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@ -1,37 +1,37 @@
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#include "Chess.h"
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#include "Chess.h"
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#include <conio.h>
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#include <conio.h>
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//修正png透明背景无法显示(网上当的)
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//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>png<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD>ģ<EFBFBD>
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void putimagePNG(int x, int y, IMAGE* picture) //x为载入图片的X坐标,y为Y坐标
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void putimagePNG(int x, int y, IMAGE* picture) //xΪ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼƬ<EFBFBD><EFBFBD>X<EFBFBD><EFBFBD><EFBFBD>꣬yΪY<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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{
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{
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// 变量初始化
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD>
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DWORD* dst = GetImageBuffer(); // GetImageBuffer()函数,用于获取绘图设备的显存指针,EASYX自带
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DWORD* dst = GetImageBuffer(); // GetImageBuffer()<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڻ<EFBFBD>ȡ<EFBFBD><EFBFBD>ͼ<EFBFBD>豸<EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD>ָ<EFBFBD>룬EASYX<EFBFBD>Դ<EFBFBD>
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DWORD* draw = GetImageBuffer();
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DWORD* draw = GetImageBuffer();
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DWORD* src = GetImageBuffer(picture); //获取picture的显存指针
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DWORD* src = GetImageBuffer(picture); //<EFBFBD><EFBFBD>ȡpicture<EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD>ָ<EFBFBD><EFBFBD>
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int picture_width = picture->getwidth(); //获取picture的宽度,EASYX自带
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int picture_width = picture->getwidth(); //<EFBFBD><EFBFBD>ȡpicture<EFBFBD>Ŀ<EFBFBD><EFBFBD>ȣ<EFBFBD>EASYX<EFBFBD>Դ<EFBFBD>
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int picture_height = picture->getheight(); //获取picture的高度,EASYX自带
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int picture_height = picture->getheight(); //<EFBFBD><EFBFBD>ȡpicture<EFBFBD>ĸ߶ȣ<EFBFBD>EASYX<EFBFBD>Դ<EFBFBD>
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int graphWidth = getwidth(); //获取绘图区的宽度,EASYX自带
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int graphWidth = getwidth(); //<EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD>ȣ<EFBFBD>EASYX<EFBFBD>Դ<EFBFBD>
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int graphHeight = getheight(); //获取绘图区的高度,EASYX自带
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int graphHeight = getheight(); //<EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD>ĸ߶ȣ<EFBFBD>EASYX<EFBFBD>Դ<EFBFBD>
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int dstX = 0; //在显存里像素的角标
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int dstX = 0; //<EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>صĽDZ<EFBFBD>
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// 实现透明贴图 公式: Cp=αp*FP+(1-αp)*BP , 贝叶斯定理来进行点颜色的概率计算
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// ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ <20><>ʽ<EFBFBD><CABD> Cp=<3D><>p*FP+(1-<2D><>p)*BP <20><> <20><>Ҷ˹<D2B6><CBB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD>ɫ<EFBFBD>ĸ<EFBFBD><C4B8>ʼ<EFBFBD><CABC><EFBFBD>
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for (int iy = 0; iy < picture_height; iy++)
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for (int iy = 0; iy < picture_height; iy++)
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{
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{
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for (int ix = 0; ix < picture_width; ix++)
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for (int ix = 0; ix < picture_width; ix++)
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{
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{
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int srcX = ix + iy * picture_width; //在显存里像素的角标
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int srcX = ix + iy * picture_width; //<EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>صĽDZ<EFBFBD>
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int sa = ((src[srcX] & 0xff000000) >> 24); //0xAArrggbb;AA是透明度
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int sa = ((src[srcX] & 0xff000000) >> 24); //0xAArrggbb;AA<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int sr = ((src[srcX] & 0xff0000) >> 16); //获取RGB里的R
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int sr = ((src[srcX] & 0xff0000) >> 16); //<EFBFBD><EFBFBD>ȡRGB<EFBFBD><EFBFBD><EFBFBD>R
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int sg = ((src[srcX] & 0xff00) >> 8); //G
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int sg = ((src[srcX] & 0xff00) >> 8); //G
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int sb = src[srcX] & 0xff; //B
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int sb = src[srcX] & 0xff; //B
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if (ix >= 0 && ix <= graphWidth && iy >= 0 && iy <= graphHeight && dstX <= graphWidth * graphHeight)
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if (ix >= 0 && ix <= graphWidth && iy >= 0 && iy <= graphHeight && dstX <= graphWidth * graphHeight)
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{
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{
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dstX = (ix + x) + (iy + y) * graphWidth; //在显存里像素的角标
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dstX = (ix + x) + (iy + y) * graphWidth; //<EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>صĽDZ<EFBFBD>
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int dr = ((dst[dstX] & 0xff0000) >> 16);
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int dr = ((dst[dstX] & 0xff0000) >> 16);
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int dg = ((dst[dstX] & 0xff00) >> 8);
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int dg = ((dst[dstX] & 0xff00) >> 8);
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int db = dst[dstX] & 0xff;
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int db = dst[dstX] & 0xff;
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draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) << 16) //公式: Cp=αp*FP+(1-αp)*BP ; αp=sa/255 , FP=sr , BP=dr
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draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) << 16) //<EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD> Cp=<3D><>p*FP+(1-<2D><>p)*BP <20><> <20><>p=sa/255 , FP=sr , BP=dr
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| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8) //αp=sa/255 , FP=sg , BP=dg
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| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8) //<EFBFBD><EFBFBD>p=sa/255 , FP=sg , BP=dg
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| (sb * sa / 255 + db * (255 - sa) / 255); //αp=sa/255 , FP=sb , BP=db
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| (sb * sa / 255 + db * (255 - sa) / 255); //<EFBFBD><EFBFBD>p=sa/255 , FP=sb , BP=db
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}
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}
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}
