C语言实现三维五子棋(双人对战版)_立体五子棋代码-程序员宅基地

技术标签: C/C++  二维数组  三维  c语言  三维五子棋的胜负判断  五子棋  

问题难点

  • 棋盘如何显示?
  • 胜负如何判断?

程序特点

  • 运用结构体数组的知识,结构体内保存字符型二维数组。
  • 结构体数组表示了棋盘厚度,字符型二维数组表示当前棋盘状态。
  • 胜负评判系统分为当前平面棋盘检查与竖直方向检查。

程序不足

  • 没有禁手限制,存在不公平
  • 仅是双人对战版本,没有AI系统

C语言代码

#include<stdio.h>
#include<Windows.h>
#include<time.h>
#include<stdlib.h>
#include<string.h>
#include<conio.h> 
#define MAXIMUS 5 //定义棋盘大小(5*5个方框)
#define chess_number 30//定义棋盘高度
int count = 0, move_x = 0, move_y = 0, x = 0, y = 0, chess_num = chess_number / 2, chess_num_0;
struct MyStruct_0
{
    char ChessBoard[MAXIMUS][MAXIMUS];
}MyStruct_0[chess_number];
  • 这里的棋盘高度是指:竖直方向棋盘个数
  • move_x:为棋子横坐标。x:为光标横坐标
  • 实际初始状态为第15个棋盘,但用户显示为chess_num第零个棋盘,这样能够避免判断胜负不方便判断的情况
/*棋盘初始化*/
void Initialize()
{
    for (int i = 0; i < MAXIMUS; i++)
    {
        for (int j = 0; j < MAXIMUS; j++)
        {
            MyStruct_0[chess_num].ChessBoard[i][j] = ' ';
        }
    }
    MyStruct_0[chess_num].ChessBoard[x][y] = '+';
}
  • 该函数目的:将棋盘棋子的地方用’ ‘代替。
  • 显示初始光标位置
/*画棋盘*/
void DrawBoard()
{
    printf("\n当前棋盘位置(w,s调整):%d\n", chess_num_0);
    printf("当前棋盘棋子情况:\n");
    printf("o:\n");
    for (int i = 0; i < MAXIMUS; i++)
    {
        for (int j = 0; j < MAXIMUS; j++)
        {
            if (MyStruct_0[chess_num].ChessBoard[i][j] == 'o')
                printf("(%d,%d) ", i, j);
        }
    }
    printf("\n*:\n");
    for (int i = 0; i < MAXIMUS; i++)
    {
        for (int j = 0; j < MAXIMUS; j++)
        {
            if (MyStruct_0[chess_num].ChessBoard[i][j] == '*')
                printf("(%d,%d) ", i, j);
        }
    }
    printf("\n---------------------------------------------\n\n");
    printf("┏");
    for (int i = 0; i < MAXIMUS - 1; i++)
        printf("─┳");
    printf("─┓\n");

    for (int i = 0; i< MAXIMUS - 1; i++)
    {
        for (int j = 0; j < MAXIMUS; j++)
        {
            printf("│%c ", MyStruct_0[chess_num].ChessBoard[i][j]);
        }
        printf("│\n");
        printf("┣");

        for (int i = 0; i < MAXIMUS - 1; i++)
        {
            printf("─╋"); 
        }
        printf("─┫\n");
    }

    for (int i = 0; i < MAXIMUS; i++)
    {
        printf("│%c ", MyStruct_0[chess_num].ChessBoard[MAXIMUS - 1][i]);
    }

