Board的成员变量需要初始化, 再就是CheckerPiece的构造函数在Board类进行构造的时候好像是涉及到嵌套类的构造问题吧, 把CheckerPiece建立一个无参构造函数和一个初始化函数, 这样可以进行初始化
还有就是内笑旦部的一些矩阵元素赋值的时候
#include <iostream>
#include <cstdlib>
#include <cctype>
#include <cmath>
using namespace std
// 定义了枣野类Checkerpiece(用来检查块, 相当于裁判?)
class Checkerpiece
{
char color // to distinct different players
int x
int y //: the coordinate of the piece .
bool selected // : whether the piece is selected to be moved
bool isKing //whether the piece reach the end of the board
//bool hasEnemy // : whether the piece has a enemy piece around it
public:
//Board 碰岩扰livespace
Checkerpiece(){}
Checkerpiece(char color,int x,int y) // Constructor
void InitCheckerpiece(char color,int x,int y)
int getX()
int getY()
char getColor()
bool ishimking()
void select()
void unselect()
bool crown()
//bool movable()
//bool move(int nextX,int nextY,Board& checkerboard)
//bool simplymove(int nextX,int nextY,Board& checkerboard)
//bool jump(int nextX,int nextY,Board& checkerboard)
//bool isenemy(Checkerpiece cp)
}
// CheckerPiece类的成员函数的实现
Checkerpiece::Checkerpiece(char color0,int x0,int y0)
{
color = color0
x = x0
y = y0
}
void Checkerpiece::InitCheckerpiece(char color0,int x0,int y0)
{
color = color0
x = x0
y = y0
}
int Checkerpiece::getX()
{
return x
}
int Checkerpiece::getY()
{
return y
}
char Checkerpiece::getColor()
{
return color
}
bool Checkerpiece::ishimking()
{
return isKing
}
void Checkerpiece::select()
{
selected = true
}
void Checkerpiece::unselect()
{
selected = false
}
bool Checkerpiece::crown()
{
return isKing = true
}
// 定义类Player(玩家信息)
class Player
{
//bool red_turn
char color
int noOfPieces
int noOf_movable
//Checkerpiece *pieces[12]
public:
Player(char color)
bool lose()
char playercolor()
}
// 成员函数的实现
Player::Player(char color0)
{
color = color0
noOfPieces = 12
noOf_movable = 12
}
bool Player::lose()
{
return noOfPieces*noOf_movable ==0 // 没有棋子或所有棋子不可动则表示输了
}
char Player::playercolor()
{
return color
}
// 定义了Board类(棋盘)
class Board
{
Checkerpiece matrix[8][8]
public:
Board()
void disPlayMatrix()
char getmatrix(int x,int y)
bool getKingship(int x,int y)
bool setKingship(int x,int y)
void setPosition(int crrentX,int crrentY,int nextX,int nextY)
void capture(int x,int y)
bool move(Player p)
int readX()
int readY()
bool simplymove(int currentX,int currentY,int nextX,int nextY)
bool jump(int currentX,int currentY,int nextX,int nextY)
}
// 初始化Board的成员
Board::Board()
{
for(int i =0i<8i++)
for(int j =0j<8j++)
matrix [i][j].InitCheckerpiece(' ',i,j)
for(int k =0k<8k+=2)
{
matrix [0][k]=Checkerpiece('r',0,k)
matrix [1][k+1]=Checkerpiece('r',1,k)
matrix [2][k]=Checkerpiece('r',2,k)
