项目介绍
最近学习到了STL库,了解到一些很实用的容器,同时我也是个象棋爱好者,想着能不能做个象棋的游戏小程序出来,运用一下所学到的知识点,于是动手做了这个项目,花了两天左右的时间基本完成,不过还有一些功能(将军提示、强制应将和困毙检测等)没做出来,需要后续做一些更新优化,先上图展示一下效果,大家看看还有没有什么地方需要改进的
效果展示
原始局面
除车炮类棋子的步数变化有限,可以列出当前棋子所有的变化,然后用算法判断下一步是否合理,不合理的排除(如超出棋盘范围,下一步点位被己方棋子占用,兵卒未过河不能平,马和象会被蹩腿和塞象眼等),最终结果提示给玩家,让玩家做选择,如图:
车类、炮类棋子可以走不限格数,列出所有变化很麻烦,因此拆分成多步,每步以一格为单位,让玩家通过wsad键来控制上下左右移动(如果中途更换成别的方向键会重置回原始位置),如果被自己棋子挡住或者要到棋盘外边会发出提示,走到固定位置后,需要玩家确认是否走棋,等到确认后再轮到对方走棋。如图:
跟正常的象棋规则一样,将帅不能照面,但是在当前程序中,玩家是可以走成这个局面的,同时会多出一个飞将的选择,但是在大多数的网络游戏中,玩家并不能走成这个局面,软件会限制走禁招,而且现在也没有将军提示的功能,游戏胜利目标为吃掉敌方的主将,如下图:
如果想要退出对局,可以选择求和或者认输,输出对局结果后将会退回到主界面
请求和棋,同意
和棋请求被拒绝
轮到一方走棋时,如果认输则判定己方落败,另一方获胜
项目源码
源码非常多,包含了许多头文件和源文件,单一个棋子的类文件就差不多200行,这里就只放一些关键性源码:
//Main.cpp----------主菜单界面
#include "Menu.h"
#include "Layout.h"
//制作一个象棋程序
//1. 需要一个开始菜单
//2. PVP模式(不需要做选择红方/黑方选项)
//3. 打印一个棋盘
//4. 在棋盘上打印棋子
int main() {int tab;while (1) {Menu();cin >> tab;switch (tab){case 0:cout << "游戏已退出" << endl;system("pause");return 0;case 1:Layout();break;default:cout << "请输入正确的选项!" << endl;break;}system("cls");}
}//Layout.cpp----------游戏界面
#include "Layout.h"
#include "config.h"
//1.按行打印
//2.按列打印
//3.判断棋子
//4.划分阵营 (红方为1,黑方为0)
//5.用双向数组存放,头插法放入红方,尾插法放入黑方,便于管理
//6.先判断棋子当前状态,再执行移动
//7.依次编写每种棋子的走法规则和状态检测
//8.测试
deque<Chess*> Chess::d;
int Chess::tail;
int Chess::bound;
int tab;
int result;
bool isMore;
int mChessIndex;
void color(int a) {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), a);
}
void Layout() {Chess::d = InitChess();while (1){/*if (cin.fail()) {cin.clear();cin.ignore();}*/Board();int index;if (!isMore)index = selectChess();elseindex = mChessIndex;if (index == -1) {if (tab == 1) {cout << "红方希望求和,是否同意(Y.同意/N.拒绝)?" << endl;}if (tab == 0) {cout << "黑方希望求和,是否同意(Y.同意/N.拒绝)?" << endl;}char confirm;cin >> confirm;if (confirm == 'Y' || confirm == 'y') {result = 2;}else {cout << "已拒绝和棋!" << endl;system("pause");tab = !tab;}}else if (index == -2) {cout << "是否认输(Y.确认/N.取消)?" << endl;char confirm;cin >> confirm;if (confirm == 'Y' || confirm == 'y') {if (tab == 1) {result = 0;}if (tab == 0) {result = 1;}}else {cout << "已取消!" << endl;system("pause");tab = !tab;}}else if (index == -3) {cout << "已返回!" << endl;system("pause");tab = !tab;}else {if (!(Chess::d[index]->findRoad())) {//循环if (Chess::d[index]->isMoving) {//未移动完成isMore = true;}else {//返回isMore = false;cout << "已取消!" << endl;system("pause");}tab = !tab;}else {//移动完成isMore = false;cout << "移动完成!" << endl;Chess::d[index]->isMoving = false;system("pause");}}Check();if (result == 0) {cout << "游戏结束,黑胜红负!" << endl;system("pause");break;}if (result == 1) {cout << "游戏结束,红胜黑负!" << endl;system("pause");break;}if (result == 2) {cout << "游戏结束,和棋!" << endl;system("pause");break;}tab = !tab;}for (int i = 0; i < Chess::tail + 1; i++) {//释放所有棋子在堆区开辟的空间delete Chess::d[i];}
