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main.cpp
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main.cpp
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#include<graphics.h>
#include <conio.h>
#include<stdio.h>
#include <Mmsystem.h>
#pragma comment(lib,"Winmm.lib")
typedef struct position { //坐标结构
int x;
int y;
}Position;
/********************************全局变量**********************************/
Position cursor; //光标坐标
Position c_chess; //人机模式棋子初始位置
COLORREF bkcolor; //棋盘背景颜色
COLORREF color[2] = { WHITE , RGB(1,1,1) }; //定义两种颜色(白0黑1)
int turn; //黑0白1(双人模式)
int mode; //标志模式
int c_turn; //人机模式回合
int number; //保存总棋子数
char up1[100] = "未设置"; //玩家一昵称
char up2[100] = "未设置"; //玩家二昵称
int score[19][19] = { 0 }; //用于计算人机坐标得分
/**************************函数声明*******************************************/
void view(); //开始菜单
void initgame(); //初始化游戏数据
void begingame(); //开始游戏
void playgame(); //玩游戏的全部细节
void closegame(int flag,int turn,int mode); //释放资源
void drawcursor(COLORREF color, Position cursor); //绘制光标
void drawchess(int* turn, int mode); //绘制棋子
void drawturn(int turn); //绘制执子方
void getmax(Position* c_chess); //获取电脑最有利坐标
void c_downchess(); //计算人机坐标
int iswinnew(int turn, int mode); //判断输赢
/*************************************函数定义*************************************/
int main()
{
initgame();
view();
return 0;
}
void view()
{
/*********************************初始化背景********************************************/
initgraph(750, 570);
setbkmode(TRANSPARENT);
A: //用于返回主菜单
IMAGE setting;
loadimage(&setting, "主菜单背景.jpg", 750, 570); //主菜单背景图片
putimage(0, 0, &setting);
/***********************主界面选择图标***********************************************/
settextcolor(RGB(0, 0, 195));
settextstyle(25, 0, _T("楷体"));
setlinecolor(RGB(240, 128, 128));
rectangle(230, 250, 500, 290);
outtextxy(320, 260, "开始游戏");
setlinecolor(RGB(50, 205, 50));
rectangle(230, 330, 500, 370);
outtextxy(320, 340, "游戏规则");
setlinecolor(RGB(244, 164, 96));
rectangle(230, 410, 500, 450);
outtextxy(320, 420, "作者信息");
setlinecolor(RGB(169, 169, 169));
rectangle(230, 490, 500, 530);
outtextxy(320, 500, "退出游戏");
/*********************************初始化小手位置******************************************/
Position hand = { 420,269 }; //初始化小手坐标
IMAGE temp; //保存小手重绘前的背景块
getimage(&temp, hand.x, hand.y, hand.x + 30, hand.y + 30);
IMAGE hand_a, hand_b;
loadimage(&hand_a, "40hand_b.jpg");
loadimage(&hand_b, "40hand_a.jpg");
putimage(hand.x, hand.y, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y, &hand_b, SRCINVERT);
/***************************死循环监听键盘消息********************************/
while (1)
{
if (_kbhit())
{
switch (_getch())
{
case 72:
{
if (hand.y > 269)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y - 80, hand.x + 30, hand.y - 110);
putimage(hand.x, hand.y - 80, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y - 80, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y -= 80;
}
break;
}
case 80:
{
if (hand.y < 509)
{
putimage(hand.x,hand.y,&temp);
getimage(&temp, hand.x, hand.y + 80, hand.x + 30, hand.y + 110);
putimage(hand.x, hand.y+80, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y+80, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y += 80;