matrix [5][k+1]=Checkerpiece('b',5,k)
matrix [6][k]=Checkerpiece('b',6,k)
matrix [7][k+1]=Checkerpiece('b',7,k)
}
}
void Board::disPlayMatrix()
{
//Checkerpiece *matrix4print [8][8]
cout<<" a b c d e f g h"<<endl
for(int i =0i<8i++)
{
cout<<i+1<<'|'
for(int j =0j<8j++)
{
//*matrix4print [i][j]=*matrix[i][j]
//cout<< *matrix4print[i][j].getColor()<<'|'
Checkerpiece cp =matrix [i][j]
cout<< cp.getColor()<<'|'
}
cout<<endl
}
}
char Board::getmatrix(int x,int y)
{
Checkerpiece cp = matrix [x][y]
return cp.getColor()
}
bool Board::getKingship(int x,int y)
{
Checkerpiece cp = matrix [x][y]
return cp.ishimking()
}
bool Board::setKingship(int x,int y)
{
Checkerpiece cp = matrix [x][y]
return cp.crown()
}
void Board::setPosition(int currentX,int currentY,int nextX,int nextY)
{
//Checkerpiece oldP =
char color = getmatrix(currentX,currentY)
matrix[currentX][currentY].InitCheckerpiece(' ',currentX,currentY )
matrix[nextX][nextY].InitCheckerpiece(color,currentX,currentY )
}
void Board::capture(int x,int y)
{
matrix[x][y].InitCheckerpiece(' ',x,y)
}
bool Board::simplymove(int currentX,int currentY,int nextX,int nextY)
{
bool Kingship = getKingship(currentX,currentY)
char pcolor = getmatrix(currentX,currentY)
if((Kingship==false)&&((nextX<currentX&&pcolor == 'r')||(nextX>currentY&&pcolor =='b')))
cout<<"Not king! You are not allowed to move backfarward!"<<endl
else
{
setPosition(currentX,currentY,nextX,nextY)
if((nextX ==0&&pcolor =='b')||(nextX ==7&&pcolor=='r'))
setKingship(nextX,nextY)
}
return(getmatrix(currentX,currentY)!=pcolor)
}
bool Board::jump(int currentX,int currentY,int nextX,int nextY)
{
bool Kingship = getKingship(currentX,currentY)
char pcolor = getmatrix(currentX,currentY)
int midX = (currentX+nextY)/2
int midY = (currentY+nextY)/2
if((Kingship==false)&&((nextX<currentX&&pcolor == 'r')||(nextX>currentY&&pcolor =='b')))
cout<<"Not king! You are not allowed to move backfarward!"<<endl
else
{
setPosition(currentX,currentY,nextX,nextY)
capture(midX,midY)
if((nextX ==0&&pcolor =='b')||(nextX ==7&&pcolor=='r'))
setKingship(nextX,nextY)
}
return(getmatrix(currentX,currentY)!=pcolor)
}
int Board::readX()
{
int row
cout<<"Enter a number from 1-8 to choose row :"
cin>>row
return row-1
}
int Board::readY()
{
char letter
int column
cout<<"Enter a letter from a-h to choose column: "
cin>>letter
switch (letter)
{
case 'a': column = 0
break
case 'b': column = 1
break
case 'c': column = 2
break
case 'd': column = 3
break
case 'e': column = 4
break
case 'f': column = 5
break
case 'g': column = 6
break
case 'h': column = 7
break
default : column = 8
}
return column
}
bool Board::move(Player p)
{