}
void Board(){system("cls");cout << "1 ==2 ==3 ==4 ==5 ==6 ==7 ==8 ==9 " << endl;for (int y = 1; y < 11; y++) {for (int x = 1; x < 10; x++) {//棋子点位int obj = Chess::isHasChess(x, y);if (obj != -1) {//有棋子if (Chess::d[obj]->m_Camp == 1) {//代表红方color(64);}else {color(32);//代表黑方}cout << Chess::d[obj]->m_Name;color(7);}else {//无棋子if (y == 5 || y == 6) {cout << LINE;}else {cout << NODE;}}//棋子点位if (x != 9) {cout << LINE;}}cout << endl;//竖线区,不用判断有无棋子if (y != 10) {if (y == 5) {cout << "| 楚河 汉界 | ";}else {for (int x = 1; x < 10; x++) {cout << VLINE;if (x != 9) {cout << spSign(x, y);}}}cout << endl;}}cout << "九==八==七==六==五==四==三==二==一" << endl;if (tab == 1) {cout << "当前轮到红方走棋:" << endl;}else {cout << "当前轮到黑方走棋:" << endl;}return;
}
void Check() {if (Chess::d[0]->isDead) {//红帅死亡result = 0;}if (Chess::d[Chess::tail]->isDead) {//黑将死亡result = 1;}
}
string spSign(int x, int y) {if (x == 4) {if (y == 1 || y == 8) {return BSLASH;}if (y == 2 || y == 9) {return SLASH;}}if (x == 5) {if (y == 1 || y == 8) {return SLASH;}if (y == 2 || y == 9) {return BSLASH;}}return SPACE;
}
deque<Chess*> InitChess() {tab = 1;result = 3;isMore = false;deque<Chess*> Rchess;Chess* jiang = new Jiang(0);Chess* shuai = new Jiang(1);//留空===========================留空//int k = 1;for (int i = 0; i < 2; i++) {Chess* BXiang = new Xiang(0, 5 + 2 * k);Rchess.push_back(BXiang);Chess* RXiang = new Xiang(1, 5 + 2 * k);Rchess.push_front(RXiang);Chess* Bshi = new Shi(0, 5 + k);Rchess.push_back(Bshi);Chess* Rshi = new Shi(1, 5 + k);Rchess.push_front(Rshi);Chess* pao = new Pao(0, 5 + 3 * k);Rchess.push_back(pao);Chess* bao = new Pao(1, 5 + 3 * k);Rchess.push_front(bao);Chess* Bma = new Ma(0, 5 + 3 * k);Rchess.push_back(Bma);Chess* Rma = new Ma(1, 5 + 3 * k);Rchess.push_front(Rma);Chess* che = new Che(0, 5 + 4 * k);Rchess.push_back(che);Chess* ju = new Che(1, 5 + 4 * k);Rchess.push_front(ju);k = -k;}for (int x = 1; x < 10; x += 2) {Chess* zu = new Bing(0, x);Rchess.push_back(zu);Chess* bing = new Bing(1, x);Rchess.push_front(bing);}Rchess.push_back(jiang);Rchess.push_front(shuai);//cout << Rchess.size();Chess::tail = Rchess.size() - 1;Chess::bound = Rchess.size() / 2;return Rchess;
}
int selectChess() {deque<int> index_j; //老将deque<int> index_b; //兵deque<int> index_c; //车deque<int> index_m; //马deque<int> index_p; //炮deque<int> index_s; //士deque<int> index_x; //象int select;//选择cout << "请选择你要走的棋子:" << endl;cout << "(";if (tab == 1) {//红方走棋,遍历红方棋子总数deque<int> r_d = Chess::getRchess();for (int i = 0; i < r_d.size(); i++) {if (Chess::d[r_d[i]]->m_Name == "帅") {if (index_j.empty())cout << "1. 