C# 联网五子棋

学习C# ,写了一个可以联网对战的五子棋小游戏。

完整源代码地址:http://files.cnblogs.com/fmnisme/%E4%BA%94%E5%AD%90%E6%A3%8B2.rar

废话不多说,贴上代码。

using:

 
  
using System;
using System.Collections.Generic;
using System.Text;
using System.Windows.Forms;
using System.Net;
using System.Net.Sockets;
using System.Threading;

全局变量:

 
  
int [,] chessArr; // 存储棋格中棋子的状态,列如chessArr[4,5]=0;表示第5行,第6列的交叉点是黑子。此外1代表白子,2代表空。
bool black = true ; // 是否到黑子下棋。
int num = 15 ; // 棋盘的大小:num*num
ControlInternet CI = new ControlInternet(); // 实例化的联网对战类。
bool over = true ; // 是否结束,结束则定制落子。
bool internetFight = false ; // 该值为true时则为联网对战,此时black变量是固定的,一方为黑,一方为白。
List < PictureBox > picBoxList = new List < PictureBox > (); // 使用PictureBox作为棋格。
bool put = true ; // 单机游戏时该值永远为true,联网时接收到数据设为true,发送数据后设为false。

画棋格

//棋格初始化
        private void main_Load(object sender, EventArgs e)
        {
            drawCheckerboar();
        }

        //画棋格
        public void drawCheckerboar()
        {
            chessArr = new int[num, num];
            int currentPoint = 0;
            int chessLength = 30;
            int initX = 10;
            int initY = 10;
            int _x = initX;
            int _y = initY;
            PictureBox tmpBox;
            for (int x = 0; x < num * num; x++)
            {
                if (currentPoint % num == 0)
                {
                    _x = initX;
                    _y = ((int)currentPoint / num) * chessLength + initY;
                }
                else
                {
                    _x += chessLength;
                }
                tmpBox = new PictureBox();
                tmpBox.Left = _x;
                tmpBox.Top = _y;
                tmpBox.Width = chessLength;
                tmpBox.Height = chessLength;
                tmpBox.Image = global::五子棋2.Properties.Resources.gezi;
                tmpBox.Name = (currentPoint % num).ToString() + "-" + ((int)currentPoint / num).ToString(); //x-y
                chessArr[currentPoint % num, (int)currentPoint / num] = 2;
                tmpBox.Click += new EventHandler(pic_click);
                picBoxList.Add(tmpBox);
                this.Controls.Add(tmpBox);
                tmpBox = null;
                currentPoint++;
            }
        }

单机棋格时判断落子,以及是否胜利。

 
  
// 单击棋格
private void pic_click( object sender,EventArgs e)
{
PictureBox pb
= (PictureBox)sender;
string [] stringArr = pb.Name.Split( ' - ' );
int [] intArr = new int [] { int .Parse(stringArr[ 0 ]), int .Parse(stringArr[ 1 ])};
if (chessArr[intArr[ 0 ],intArr[ 1 ]] == 2 &&! over && put)
{
if (black)
{
pb.Image
= global ::五子棋2.Properties.Resources.black;
chessArr[intArr[
0 ], intArr[ 1 ]] = 0 ;
if ( ! internetFight)
black
= false ;
else
{
CI.sendMsg(
00 , 0 ,(intArr[ 0 ] + intArr[ 1 ] * num).ToString());
put
= false ;
}
if (win( 0 ))
{
over
= true ;
MessageBox.Show(
" black win! " );
}
}
else
{
pb.Image
= global ::五子棋2.Properties.Resources.white;
chessArr[intArr[
0 ], intArr[ 1 ]] = 1 ;
if ( ! internetFight)
black
= true ;
else
{
CI.sendMsg(
00 , 1 , (intArr[ 0 ] + intArr[ 1 ] * num).ToString());
put
= false ;
}
if (win( 1 ))
{
over
= true ;
MessageBox.Show(
" white win! " );
}
}
}
}