disPlayMatrix()
char playerid = p.playercolor()
cout<<playerid<<" piece's turn,Slect the piece you'd like to move:"<<endl
int currentX = readX()
int currentY = readY()
if(getmatrix(currentX,currentY)!=playerid)
cout<<"No expected piece at the position you entered!"<<endl
else
{
cout<<"Enter the position you'd like to move to: "<<endl
int nextX =readX()
int nextY =readY()
if(nextY==8||nextX<0||nextX>7)
{
cout<<"Don't be daughty, you can't move out of the board,dead or alive."<<endl
}
else if(getmatrix(nextX,nextY) !=' ')
cout<<"The position is occupid!"<<endl
else
{
if(abs(currentX-nextX)==1&&abs(currentY-nextY)==1)
{
return simplymove(currentX,currentY,nextX,nextY)
}
else if(abs(currentX-nextX)==2&&abs(currentY-nextY)==2)
{
return jump(currentX,currentY,nextX,nextY)
}
else
{
cout<<"Not a valid move!"<<endl
}
}
}
return false
}
int main()
{
Board checkergame
Player red('r')
Player black('b')
checkergame.move(red)
bool red_turn = true
bool turntaking
while(!red.lose()&&!black.lose())
{
if(red_turn==true)
{
turntaking = checkergame.move(red)
red_turn = red_turn&&turntaking
}
else
{
turntaking = checkergame.move(black)
red_turn = turntaking
}
}
return 0
}
VB跳棋代码:窗体代码:
Dim ChessBoard(-2 To 10, -2 To 10) As Byte ''雀岩棋盘(8竖*8棋)
Dim x(10) As Integer, y(10) As Integer ''搜索的每种走念滚法
Dim x1(10) As Integer, y1(10) As Integer''搜索的每种走法的可吃子坐标
Dim BestLocate As CHESSER
Dim CurrentPlayer As Byte ''当前玩家
Dim CurrentStep As Integer ''当前步
Dim 人机模式 As Boolean
Dim cSel As Byte ''玩家选择了哪个棋子
Dim tTemp As Boolean
Const MAXDOWNPOINT = 7
Rem 如果Cer为1(黑方),则返回2(红方),否则返加1(黑方)
Public Function NextCer(ByVal Cer As Byte) As Byte
NextCer = 1
If Cer = 1 Then NextCer = 2
End Function
Rem 棋盘
Private Sub Initial()
Dim i As Integer, j As Integer
For i = 1 To 8: For j = 1 To 8: ChessBoard(i, j) = 0: Next j: Next i
ChessBoard(1, 2) = 201
ChessBoard(1, 4) = 201
ChessBoard(1, 6) = 201
ChessBoard(1, 8) = 201
ChessBoard(2, 1) = 201
ChessBoard(2, 3) = 201
ChessBoard(2, 5) = 201
ChessBoard(2, 7) = 201
ChessBoard(3, 2) = 201
ChessBoard(3, 4) = 201
ChessBoard(3, 6) = 201
ChessBoard(3, 8) = 201
ChessBoard(6, 1) = 101
ChessBoard(6, 3) = 101
ChessBoard(6, 5) = 101
ChessBoard(6, 7) = 101
ChessBoard(7, 2) = 101
ChessBoard(7, 4) = 101
ChessBoard(7, 6) = 101
ChessBoard(7, 8) = 101
ChessBoard(8, 1) = 101
ChessBoard(8, 3) = 101
ChessBoard(8, 5) = 101
ChessBoard(8, 7) = 101
End Sub
Rem 反显示(将屏幕显示的内容存入ChessBoard数组)
Private Sub ReDisplay()
Dim i As Integer, j As Integer, k As Integer
k = 0
For i = 1 To 8
For j = 1 To 8
If cbText(k).Text = "" Then ChessBoard(i, j) = 0
If cbText(k).Text = "101" Then ChessBoard(i, j) = 101
If cbText(k).Text = "201" Then ChessBoard(i, j) = 201