帅 ";index_j.push_back(r_d[i]);}if (Chess::d[r_d[i]]->m_Name == "兵") {if (index_b.empty())cout << "2. 兵 ";index_b.push_back(r_d[i]);}if (Chess::d[r_d[i]]->m_Name == "車") {if (index_c.empty())cout << "3. 車 ";index_c.push_back(r_d[i]);}if (Chess::d[r_d[i]]->m_Name == "馬") {if (index_m.empty())cout << "4. 馬 ";index_m.push_back(r_d[i]);}if (Chess::d[r_d[i]]->m_Name == "砲") {if (index_p.empty())cout << "5. 砲 ";index_p.push_back(r_d[i]);}if (Chess::d[r_d[i]]->m_Name == "仕") {if (index_s.empty())cout << "6. 仕 ";index_s.push_back(r_d[i]);}if (Chess::d[r_d[i]]->m_Name == "相") {if (index_x.empty())cout << "7. 相 ";index_x.push_back(r_d[i]);}}}if (tab == 0) {//黑方走棋,遍历黑方棋子总数deque<int> b_d = Chess::getBchess();for (int i = 0; i < b_d.size(); i++) {if (Chess::d[b_d[i]]->m_Name == "将") {if (index_j.empty())cout << "1. 将 ";index_j.push_back(b_d[i]);}if (Chess::d[b_d[i]]->m_Name == "卒") {if (index_b.empty())cout << "2. 卒 ";index_b.push_back(b_d[i]);}if (Chess::d[b_d[i]]->m_Name == "车") {if (index_c.empty())cout << "3. 车 ";index_c.push_back(b_d[i]);}if (Chess::d[b_d[i]]->m_Name == "马") {if (index_m.empty())cout << "4. 马 ";index_m.push_back(b_d[i]);}if (Chess::d[b_d[i]]->m_Name == "炮") {if (index_p.empty())cout << "5. 炮 ";index_p.push_back(b_d[i]);}if (Chess::d[b_d[i]]->m_Name == "士") {if (index_s.empty())cout << "6. 士 ";index_s.push_back(b_d[i]);}if (Chess::d[b_d[i]]->m_Name == "象") {if (index_x.empty())cout << "7. 象 ";index_x.push_back(b_d[i]);}}}cout << " 9. 求和 0.认输)" << endl;
retry:cin >> select;if (cin.fail()) {cin.clear();cin.ignore();select = -1;}switch (select){case 1:return index_j[0];case 2:if (!(index_b.empty())){return selectChess(index_b);}case 3:if (!(index_c.empty())) {isMore = true;//用全局变量存储多步棋的下标mChessIndex = selectChess(index_c);return mChessIndex;}case 4:if (!(index_m.empty())) {return selectChess(index_m);}case 5:if (!(index_p.empty())) {isMore = true;//用全局变量存储多步棋的下标mChessIndex = selectChess(index_p);return mChessIndex;}case 6:if (!(index_s.empty())) {return selectChess(index_s);}case 7:if (!(index_x.empty())) {return selectChess(index_x);}case 9:return -1;case 0:return -2;default:cout << "棋子已死亡或没有该棋子!请重新选择" << endl;goto retry;}return 0;
}
int selectChess(deque<int> ds) {int num = ds.size(); //当前兵种有多少颗棋子int select;cout << "请选择:";if (Chess::d[ds[0]]->m_Camp == 1) {for (int i = 0; i < num; i++) {cout << i + 1 << ". " << Chess::d[ds[i]]->m_Name << Chess::d[ds[i]]->xNumToChar() << " ";}}if (Chess::d[ds[0]]->m_Camp == 0) {for (int i = 0; i < num; i++) {cout << i + 1 << ". " << Chess::d[ds[i]]->m_Name << Chess::d[ds[i]]->getPos().m_x << " ";}}cout << "0. 返回" << endl;
