【android 设置 源码路径】【好友默契挑战源码】【骏飞棋牌源码】象棋棋子源码_象棋棋子源码是什么

2024-11-25 05:57:01 来源:机器数转换源码 分类:热点

1.我想要一个用vb编的象棋五子棋的源码(不要超连接的)
2.手把手超详细!教你用turtle画一个象棋棋盘附源码
3.出色的棋源棋棋开源中国象棋棋谱APP-Chess
4.VB中国象棋源代码

象棋棋子源码_象棋棋子源码是什么

我想要一个用vb编的五子棋的源码(不要超连接的)

       '在窗体上加入以下控件

       'image1(0),image1(0) - 黑白棋

       'image2,image3(0)

       'form中的picture为棋盘。因无法上传,码象请自行领会。源码

       Option Explicit

       Dim I,象棋 J, K, Counter, Firstmoved, Rt, Gen, r, flag As Integer

       Dim Grid(), H(), V(), RL(), LR(), Tb(2), Order() As Integer

       Private Sub Form_Initialize()

       lblHelp.Top = 0

       lblHelp.Left = 0

       Image1(0).Top = -

       Image1(1).Top = -

       lblHelp.Left = -lblHelp.Width

       lblHelp = vbCrLf + vbCrLf + " 游戏帮助" + vbCrLf _

        + vbCrLf + vbCrLf + "●游戏规则:黑方先行,轮流弈子,任一方向先连成五子者胜." _

        + vbCrLf + vbCrLf + vbCrLf + "●操作提示:①可选择[先后]、[难度]和[对手]菜单设置游戏,棋源棋棋android 设置 源码路径" _

        + vbCrLf + vbCrLf + " 只有按[游戏]->[开始]后才可在棋盘上落子." _

        + vbCrLf + vbCrLf + " ②按[游戏]->[清盘]可重玩并设置游戏." _

        + vbCrLf + vbCrLf + " ③落子后按[动作]菜单下的选择可任意悔棋和恢复." _

        + vbCrLf + vbCrLf + " ④各功能菜单都提供了快捷键(Alt+相应字母)." _

        + vbCrLf + vbCrLf + vbCrLf + "●有什么问题请与本人联系.电子邮件:xwwxyz@sina.com." _

        + vbCrLf + vbCrLf + vbCrLf + "●本页面单击后隐藏."

       End Sub

       Private Sub Form_Resize()

       Me.Height =

       Me.Width =

       End Sub

       Private Sub lblHelp_Click()

       lblHelp.Visible = False

       End Sub

       Private Sub mnuAfter_Click()

       Firstmoved = 0

       mnuAfter.Checked = True

       mnuFirst.Checked = False

       End Sub

       Private Sub Form_Load()

       Dim I As Integer

       For I = 1 To

       Load Image3(I) '加载棋子控件

       Image3(I).Top = (I \ ) * + 5

       Image3(I).Left = (I Mod ) * + 5

       Image3(I).Visible = True

       Next

       Ini

       End Sub

       '游戏初始化

       Sub Ini()

       For I = 0 To

       Image3(I) = Image2

       Image3(I).Enabled = False

       Grid(I) = 0

       V(I) = 0

       H(I) = 0

       LR(I) = 0

       RL(I) = 0

       Next I

       mnuBack.Enabled = False

       Counter = 0

       Gen = 0

       If mnuAfter.Checked = True Then

       Firstmoved = 0

       Else

       Firstmoved = 1

       End If

       mnuStart.Enabled = True

       End Sub

       '一方是否可获胜

       Function LineWin(Piece As Integer) As Integer

       Dim mun As Integer

       LineWin =

       '五子一线

       mun = Piece * 5

       For I = 0 To

       If H(I) = mun Or V(I) = mun Or RL(I) = mun Or LR(I) = mun Then

       LineWin = + Piece

       Exit Function

       End If

       Next I

       '四子一线

       mun = Piece * 4

       For I = 0 To

       If H(I) = mun Then

       For K = 0 To 4

       If Grid(I + K) = 0 Then LineWin = I + K: Exit Function

       Next K

       End If

       If V(I) = mun Then

       For K = 0 To 4

       If Grid(I + K * ) = 0 Then LineWin = I + K * : Exit Function

       Next K

       End If

       If RL(I) = mun Then

       For K = 0 To 4

       If Grid(I + K * ) = 0 Then LineWin = I + K * : Exit Function

       Next K

       End If

       If LR(I) = mun Then

       For K = 0 To 4

       If Grid(I + K * ) = 0 Then LineWin = I + K * : Exit Function

       Next K

       End If

       Next I

       End Function

       '计算机走棋

       Sub ComputerMove()