If cbText(k).Text = "102" Then ChessBoard(i, j) = 102
If cbText(k).Text = "202" Then ChessBoard(i, j) = 202
k = k + 1
Next j
Next i
End Sub
Rem 显示(顷高御将ChessBoard数组的内容显示到屏幕后)
Private Sub Display()
Dim i As Integer, j As Integer, k As Integer
k = 0
For i = 1 To 8
For j = 1 To 8
If ChessBoard(i, j) = 0 Then
cbText(k).Text = ""
Else
cbText(k).Text = ChessBoard(i, j)
End If
k = k + 1
Next j
Next i
Call 胜负判断
End Sub
Rem 胜负判断
Private Sub 胜负判断()
Dim i As Integer, j As Integer
Dim a As Integer, b As Integer
a = 0: b = 0
For i = 1 To 8
For j = 1 To 8
If Int(ChessBoard(i, j) / 100) = 1 Then a = a + 1 ''计算玩家的棋子数
If Int(ChessBoard(i, j) / 100) = 2 Then b = b + 1 ''计算电脑的棋子数
Next j
Next i
If a = 0 Then Call MsgBox("我赢了!", vbOKOnly + 32, "提示:"): Exit Sub
If b = 0 Then Call MsgBox("我认输了!", vbOKOnly + 32, "提示:"): Exit Sub
End Sub
Rem 返回估值
Private Function CurrentValue(Cer As Byte) As Integer
Dim i As Integer, j As Integer
CurrentValue = 0
For i = 1 To 8
For j = 1 To 8
If Int(ChessBoard(i, j) / 100) = Cer Then _
CurrentValue = CurrentValue + ChessBoard(i, j) Mod 100 * 100 + 100 ''是我方的棋子,棋子为1加100分,棋子为2加200分
If Int(ChessBoard(i, j) / 100) = NextCer(Cer) Then _
CurrentValue = CurrentValue - (ChessBoard(i, j) Mod 100 * 100 + 100) ''对方的棋子,棋子为1减100分,棋子为2减200分
Next j
Next i
End Function
Rem 如果Cer方i,j的棋子还可以吃子则返回True
Private Function IsLine(Cer As Byte, i As Byte, j As Byte) As Boolean
Dim x As Byte, y As Byte, x1 As Byte, y1 As Byte
IsLine = False
''开始搜索棋盘
''如果是Cer方的棋子
If Int(ChessBoard(i, j) / 100) = Cer Then
''吃子式走法1:即如果基本走法的位置有对方的棋子则可以跳吃(走法限制:Cer为1或棋子为加强棋才可走)
If Int(ChessBoard(i - 1, j - 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1 ''目标坐标
y = (j - 1) - 1
x1 = i - 1 ''吃子坐标
y1 = j - 1
If x >0 And y >0 And x <9 And y <9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
''吃子式走法2
If Int(ChessBoard(i - 1, j + 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1
y = (j + 1) + 1
x1 = i - 1
y1 = j + 1
If x >0 And y >0 And x <9 And y <9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
''吃子式走法3
If Int(ChessBoard(i + 1, j - 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j - 1) - 1
x1 = i + 1
y1 = j - 1
If x >0 And y >0 And x <9 And y <9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
''吃子式走法4
If Int(ChessBoard(i + 1, j + 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j + 1) + 1
x1 = i + 1
y1 = j + 1
If x >0 And y >0 And x <9 And y <9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
End If
End Function
Rem 如果Cer方的棋子还可以吃子则返回True
Private Function IsLine2(Cer As Byte) As Boolean
Dim x As Byte, y As Byte, x1 As Byte, y1 As Byte
Dim i As Integer, j As Integer