// 是否胜利。
private bool win( int flag)
{
int checkPoint = 0 ;
int _x = 0 ;
int _y = 0 ;
// 横着检查。
for ( int x = 0 ; x < num * num;x ++ )
{
int consecutive = 0 ;
checkPoint
= x;
for ( int y = 0 ; y < 5 ; y ++ )
{
_x
= (checkPoint + y) % num;
_y
= ( int )checkPoint / num;
if (checkPoint > (num * num - 1 ) || _x > num - 1 )
break ;
if (chessArr[_x,_y] == flag)
{
consecutive
++ ;
}
// checkPoint++;
}
if (consecutive == 5 )
return true ;
}
// 竖着检查
for ( int x = 0 ; x < num * num; x ++ )
{
int consecutive = 0 ;
checkPoint
= x;
for ( int y = 0 ; y < 5 ; y ++ )
{
_x
= (checkPoint + y) % num;
_y
= ( int )checkPoint / num;
if (checkPoint > (num * num - 1 ) || _x > num - 1 )
break ;
if (chessArr[ _y,_x] == flag)
{
consecutive
++ ;
}
// checkPoint++;
}
if (consecutive == 5 )
return true ;
}
// 正斜
for ( int x = 0 ; x < num * num; x ++ )
{
int consecutive = 0 ;
checkPoint
= x;
for ( int y = 0 ; y < 5 ; y ++ )
{
_x
= checkPoint % num + y;
_y
= (( int )checkPoint / num) + y;
if (_x > num - 1 || _y > num - 1 )
break ;
if (chessArr[_x, _y] == flag)
{
consecutive
++ ;
}
}
if (consecutive == 5 )
return true ;
}
// 反斜
for ( int x = 0 ; x < num * num; x ++ )
{
int consecutive = 0 ;
checkPoint
= x;
for ( int y = 0 ; y < 5 ; y ++ )
{
_x
= checkPoint % num - y;
_y
= ( int )checkPoint / num + y;
if (_x > num - 1 || _x < 0 || _y > num - 1 || _y < 0 )
break ;
if (chessArr[_x, _y] == flag)
{
consecutive
++ ;
}
}
if (consecutive == 5 )
return true ;
}
return false ;
}

连接,监听函数

 
  
// 监听按钮,等待其它程序连接。
private void btn_listen_Click( object sender, EventArgs e)
{
Thread listenThread
= new Thread( new ThreadStart(listen));
listenThread.Start();
}
// 监听函数
private void listen()
{
try
{
Thread.CurrentThread.IsBackground
= true ;
Control.CheckForIllegalCrossThreadCalls
= false ;
btn_connect.Enabled
= false ;
btn_listen.Enabled
= false ;
txt_ip.Enabled = false ;
CI.listen();
over
= false ; // 连接后才允许落子。
internetFight = true ;
CI.OnReceiveMsg
+= new ChessEventHander(manageChessEvent);
}
catch (Exception ex)
{
txt_talk.Text
+= " listen:\r\n " + ex.Message + " \r\n " ;
}
}

// 连接按钮,连接在监听的程序。
private void btn_connect_Click( object sender, EventArgs e)
{
try
{
CI.connect(txt_ip.Text);
over
= false ;
black
= false ;
internetFight
= true ;
CI.OnReceiveMsg
+= new ChessEventHander(manageChessEvent);
btn_connect.Enabled
= false ;
btn_listen.Enabled
= false ;
txt_ip.Enabled = false ;
}
catch (Exception ex)
{
txt_talk.Text
+= " btn_connect_Click:\r\n " + ex.Message + " \r\n " ;
}
}
发送,处理消息,
 
  
// 发送消息
private void btn_sendMsg_Click( object sender, EventArgs e)
{
try
{
string player;
if (black == true )
player
= " 黑子玩家:\r\n " ;
else
player
= " 白子玩家:\r\n " ;
CI.sendMsg(
1 , 0 , player + txt_send.Text);
txt_talk.Text
+= player + txt_send.Text + " \r\n " ;
txt_send.Text
= "" ;
}
catch (Exception ex)
{
txt_talk.Text
+= " btn_sendMsg_Click:\r\n " + ex.Message + " \r\n " ;
}
}