}
break;
}
case 13:
{
switch (hand.y)
{
case 269:
{
B:
cleardevice();
IMAGE setting;
loadimage(&setting, "设置背景.jpg", 750, 570);
putimage(0, 0, &setting);
settextcolor(RGB(255, 69, 0));
settextstyle(40, 0, _T("黑体"));
outtextxy(180, 40, "模式设置(Mode Setting)");
settextstyle(30, 0, _T("楷体"));
settextcolor(RGB(0, 0, 195));
outtextxy(100, 160, "双人对战");
outtextxy(100, 220, "人机对战");
outtextxy(100, 280, "返回菜单");
hand = { 220,175 };
getimage(&temp, hand.x, hand.y, hand.x + 30, hand.y + 30);
putimage(hand.x, hand.y, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y, &hand_b, SRCINVERT);
while (1)
{
if (_kbhit())
{
switch (_getch())
{
case 72:
{
if (hand.y > 175)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y - 60, hand.x + 30, hand.y - 90);
putimage(hand.x, hand.y - 60, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y - 60, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y -= 60;
}
break;
}
case 80:
{
if (hand.y < 295)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y + 60, hand.x + 30, hand.y + 90);
putimage(hand.x, hand.y + 60, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y + 60, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y += 60;
}
break;
}
case 13:
{
switch (hand.y)
{
case 175:
{
C:
mode = 0;
putimage(0, 0, &setting);
settextcolor(RGB(255, 69, 0));
settextstyle(40, 0, _T("黑体"));
outtextxy(180, 40, "昵称设置(Name Setting)");
settextcolor(RGB(0, 0, 205));
settextstyle(30, 0, _T("楷体"));
outtextxy(100, 160, "黑棋手");
outtextxy(100, 220, "白棋手");
outtextxy(100, 280, "完 成");
outtextxy(100, 340, "返 回");
hand = { 190,170 };
getimage(&temp, hand.x, hand.y, hand.x + 30, hand.y + 30);
putimage(hand.x, hand.y, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y, &hand_b, SRCINVERT);
while (1)
{
if (_kbhit())
{
switch (_getch())
{
case 72:
{
if (hand.y > 170)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y - 60, hand.x + 30, hand.y - 90);
putimage(hand.x, hand.y - 60, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y - 60, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y -= 60;
}
break;
}
case 80:
{
if (hand.y < 350)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y + 60, hand.x + 30, hand.y + 90);
putimage(hand.x, hand.y + 60, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y + 60, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y += 60;
}
break;
}
case 13:
{
switch (hand.y)
{
case 170:
{
InputBox(up1, 10, "请输入黑棋的昵称:");
break;
}
case 230:
{
InputBox(up2, 10, "请输入白棋的昵称:");
break;
}
case 290:
{
//入口
putimage(0, 0, &setting);
settextcolor(RGB(255, 69, 0));
settextstyle(40, 0, _T("黑体"));
outtextxy(180, 40, "先手设置(First Turn)");
settextcolor(RGB(0, 0, 205));
settextstyle(30, 0, _T("楷体"));
outtextxy(100, 160, "黑棋");
outtextxy(100, 220, "白棋");
outtextxy(100, 280, "返回");
hand = { 160,170 };
getimage(&temp, hand.x, hand.y, hand.x + 30, hand.y + 30);
putimage(hand.x, hand.y, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y, &hand_b, SRCINVERT);
while (1)
{
if (_kbhit())
{
switch (_getch())
{
case 72:
{
if (hand.y > 170)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y - 60, hand.x + 30, hand.y - 90);