IsLine2 = False
''开始搜索棋盘
For i = 1 To 8
For j = 1 To 8
''如果是Cer方的棋子
If Int(ChessBoard(i, j) / 100) = Cer Then
''吃子式走法1:即如果基本走法的位置有对方的棋子则可以跳吃(走法限制:Cer为1或棋子为加强棋才可走)
If Int(ChessBoard(i - 1, j - 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1 ''目标坐标
y = (j - 1) - 1
x1 = i - 1 ''吃子坐标
y1 = j - 1
If x >0 And y >0 And x <9 And y <9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
''吃子式走法2
If Int(ChessBoard(i - 1, j + 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1
y = (j + 1) + 1
x1 = i - 1
y1 = j + 1
If x >0 And y >0 And x <9 And y <9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
''吃子式走法3
If Int(ChessBoard(i + 1, j - 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j - 1) - 1
x1 = i + 1
y1 = j - 1
If x >0 And y >0 And x <9 And y <9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
''吃子式走法4
If Int(ChessBoard(i + 1, j + 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j + 1) + 1
x1 = i + 1
y1 = j + 1
If x >0 And y >0 And x <9 And y <9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
End If
Next j
Next i
End Function
Rem 搜索程序
Private Function Search(Cer As Byte, Steps As Integer, IsTop As Boolean, UpMax As Integer)
Dim a As Integer, b As Integer, b1 As Integer, b2 As Integer, i As Integer, j As Integer, k As Integer, l As Integer, v As Integer
Dim MaxValue As Integer
Dim Sc(40) As CHESSER
Dim IsEat(7) As Boolean''搜索到的7种走法有没有吃子
Dim EAT As Boolean ''有没有吃子
If IsTop Then
List1.Clear
For i = 0 To 40: Sc(i).Allow = False: Next i '默认情况下所有走法皆不允许,如果所有值均为False则皆允许
End If
EAT = False
For i = 0 To 7: IsEat(7) = False: Next i''默认情况所有搜索到的走法都没有吃子
Steps = Steps - 1
If Steps <1 And IsLine2(Cer) = False Then
''如果我方无子可吃时才返回估值
Search = -CurrentValue(Cer) ''返回估值
Exit Function
End If
k = 0
''开始搜索棋盘
For i = 1 To 8
For j = 1 To 8
''如果是Cer方的棋子
If Int(ChessBoard(i, j) / 100) = Cer Then
For i1 = 1 To MAXDOWNPOINT: x(i1) = 0: x1(i1) = 0: Next ''x记载所有走法,清空x
''列出所有走法
''基本走法:上左、上右、下左、下右
x(0) = i - 1: y(0) = j - 1
x(1) = i - 1: y(1) = j + 1
x(2) = i + 1: y(2) = j - 1
x(3) = i + 1: y(3) = j + 1
''棋子表示方法:白棋 101(普通)、102 (过底的威力棋)
'' 红棋 201(普通)、202 (过底的威力棋)
''下一句解释:如果是白棋(101、102),不允许后退(删除x(2)、x(3))
If Cer = 1 And ChessBoard(i, j) Mod 100 <>2 Then x(2) = -2: x(3) = -2
''下一句解释:如果是红棋(201、202),不允许后退(删除x(0)、x(1))
If Cer = 2 And ChessBoard(i, j) Mod 100 <>2 Then x(0) = -2: x(1) = -2
''吃子式走法1:即如果基本走法的位置有对方的棋子则可以跳吃(走法限制:Cer为1或棋子为加强棋才可走)
If Int(ChessBoard(i - 1, j - 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x(4) = (i - 1) - 1 ''目标坐标
y(4) = (j - 1) - 1
x1(4) = i - 1 ''吃子坐标
y1(4) = j - 1
If x(4) >0 And y(4) >0 And x(4) <9 And y(4) <9 And ChessBoard(x(4), y(4)) = 0 Then _
