马踏棋盘(可视化)

在这里插入图片描述
在这里插入图片描述

#pragma warning(suppress : 4996)
#undef UNICODE
#undef _UNICODE					//取消unicode的定义
#include<stdio.h>
#include<graphics.h>
#include<windows.h>
#include<stdlib.h>
#define Row 8
#define Col 8
#define maxStep 64
#define White 1
#define Yellow 0
typedef struct QI {
	int x;
	int y;
	int i;
	int j;
}QI;
typedef struct {
	int abscissa;  //横坐标
	int ordinate;  //纵坐标
	int direction;  //方向
}SqStack;
int ChessBoard[Row + 1][Col + 1] = {}; //储存路径的棋盘
//分别有(1 ~ 8)个方向
int HTry1[8] = { 1, -1, -2, 2, 2, 1, -1, -2 };
int HTry2[8] = { 2, -2, 1, 1, -1, -2, 2, -1 };
SqStack PointStack[maxStep];
int top = -1; //栈顶
int flagOperate = 0; //操作标记
int num = 0;  //记录结果数
int Q[8][8] = { {1,0,1,0,1,0,1,0},
				{0,1,0,1,0,1,0,1},
				{1,0,1,0,1,0,1,0},
				{0,1,0,1,0,1,0,1},
				{1,0,1,0,1,0,1,0},
				{0,1,0,1,0,1,0,1},
				{1,0,1,0,1,0,1,0},
				{0,1,0,1,0,1,0,1},};  
int start_x = 0;
int start_y = 0;
int Re_i = 0;
int Re_j = 0;
int Window_Wide = 900;
int Window_High = 700;
int qipan_start = 30;
int qipan_end = 670;
int qige_wide = 80;
int menu_start = 700;
int menu_end = 870;
int step = 0;
void basic();
void marke(int x, int y);
void Show(int x,int y,int flag);
void Reback(int x, int y,int flag);
int transmit_x_to_j(int x);
int transmit_j_to_x(int x);
void printChessBoard();
void push(int abscissa, int ordinate);
void pop();
void printStack();
void markChessBoard(int abscissa, int ordinate);
void runChessBoard();
void InitStartPoint();
void marke(int x, int y);
int main() {
	int x;
	int y;
	int i;
	int j;
	int flag;
	int MA=0;
	initgraph(Window_Wide, Window_High, SHOWCONSOLE);
	basic();
	ExMessage m;		// 定义消息变量
	while (!MA)
	{
		m = getmessage();
		switch (m.message)
		{	
			case WM_LBUTTONDOWN:
				if (m.x >= qipan_start && m.x <= qipan_end && m.y >= qipan_start && m.y <= qipan_end) {
					j = transmit_x_to_j(m.x);
					i = transmit_x_to_j(m.y);
					flag = Q[i][j];
					x = transmit_j_to_x(j);
					y = transmit_j_to_x(i);
					printf("%d,%d", i+1, j+1);
					Show(x, y, flag);

					push(j+1, i+1);
					markChessBoard(j+1, i+1);
					runChessBoard();
					MA =1;//标志马的初始位置已经确定
					break;
				}
				//else if (m.x >= menu_start && m.x <= menu_end && m.y >= qipan_start && m.y <= qipan_end) {	//右手边的菜单栏
				//	;
				//	MA = 1;										//标志马的初始位置已经确定
				//	break;
				//}
				else
					;
		}
		/*if (MA) {
			caculate(x, y);										//具体算法接口
		}*/
		/*else
			;*/
	}
	getchar();
}
void basic() {
	IMAGE img;
	int left = qipan_start;
	int right = qipan_end;
	int top = qipan_start;
	int bottom = qipan_end;
	setlinecolor(RED);
	int x = 0, y = 0;
	x = left;
	y = top;
	loadimage(&img, _T("棋盘.png"),640,640);
	putimage(30, 30, &img);
	rectangle(left, top, right, bottom);
	for (int i = 0; i < 7; i++) {
		x += qige_wide;
		y += qige_wide;
		line(x, top, x, bottom);
		line(left, y, right, y);
	}
	setcolor(WHITE);
	setfillcolor(RGB(250, 228, 178));
	fillrectangle(0, 0, 900, 30);
	fillrectangle(0, 30, 30, 670);
	fillrectangle(870, 30, 900, 700);//四周边框设计
	fillrectangle(670, 30, 700, 700);
	fillrectangle(0, 670, 900, 700);
	setfillcolor(RGB(255,205,134));
	fillrectangle(700, 30, 870, 670);
	setcolor(RGB(209, 139, 25));
	rectangle(700, 30, 870, 670);
}
void Show(int x,int y,int flag) {
	IMAGE img1;
	IMAGE img2;
	IMAGE img3;
	step++;
	loadimage(&img1, _T("马1.png"),qige_wide-20, qige_wide-20);
	loadimage(&img2, _T("马2.png"), qige_wide-20, qige_wide-20);
	if (flag == Yellow){
		putimage(x+10, y+10, &img1);
		Re_i = transmit_x_to_j(y);
		Re_j = transmit_x_to_j(x);
	}
	else if (flag == White)
	{ 
		putimage(x+10, y+10, &img2);
		Re_i = transmit_x_to_j(y);
		Re_j = transmit_x_to_j(x);
	}
	else
		printf("Show函数出错了!!!\n");
	Sleep(1000);
	Reback(x, y, flag);
	return;
}
void Reback(int x, int y,int flag) {
	IMAGE img1, img2;
	loadimage(&img1, _T("Reback1.png"), qige_wide-20, qige_wide-20);
	loadimage(&img2, _T("Reback2.png"), qige_wide-20, qige_wide-20);
	if (flag == White)
		putimage(x+10, y+10, &img2);
	else if (flag == Yellow)
		putimage(x+10, y+10, &img1);
	else
		printf("Reback出错了!!!\n");
	marke(x, y);
	return;
}
int transmit_x_to_j(int x) {
	int j = 0;
	j = (x-qipan_start) / qige_wide;
	return j;
}
int transmit_j_to_x(int j) {
	int x = 0;
	x = qipan_start + j * qige_wide;
	return x;
}
//int caculate(int x, int y) {