putimage(hand.x, hand.y - 60, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y - 60, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y -= 60;
}
break;
}
case 80:
{
if (hand.y < 290)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y + 60, hand.x + 30, hand.y + 90);
putimage(hand.x, hand.y + 60, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y + 60, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y += 60;
}
break;
}
case 13:
{
switch (hand.y)
{
case 170:
{
turn = 0;
begingame();
playgame();
}
case 230:
{
turn = 1;
begingame();
playgame();
}
case 290:
{
goto C;
}
}
}
}
}
}
break;
}
case 350:
{
goto B;
}
}
}
}
}
}
break;
}
case 235:
{
mode = 1;
begingame();
playgame();
_getch();
break;
}
case 295:
{
goto A;
}
}
}
}
}
}
}
case 349:
{
IMAGE care;
loadimage(&care, "游戏说明new.jpg", 750, 570);
putimage(0, 0, &care);
settextcolor(RGB(0, 255, 255));
settextstyle(30, 0, _T("仿宋"));
outtextxy(20, 20, "游戏规则:");
settextcolor(RGB(148, 0, 211));
settextstyle(30, 0, _T("楷体"));
outtextxy(20, 60, "1.对局双方各执一色棋子。");
outtextxy(20, 95, "2.空棋盘开局。");
outtextxy(20, 130, "3.交替下子,每次只能下一子。");
outtextxy(20, 165, "4.棋子下在棋盘的空白点上,棋子下定后,不得向其它");
outtextxy(50, 200, "点移动,不得从棋盘上拿或拿起另落别处。");
outtextxy(20, 235, "5.黑方的第一枚棋子可下在棋盘任意交叉点上。");
outtextxy(20, 270, "6.当有一方先在行、列、或者斜线上连续下出连续5个");
outtextxy(50, 305, "棋子可以判定为胜局。");
settextcolor(RGB(0, 255, 255));
settextstyle(30, 0, _T("仿宋"));
outtextxy(20, 360, "按键说明:");
settextcolor(RGB(148, 0, 211));
settextstyle(30, 0, _T("楷体"));
outtextxy(20, 405, "UP1:上W 下S 左A 右D 落子:空格");
outtextxy(20, 440, "UP2:小键盘方向键 落子:回车");
outtextxy(20, 475, "ESC键返回主菜单");
settextcolor(RGB(0, 255, 255));
settextstyle(20, 0, _T("仿宋"));
outtextxy(150, 520, "请按任意键返回!!!");
_getch();
goto A;
break;
}
case 429:
{
mciSendString(TEXT("open 作者.mp3 alias music"), 0, 0, 0);
mciSendString(_T("play music repeat"), NULL, 0, NULL);
IMAGE author;
loadimage(&author, "作者信息.jpg", 750, 570);
putimage(0, 0, &author);
IMAGE vx;
loadimage(&vx, "微信二维码.jpg", 100, 100);
putimage(220, 260, &vx);
IMAGE qq;
loadimage(&qq, "QQ二维码.jpg", 100, 100);
putimage(380, 260, &qq);
settextcolor(RGB(64, 224, 208));
settextstyle(20, 0, _T("黑体"));
outtextxy(220, 80, "苑明飞,沈阳工业大学大一学生");
settextcolor(WHITE);
settextstyle(30, 0, _T("楷体"));
outtextxy(220, 140, "热爱大海与冷笑话");
settextcolor(RGB(238, 130, 238));
settextstyle(25, 0, _T("隶书"));
outtextxy(230, 440, "胆小怕生,不易相处");
outtextxy(230, 500, "年轻无为,卖马为生");
settextcolor(WHITE);
settextstyle(30, 0, _T("黑体"));
_getch();
mciSendString(_T("close music"), NULL, 0, NULL);
goto A;
break;
}
case 509:
{
closegraph();
exit(0);
}
}
break;
}
}
}
}
_getch();
}
/************************************初始化函数********************************************************/
void initgame()
{
//初始化执子方
turn = 0;
c_turn = 0;
//初始化背景颜色
bkcolor = RGB(218, 165, 33);
//光标坐标
cursor.x = 270;
cursor.y = 270;
//人机坐标
c_chess.x = 30;
c_chess.y = 30;
//初始化总棋子数
number = 0;
}
/******************************************做一些基础绘制*******************************************************/
void begingame()
{
if (mode == 0)
{
mciSendString(TEXT("open bgm.mp3 alias music"), 0, 0, 0);
mciSendString(_T("play music repeat"), NULL, 0, NULL);
}
else
{
mciSendString(TEXT("open 人机bgm.mp3 alias music"), 0, 0, 0);
mciSendString(_T("play music repeat"), NULL, 0, NULL);