// 处理接收信息事件。
public void manageChessEvent( object sender, ChessEvent e)
{
Control.CheckForIllegalCrossThreadCalls
= false ;
switch (e.Iclass)
{
case " 0 " : // 棋子信息。
int _x = int .Parse(e.content) % num;
int _y = ( int )( int .Parse(e.content) / num);
chessArr[_x, _y]
= int .Parse(e.flag);
if (e.flag == " 0 " )
{
picBoxList[
int .Parse(e.content)].Image = global ::五子棋2.Properties.Resources.black;
if (win( 0 ))
{
over
= true ;
MessageBox.Show(
" black Win " );
}
}
else
{
picBoxList[
int .Parse(e.content)].Image = global ::五子棋2.Properties.Resources.white;
if (win( 1 ))
{
over
= true ;
MessageBox.Show(
" white win " );
}
}
put
= true ;
break ;
case " 1 " : // 聊天
txt_talk.Text += e.content + " \r\n " ;
break ;
case " 2 " : // 重新开始。
restartGmae();
break ;
case " 5 " :
stopConnect();
break ;
}
}

private void btn_stopConnect_Click( object sender, EventArgs e)
{
CI.sendMsg(
5 , 0 , " 000 " );
CI
= new ControlInternet();
stopConnect();
}
// 自定义消息函数
public class ChessEvent : EventArgs
{
public string Iclass;
public string content;
public string flag;
public ChessEvent( string _class, string _flag, string _content)
{
Iclass
= _class;
content
= _content;
flag
= _flag;
}
}

// 委托
public delegate void ChessEventHander( object sender,ChessEvent e);

// 联网对战接口。
public interface ISocket
{
void listen();
void connect( string ipStr);
void sendMsg( byte @class, byte flag, string content);
void receiveMsg( object obj);
void close();
// event OnReceiveMsg();
}

// 联网对战类。
public class ControlInternet:ISocket
{
private Socket skRec = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
private IPEndPoint ipeRec;
private Socket skSend = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
private IPEndPoint ipeSend;
public event ChessEventHander OnReceiveMsg;

public ControlInternet()
{

}

public void listen()
{
try
{
IPAddress myIp
= Dns.GetHostEntry(Dns.GetHostName()).AddressList[ 1 ];
skRec.Bind(
new IPEndPoint(IPAddress.Parse(myIp.ToString()), 8880 ));
skRec.Listen(
0 );
Socket clientRec
= skRec.Accept();
Thread receiveMsgThread
= new Thread( new ParameterizedThreadStart(receiveMsg));
receiveMsgThread.Start(clientRec);
skSend.Bind(
new IPEndPoint(IPAddress.Parse(myIp.ToString()), 8881 ));
skSend.Listen(
0 );
skSend
= skSend.Accept();
}
catch (Exception ex)
{
MessageBox.Show(
" listen: " + ex.Message);
}
}

public void connect( string ipStr)
{
ipeSend
= new IPEndPoint(IPAddress.Parse(ipStr), 8880 );
skSend.Connect(ipeSend);
ipeRec
= new IPEndPoint(IPAddress.Parse(ipStr), 8881 );
skRec.Connect(ipeRec);
Thread receiveMsgThread
= new Thread( new ParameterizedThreadStart(receiveMsg));
receiveMsgThread.Start(skRec);
}

public void sendMsg( byte @class, byte flag, string content)
{
try
{
byte [] tmpBytes = Encoding.Default.GetBytes(content);
MessageControl.Message msg
= new MessageControl.Message(@class, flag, tmpBytes);
byte [] sendeBytes = msg.ToBytes();
skSend.Send(sendeBytes);
}
catch (Exception ex)
{

}
}

public void receiveMsg( object obj)
{
Thread.CurrentThread.IsBackground
= true ;
Socket clientRec
= (Socket)obj;
MessageControl.Message msg
= new MessageControl.Message();
MessageControl.MessageStream mst
= new MessageControl.MessageStream();
int revb;
try
{
while (clientRec.Connected)
{
byte [] recBytes = new byte [ 512 ];
revb
= clientRec.Receive(recBytes);
mst.Write(recBytes,
0 , revb);
if (mst.Read( out msg))
{
OnReceiveMsg(
this , new ChessEvent(msg.Class.ToString(), msg.Flag.ToString(), Encoding.Default.GetString(msg.Content)));
}
}
}
catch (Exception ex)
{
// skRec.Close();
// skSend.Close();
// clientRec.Close();
}
}

public void close()
{
skRec.Close();
skSend.Close();
// // skRec = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// // skSend = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
}

~ ControlInternet()
{
skRec.Close();
skSend.Close();
}
}

转载于:https://www.cnblogs.com/fmnisme/archive/2011/06/08/2074750.html

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