//}
void marke(int x, int y) {
	char str[5] = {"0"};
	int num_x;
	int num_y;
	num_x = x + 1*qige_wide/5 ;
	num_y = y + qige_wide/5;
	setbkmode(TRANSPARENT);
	settextcolor(BLACK);
	settextstyle(3*qige_wide/5, 0, _T("Consolas"));
	sprintf_s(str, "%d", step);
	outtextxy(num_x , num_y , str);
}

void printChessBoard() {
	char str[5];
	int num_x;
	int num_y;
	int flag = 0;
	setbkmode(TRANSPARENT);
	settextcolor(BLACK);
	settextstyle(3 * qige_wide / 4, 0, _T("Consolas"));
	printf("棋盘路径是:\n");
	while(step!=64){
	for (int i = 1; i <= Row; i++) {
		for (int j = 1; j <= Col; j++) {
			printf("%5d ", ChessBoard[i][j]);
			if (ChessBoard[i][j] == step + 1) {
				sprintf_s(str, "%d", ChessBoard[i][j]);
				num_x = transmit_j_to_x(j - 1);
				num_y = transmit_j_to_x(i - 1);
				flag = Q[i - 1][j - 1];
				Show(num_x, num_y, flag);
			}
		}
		printf("\n");
	}
}
	printf("\n\n");
}
//入栈
void push(int abscissa, int ordinate) {
	++top;
	PointStack[top].abscissa = abscissa;
	PointStack[top].ordinate = ordinate;
	PointStack[top].direction = -1; //初始化方向
}
//出栈
void pop() {
	PointStack[top].abscissa = 0;
	PointStack[top].ordinate = 0;
	PointStack[top].direction = -1; //初始化方向
	--top;
}
//标记棋盘
void markChessBoard(int abscissa, int ordinate) {
	ChessBoard[ordinate][abscissa] = top + 1;
}
void runChessBoard() {
	int xNow, yNow; //当前马所在的坐标
	while (1) {
		if (top == maxStep - 1) {
			printChessBoard();
			break;
		}
		//xNow,yNow为当前栈顶横纵坐标
		xNow = PointStack[top].abscissa;
		yNow = PointStack[top].ordinate;
		//对下面八个方向重新排序,出口最少的优先
		int count[8] = {};//存放下一步的权值
		for (int i = 0; i < 8; i++) {
			int xNext = xNow, yNext = yNow;
			xNext += HTry1[i];//下一步横坐标
			yNext += HTry2[i];//下一步纵坐标
			if (xNext > 0 && xNext <= Col && yNext > 0 && yNext <= Row && ChessBoard[yNext][xNext] == 0) {
				for (int j = 0; j < 8; j++) {
					int xNextNext = xNext, yNextNext = yNext;
					xNextNext += HTry1[j];
					yNextNext += HTry2[j];
					if (xNextNext > 0 && xNextNext <= Col && yNextNext > 0 && yNextNext <= Row && ChessBoard[yNextNext][xNextNext] == 0) {
						count[i]++;
					}
				}
			}
		} 
		//对方向进行排序,实际要走的方向记录在directionNext中
		int directionNext[8] = {};
		int temp = 9;
		int  k = 0;
		for (int i = 0; i < 8; i++) {
			temp = 9;
			for (int j = 0; j < 8; j++) {
				if (count[j] < temp) {
					directionNext[i] = j;
					temp = count[j];
					k = j;
				}
			}
			count[k] = 9;
		}

		//走下一步
		int direnow = 0;
		int i = 1;
		for (direnow = PointStack[top].direction + 1; direnow < 8; direnow++) {
			int xRealNext = xNow, yRealNext = yNow;
			xRealNext += HTry1[directionNext[direnow]];
			yRealNext += HTry2[directionNext[direnow]];
 			PointStack[top].direction += 1;
			if (xRealNext <= Col && xRealNext > 0 && yRealNext <= Row && yRealNext > 0 && ChessBoard[yRealNext][xRealNext] == 0) {
				push(xRealNext, yRealNext);
				//标记在棋盘路径中 
				markChessBoard(xRealNext, yRealNext);
				break;
			}
		}
		//判断无路可走出栈
		if (PointStack[top].direction >= 7) {
			int x, y;
			x = PointStack[top].abscissa;
			y = PointStack[top].ordinate;
			ChessBoard[y][x] = 0; //棋盘标记取消
			pop();
		}
	}
}
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