# WZQ #include "gamewidget.h" #include "ui_gamewidget.h" #include #include #include const int kBoardSize = 15; // 棋盘大小 const int kCellSize = 40; // 格子大小 const int kMargin = 20; // 棋盘边距 const int kPieceSize = 30; // 棋子大小 enum PieceType { kEmpty, kBlack, kWhite }; GameWidget::GameWidget(QWidget *parent) : QWidget(parent), ui(new Ui::GameWidget) { ui->setupUi(this); // 创建棋盘场景 scene = new QGraphicsScene(this); ui->boardView->setScene(scene); ui->boardView->setRenderHint(QPainter::Antialiasing); // 绘制棋盘 for (int i = 0; i < kBoardSize; i++) { for (int j = 0; j < kBoardSize; j++) { QGraphicsRectItem* rect = new QGraphicsRectItem(i * kCellSize, j * kCellSize, kCellSize, kCellSize); rect->setPen(Qt::NoPen); rect->setBrush(QBrush(QColor("#D18B47"), Qt::SolidPattern)); scene->addItem(rect); } } // 初始化棋盘数组 for (int i = 0; i < kBoardSize; i++) { for (int j = 0; j < kBoardSize; j++) { board_[i][j] = kEmpty; } } // 初始化当前玩家为黑色 currentPlayer_ = kBlack; ui->statusLabel->setText(tr("Black's turn")); } GameWidget::~GameWidget() { delete ui; } void GameWidget::mousePressEvent(QMouseEvent* event) { if (event->button() != Qt::LeftButton) { return; } QPointF pos = ui->boardView->mapToScene(event->pos()); // 将落点转换为棋盘坐标 int x = qRound(pos.x() / kCellSize); int y = qRound(pos.y() / kCellSize); // 判断落点是否有效,如果无效则返回 if (x < 0 || x >= kBoardSize || y < 0 || y >= kBoardSize || board_[x][y] != kEmpty) { return; } // 在落点绘制棋子 QGraphicsEllipseItem* item = new QGraphicsEllipseItem(x * kCellSize + kMargin, y * kCellSize + kMargin, kPieceSize, kPieceSize); item->setBrush(QBrush((currentPlayer_ == kBlack) ? Qt::black : Qt::white, Qt::SolidPattern)); scene->addItem(item); // 记录落子位置和棋子对象 QPoint point(x, y); history_.push(point); lastItem_ = item; // 更新棋盘数组 board_[x][y] = currentPlayer_; // 判断游戏是否结束 if (checkWin(x, y)) { QString message = (currentPlayer_ == kBlack) ? tr("Black wins!") : tr("White wins!"); QMessageBox::StandardButton button = QMessageBox::information(this, tr("Game Over"), message); if (button == QMessageBox::Ok) { resetGame(); } return; } else if (checkTie()) { QMessageBox::StandardButton button = QMessageBox::information(this, tr("Game Over"), tr("Tie!")); if (button == QMessageBox::Ok) { resetGame(); } return; } // 切换玩家 currentPlayer_ = (currentPlayer_ == kBlack) ? kWhite : kBlack; ui->statusLabel->setText((currentPlayer_ == kBlack) ? tr("Black's turn") : tr("White's turn")); } bool GameWidget::checkWin(int x, int y) { int i, j, count; // 判断横向是否五子连珠 count = 1; for (i = x - 1; i >= 0 && board_[i][y] == currentPlayer_; i--) { count++; } for (i = x + 1; i < kBoardSize && board_[i][y] == currentPlayer_; i++) { count++; } if (count >= 5) { return true; } // 判断纵向是否五子连珠 count = 1; for (j = y - 1; j >= 0 && board_[x][j] == currentPlayer_; j--) { count++; } for (j = y + 1; j < kBoardSize && board_[x][j] == currentPlayer_; j++) { count++; } if (count >= 5) { return true; } // 判断左上到右下是否五子连珠 count = 1; for (i = x - 1, j = y - 1; i >= 0 && j >= 0 && board_[i][j] == currentPlayer_; i--, j--) { count++; } for (i = x + 1, j = y + 1; i < kBoardSize && j < kBoardSize && board_[i][j] == currentPlayer_; i++, j++) { count++; } if (count >= 5) { return true; } // 判断左下到右上是否五子连珠 count = 1; for (i = x - 1, j = y + 1; i >= 0 && j < kBoardSize && board_[i][j] == currentPlayer_; i--, j++) { count++; } for (i = x + 1, j = y - 1; i < kBoardSize && j >= 0 && board_[i][j] == currentPlayer_; i++, j--) { count++; } if (count >= 5) { return true; } return false; } bool GameWidget::checkTie() { for (int i = 0; i < kBoardSize; i++) { for (int j = 0; j < kBoardSize; j++) { if (board_[i][j] == kEmpty) { return false; } } } return true; } void GameWidget::resetGame() { // 清空棋盘场景和棋盘数组 scene->clear(); for (int i = 0; i < kBoardSize; i++) { for (int j = 0; j < kBoardSize; j++) { board_[i][j] = kEmpty; } } // 重置历史记录和当前玩家 while (!history_.empty()) { history_.pop(); } currentPlayer_ = kBlack; // 更新状态栏 ui->statusLabel->setText(tr("Black's turn")); } void GameWidget::undo() { // 如果历史记录为空,则返回 if (history_.empty()) { return; } // 恢复上一个落子点的状态,并从历史记录中删除该点 QPoint point = history_.top(); history_.pop(); board_[point.x()][point.y()] = kEmpty; scene->removeItem(lastItem_); delete lastItem_; lastItem_ = nullptr; // 切换当前玩家 currentPlayer_ = (currentPlayer_ == kBlack) ? kWhite : kBlack; ui->statusLabel->setText((currentPlayer_ == kBlack) ? tr("Black's turn") : tr("White's turn")); } void GameWidget::newGame() { // 弹出确认对话框 QMessageBox::StandardButton button = QMessageBox::question(this, tr("New Game"), tr("Are you sure you want to start a new game?"), QMessageBox::Yes | QMessageBox::No); if (button == QMessageBox::Yes) { resetGame(); } } void GameWidget::saveGame() { // 弹出保存对话框,获取保存文件路径 QString fileName = QFileDialog::getSaveFileName(this, tr("Save Game"), ".", tr("Game files (*.game)")); if (fileName.isEmpty()) { return; } // 打开保存文件,保存棋盘数组和当前玩家 QFile file(fileName); if (file.open(QIODevice::WriteOnly)) { QDataStream stream(&file); stream.writeRawData((const char*)board_, sizeof(board_)); stream << currentPlayer_; file.close(); } } void GameWidget::loadGame() { // 弹出打开对话框,获取打开文件路径 QString fileName = QFileDialog::getOpenFileName(this, tr("Load Game"), ".", tr("Game files (*.game)")); if (fileName.isEmpty()) { return; } // 打开保存文件,读取棋盘数组和当前玩家 QFile file(fileName); if (file.open(QIODevice::ReadOnly)) { QDataStream stream(&file); stream.readRawData((char*)board_, sizeof(board_)); stream >> currentPlayer_; file.close(); // 清空棋盘场景,重新绘制棋盘和棋子 scene->clear(); for (int i = 0; i < kBoardSize; i++) { for (int j = 0; j < kBoardSize; j++) { QGraphicsRectItem* rect = new QGraphicsRectItem(i * kCellSize, j * kCellSize, kCellSize, kCellSize); rect->setPen(Qt::NoPen); rect->setBrush(QBrush(QColor("#D18B47"), Qt::SolidPattern)); scene->addItem(rect); if (board_[i][j] != kEmpty) { QGraphicsEllipseItem* item = new QGraphicsEllipseItem(i * kCellSize + kMargin, j * kCellSize + kMargin, kPieceSize, kPieceSize); item->setBrush(QBrush((board_[i][j] == kBlack) ? Qt::black : Qt::white, Qt::SolidPattern)); scene->addItem(item); } } } // 更新状态栏 ui->statusLabel->setText((currentPlayer_ == kBlack) ? tr("Black's turn") : tr("White's turn")); } }