EAT = True: IsEat(4) = True ''有可吃子,必需走此步,其余走法无效
End If
''吃子式走法2
If Int(ChessBoard(i - 1, j + 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x(5) = (i - 1) - 1
y(5) = (j + 1) + 1
x1(5) = i - 1
y1(5) = j + 1
If x(5) >0 And y(5) >0 And x(5) <9 And y(5) <9 And ChessBoard(x(5), y(5)) = 0 Then _
EAT = True: IsEat(5) = True ''有可吃子,必需走此步,其余走法无效
End If
''吃子式走法3
If Int(ChessBoard(i + 1, j - 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x(6) = (i + 1) + 1
y(6) = (j - 1) - 1
x1(6) = i + 1
y1(6) = j - 1
If x(6) >0 And y(6) >0 And x(6) <9 And y(6) <9 And ChessBoard(x(6), y(6)) = 0 Then _
EAT = True: IsEat(6) = True ''有可吃子,必需走此步,其余走法无效
End If
''吃子式走法4
If Int(ChessBoard(i + 1, j + 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x(7) = (i + 1) + 1
y(7) = (j + 1) + 1
x1(7) = i + 1
y1(7) = j + 1
If x(7) >0 And y(7) >0 And x(7) <9 And y(7) <9 And ChessBoard(x(7), y(7)) = 0 Then _
EAT = True: IsEat(7) = True ''有可吃子,必需走此步,其余走法无效
End If
''如果有吃子走法,删除没有吃子的其它走法
If EAT = True Then
For a = 0 To 7
If IsEat(a) = False Then x(a) = -1
Next a
End If
''存入Sc(走法表)中
For a = 0 To 7
'If x(a) = 5 And y(a) = 2 Then Stop
''如果超过棋盘将不能走
If x(a) >0 And y(a) >0 And x(a) <9 And y(a) <9 Then
''如果目标有棋子则不能走,为0才存入
If ChessBoard(x(a), y(a)) = 0 Then
''将走法存入“走法表”
Sc(k).Initx = i
Sc(k).Inity = j
Sc(k).ObjX = x(a)
Sc(k).ObjY = y(a)
Sc(k).x1 = x1(a)''被吃子位置
Sc(k).y1 = y1(a)
If IsEat(a) = True Then Sc(k).Allow = True ''如果有吃子,则允许此着走法
k = k + 1
End If
End If
Next a
'If EAT = True Then i = 100: j = 100 ''如果有吃子则不必再搜索
End If
Next j
Next i
MaxValue = -30000 ''当前分数
tTemp = False
''搜索是否有允许走法,如果没有则所有走法皆允许
For i = 0 To k - 1
If Sc(i).Allow = True Then tTemp = True
Next i
''如果有允许走法,则除允许走法外,其余走法皆不允许走
If tTemp = False Then
For i = 0 To k - 1: Sc(i).Allow = True: Next i
End If
''试走每种走法
For i = 0 To k - 1
If Sc(i).Allow = True Then
b1 = ChessBoard(Sc(i).Initx, Sc(i).Inity) ''记录起点棋子和终点棋子
b2 = ChessBoard(Sc(i).ObjX, Sc(i).ObjY)
b = ChessBoard(Sc(i).x1, Sc(i).y1) ''记录被吃子位置的棋子
ChessBoard(Sc(i).Initx, Sc(i).Inity) = 0 ''清除起点的棋子
ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = b1 ''试下棋
ChessBoard(Sc(i).x1, Sc(i).y1) = 0 ''清除被吃子位置的棋子
''如果到边界则威力加强
''下句:如果是黑方(101、102)
If Cer = 1 Then
''下句:如果走到第一行则棋子变成102,威力加强
If Sc(i).ObjX = 1 Then ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = 102
End If
''下句:如果是红方(201、202)
If Cer = 2 Then
''下句:如果走到第八行则棋子变成202,威力加强
If Sc(i).ObjX = 8 Then ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = 202
End If
If b >0 And IsLine(Cer, Sc(i).ObjX, Sc(i).ObjY) = True And EAT = True Then
''如果可连续吃子
v = CurrentValue(Cer) + 300 ''V为当前局面价值加300分
Else
v = Search(NextCer(Cer), Steps - 1, False, -UpMax) ''没有连续可吃子,继续搜索
End If
''恢复棋盘