       Dim ToMove As Integer

       If Counter = 0 Then

       Randomize

       I = Int(Rnd * 7 + 4)

       J = Int(Rnd * 7 + 4)

       If Grid(I * + J) = 0 Then ToMove = I * + J

       Else

       If mnuLower.Checked = True Then ToMove = Defend Else ToMove = Attempt

       End If

       Counter = Counter + 1

       If Firstmoved = 0 Then Image3(ToMove) = Image1(0) Else Image3(ToMove) = Image1(1)

       Grid(ToMove) = 2

       Order(Counter) = ToMove

       LineGen ToMove, 6

       If LineWin(6) = Then

       MsgBox "您输了!"

       Ini

       Exit Sub

       End If

       If Counter = Then

       MsgBox "和棋"

       Ini

       Exit Sub

       End If

       End Sub

       '低级模式

       Function Defend() As Integer

       Rt = LineWin(6)

       If Rt < Then Defend = Rt: Exit Function

       Rt = LineWin(1)

       If Rt < Then Defend = Rt: Exit Function

       '查找落子位置

       Rt = FindBlank

       If Rt < Then Defend = Rt: Exit Function

       End Function

       '悔棋

       Private Sub mnuBack_Click()

       mnuComeback.Enabled = True

       If (Counter + Firstmoved) Mod 2 = 0 Then Rt = -1 Else Rt = -6

       Grid(Order(Counter)) = 0

       Image3(Order(Counter)) = Image2

       LineGen Order(Counter), Rt

       Counter = Counter - 1

       If mnuComputer.Checked = True Then

       Grid(Order(Counter)) = 0

       Image3(Order(Counter)) = Image2

       LineGen Order(Counter), -1

       Counter = Counter - 1

       Else

       flag = 1 - flag

       End If

       r = r + 1

       If Counter = 1 And Firstmoved = 0 And mnuComputer.Checked = True Then mnuBack.Enabled = False

       If Counter = 0 Then mnuBack.Enabled = False

       End Sub

       '恢复棋子

       Private Sub mnuComeback_Click()

       mnuBack.Enabled = True

       Counter = Counter + 1

       If (Counter + Firstmoved) Mod 2 = 0 Then

       Grid(Order(Counter)) = 1

       Image3(Order(Counter)) = Image1(1 - Firstmoved)

       LineGen Order(Counter), 1

       Else

       Grid(Order(Counter)) = 2

       Image3(Order(Counter)) = Image1(Firstmoved)

       LineGen Order(Counter), 6

       End If

       If mnuComputer.Checked = True Then

       Counter = Counter + 1

       Grid(Order(Counter)) = 2

       Image3(Order(Counter)) = Image1(Firstmoved)

       LineGen Order(Counter), 6

       Else

       flag = 1 - flag

       End If

       r = r - 1

       If r = 0 Then mnuComeback.Enabled = False

       End Sub

       Private Sub mnuComputer_Click() '对手

       mnuComputer.Checked = True '电脑

       mnuHuman.Checked = False '棋手

       End Sub

       Private Sub mnuClear_Click() '清盘

       Ini

       mnuFirst.Enabled = True

       mnuAfter.Enabled = True

       mnuLower.Enabled = True

       mnuHigher.Enabled = True

       mnuComputer.Enabled = True

       mnuHuman.Enabled = True

       End Sub

       Private Sub mnuHuman_Click()

       mnuHuman.Checked = True

       mnuComputer.Checked = False

       End Sub

       Private Sub mnuStart_Click() '开始

       lblHelp.Visible = False

       For I = 0 To

       Image3(I).Enabled = True

       Next I

       mnuFirst.Enabled = False

       mnuAfter.Enabled = False

       mnuLower.Enabled = False

       mnuHigher.Enabled = False

       mnuComputer.Enabled = False

       mnuHuman.Enabled = False

       If Firstmoved = 0 And mnuComputer.Checked = True Then ComputerMove

       If Firstmoved = 0 And mnuHuman.Checked = True Then flag = 1 Else flag = 0

       mnuStart.Enabled = False

       End Sub

       '玩家走棋

       Private Sub image3_Click(Index As Integer)