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}
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}
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}
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@ -63,13 +63,13 @@ Chess::Chess(int gradeSize, int marginX, int marginY, double chessSize)
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void Chess::init()
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void Chess::init()
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{
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{
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//显示棋盘
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//<EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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loadimage(0, "graphics/map.png");
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loadimage(0, "map.png");//更改路径
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//显示棋子
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//<EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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loadimage(&chessBlackImg, "graphics/black.png", chessSize-2, chessSize-2, true);
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loadimage(&chessBlackImg, "black.png", chessSize-2, chessSize-2, true);//更改路径
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loadimage(&chessWhiteImg, "graphics/white.png", chessSize-2, chessSize-2, true);
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loadimage(&chessWhiteImg, "white.png", chessSize-2, chessSize-2, true);//更改路径
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//清零棋盘
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//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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for (int i = 0; i < gradeSize; ++i)
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for (int i = 0; i < gradeSize; ++i)
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for (int j = 0; j < gradeSize; ++j)
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for (int j = 0; j < gradeSize; ++j)
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chessMap[i][j] = 0;
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chessMap[i][j] = 0;
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@ -86,7 +86,7 @@ bool Chess::clickBoard(int x, int y, ChessPos* pos)
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int len;
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int len;
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bool ret = false;
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bool ret = false;
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do {
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do {
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//左上角
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//<EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD>
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len = sqrt((x - leftTopPosX) * (x - leftTopPosX) + (y - leftTopPosY) * (y - leftTopPosY));
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len = sqrt((x - leftTopPosX) * (x - leftTopPosX) + (y - leftTopPosY) * (y - leftTopPosY));
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if (len < offset)
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if (len < offset)
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{
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{
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@ -97,7 +97,7 @@ bool Chess::clickBoard(int x, int y, ChessPos* pos)
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break;
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break;
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}
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}
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//右上角
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//<EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD>
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int x2 = leftTopPosX + chessSize;
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int x2 = leftTopPosX + chessSize;
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int y2 = leftTopPosY;
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int y2 = leftTopPosY;
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len = sqrt((x - x2) * (x - x2) + (y - y2) * (y - y2));
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len = sqrt((x - x2) * (x - x2) + (y - y2) * (y - y2));
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@ -110,7 +110,7 @@ bool Chess::clickBoard(int x, int y, ChessPos* pos)
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break;
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break;
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}
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}
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//左下角
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//<EFBFBD><EFBFBD><EFBFBD>½<EFBFBD>
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int x3 = leftTopPosX;
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int x3 = leftTopPosX;
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int y3 = leftTopPosY + chessSize;
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int y3 = leftTopPosY + chessSize;
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len = sqrt((x - x3) * (x - x3) + (y - y3) * (y - y3));
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len = sqrt((x - x3) * (x - x3) + (y - y3) * (y - y3));
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@ -123,7 +123,7 @@ bool Chess::clickBoard(int x, int y, ChessPos* pos)
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break;
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break;
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}
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}
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//右下角
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//<EFBFBD><EFBFBD><EFBFBD>½<EFBFBD>
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int x4 = leftTopPosX + chessSize;
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int x4 = leftTopPosX + chessSize;
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int y4 = leftTopPosY + chessSize;
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int y4 = leftTopPosY + chessSize;
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len = sqrt((x - x4) * (x - x4) + (y - y4) * (y - y4));
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len = sqrt((x - x4) * (x - x4) + (y - y4) * (y - y4));
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@ -160,12 +160,12 @@ int Chess::getGradeSize()
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bool Chess::checkWin()
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bool Chess::checkWin()
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{
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{
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// 横竖斜四种大情况,每种情况都根据当前落子往后遍历5个棋子,有一种符合就算赢
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݵ<EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>5<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӣ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ַ<EFBFBD><EFBFBD>Ͼ<EFBFBD><EFBFBD><EFBFBD>Ӯ
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// 水平方向
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// ˮƽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int row = lastPos.row;
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int row = lastPos.row;
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int col = lastPos.col;
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int col = lastPos.col;
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//落子水平方向