ChessBoard(Sc(i).x1, Sc(i).y1) = b ''恢复被吃子
ChessBoard(Sc(i).Initx, Sc(i).Inity) = b1 ''记录起点棋子和终点棋子
ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = b2
'' 显示每种走法的得分
If IsTop Then
List1.AddItem "从" &Str(Sc(i).Initx) &"," &Str(Sc(i).Inity) &_
"到" &Str(Sc(i).ObjX) &"," &Str(Sc(i).ObjY) &"得分:" &Str(v)
End If
'如果这种走法分数高,记录
If IsTop And (v >MaxValue Or MaxValue = -30000) Then
BestLocate.Initx = Sc(i).Initx
BestLocate.Inity = Sc(i).Inity
BestLocate.ObjX = Sc(i).ObjX
BestLocate.ObjY = Sc(i).ObjY
BestLocate.x1 = Sc(i).x1
BestLocate.y1 = Sc(i).y1
MaxValue = v
End If
If v >MaxValue Then MaxValue = v
'下句: 如果 MaxValue >= -UpMax //α-β剪枝, 符合剪枝条件的就Cut掉。UpMax为上层的MaxValue
If IsTop = False And MaxValue >= -UpMax Then i = 100 ''剪枝程序
End If
Next i
If IsTop = False Then Search = -MaxValue Else Search = MaxValue
End Function
Private Sub cbText_Click(Index As Integer)
Dim i As Integer, j As Integer, C As Integer''C记载吃子
Dim Temp As String, Temp2 As String, Temp3 As String
Dim x As Byte, y As Byte, x2 As Byte, y2 As Byte
If cbText(Index).BackColor <>&HC0E0FF Then Call MsgBox("落棋无效!", vbOKOnly + 32, "提示:"): Exit Sub
If cSel = 0 And Trim(cbText(Index).Text) >"" Then cSel = Index: cbText(cSel).ForeColor = QBColor(12): Exit Sub ''如果玩家一个也没先且当前棋盘位置有棋子,则标示玩家选择此棋子
If cSel <>0 And Val(cbText(Index).Text) = Val(cbText(cSel).Text) Then cbText(cSel).ForeColor = H80000008&: cSel = 0: Exit Sub ''如果玩家两次选择相同的棋子则取消选择
If cSel <>0 Then
''下棋
cbText(Index).Text = cbText(cSel).Text
''判断是否可变成加强棋
k = Val(cbText(Index).Text)
If Int(k / 100) = 1 And Index <8 Then cbText(Index).Text = "102" ''如果1方走到顶端就变成加强棋
If Int(k / 100) = 2 And Index >55 Then cbText(Index).Text = "202" ''如果2方走到顶端就变成加强棋
cbText(cSel).Text = ""
cbText(cSel).ForeColor = H80000008&
''判断有没有吃子
''向上左斜
If Index - cSel = -18 Then
cbText(Index + 9).Text = "":''被吃子
C = Index + 9
End If
''向上右斜
If Index - cSel = -14 Then
cbText(Index + 7).Text = "":''被吃子
C = Index + 7
End If
''向下左斜
If Index - cSel = 14 Then
cbText(Index - 7).Text = "":''被吃子
C = Index - 7
End If
''向下右斜
If Index - cSel = 18 Then
cbText(Index - 9).Text = "":''被吃子
C = Index - 9
End If
''存储走法
k = 0: Temp = "": Temp2 = "": Temp = ""
For i = 1 To 8
For j = 1 To 8
If k = cSel Then Temp = "从" &Str(i) + "," + Str(j)
If k = Index Then Temp2 = " 到" + Str(i) + "," + Str(j): x = i: y = j
If k = C Then Temp3 = "吃子 " &Str(i) &"," &Str(j): x2 = i: y2 = j
k = k + 1
Next j
Next i
List2.AddItem "第" &Str(CurrentStep) &"手 " &Str(CurrentPlayer) + "方" + Temp + Temp2 + Temp3
CurrentStep = CurrentStep + 1
Text3.Text = Temp + Temp2
cSel = 0
Call ReDisplay
''下句:如果是人机模式并且玩家还没有可吃子
If 人机模式 = True And (IsLine(CurrentPlayer, x, y) = True And x2 >1 And y2 >2) = False Then