       If Grid(Index) <> 0 Then Exit Sub

       Counter = Counter + 1

       If Firstmoved = 0 Then

       Image3(Index) = Image1(1 - flag)

       Else

       Image3(Index) = Image1(flag)

       End If

       Grid(Index) = 1 + flag

       Order(Counter) = Index

       mnuBack.Enabled = True

       mnuComeback.Enabled = False

       r = 0

       LineGen Index, (1 + flag * 5)

       If LineWin(1 + flag * 5) = + flag * 5 Then

       If flag = 0 Then MsgBox "您赢了!" Else MsgBox "您输了!"

       Ini

       Exit Sub

       End If

       If Counter = Then

       MsgBox "和棋"

       Ini

       Exit Sub

       End If

       If mnuComputer.Checked = True Then ComputerMove Else flag = 1 - flag

       End Sub

       '查找可以落子的空位

       Function FindBlank() As Integer

       Dim wz, fs, lz, RndNum As Integer

       fs = -

       For wz = 0 To

       If Grid(wz) = 0 Then

       Grid(wz) = 2

       LineGen wz, 6

       Rt = Gen

       If Rt > fs Then fs = Rt: lz = wz

       Grid(wz) = 0

       LineGen wz, -6

       End If

       Next wz

       FindBlank = lz

       End Function

       '高级模式

       Function Attempt() As Integer

       Dim wz As Integer

       Rt = LineWin(6)

       If Rt < Then Attempt = Rt: Exit Function

       Rt = LineWin(1)

       If Rt < Then Attempt = Rt: Exit Function

       '查找落子位置

       Rt = linethree(6)

       If Rt < Then Attempt = Rt: Exit Function

       Rt = linethree(1)

       If Rt < Then

       Grid(Tb(0)) = 2

       LineGen Tb(0), 6

       Rt = Gen: wz = Tb(0)

       Grid(Tb(0)) = 0

       LineGen Tb(0), -6

       Grid(Tb(1)) = 2

       LineGen Tb(1), 6

       If Rt < Gen Then Rt = Gen: wz = Tb(1)

       Grid(Tb(1)) = 0

       LineGen Tb(1), -6

       Grid(Tb(2)) = 2

       LineGen Tb(2), 6

       If Rt < Gen Then Rt = Gen: wz = Tb(2)

       Grid(Tb(2)) = 0

       LineGen Tb(2), -6

       Attempt = wz

       Exit Function

       End If

       Rt = FindBlank

       If Rt < Then Attempt = Rt: Exit Function

       End Function

       Private Sub mnuFirst_Click() '先后手

       Firstmoved = 1

       mnuAfter.Checked = False

       mnuFirst.Checked = True

       End Sub

       Private Sub mnuHigher_Click()

       mnuLower.Checked = False

       mnuHigher.Checked = True

       End Sub

       Private Sub mnuLower_Click() '难度

       mnuLower.Checked = True

       mnuHigher.Checked = False

       End Sub

       '局势评估

       Function LineGen(ij, Piece)

       Dim b, e, mun As Integer

       I = ij \

       J = ij Mod

       '横线影响

       b = IIf(J - 4 > 0, J - 4, 0)

       e = IIf(J > , , J)

       For K = b To e

       mun = H(I * + K)

       If mun < 6 Then Gen = Gen + mun * 2 ^ mun

       If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen - mun * 2 ^ mun

       H(I * + K) = H(I * + K) + Piece

       mun = H(I * + K)

       If mun < 6 Then Gen = Gen - mun * 2 ^ mun

       If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen + mun * 2 ^ mun

       Next K

       '竖线影响

       b = IIf(I - 4 > 0, I - 4, 0)

       e = IIf(I > , , I)

       For K = b To e

       mun = V(K * + J)

       If mun < 6 Then Gen = Gen + mun * 2 ^ mun

       If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen - mun * 2 ^ mun

       V(K * + J) = V(K * + J) + Piece

       mun = V(K * + J)