}
//绘制边框
initgraph(750, 570);
setbkmode(TRANSPARENT);
setbkcolor(bkcolor);
cleardevice();
setlinecolor(BLACK);
setlinestyle(PS_SOLID | PS_ENDCAP_FLAT, 1);
for (int i = 30; i <= 540; i += 30)
{
line(30, i, 540, i);
line(i, 30, i, 540);
}
IMAGE right;
loadimage(&right, "侧图.jpg", 180, 570);
putimage(570, 0, &right);
//绘制当前执子方
if (mode == 0)
{
drawturn(turn);
}
//绘制光标
drawcursor(RED, cursor);
//绘制昵称
if (mode == 0)
{
settextcolor(BLACK);
settextstyle(20, 0, _T("宋体"));
outtextxy(600, 200, "黑棋:");
settextstyle(17, 0, _T("楷体"));
settextcolor(RGB(148, 0, 230));
outtextxy(600, 240, up1);
settextcolor(BLACK);
settextstyle(20, 0, _T("宋体"));
outtextxy(600, 280, "白棋:");
settextstyle(17, 0, _T("楷体"));
settextcolor(RGB(0, 230, 210));
outtextxy(600, 320, up2);
}
//绘制模式
settextcolor(RGB(240, 128, 128));
settextstyle(30, 0, _T("楷体"));
if (mode == 0)
{
outtextxy(600, 400, "双人模式");
}
else
{
outtextxy(600, 100, "人机模式");
settextcolor(BLACK);
settextstyle(20, 0, _T("楷体"));
outtextxy(600, 200, "玩家:黑棋");
outtextxy(600, 230, "电脑:白棋");
}
}
/*************************************游戏核心部分*************************************************/
void playgame()
{
while (1)
{
if (_kbhit())
{
switch (_getch())
{
case 72: case 'W': //上
{
if (cursor.y > 30)
{
drawcursor(bkcolor, cursor);
cursor.y -= 30;
drawcursor(RED, cursor);
}
setlinecolor(BLACK);
setlinestyle(PS_SOLID | PS_ENDCAP_SQUARE, 1);
if (cursor.y != 510)
{
line(cursor.x, cursor.y + 44, cursor.x, cursor.y + 46);
}
if (cursor.x != 30)
{
line(cursor.x - 16, cursor.y + 30, cursor.x - 14, cursor.y + 30);
}
if (cursor.x != 540)
{
line(cursor.x + 14, cursor.y + 30, cursor.x + 16, cursor.y + 30);
}
break;
}
case 80: case 'S': //下
{
if (cursor.y < 540)
{
drawcursor(bkcolor, cursor);
cursor.y += 30;
drawcursor(RED, cursor);
}
setlinecolor(BLACK);
setlinestyle(PS_SOLID | PS_ENDCAP_SQUARE, 1);
if (cursor.y != 60)
{
line(cursor.x, cursor.y - 44, cursor.x, cursor.y - 46);
}
if (cursor.x != 30)
{
line(cursor.x - 16, cursor.y - 30, cursor.x - 14, cursor.y - 30);
}
if (cursor.x != 540)
{
line(cursor.x + 14, cursor.y - 30, cursor.x + 16, cursor.y - 30);
}
break;
}
case 75: case 'A': //左
{
if (cursor.x > 30)
{
drawcursor(bkcolor, cursor);
cursor.x -= 30;
drawcursor(RED, cursor);
}
setlinecolor(BLACK);
setlinestyle(PS_SOLID | PS_ENDCAP_SQUARE, 1);
if (cursor.x != 510)
{
line(cursor.x + 44, cursor.y, cursor.x + 46, cursor.y);
}
if (cursor.y != 30)
{
line(cursor.x + 30, cursor.y - 14, cursor.x + 30, cursor.y - 16);
}
if (cursor.y != 540)
{
line(cursor.x + 30, cursor.y + 14, cursor.x + 30, cursor.y + 16);
}
break;
}
case 77: case 'D': //右
{
if (cursor.x < 540)
{
drawcursor(bkcolor, cursor);
cursor.x += 30;
drawcursor(RED, cursor);
}
setlinecolor(BLACK);
setlinestyle(PS_SOLID | PS_ENDCAP_SQUARE, 1);
if (cursor.x != 60)
{
line(cursor.x - 44, cursor.y, cursor.x - 46, cursor.y);
}
if (cursor.y != 30)
{
line(cursor.x - 30, cursor.y - 14, cursor.x - 30, cursor.y - 16);
}
if (cursor.y != 540)
{
line(cursor.x - 30, cursor.y + 14, cursor.x - 30, cursor.y + 16);
}
break;
}
case ' ': case 13: //下子
{
if (mode == 0)
{
drawchess(&turn, mode);
PlaySound(TEXT("下子.wav"), 0, SND_FILENAME | SND_ASYNC);
drawturn(turn);
if (iswinnew(turn,mode))
{
closegame(1,turn,mode); //胜负已定
break;
}
if (number == 324) //平局
{
closegame(0,turn,mode);
break;
}
break;
}
else
{
mode = 1;
drawchess(&c_turn, mode);
PlaySound(TEXT("下子.wav"), 0, SND_FILENAME | SND_ASYNC);
if (iswinnew(c_turn, mode))
{
closegame(1, c_turn, mode); //胜负已定
_getch();
break;
}
if (number == 324) //平局
{
closegame(0, c_turn, mode);
break;
}
c_downchess();
getmax(&c_chess);
drawchess(&c_turn, mode);
if (iswinnew(c_turn,mode))
{
closegame(1,c_turn,mode); //胜负已定
_getch();
break;
}
if (number == 324) //平局
{
closegame(0,c_turn,mode);
break;
}
else
{
break;
}
}
}
case 27:
{
mciSendString(_T("close music"), NULL, 0, NULL);
initgame();
view();
break;
}
}
}
}
}
/*********************************************关闭游戏*********************************************************/
void closegame(int flag,int turn,int mode)
{
mciSendString(_T("close music"), NULL, 0, NULL);
PlaySound(TEXT("绝杀.wav"), 0, SND_FILENAME | SND_ASYNC);
if (flag)
{
if (turn)
{
IMAGE win;
loadimage(&win, "黑棋获胜new.jpg", 750, 570);
putimage(0, 0, &win);
Position hand = { 360,400 };
IMAGE temp; //保存小手重绘前的背景块
getimage(&temp, hand.x, hand.y, hand.x + 30, hand.y + 30);
IMAGE hand_a, hand_b;
loadimage(&hand_a, "40hand_b.jpg");
loadimage(&hand_b, "40hand_a.jpg");
putimage(hand.x, hand.y, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y, &hand_b, SRCINVERT);
while (1)
{
if (_kbhit())
{
switch (_getch())
{
case 72:
{
if (hand.y > 400)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y - 100, hand.x + 30, hand.y - 130);
putimage(hand.x, hand.y - 100, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y - 100, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y -= 100;
}
break;
}
case 80:
{
if (hand.y < 460)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y + 100, hand.x + 30, hand.y + 130);
putimage(hand.x, hand.y + 100, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y + 100, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y += 100;
}
break;
}
case 13:
{
if (hand.y == 400)
{
initgame();
begingame();
playgame();
}
if (hand.y == 500)
{
initgame();
view();
}
break;
}
}
}
}
}
else
{
IMAGE win;
loadimage(&win, "白棋获胜new.jpg", 750, 570);
putimage(0, 0, &win);
Position hand = { 360,400 };
IMAGE temp; //保存小手重绘前的背景块
getimage(&temp, hand.x, hand.y, hand.x + 30, hand.y + 30);
IMAGE hand_a, hand_b;
loadimage(&hand_a, "40hand_b.jpg");
loadimage(&hand_b, "40hand_a.jpg");
putimage(hand.x, hand.y, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y, &hand_b, SRCINVERT);
while (1)
{
if (_kbhit())
{
switch (_getch())
{
case 72:
{
if (hand.y > 400)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y - 100, hand.x + 30, hand.y - 130);
putimage(hand.x, hand.y - 100, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y - 100, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y -= 100;
}
break;
}
case 80:
{
if (hand.y < 460)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y + 100, hand.x + 30, hand.y + 130);
putimage(hand.x, hand.y + 100, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y + 100, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y += 100;
}
break;
}
case 13:
{
if (hand.y == 400)
{
initgame();
begingame();
playgame();
}
if (hand.y == 500)
{
initgame();
view();
}
break;
}
}
}
}
}
}
else
{
IMAGE tie;
loadimage(&tie, "平局.jpg", 750, 570);
putimage(0, 0, &tie);
Position hand = { 360,400 };
IMAGE temp; //保存小手重绘前的背景块
getimage(&temp, hand.x, hand.y, hand.x + 30, hand.y + 30);
IMAGE hand_a, hand_b;
loadimage(&hand_a, "40hand_b.jpg");
loadimage(&hand_b, "40hand_a.jpg");
putimage(hand.x, hand.y, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y, &hand_b, SRCINVERT);
while (1)
{
if (_kbhit())
{
switch (_getch())
{
case 72:
{
if (hand.y > 400)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y - 100, hand.x + 30, hand.y - 130);
putimage(hand.x, hand.y - 100, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y - 100, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y -= 100;
}
break;
}
case 80:
{
if (hand.y < 460)
{
putimage(hand.x, hand.y, &temp);
getimage(&temp, hand.x, hand.y + 100, hand.x + 30, hand.y + 130);
putimage(hand.x, hand.y + 100, &hand_a, NOTSRCERASE);
putimage(hand.x, hand.y + 100, &hand_b, SRCINVERT);
PlaySound(TEXT("选择.wav"), 0, SND_FILENAME | SND_ASYNC);
hand.y += 100;
}
break;
}
case 13:
{
if (hand.y == 400)
{
initgame();
begingame();
playgame();
}
if (hand.y == 500)
{
initgame();
view();
}
break;
}
}
}
}
}
_getch();
closegraph();
exit(0);
}
/***************************************重绘光标函数***************************************************/
void drawcursor(COLORREF color, Position cursor)
{
setlinecolor(color);
setlinestyle(PS_DASH | PS_ENDCAP_FLAT, 2);
circle(cursor.x, cursor.y, 15);
}
/******************************************绘制下落棋子************************************************/
void drawchess(int* turn,int mode)
{
if (mode == 0)
{
if (getpixel(cursor.x, cursor.y) != color[0] && getpixel(cursor.x, cursor.y) != color[1])
{
if (*turn)
{
setlinecolor(WHITE);
setlinestyle(PS_SOLID, 1);
setfillcolor(WHITE);
fillcircle(cursor.x, cursor.y, 12);
*turn = 0;
}
else
{
setlinecolor(RGB(1, 1, 1));
setlinestyle(PS_SOLID, 1);
setfillcolor(RGB(1, 1, 1));
fillcircle(cursor.x, cursor.y, 12);
*turn = 1;
}
number++;
}
}
else
{
if (*turn)
{
if (getpixel(c_chess.x, c_chess.y) != color[0] && getpixel(c_chess.x, c_chess.y) != color[1])
{
setlinecolor(WHITE);
setlinestyle(PS_SOLID, 1);
setfillcolor(WHITE);
fillcircle(c_chess.x, c_chess.y, 12);
*turn = 0;
number++;
}
}
else
{
if (getpixel(cursor.x, cursor.y) != color[0] && getpixel(cursor.x, cursor.y) != color[1])
{
setlinecolor(RGB(1, 1, 1));
setlinestyle(PS_SOLID, 1);
setfillcolor(RGB(1, 1, 1));
fillcircle(cursor.x, cursor.y, 12);
*turn = 1;
number++;
}
}
}
}
/*********************************判断是否产生输赢*********************************************/
int iswinnew(int turn, int mode)
{
Position temp;
if (mode == 0)
{
temp = cursor;
}
else if(turn==1&&mode==1)
{
temp = cursor;
}
else if (turn == 0 && mode == 1)
{
temp = c_chess;
}
int number1 = 0;
int number2 = 0;
int number3 = 0;
int number4 = 0;
for (int i = -1; i <= 1; i+=2)
{
for (int j = 1; j <= 4; j++)
{
if (temp.x + i * j * 30 >= 30 && temp.x + i * j * 30 <= 540 && temp.y + i * j * 30 >= 30 && temp.y + i * j * 30 <= 540 && getpixel(temp.x + i * j * 30, temp.y + i * j * 30) == color[turn])
{
number1++;
}
else
{
break;