'If 人机模式 = True Then
''看玩家走了哪方的棋子,就运算另一方的棋子
CurrentPlayer = NextCer(Int(Val(cbText(Index).Text) / 100))
Call Command2_Click ''如果是人机模式则让电脑运长
End If
End If
End Sub
Private Sub Command1_Click()
List2.Clear ''清除棋谱
CurrentStep = 1
Call Initial
Call Display
End Sub
Private Sub Command2_Click()
Dim t As Boolean
Command2.Enabled = False
t:
Text1.Text = Str(Search(CurrentPlayer, Val(Text2.Text), True, 0))
Command2.Enabled = True
With BestLocate
t = DownChess(.Initx, .Inity, .ObjX, .ObjY, .x1, .y1)
Call Display
If t = True And IsLine(CurrentPlayer, .ObjX, .ObjY) Then Call MsgBox("我还想再吃一个"): GoTo t ''如果所下之棋还能吃子(连续吃)则再运算
End With
CurrentPlayer = NextCer(CurrentPlayer)
End Sub
Rem 移棋
Rem Sx,Sy:起点棋子 Ex,Ey:终点棋子 Ax,Ay:被吃子
Rem 如果有吃子则返回True
Private Function DownChess(Sx As Byte, Sy As Byte, ex As Byte, ey As Byte, Ax As Byte, Ay As Byte) As Boolean
ChessBoard(ex, ey) = ChessBoard(Sx, Sy)
ChessBoard(Sx, Sy) = 0
ChessBoard(Ax, Ay) = 0 ''清除被吃子
If Ax <>0 And Ay <>0 Then DownChess = True Else DownChess = False
Text3.Text = "第" &Str(CurrentStep) &"手 " &Str(CurrentPlayer) + "方从" &Str(Sx) + "," + Str(Sy) + "到" + Str(ex) + "," + Str(ey) &_
"吃子 " &Str(Ax) &"," &Str(Ay)
CurrentStep = CurrentStep + 1
List2.AddItem Text3.Text
''下句:如果是黑方(101、102)
If Int(ChessBoard(ex, ey) / 100) = 1 Then
''下句:如果走到第一行则棋子变成102,威力加强
If ex = 1 Then ChessBoard(ex, ey) = 102
End If
''下句:如果是红方(201、202)
If Int(ChessBoard(ex, ey) / 100) = 2 Then
''下句:如果走到第八行则棋子变成202,威力加强
If ex = 8 Then ChessBoard(ex, ey) = 202
End If
End Function
Rem 运算一
Private Sub Command3_Click()
CurrentPlayer = 1
Call Command2_Click
End Sub
Rem 运算二
Private Sub Command4_Click()
CurrentPlayer = 2
Call Command2_Click
End Sub
Private Sub Command5_Click()
Call ReDisplay
End Sub
Private Sub Command6_Click()
If 人机模式 = False Then 人机模式 = True Else 人机模式 = False
If 人机模式 = False Then Command6.Caption = " 人机模式": Command6.ToolTipText = "当前模式:人人对战" Else Command6.Caption = " 休息模式": Command6.ToolTipText = "当前模式:人机对战"
End Sub
Private Sub Command7_Click()
End
End Sub
Rem 存谱
Private Sub Command8_Click()
On Error GoTo e
Dim i As Integer
Open InputBox("请输入文件名:") For Output As #1
For i = 0 To List2.ListCount - 1
Print #1, List2.List(i)
Next i
Close #1
Exit Sub
e:
Call MsgBox("存储错误!", vbOKOnly + 32, "提示:")
Err.Clear
Exit Sub
End Sub
Private Sub Form_Load()
人机模式 = False
cSel = 0
CurrentPlayer = 1
Call Command1_Click
End Sub
模块代码:
Type CHESSER
Chess As Byte ''为何棋,在BestLocate则标明为何数组
Initx As Byte ''起初棋的位置
Inity As Byte
ObjX As Byte''经运算后的落棋点
ObjY As Byte
x1 As Byte
y1 As Byte
Allow As Boolean''是否允许
End Type
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