       If mun < 6 Then Gen = Gen - mun * 2 ^ mun

       If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen + mun * 2 ^ mun

       Next K

       '撇线影响

       b = IIf(I - 4 > 0, I - 4, 0)

       e = IIf(I > , , I)

       b = IIf(b > J + I - IIf(J + 4 > , , J + 4), b, J + I - IIf(J + 4 > , , J + 4))

       e = IIf(e > J + I - IIf(J > 4, J, 4), J + I - IIf(J > 4, J, 4), e)

       For K = b To e

       mun = RL(K * + I + J - K)

       If mun < 6 Then Gen = Gen + mun * 2 ^ mun

       If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen - mun * 2 ^ mun

       RL(K * + I + J - K) = RL(K * + I + J - K) + Piece

       mun = RL(K * + I + J - K)

       If mun < 6 Then Gen = Gen - mun * 2 ^ mun

       If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen + mun * 2 ^ mun

       Next K

       '捺线影响

       b = IIf(I - 4 > 0, I - 4, 0)

       e = IIf(I > , , I)

       b = IIf(b > I - J + IIf(J - 4 > 0, J - 4, 0), b, I - J + IIf(J - 4 > 0, J - 4, 0))

       e = IIf(e > I - J + IIf(J > , , J), I - J + IIf(J > , , J), e)

       For K = b To e

       mun = LR(K * - I + J + K)

       If mun < 6 Then Gen = Gen + mun * 2 ^ mun

       If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen - mun * 2 ^ mun

       LR(K * - I + J + K) = LR(K * - I + J + K) + Piece

       mun = LR(K * - I + J + K)

       If mun < 6 Then Gen = Gen - mun * 2 ^ mun

       If mun > 5 And mun Mod 6 = 0 Then mun = mun \ 6 - 1: Gen = Gen + mun * 2 ^ mun

       Next K

       End Function

       '是否存在三子一线(可发展成五子联线)

       Function linethree(Piece As Integer) As Integer

       Dim mun As Integer

       linethree =

       '三子一线

       mun = Piece * 3

       For I = 0 To

       If H(I) = mun Then

       If Grid(I) = 0 Then

       If I Mod < Then

       If Grid(I + 5) = 0 Then

       For K = 1 To 4

       If Grid(I + K) = 0 Then

       Tb(0) = I + K

       Tb(1) = I

       Tb(2) = I + 5

       linethree = Tb(0)

       Exit Function

       End If

       Next K

       End If

       End If

       End If

       End If

       If V(I) = mun Then

       If Grid(I) = 0 Then

       If (I \ ) < Then

       If Grid(I + ) = 0 Then

       For K = 1 To 4

       If Grid(I + K * ) = 0 Then

       Tb(0) = I + K *

       Tb(1) = I

       Tb(2) = I +

       linethree = Tb(0)

       Exit Function

       End If

       Next K

       End If

       End If

       End If

       End If

       If RL(I) = mun Then

       If Grid(I) = 0 Then

       If (I \ ) < And I Mod > 4 Then

       If Grid(I + ) = 0 Then

       For K = 1 To 4

       If Grid(I + K * ) = 0 Then

       Tb(0) = I + K *

       Tb(1) = I

       Tb(2) = I +

       linethree = Tb(0)

       Exit Function

       End If

       Next K

       End If

       End If

       End If

       End If

       If LR(I) = mun Then

       If Grid(I) = 0 Then

       If (I \ ) < And I Mod < Then

       If Grid(I + ) = 0 Then

       For K = 1 To 4

       If Grid(I + K * ) = 0 Then

       Tb(0) = I + K *

       Tb(1) = I

       Tb(2) = I +

       linethree = Tb(0)

