c语言五子棋代码
#include
#define MAX 20//绘制20X20的棋盘
#define TextWidth 200//棋盘右边的宽度
#define ERROR 0
#define NO 0
#define OK 1
#define DEFAULT 0
#define ICO_CUR 0x1000 //预定义光标的id
int leng=1;
HDC hdc,hdc1,hdc2;
int xw,yw;
int iGame[MAX][MAX];
POINT point;//鼠标点击位置
enum {Default,Player1,Player2}play;
enum {Stop,Play,Paush}plays;
void Init(HWND hwnd);
void paint(int play,int x,int y);
void chagePlayer();
int Look(int x,int y,int play);
void over(HWND hwnd,int play);
LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM); char szClassName[] = "超简单的五子棋";
int WINAPI WinMain (HINSTANCE hThisInstance,
HINSTANCE hPrevInstance,
LPSTR lpszArgument,
int nFunsterStil)//主函数
{
HWND hwnd;
MSG messages;
WNDCLASSEX wincl;
wincl.hInstance = hThisInstance;
wincl.lpszClassName = szClassName;
wincl.lpfnWndProc = WindowProcedure;
wincl.style = CS_DBLCLKS;
wincl.cbSize = sizeof (WNDCLASSEX);
wincl.hIcon = LoadIcon(hThisInstance,MAKEINTRESOURCE(ICO_CUR));
wincl.hIconSm = LoadIcon (NULL, IDI_APPLICA TION);
wincl.hCursor = LoadCursor (NULL, IDC_ARROW);
wincl.lpszMenuName = NULL;
wincl.cbClsExtra = 0;
wincl.cbWndExtra = 0;
wincl.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
if (!RegisterClassEx (&wincl))
return 0;
hwnd = CreateWindowEx (1,
szClassName,
szClassName,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
800,
600,
HWND_DESKTOP,
NULL,
hThisInstance,
NULL
);
ShowWindow (hwnd, nFunsterStil);//该函数设置指定窗口的显示状态
while (GetMessage (&messages, NULL, 0, 0))
{
TranslateMessage(&messages);
DispatchMessage(&messages);
}
return messages.wParam;
}
LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) //处理窗口事件
{
PAINTSTRUCT ps;
static HPEN hpen,hpen1,hpen2; //设备
static HBRUSH hbrush,hbrush1,hbrush2; //画刷的句柄
int x,y;
switch (message) //消息
{
case WM_KEYDOWN:
switch (wParam)
{
case VK_F2: //F2重新开始游戏
Init(hwnd); //初始绘制游戏界面
Rectangle(hdc,0,0,xw,yw);
for(x=0;x for(y=0;y { Rectangle(hdc,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ; iGame[x][y]=Default; } leng=1; plays=Play; break; case VK_F1: leng=1; plays=Play; break; } break; case WM_CREA TE: //初始化窗体时调用 plays=Stop; play=Player1; break; case WM_SIZE: xw=LOWORD(lParam); //获取窗体的宽度 yw=HIWORD(lParam); //获取窗体的高度 //TCHAR xx[20]; //wsprintf(xx,"%d",xw); //MessageBox(hwnd,xx,xx,MB_OK); xw-=TextWidth; //xw保存棋盘的宽度 InvalidateRect(hwnd,NULL,TRUE);//向窗体绘制一个矩形,支持重新绘制break; case WM_LBUTTONDOWN: //响应用户鼠标左键 //获取但前鼠标坐标 point.x=LOWORD(lParam); point.y=HIWORD(lParam); //初始化设备DC Init(hwnd); //鼠标坐标换为数组坐标 x=(point.x)/(xw/MAX); //定位到小狂格中去 y=(point.y)/(yw/MAX); if(plays==Stop) break; if(x { if(iGame[x][y]==Default&&plays==Play)//判断但前位置是否有棋子覆盖是否是下棋模式{ leng=1; paint(play,x,y); if(Look(x,y,play)) over(hwnd,play); chagePlayer(); } } break; case WM_PAINT://开始绘制 { hdc=BeginPaint(hwnd,&ps); Init(hwnd); Rectangle(hdc,0,0,xw,yw); for(x=0;x for(y=0;y { Rectangle(hdc,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ; paint(iGame[x][y],x,y); } EndPaint(hwnd,&ps); } break; case