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//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˮƽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < 5; i++)
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{
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{
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if (col - i >= 0 &&
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if (col - i >= 0 &&
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@ -181,7 +181,7 @@ bool Chess::checkWin()
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}
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}
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}
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}
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// 竖直方向(上下延伸4个)
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// <EFBFBD><EFBFBD>ֱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>4<EFBFBD><34>)
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < 5; i++)
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{
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{
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if (row - i >= 0 &&
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if (row - i >= 0 &&
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@ -197,14 +197,14 @@ bool Chess::checkWin()
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}
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}
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}
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}
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// “/"方向
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// <EFBFBD><EFBFBD>/"<22><><EFBFBD><EFBFBD>
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < 5; i++)
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{
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{
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if (row + i < gradeSize &&
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if (row + i < gradeSize &&
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row + i - 4 >= 0 &&
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row + i - 4 >= 0 &&
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col - i >= 0 &&
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col - i >= 0 &&
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col - i + 4 < gradeSize &&
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col - i + 4 < gradeSize &&
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// 第[row+i]行,第[col-i]的棋子,与右上方连续4个棋子都相同
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// <EFBFBD><EFBFBD>[row+i]<5D>У<EFBFBD><D0A3><EFBFBD>[col-i]<5D><><EFBFBD><EFBFBD><EFBFBD>ӣ<EFBFBD><D3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD>4<EFBFBD><34><EFBFBD><EFBFBD><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>ͬ
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chessMap[row + i][col - i] == chessMap[row + i - 1][col - i + 1] &&
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chessMap[row + i][col - i] == chessMap[row + i - 1][col - i + 1] &&
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chessMap[row + i][col - i] == chessMap[row + i - 2][col - i + 2] &&
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chessMap[row + i][col - i] == chessMap[row + i - 2][col - i + 2] &&
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chessMap[row + i][col - i] == chessMap[row + i - 3][col - i + 3] &&
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chessMap[row + i][col - i] == chessMap[row + i - 3][col - i + 3] &&
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@ -216,10 +216,10 @@ bool Chess::checkWin()
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}
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}
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}
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}
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// “\“ 方向
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// <EFBFBD><EFBFBD>\<5C><> <20><><EFBFBD><EFBFBD>
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < 5; i++)
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{
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{
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// 第[row+i]行,第[col-i]的棋子,与右下方连续4个棋子都相同
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// <EFBFBD><EFBFBD>[row+i]<5D>У<EFBFBD><D0A3><EFBFBD>[col-i]<5D><><EFBFBD><EFBFBD><EFBFBD>ӣ<EFBFBD><D3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><C2B7><EFBFBD><EFBFBD><EFBFBD>4<EFBFBD><34><EFBFBD><EFBFBD><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>ͬ
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if (row - i >= 0 &&
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if (row - i >= 0 &&
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row - i + 4 < gradeSize &&
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row - i + 4 < gradeSize &&
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col - i >= 0 &&
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col - i >= 0 &&
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@ -243,15 +243,15 @@ bool Chess::checkOver()
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if (checkWin())
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if (checkWin())
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|
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|
{
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|
|
|
{
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|
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Sleep(3000);
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Sleep(3000);
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|
//赢棋
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//Ӯ<EFBFBD><EFBFBD>
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|
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if (!playerFlag)
|
|
|
|
if (!playerFlag)
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|
|
|
{
|
|
|
|
{
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|
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|
loadimage(0, "graphics/win.jpg",400,400,true);
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|
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|
loadimage(0, "win.jpg",400,400,true);//更改路径
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|
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|
}
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|
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|
}
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|
//失败
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|
|
|
//ʧ<EFBFBD><EFBFBD>
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|
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|
else
|
|
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|
else
|
|
|
|
{
|
|
|
|
{
|
|
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|
loadimage(0, "graphics/fail.png", 400, 400, true);
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|
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|
loadimage(0, "fail.png", 400, 400, true);//更改路径
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|
|
|
}
|
|
|
|
}
|
|
|
|
Sleep(5000);
|
|
|
|
Sleep(5000);
|
|
|
|
return true;
|
|
|
|
return true;
|
|
|
@ -274,5 +274,5 @@ void Chess::updateGameMap(ChessPos* pos)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
lastPos = *pos;
|
|
|
|
lastPos = *pos;
|
|
|
|
chessMap[pos->row][pos->col] = playerFlag ? CHESS_BLACK : CHESS_WHITE;
|
|
|
|
chessMap[pos->row][pos->col] = playerFlag ? CHESS_BLACK : CHESS_WHITE;
|
|
|
|
playerFlag = !playerFlag;//换方
|
|
|
|
playerFlag = !playerFlag;//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
}
|
|
|
|
}
|