       Exit Function

       End If

       Next K

       End If

       End If

       End If

       End If

       Next I

       End Function

       Private Sub munHelp_Click() '帮助

       lblHelp.Visible = True

       End Sub

手把手超详细!教你用turtle画一个象棋棋盘附源码

       本文教你使用turtle库画出中国象棋棋盘并提供源代码,码象助你掌握画图技能。源码

       一、象棋简介

       通过turtle绘制象棋棋盘示意图。棋源棋棋

       二、码象确定尺寸

       设定棋盘尺寸,源码好友默契挑战源码确保绘图比例合适。象棋

       三、棋源棋棋初始化

       初始化棋盘尺寸数据,码象为绘制做准备。

       四、定义自定义函数

       创建一个函数简化坐标操作,方便后续绘制。

       五、画两个外边框

       使用turtle库绘制棋盘的外部边界。

       六、画棋盘主体

       设计思路,骏飞棋牌源码逐步绘制棋盘内部。

       七、画将帅老窝斜线

       根据路径绘制棋盘上的特殊斜线。

       八、绘制楚河汉界

       添加棋盘分割线,增加细节。

       九、完整源代码

       提供Python代码,详细注释,助你快速上手。

       此过程充满挑战,纽博足球源码耗时较长,但通过实践可显著提升Python与turtle技能。

       若有关于棋盘绘制的疑问,请直接留言。如有帮助,不妨点赞与转发。感谢你的参与!

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出色的开源中国象棋棋谱APP-Chess

       推荐一款名为“Chess中国象棋”的开源小游戏APP,适合中国象棋爱好者。QQ全套加速源码这款软件由一位热爱象棋和编程的大佬制作,界面简洁大气,功能齐全,帮助棋友们打谱学习和休闲娱乐。

       项目设计借鉴国内知名象棋软件,采用C#语言开发,适合大众使用。软件架构使用Visual Studio /和C#,配合NET5.0/6.0以及WPF,SQLite3.0等技术,使得代码管理高效。目前,开发者计划使用Prism框架重构代码,采用MVVM模式,降低模块间耦合度,增强扩展性。

       功能方面,Chess中国象棋提供了多种实用功能,方便用户享受游戏和学习。安装步骤简单,使用源码时需在Visual Studio中通过NuGet安装Newtonsoft.Json和System.Data.SQLite两个包,系统会自动根据依赖关系安装所需组件。

       软件操作说明和代码示例可以参考文档,通过实际操作来熟悉各项功能。绝杀算法流程图直观展示了棋局的关键操作步骤,便于玩家理解和应用。

       Chess中国象棋项目还提供了丰富的古棋谱共享资源,包括少林派和武当派等不同风格的棋谱,满足棋友们对历史文化的兴趣。项目源代码全部开放,用户不仅可下载使用,还可以深入学习编程技巧。

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VB中国象棋源代码

       一、VB中国象棋源代码

       中国象棋程序一般是通过穷举法,列出人脑接下来可能走的棋,然后列出各种可能的应对方案,然后选择胜率较大的方案进行走棋,其实就是把策略的思考转化为了概率的计算。

       当然,中国象棋软件也要具有一定的策略思考能力、棋局的分析能力。其次是要有效率,像人一样要“背”一些棋谱!

       至于源码,不用我发了吧,以上已经讲得很清楚了,刚学编程的都会写了。

       (仅供参考)

