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
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,棋源棋棋发卡全解源码" _
+ 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,源码率土之滨游戏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,源码adb分析逐步绘制棋盘内部。
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,导出软件源码耗时较长,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!
关注Python入门速学,一同深入学习Python。
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。haproxy配置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。
加入程序员了不起读者交流群,与志同道合的伙伴交流技术、分享资源。群内提供简历模板、技术面试资料等G资源,助你快速成长。关注公众号《程序员了不起》,回复特定代码加入交流群,期待你的加入。
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();}