retry2:cin >> select;switch (select){case 1:return ds[0];break;case 2:if(select<=num)return ds[1];break;case 3:if (select <= num)return ds[2];break;case 4:if (select <= num)return ds[3];break;case 5:if (select <= num)return ds[4];break;case 0:isMore = false;return -3;default:break;}cout << "棋子已死亡或没有该棋子!请重新选择" << endl;goto retry2;
}//Layout.h
#pragma once
#include <deque>
#include "Chess.h"
#define LINE "—"
#define VLINE "| "
#define SPACE " "
#define SLASH "/ "
#define BSLASH "\\ "
#define BSLASH "\\ "
#define NODE "+ "void color(int a);
void Layout();
void Board();
void Check();
string spSign(int x,int y);
int selectChess();
int selectChess(deque<int>);
deque<Chess*> InitChess();/*原始局面cout << "1 ==2 ==3 ==4 ==5 ==6 ==7 ==8 ==9 " <<endl;cout << "车—马—象—士—将—士—象—马—车" << endl;cout << "| | | | \\ | / | | | | " << endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "| | | | / | \\ | | | | " << endl;cout << "+ —炮—+ —+ —+ —+ —+ —炮—+ " << endl;cout << "| | | | | | | | | " << endl;cout << "卒—+ —卒—+ —卒—+ —卒—+ —卒" << endl;cout << "| | | | | | | | | " << endl;cout << "—————————————————" << endl;cout << "| 楚河 汉界 | " << endl;cout << "—————————————————" << endl;cout << "| | | | | | | | | " << endl;cout << "兵—+ —兵—+ —兵—+ —兵—+ —兵" << endl;cout << "| | | | | | | | | " << endl;cout << "+ —砲—+ —+ —+ —+ —+ —砲—+ " << endl;cout << "| | | | \\ | / | | | | " << endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "| | | | / | \\ | | | | " << endl;cout << "車—馬—相—仕—帅—仕—相—馬—車" << endl;cout << "九==八==七==六==五==四==三==二==一" <<endl;
*/
/*空棋盘cout << "1 ==2 ==3 ==4 ==5 ==6 ==7 ==8 ==9 " <<endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "| | | | \\ | / | | | | " << endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "| | | | / | \\ | | | | " << endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "| | | | | | | | | " << endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "| | | | | | | | | " << endl;cout << "—————————————————" << endl;cout << "| 楚河 汉界 | " << endl;cout << "—————————————————" << endl;cout << "| | | | | | | | | " << endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "| | | | | | | | | " << endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "| | | | \\ | / | | | | " << endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "| | | | / | \\ | | | | " << endl;cout << "+ —+ —+ —+ —+ —+ —+ —+ —+ " << endl;cout << "九==八==七==六==五==四==三==二==一" <<endl;
*///config.h----------所需的头文件库
#pragma once
#include "Jiang.h"
#include "Bing.h"
#include "Shi.h"
#include "Xiang.h"
#include "Che.h"
#include "Pao.h"
#include "Ma.h"
其余还有许多棋子的源码,这里就不一一展示了,想了解全部源码的话可以到 GitHub - LunarMeal/Chess 自行拿取
更多功能
接下来就是完成被将军的检测与提示,然后在这个基础上强制玩家应将(不过我感觉不强制应将的话比较好,像现实走棋一样让玩家去摸索)。然后完成棋谱的导入和导出功能(可以按照当前棋形打印一份txt文件保存下来,然后在主菜单界面加一个导入棋谱的功能,获取所有棋子的信息来继续当前对局,当然也可以自己按照格式手写棋谱)