二、中国象棋的源代码

        中国象棋源代码blackleft(){  int x,y,n;  if(blackcurpos.y>0)  {    blackcurposition[blacktemppos.x][blacktemppos.y].x;      y=position[blacktemppos.x][blacktemp      if(board[b.x][blacktemppos.y]==0)        drawbmp(xfile[blacblacktemppos.ylacktemppos.x==blackoldpos.x        drawbmp(x);      }      if(blacktemppos.x==blackoldpos.x      drawcursor(blackcurpos);      blacktemppos.x=blackcuemppos.y=blackcurpos.y;  }}blackright()lackcurpos.y<8)  {    blackcurpos.tion[blacktemppktemppos.ysition[blacktemppos.x][blacktemppos.y].y;      if(board[blacktemppos.x][blacktemppos.y]==0)        drawbmp(x,y,boardfile[blacktemppos.x][blacktemppos.y]);      else if(.x==blackoldpos.x        drawbhessfile[ncktemppos.x==blackoldpos.x      drawcursor(blackcurpos);      blacktemppos.x=blactemppos.ys.y;  }}blackdon;  if(blackstate==SELECT      drawselecursor(blackcurpos);      blackoldpos.x=blackcurpos.x;      blackoldpos.y=blackcurpos.y;    }  }  else if(blackstate==MOVE    y=position[blackoldpos.x][blackoldpos.y].y;    drawbmp(x,y,boardfile[blackoldpos.x][blackoldpos.y]);    x=position[blackcurpos.x][blackcurpos.y].x;    y=position[blackcurpos.x][blackcurpos.y].y;    n=board[blackoldpos.x][blackoldpos.y];    drawbmp(x,y,chessfile[n]);    if(board[blackcurpos.x][blackcurpos.y]==RED_JIANG)    {      winner=BLACK;      finish=1;      return;    }    board[blackcurpos.x][blackcurpos.y]=n;    board[blackoldpos.x][blackoldpos.y]=0;    for(i=0;i<=2;i)      for(j=3;j<=5;j)        if(board[i][j]==BLACK_JIANG)          { x=i;y=j;}    for(i=x1,j=y,n=0;i<=9;i)    {      if(board[i][j]==RED_JIANGfinish=1;break;}      else if(board[i][j]!=0) n;    }       turn=RED;    redstate=SELECT;    drawcursor(redcurpos);    drawbmp(,,"bmp\.wfb");               /转交控制权给红方/  } }blackundo(){  int x,y,n;  if(blackstate==MOVE)  {    x=position[blackoldpos.x][blackoldpos.y].x;    y=position[blackoldpos.x][blackoldpos.y].y;    n=board[blackoldpos.x][blackoldpos.y];    drawbmp(x,y,chessfile[n]);    blackoldpos.x=blackcurpos.x;    blackoldpos.y=blackcurpos.y;    drawcursor(blackcurpos);    blackstate=SELECT;  }}/----------------------------------------------------/start(){  drawcursor(blackcurpos);  drawbmp(,,"bmp\.wfb");  while(!finish)  {    key=getkey();    switch(key){      case RED_UP:           if(turn==RED)      redup();    break;      case RED_DOWN:           if(turn==RED)      reddown();    break;      case RED_LEFT:           if(turn==RED)      redleft();    break;      case RED_RIGHT:           if(turn==RED)      redright();    break;      case RED_DO:           if(turn==RED)      reddo();    break;      case RED_UNDO:           if(turn==RED)      redundo();    break;         case BLACK_UP:           if(turn==BLACK)      blackup();    break;      case BLACK_DOWN:           if(turn==BLACK)      blackdown();    break;      case BLACK_LEFT:           if(turn==BLACK)      blackleft();    break;      case BLACK_RIGHT:           if(turn==BLACK)      blackright();    break;      case BLACK_DO:    if(turn==BLACK)      blackdo();    break;      case BLACK_UNDO:    if(turn==BLACK)      blackundo();    break;      case ESCAPE:  finish=1;break;    }     }}main(){  init();  initpos();  initchesap();  drawbmp(0,0,"bmp\.wfb");  initdrawchess();  /初始化光标位置/  redcurpos.x=redoldpos.x=redtemppos.x=9;  redcurpos.y=redoldpos.y=redtemppos.y=8;  blackcurpos.x=blackoldpos.x=blacktemppos.x=0;  blackcurpos.y=blackoldpos.y=blacktemppos.y=0;/开始/  start();  if(winner==RED)    drawbmp(,,"bmp\.wfb");  else if(winner==BLACK)    drawbmp(,,"bmp\.wfb");  else    drawbmp(,,"bmp\.wfb");  getch();  end();}

