1,简介
QT5.5.1 开发的五子棋单机版,花了一个晚上+熬夜完成。
(2020-8-27:源码已改为QT5.11.1编译过)
2,效果
3,思路
棋盘为15*15矩阵
棋子Item 存1个坐标点、一个颜色类型(黑棋还是白棋)
绘制顺序依次为 棋盘、棋子、鼠标(也是一个棋子)
核心算法(判断五子连):
对所下的棋子,向 8个方向分别统计相邻的同色棋子个数
8个方向为:左、左上、上、右上、右、右下、下、左下
然后在一条直线的2个方向的棋子个数加起来,即得到该直线上与所下棋子相邻的同色棋子个数
棋子类Item.h:
包含一个QPoint圆心坐标,和一个bool变量,代表是黑方还是白方
#pragma once
#include <QPoint>
class Item
{
public:
Item(void);
Item(QPoint pt,bool bBlack);
~Item(void);
//重载"=="操作符,判等需要颜色和位置都相同
bool operator==(const Item &t1)const
{
return ((mPt == t1.mPt) && (mBlack == t1.mBlack));
}
QPoint mPt;
bool mBlack;
private:
};
MainWindow.h:
QVector<Item> mItems 保存所有棋子。
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include "Item.h"
#include "qmap.h"
namespace Ui {
class MainWindow;
}
#define CHESS_ROWS 15
#define CHESS_COLUMES 15
#define RECT_WIDTH 50
#define RECT_HEIGHT 50
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
protected:
void paintEvent(QPaintEvent *);
void mousePressEvent(QMouseEvent *);
private:
void DrawChessboard();
void DrawItems();
void DrawItemWithMouse();
void DrawChessAtPoint(QPainter& painter,QPoint& pt);
//统计某个方向(共8个方向)上的相连个数,用QPoint表示统计方向,如(1,1)表示右下方,(-1,0)表示向左
int CountNearItem(Item item,QPoint ptDirection);
private:
Ui::MainWindow *ui;
QVector<Item> mItems;
bool mIsBlackTurn; //当前该黑棋下
};
#endif // MAINWINDOW_H
MainWindow.cpp:
#include "mainwindow.h"
#include "ui_mainwindow.h"
#include "qpainter.h"
#include "qevent.h"
#include "qpoint.h"
#include "qmessagebox.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
ui->mainToolBar->hide();
ui->menuBar->hide();
resize((CHESS_COLUMES + 1)*RECT_WIDTH ,(CHESS_ROWS + 1)*RECT_HEIGHT);
mIsBlackTurn = true;
}
MainWindow::~MainWindow()
{
delete ui;
}
void MainWindow::paintEvent(QPaintEvent *e)
{
DrawChessboard(); //画棋盘
DrawItems(); //画棋子
DrawItemWithMouse(); //画鼠标(当前方的棋子形状)
update();
}
void MainWindow::DrawChessboard()
{
QPainter painter(this);
painter.setRenderHint(QPainter::HighQualityAntialiasing, true);
painter.setBrush(Qt::darkYellow);
painter.setPen(QPen(QColor(Qt::black),2));
for(int i = 0;i<CHESS_COLUMES; i++)
{
for (int j = 0; j<CHESS_ROWS; j++)
{
painter.drawRect( (i+0.5)*RECT_WIDTH,(j+0.5)*RECT_HEIGHT,RECT_WIDTH,RECT_HEIGHT);
}
}
}
void MainWindow::DrawItems()
{
QPainter painter(this);
painter.setPen(QPen(QColor(Qt::transparent)));
for (int i = 0; i<mItems.size(); i++)
{
Item item = mItems[i];
if (item.mBlack)
{
painter.setBrush(Qt::black);
}
else
{
painter.setBrush(Qt::white);
}
DrawChessAtPoint(painter,item.mPt);
}
}