WM_DESTROY: //当用户关闭游戏 PostQuitMessage (0); // 发送一个消息给message queue break; default: //什么都不做 return DefWindowProc (hwnd, message, wParam, lParam); } return 0; } void Init(HWND hwnd) //初始化方法 { hdc1=GetDC(hwnd); hdc2=GetDC(hwnd); //初始背景(游戏的界面) SelectObject(hdc,CreatePen(0,1,RGB(0,0,0))); //小矩形框的边框的颜色 SelectObject(hdc,CreateSolidBrush(RGB(255,218,185))); //填充的颜色 //初始玩家一图形 SelectObject(hdc1,CreatePen(0,1,RGB(255,255,255))); //玩家一的棋子颜色 SelectObject(hdc1,CreateSolidBrush(RGB(255,255,255))); //填充白色 //初始玩家二图形 SelectObject(hdc2,CreatePen(0,1,RGB(255,255,255))); //玩家二的棋子颜色 SelectObject(hdc2,CreateSolidBrush(RGB(0,0,0))); //填充黑色 //该背景分为两层背景,一层为游戏界面(hdc),一层为玩家的棋子(hdc1,hdc2) //SetBkMode(hdc,0);该方法好像没什么用 //绘制右边操作提示区域 Rectangle(hdc,xw,29,xw+200,30);//从xw开始绘制到xw+200结束(绘制长200宽为30-29的矩形)的线条 TextOut(hdc,xw+45,13,"超简单的五子棋",14); //从坐标(xw+45)(13)开始绘制“超简单的五子棋”宽为14 TextOut(hdc,xw+45,40,"F1 - 开始游戏",13); TextOut(hdc,xw+45,60,"F2 -重新开始游戏",16); Rectangle(hdc,xw,80,xw+200,81); TextOut(hdc,xw+45,150,"白棋为第二玩家",14); TextOut(hdc,xw+45,250,"黑棋为第二玩家",14); Rectangle(hdc,xw,330,xw+200,331); } void paint(int play,int x,int y) //画棋子 { switch (play) { case Player1: if(iGame[x][y]!=Default){ //该地方已经有棋子了 }else{ Ellipse(hdc1,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ;//Ellipse(圆心x坐标,圆心y坐标,起始角度,终止角度,x轴半径,y轴半径) }//绘制玩家player1的棋子 iGame[x][y]=Player1; //将该地方标准已经有棋子 break; case Player2: if(iGame[x][y]!=Default){}else{ Ellipse(hdc2,x*xw/MAX,y*yw/MAX,(x+1)*xw/MAX,(y+1)*yw/MAX) ; }//绘制玩家player2的棋子 iGame[x][y]=Player2; //将该地方标准已经有棋子 break; } } void chagePlayer() //改变玩家 { if(play==Player1) play=Player2; else play=Player1; } int Look(int x,int y,int play) // 检查模块 { int i,tempx,tempy; tempx=x;tempy=y; for(i=0;i<5&&iGame[tempx][tempy]==play;tempy--,i++); if(i>=5) return OK; //向上核对(y轴) tempx=x;tempy=y; for(i=0;i<5&&iGame[tempx][tempy]==play;tempy++,i++); if(i>=5) return OK; //向下核对(y轴) tempx=x;tempy=y; for(i=0;i<5&&iGame[tempx][tempy]==play;tempx--,i++); if(i>=5) return OK; //向左核对(x轴) tempx=x;tempy=y; for(i=0;i<5&&iGame[tempx][tempy]==play;tempx++,i++); if(i>=5) return OK; //向右核对(y轴) tempx=x;tempy=y; for(i=0;i<5&&iGame[tempx][tempy]==play;tempx--,tempy--,i++); if(i>=5) return OK; //向左上核对(x,y轴的对角线向上\) tempx=x;tempy=y; for(i=0;i<5&&iGame[tempx][tempy]==play;tempx++,tempy--,i++); if(i>=5) return OK; //向右上核对(x,y轴的对角线向下\) tempx=x;tempy=y; for(i=0;i<5&&iGame[tempx][tempy]==play;tempx--,tempy++,i++); if(i>=5) return OK; //向左下核对(x,y轴的对角线向上/) tempx=x;tempy=y; for(i=0;i<5&&iGame[tempx][tempy]==play;tempx++,tempy++,i++); if(i>=5) return OK; //向右下核对(x,y轴的对角线向上/) return NO; } void over(HWND hwnd,int play) //判断胜负 { switch(play) { case Player1: MessageBox(hwnd,"恭喜白棋玩家获得胜利","胜利",0); SendMessage(hwnd,WM_KEYDOWN,VK_F2,NULL); //重新开始游戏plays=Stop; break; case Player2: MessageBox(hwnd,"恭喜黑棋玩家获得胜利","胜利",0); SendMessage(hwnd,WM_KEYDOWN,VK_F2,NULL); plays=Stop; break; } } 最终效果图: