QT-五子棋游戏
- 一、演示效果
- 二、核心代码
- 三、下载链接
一、演示效果
二、核心代码
#include "GameModel.h"
#include <time.h>
#include <stdlib.h>GameModel::GameModel(){}void GameModel::startGame(GameType type){gameType = type;//初始化棋盤gameMapVec.clear();for(int i=0;i<BOARD_GRAD_SIZE;i++){std::vector<int> lineBoard;for(int j=0;j<BOARD_GRAD_SIZE;j++){lineBoard.push_back(0);}gameMapVec.push_back(lineBoard);}//如果是AI模式,需要初始化評分數組if(gameType == AI){scoreMapVec.clear();for(int i=0;i<BOARD_GRAD_SIZE;i++){std::vector<int> lineScores;for(int j=0;j<BOARD_GRAD_SIZE;j++){lineScores.push_back(0);}scoreMapVec.push_back(lineScores);}}//輪到黑方下棋為true,反之playerFlag = true;
}void GameModel::actionByPerson(int row, int col){updateGameMap(row,col);
}
void GameModel::updateGameMap(int row, int col){if(playerFlag){gameMapVec[row][col] = 1;}else{gameMapVec[row][col] = -1;}//換手playerFlag = !playerFlag;
}bool GameModel::isWin(int row,int col){/*判斷下棋點的水平、垂直、左斜、右斜方中* 有沒有5子相連的情況,如有則贏*/for(int i=0;i<5;i++){//先判斷水平方向是否有5子相連if(row>0 && row<BOARD_GRAD_SIZE &&col-i>0 && col-i+4<BOARD_GRAD_SIZE &&gameMapVec[row][col-i] == gameMapVec[row][col-i+1] &&gameMapVec[row][col-i] == gameMapVec[row][col-i+2] &&gameMapVec[row][col-i] == gameMapVec[row][col-i+3] &&gameMapVec[row][col-i] == gameMapVec[row][col-i+4]){return true;}//先判斷垂直方向是否有5子相連if(row-i>0 && row-i+4<BOARD_GRAD_SIZE &&col>0 && col<BOARD_GRAD_SIZE &&gameMapVec[row-i][col] == gameMapVec[row-i+1][col] &&gameMapVec[row-i][col] == gameMapVec[row-i+2][col] &&gameMapVec[row-i][col] == gameMapVec[row-i+3][col] &&gameMapVec[row-i][col] == gameMapVec[row-i+4][col]){return true;}//先判斷"/"方向是否有5子相連,左下->右上if(row-i>0 && row-i+4<BOARD_GRAD_SIZE &&col+i-4>0 && col+i<BOARD_GRAD_SIZE &&gameMapVec[row-i][col+i] == gameMapVec[row-i+1][col+i-1] &&gameMapVec[row-i][col+i] == gameMapVec[row-i+2][col+i-2] &&gameMapVec[row-i][col+i] == gameMapVec[row-i+3][col+i-3] &&gameMapVec[row-i][col+i] == gameMapVec[row-i+4][col+i-4]){return true;}//先判斷"\"方向是否有5子相連,右下->左上if(row-i>0 && row-i+4<BOARD_GRAD_SIZE &&col-i>0 && col-i+4<BOARD_GRAD_SIZE &&gameMapVec[row-i][col-i] == gameMapVec[row-i+1][col-i+1] &&gameMapVec[row-i][col-i] == gameMapVec[row-i+2][col-i+2] &&gameMapVec[row-i][col-i] == gameMapVec[row-i+3][col-i+3] &&gameMapVec[row-i][col-i] == gameMapVec[row-i+4][col-i+4]){return true;}}return false;
}//計算每格分數函數
void GameModel::calculateScore(){//統計玩家或者電腦連成的子int personNum = 0; //玩家連成子的個數int botNum = 0; //AI連成子的個數int emptyNum = 0; //各方向空白位的個數//清空評分數組scoreMapVec.clear();for(int i=0;i<BOARD_GRAD_SIZE;i++){std::vector<int> lineScores;for(int j=0;j<BOARD_GRAD_SIZE;j++){lineScores.push_back(0);}scoreMapVec.push_back(lineScores);}//計分/*計分個人理解:* 遍歷每一個格子,判斷哪些是空白的點(即為0的點),以該點為中心,判斷周圍的八個點向外延伸的四格裡,* 有多少個是黑子、白子、空白,以此作為依據來評分。下方算法是以守為主,所以守的分數>攻的分數*/for(int row=0;row<BOARD_GRAD_SIZE;row++){for(int col=0;col<BOARD_GRAD_SIZE;col++){//空白點才算if(row>0 && col>0 && gameMapVec[row][col]==0){//遍歷周圍8個方向for(int y=-1;y<=1;y++){for(int x=-1;x<=1;x++){//重置personNum = 0;botNum = 0;emptyNum = 0;//原坐標不算if(!(y==0 && x==0)){//每個方向延伸4個子//對玩家黑子評分(正反兩個方向)for(int i=1;i<=4;i++){if(row+i*y>0 && row+i*y<BOARD_GRAD_SIZE &&col+i*x>0 && col+i*x<BOARD_GRAD_SIZE &&gameMapVec[row+i*y][col+i*x]==1){ //真人玩家的子personNum++;}else if(row+i*y>0 && row+i*y<BOARD_GRAD_SIZE &&col+i*x>0 && col+i*x<BOARD_GRAD_SIZE &&gameMapVec[row+i*y][col+i*x]==0){ //空白位emptyNum++;break;}else{ //出邊界,或有白子break;}}for(int i=1;i<=4;i++){if(row-i*y>0 && row-i*y<BOARD_GRAD_SIZE &&col-i*x>0 && col-i*x<BOARD_GRAD_SIZE &&gameMapVec[row-i*y][col-i*x]==1){ //真人玩家的子personNum++;}else if(row-i*y>0 && row-i*y<BOARD_GRAD_SIZE &&col-i*x>0 && col-i*x<BOARD_GRAD_SIZE &&gameMapVec[row-i*y][col-i*x]==0){ //空白位emptyNum++;break;}else{ //出邊界,或有白子break;}}if(personNum == 1){ //殺2scoreMapVec[row][col]+=10;}else if(personNum == 2){ //殺3if(emptyNum == 1)scoreMapVec[row][col]+=30;else if(emptyNum == 2)scoreMapVec[row][col]+=40;}else if(personNum == 3){ //殺4//量變空位不一樣,優先級不一樣if(emptyNum == 1)scoreMapVec[row][col]+=60;else if(emptyNum == 2)scoreMapVec[row][col]+=110;}else if(personNum == 4){ //殺5scoreMapVec[row][col]+=10100;}//進行一次清空emptyNum = 0;//對AI白子評分for(int i=1;i<=4;i++){if(row+i*y>0 && row+i*y<BOARD_GRAD_SIZE &&col+i*x>0 && col+i*x<BOARD_GRAD_SIZE &&gameMapVec[row+i*y][col+i*x]==-1){ //AI的子botNum++;}else if(row+i*y>0 && row+i*y<BOARD_GRAD_SIZE &&col+i*x>0 && col+i*x<BOARD_GRAD_SIZE &&gameMapVec[row+i*y][col+i*x]==0){ //空白位emptyNum++;break;}else{ //出邊界break;}}for(int i=1;i<=4;i++){if(row-i*y>0 && row-i*y<BOARD_GRAD_SIZE &&col-i*x>0 && col-i*x<BOARD_GRAD_SIZE &&gameMapVec[row-i*y][col-i*x]==-1){ //AI的子botNum++;}else if(row-i*y>0 && row-i*y<BOARD_GRAD_SIZE &&col-i*x>0 && col-i*x<BOARD_GRAD_SIZE &&gameMapVec[row-i*y][col-i*x]==0){ //空白位emptyNum++;break;}else{ //出邊界break;}}if(botNum == 0){scoreMapVec[row][col]+=5; //活1}else if(botNum == 1){scoreMapVec[row][col]+=10; //活2}else if(botNum == 2){ //活3if(emptyNum == 1)scoreMapVec[row][col]+=25;else if(emptyNum == 2)scoreMapVec[row][col]+=50;}else if(botNum == 3){ //活4if(emptyNum == 1)scoreMapVec[row][col]+=55;else if(emptyNum == 2)scoreMapVec[row][col]+=100;}else if(botNum >= 4){ //活5scoreMapVec[row][col]+=20000;}}}}}}}}
//AI執行下棋