void MainWindow::DrawChessAtPoint(QPainter& painter,QPoint& pt)
{
//painter.drawRect( (pt.x()+0.5)*RECT_WIDTH,(pt.y()+0.5)*RECT_HEIGHT,RECT_WIDTH,RECT_HEIGHT);
QPoint ptCenter((pt.x()+0.5)*RECT_WIDTH,(pt.y()+0.5)*RECT_HEIGHT);
painter.drawEllipse(ptCenter,RECT_WIDTH / 2,RECT_HEIGHT / 2);
}
void MainWindow::DrawItemWithMouse()
{
QPainter painter(this);
painter.setPen(QPen(QColor(Qt::transparent)));
if (mIsBlackTurn)
{
painter.setBrush(Qt::black);
}
else
{
painter.setBrush(Qt::white);
}
//QPoint pt;
//pt.setX( (QCursor::pos().x() ) / RECT_WIDTH);
//pt.setY( (QCursor::pos().y() ) / RECT_HEIGHT);
//DrawChessAtPoint(painter,pt);
painter.drawEllipse(mapFromGlobal(QCursor::pos()),RECT_WIDTH / 2,RECT_HEIGHT / 2);
}
void MainWindow::mousePressEvent(QMouseEvent * e)
{
//求鼠标点击处的棋子点pt
QPoint pt;
pt.setX( (e->pos().x() ) / RECT_WIDTH);
pt.setY( (e->pos().y() ) / RECT_HEIGHT);
//如果已存在棋子,就什么也不做
for (int i = 0; i<mItems.size(); i++)
{
Item item = mItems[i];
if (item.mPt == pt)
{
//已有棋子
return;
}
}
//不存在棋子,就下一个
Item item(pt,mIsBlackTurn);
mItems.append(item);
//统计4个方向是否五子连
int nLeft = CountNearItem(item,QPoint(-1,0));
int nLeftUp = CountNearItem(item,QPoint(-1,-1));
int nUp = CountNearItem(item,QPoint(0,-1));
int nRightUp = CountNearItem(item,QPoint(1,-1));
int nRight = CountNearItem(item,QPoint(1,0));
int nRightDown = CountNearItem(item,QPoint(1,1));
int nDown = CountNearItem(item,QPoint(0,1));
int nLeftDown = CountNearItem(item,QPoint(-1,1));
if ( (nLeft + nRight) >= 4 ||
(nLeftUp + nRightDown) >= 4 ||
(nUp + nDown) >= 4 ||
(nRightUp + nLeftDown) >= 4 )
{
QString str = mIsBlackTurn?"Black":"White";
QMessageBox::information(NULL, "GAME OVER",str, QMessageBox::Yes , QMessageBox::Yes);
mItems.clear();
//NewGame();
return;
}
//该另一方下棋了
mIsBlackTurn = !mIsBlackTurn;
}
int MainWindow::CountNearItem(Item item,QPoint ptDirection)
{
int nCount = 0;
item.mPt += ptDirection;
while (mItems.contains(item))
{
nCount++;
item.mPt += ptDirection;
}
return nCount;
}
判断五子连的算法:
(统计某个棋子item在某个方向ptDirection上,相邻的同色棋子数目)
方向用QPoint来表示,是取8个方向上1个单位坐标的点,例如:向上(0,1)、向右上(1,1)、向右(1,0)等
int MainWindow::CountNearItem(Item item,QPoint ptDirection)
{
int nCount = 0;
item.mPt += ptDirection;
while (mItems.contains(item))
{
nCount++;
item.mPt += ptDirection;
}
return nCount;
}
这样在每次下棋后,判断所下棋子横、竖、正斜、反斜4大方向上,每个方向相邻同色棋子数目,达到5个即胜利。
这里的4个方向,每个方向需要调用CountNearItem函数两次,比如横向,需要分别以向右(1,0)和向左(-1,0)来调
CountNearItem函数。
4,源码
链接:https://pan.baidu.com/s/1NLZ4z7YZjZ6MoUJLix9OyQ
提取码:rprq
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