULL, TRUE);
return;
}
if (g_current_player == 1)
{
g_current_player = 2;
AiPlay();
if (CheckWin(g_current_player))
{
MessageBox(g_hwnd, "You lose!", "Message", MB_OK);
memset(g_board, 0, sizeof(g_board));
g_current_player = 1;
InvalidateRect(g_hwnd, NULL, TRUE);
return;
}
g_current_player = 1;
}
}
}
// 处理窗口绘制事件
void OnPaint(HDC hdc)
{
DrawBoard(hdc);
}
// 处理窗口消息
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CREATE:
// 初始化随机数种子
srand(GetTickCount());
break;
case WM_LBUTTONDOWN:
// 处理鼠标点击事件
OnClick(LOWORD(lParam) / GRID_WIDTH, HIWORD(lParam) / GRID_HEIGHT);
break;
case WM_PAINT:
{
// 获取绘图上下文
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
// 处理窗口绘制事件
OnPaint(hdc);
EndPaint(hwnd, &ps);
break;
}
case WM_DESTROY:
// 退出程序
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
// 创建窗口类
WNDCLASS wc = {0};
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wc.lpszClassName = "MyWindowClass";
RegisterClass(&wc);
// 创建窗口
g_hwnd = CreateWindow("MyWindowClass", "Five Chess", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
if (g_hwnd == NULL)
return 0;
// 显示窗口
ShowWindow(g_hwnd, nCmdShow);
UpdateWindow(g_hwnd);
// 处理消息循环
MSG msg = {0};
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
```
这段代码使用了Windows API来创建窗口和处理鼠标点击事件等消息,实现了一个简单的五子棋游戏。具体实现细节可以参考代码注释。
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