void GameModel::actionByAI(int &clickRow,int &clickCol){//計算評分calculateScore();//從評分中找出最大分數的位置int maxScore = 0;std::vector<std::pair<int,int>> maxPoints;for(int row = 1;row<BOARD_GRAD_SIZE;row++){for(int col = 1;col<BOARD_GRAD_SIZE;col++){//前提是這個坐標是空的if(gameMapVec[row][col] == 0){if(scoreMapVec[row][col]>maxScore){ //找最大數和坐標maxPoints.clear();maxScore = scoreMapVec[row][col];maxPoints.push_back(std::make_pair(row,col));}else if(scoreMapVec[row][col] == maxScore){ //如果有多個最大值就將他們存儲起來,在後面的代碼隨機抽1個maxPoints.push_back(std::make_pair(row,col));}}}}//隨機落子,如果有多個點的話srand((unsigned)time(0));int index = rand()%maxPoints.size();std::pair<int,int> pointPair = maxPoints.at(index);clickRow = pointPair.first;clickCol = pointPair.second;updateGameMap(clickRow,clickCol);
}
#include "mainwindow.h"
#include "ui_mainwindow.h"
#include <QPainter>
#include <QMouseEvent>
#include <math.h>
#include <QMessageBox>
#include <QTimer>
#include <QDebug>MainWindow::MainWindow(QWidget *parent): QMainWindow(parent), ui(new Ui::MainWindow)
{ui->setupUi(this);this->setFixedSize(MARGIN*2+BLOCK_SIZE*BOARD_GRAD_SIZE,MARGIN*2+BLOCK_SIZE*BOARD_GRAD_SIZE);initGame();}MainWindow::~MainWindow()
{delete ui;
}void MainWindow::paintEvent(QPaintEvent* event){QPainter painter(this);painter.setRenderHint(QPainter::Antialiasing); //設置抗鋸齒for(int i=0;i<BOARD_GRAD_SIZE+1;i++){//從左到右,第(i+1)條豎線painter.drawLine(MARGIN+BLOCK_SIZE*i,MARGIN,MARGIN+BLOCK_SIZE*i,this->height()-MARGIN);//從上到下,第(i+1)條橫線painter.drawLine(MARGIN,MARGIN+BLOCK_SIZE*i,this->width()-MARGIN,MARGIN+BLOCK_SIZE*i);}//繪製選中點QBrush brush;brush.setStyle(Qt::SolidPattern);//繪製落子標記(防止鼠標出框越界)if(clickPosRow>0 && clickPosRow<BOARD_GRAD_SIZE &&clickPosCol>0 && clickPosCol<BOARD_GRAD_SIZE &&game->gameMapVec[clickPosRow][clickPosCol]==0){if(game->playerFlag){brush.setColor(Qt::black);}else{brush.setColor(Qt::white);}painter.setBrush(brush);painter.drawRect(MARGIN+BLOCK_SIZE*clickPosCol-MARK_SIZE/2,MARGIN+BLOCK_SIZE*clickPosRow-MARK_SIZE/2,MARK_SIZE,MARK_SIZE);}for(int i=0;i<BOARD_GRAD_SIZE;i++){for(int j=0;j<BOARD_GRAD_SIZE;j++){if(game->gameMapVec[i][j]==1){brush.setColor(Qt::black);painter.setBrush(brush);painter.drawEllipse(MARGIN+BLOCK_SIZE*j-CHESS_RADIUS,MARGIN+BLOCK_SIZE*i-CHESS_RADIUS,CHESS_RADIUS*2,CHESS_RADIUS*2);}else if(game->gameMapVec[i][j]==-1){brush.setColor(Qt::white);painter.setBrush(brush);painter.drawEllipse(MARGIN+BLOCK_SIZE*j-CHESS_RADIUS,MARGIN+BLOCK_SIZE*i-CHESS_RADIUS,CHESS_RADIUS*2,CHESS_RADIUS*2);}}}//判斷輸嬴if(clickPosCol>0 && clickPosCol<BOARD_GRAD_SIZE &&clickPosRow>0 && clickPosRow<BOARD_GRAD_SIZE &&(game->gameMapVec[clickPosRow][clickPosCol]==1||game->gameMapVec[clickPosRow][clickPosCol]==-1)){ //代碼解析:game->gameMapVec[clickPosRow][clickPosCol]==1||game->gameMapVec[clickPosRow][clickPosCol]==-1,防止因為5個0(空白)相連也被判勝利if(game->isWin(clickPosRow,clickPosCol) && game->gameStatus == PLAYING){game->gameStatus = WIN;QString str;str = game->gameMapVec[clickPosRow][clickPosCol]==1?u8"黑棋":u8"白棋";QMessageBox::StandardButton btnValue = QMessageBox::information(this,u8"五子棋嬴家",str+u8"勝利");if(btnValue == QMessageBox::Ok){game->startGame(game_type);game->gameStatus = PLAYING;}}}
}
//初始化遊戲
void MainWindow::initGame(){game = new GameModel();QMessageBox::StandardButton select = QMessageBox::question(this,u8"選擇遊戲模式",u8"YES[玩家VS電腦] NO[玩家VS玩家]");if(select == QMessageBox::Yes){game_type = AI;}else {game_type = MAN;}game->gameStatus = PLAYING;game->startGame(game_type);update();
}void MainWindow::mouseMoveEvent(QMouseEvent* event){//通過鼠標的hover確定落子的標記int x = event->x();int y = event->y();//棋盤邊緣不能落子if(x>=MARGIN+BLOCK_SIZE/2&&x<this->width()-MARGIN-BLOCK_SIZE/2&&y>=MARGIN+BLOCK_SIZE/2&&y<this->height()-MARGIN-BLOCK_SIZE/2){//獲取最近的左上角的點int col = (x-MARGIN)/BLOCK_SIZE;int row = (y-MARGIN)/BLOCK_SIZE;int leftTopPosX = MARGIN+BLOCK_SIZE*col;int leftTopPosY = MARGIN+BLOCK_SIZE*row;//根據距離算出合適的點擊位置,一共四個點,根據半徑距離選最近的clickPosRow = -1; //初始化最終值clickPosCol = -1;int len = 0; //計算完後取整就可以了selectPos = false;//確定一個誤差在範圍內的點,且只可能確定一個出來//len:與左上角的點的距離len = sqrt((x-leftTopPosX)*(x-leftTopPosX)+(y-leftTopPosY)*(y-leftTopPosY));if(len<POS_OFFSET){clickPosRow = row;clickPosCol = col;if(game->gameMapVec[clickPosRow][clickPosCol]==0){selectPos = true;}}//len:與右上角的點的距離len = sqrt((x-leftTopPosX-BLOCK_SIZE)*(x-leftTopPosX-BLOCK_SIZE)+(y-leftTopPosY)*(y-leftTopPosY));if(len<POS_OFFSET){clickPosRow = row;clickPosCol = col+1;if(game->gameMapVec[clickPosRow][clickPosCol]==0){selectPos = true;}}//len:與左下角的點的距離len = sqrt((x-leftTopPosX)*(x-leftTopPosX)+(y-leftTopPosY-BLOCK_SIZE)*(y-leftTopPosY-BLOCK_SIZE));if(len<POS_OFFSET){clickPosRow = row+1;clickPosCol = col;if(game->gameMapVec[clickPosRow][clickPosCol]==0){selectPos = true;}}//len:與右下角的點的距離len = sqrt((x-leftTopPosX-BLOCK_SIZE)*(x-leftTopPosX-BLOCK_SIZE)+(y-leftTopPosY-BLOCK_SIZE)*(y-leftTopPosY-BLOCK_SIZE));if(len<POS_OFFSET){clickPosRow = row+1;clickPosCol = col+1;if(game->gameMapVec[clickPosRow][clickPosCol]==0){selectPos = true;}}}//存了坐標後也要重繪update();
}void MainWindow::mouseReleaseEvent(QMouseEvent* event){if(selectPos == false){return;}else{selectPos = false;}//由人來下棋chessOneByPerson();if(game_type == AI){ //人機模式//AI 下棋QTimer::singleShot(AI_THINK_TIME,this,SLOT(chessOneByAI()));}
}void MainWindow::chessOneByPerson(){if(clickPosRow!=-1 && clickPosCol!=-1 && game->gameMapVec[clickPosRow][clickPosCol]==0){//在遊戲的數據模型中落子game->actionByPerson(clickPosRow,clickPosCol);//播放落子音效//重繪update();}
}void MainWindow::chessOneByAI(){game->actionByAI(clickPosRow,clickPosCol);update();
}
三、下载链接
https://download.csdn.net/download/u013083044/89656663