三、中国象棋的源代码

       中国象棋源代码blackleft(){  int x,y,n;  if(blackcurpos.y>0)  {    blackcurpos.y--;         x=position[blacktemppos.x][blacktemppos.y].x;      y=position[blacktemppos.x][blacktemppos.y].y;      if(board[blacktemppos.x][blacktemppos.y]==0)        drawbmp(x,y,boardfile[blacktemppos.x][blacktemppos.y]);      else if(!(blacktemppos.x==blackoldpos.x        drawbmp(x,y,chessfile[n]);      }      if(blacktemppos.x==blackoldpos.x      drawcursor(blackcurpos);      blacktemppos.x=blackcurpos.x;      blacktemppos.y=blackcurpos.y;  }}blackright(){  int x,y,n;  if(blackcurpos.y<8)  {    blackcurpos.y;         x=position[blacktemppos.x][blacktemppos.y].x;      y=position[blacktemppos.x][blacktemppos.y].y;      if(board[blacktemppos.x][blacktemppos.y]==0)        drawbmp(x,y,boardfile[blacktemppos.x][blacktemppos.y]);      else if(!(blacktemppos.x==blackoldpos.x        drawbmp(x,y,chessfile[n]);      }      if(blacktemppos.x==blackoldpos.x      drawcursor(blackcurpos);      blacktemppos.x=blackcurpos.x;      blacktemppos.y=blackcurpos.y;  }}blackdo(){  int i,j,x,y,n;  if(blackstate==SELECT      drawselecursor(blackcurpos);      blackoldpos.x=blackcurpos.x;      blackoldpos.y=blackcurpos.y;    }  }  else if(blackstate==MOVE    y=position[blackoldpos.x][blackoldpos.y].y;    drawbmp(x,y,boardfile[blackoldpos.x][blackoldpos.y]);    x=position[blackcurpos.x][blackcurpos.y].x;    y=position[blackcurpos.x][blackcurpos.y].y;    n=board[blackoldpos.x][blackoldpos.y];    drawbmp(x,y,chessfile[n]);    if(board[blackcurpos.x][blackcurpos.y]==RED_JIANG)    {      winner=BLACK;      finish=1;      return;    }    board[blackcurpos.x][blackcurpos.y]=n;    board[blackoldpos.x][blackoldpos.y]=0;    for(i=0;i<=2;i)      for(j=3;j<=5;j)        if(board[i][j]==BLACK_JIANG)          { x=i;y=j;}    for(i=x1,j=y,n=0;i<=9;i)    {      if(board[i][j]==RED_JIANGfinish=1;break;}      else if(board[i][j]!=0) n;    }       turn=RED;    redstate=SELECT;    drawcursor(redcurpos);    drawbmp(,,"bmp\\rzq.wfb");               /转交控制权给红方/  } }blackundo(){  int x,y,n;  if(blackstate==MOVE)  {    x=position[blackoldpos.x][blackoldpos.y].x;    y=position[blackoldpos.x][blackoldpos.y].y;    n=board[blackoldpos.x][blackoldpos.y];    drawbmp(x,y,chessfile[n]);    blackoldpos.x=blackcurpos.x;    blackoldpos.y=blackcurpos.y;    drawcursor(blackcurpos);    blackstate=SELECT;  }}/----------------------------------------------------/start(){  drawcursor(blackcurpos);  drawbmp(,,"bmp\\bzq.wfb");  while(!finish)  {    key=getkey();    switch(key){      case RED_UP:           if(turn==RED)      redup();    break;      case RED_DOWN:           if(turn==RED)      reddown();    break;      case RED_LEFT:           if(turn==RED)      redleft();    break;      case RED_RIGHT:           if(turn==RED)      redright();    break;      case RED_DO:           if(turn==RED)      reddo();    break;      case RED_UNDO:           if(turn==RED)      redundo();    break;         case BLACK_UP:           if(turn==BLACK)      blackup();    break;      case BLACK_DOWN:           if(turn==BLACK)      blackdown();    break;      case BLACK_LEFT:           if(turn==BLACK)      blackleft();    break;      case BLACK_RIGHT:           if(turn==BLACK)      blackright();    break;      case BLACK_DO:    if(turn==BLACK)      blackdo();    break;      case BLACK_UNDO:    if(turn==BLACK)      blackundo();    break;      case ESCAPE:  finish=1;break;    }     }}main(){  init();  initpos();  initchesap();  drawbmp(0,0,"bmp\\board.wfb");  initdrawchess();  /初始化光标位置/  redcurpos.x=redoldpos.x=redtemppos.x=9;  redcurpos.y=redoldpos.y=redtemppos.y=8;  blackcurpos.x=blackoldpos.x=blacktemppos.x=0;  blackcurpos.y=blackoldpos.y=blacktemppos.y=0;/开始/  start();  if(winner==RED)    drawbmp(,,"bmp\\redwin.wfb");  else if(winner==BLACK)    drawbmp(,,"bmp\\blackwin.wfb");  else    drawbmp(,,"bmp\\exit.wfb");  getch();  end();}

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