    printf("│\n");
    printf("┗");
    for (int i = 0; i < MAXIMUS - 1; i++)
        printf("─┻");
    printf("─┛\n");
}
/*判断胜负*/
int Win_Or_Not()
{
    /*水平判断*/
    int W_ = 0, B_ = 0, i;
    for (i = 1; i < 5; i++){ if (move_x - i >= 0 && MyStruct_0[chess_num].ChessBoard[move_x - i][move_y] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o')W_++; else break; }
    for (i = 1; i < 5; i++){ if (move_x + i<MAXIMUS&&MyStruct_0[chess_num].ChessBoard[move_x + i][move_y] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o')W_++; else break; }
    if (W_ >= 4)
        return 1;
    for (i = 1; i < 5; i++){ if (move_x - i >= 0 && MyStruct_0[chess_num].ChessBoard[move_x - i][move_y] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*')B_++; else break; }
    for (i = 1; i < 5; i++){ if (move_x + i<MAXIMUS&&MyStruct_0[chess_num].ChessBoard[move_x + i][move_y] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*')B_++; else break; }
    if (B_ >= 4)
        return 2;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o')W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o')W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*')B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*')B_++; else { break; } }
    if (B_ == 4)
        return 2;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x + i][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o')W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x - i][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o')W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x + i][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*')B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x - i][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*')B_++; else { break; } }
    if (B_ == 4)
        return 2;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x + i][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o')W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x - i][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o')W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x + i][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*')B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num].ChessBoard[move_x - i][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*')B_++; else { break; } }
    if (B_ == 4)
        return 2;


    /*立体判断*/

    /*0号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x][move_y] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else {
   break;} }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x][move_y] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x][move_y] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x][move_y] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;

    /*1号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;

    /*2号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x - i][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x + i][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x - i][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x + i][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;

    /*3号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x - i][move_y] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x + i][move_y] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x - i][move_y] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x + i][move_y] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;

    /*4号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x - i][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x + i][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x - i][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x + i][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;

    /*5号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;

    /*6号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x + i][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x - i][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x + i][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x - i][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;

    /*7号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x + i][move_y] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x - i][move_y] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x + i][move_y] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x - i][move_y] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;

    /*8号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x + i][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x - i][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x + i][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x - i][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;

    int sum = 0;
    for (int i = 0; i < MAXIMUS; i++)
    {
        for (int j = 0; j < MAXIMUS; j++)
        {
            if (MyStruct_0[chess_num].ChessBoard[i][j] == 'o' || MyStruct_0[chess_num].ChessBoard[i][j] == '*')
                sum += 1;
        }
    }
    if (sum == MAXIMUS*MAXIMUS)
        return 3;

    return 0;
}

这里是最重要的胜负判断函数。比较笨拙,能力有限。

这里以1号方向为例讲解。

/*1号方向*/
    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x][move_y - i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x][move_y + i] == 'o'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == 'o') W_++; else { break; } }
    if (W_ == 4)
        return 1;

    W_ = 0, B_ = 0;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num + i].ChessBoard[move_x][move_y - i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
    for (i = 1; i < 5; i++){ if (MyStruct_0[chess_num - i].ChessBoard[move_x][move_y + i] == '*'&&MyStruct_0[chess_num].ChessBoard[move_x][move_y] == '*') B_++; else { break; } }
    if (B_ == 4)
        return 2;
  • W_ = 0, B_ = 0。记录双方当前连子数目。达到五个子后返回不同的数值来判断胜方。
  • MyStruct_0[chess_num + i].ChessBoard[move_x][move_y - i]表示当前第chess_num个棋盘的状态
  • 每下一个子分为两部分。己方与对方。同时,将一条直线上的棋子数判断分为一半一半来判断。
  • 一共九个方向。能想的来么?
    这里写图片描述
void RunGame()
{
    int input;
    system("cls");
    DrawBoard();//打印棋盘
    input = getch();//等待键盘按下一个字符
    if (input == 27)//如果是ESC则退出程序
    {
        exit(0);
    }
    else if (char(input) == 'c')
    {
        MyStruct_0[chess_num].ChessBoard[x][y] = ' ', move_x = x, move_y = y;
    }
    else if (char(input) == 'w')
    {
        chess_num_0++;
        chess_num++;
    }
    else if (char(input) == 's')
    {
        chess_num_0--;
        chess_num--;
    }
    else if (input == 0x20)//如果是空格则开始走子
    {
        if (count % 2 == 0)
            MyStruct_0[chess_num].ChessBoard[x][y] = 'o', move_x = x, move_y = y;
        else
            MyStruct_0[chess_num].ChessBoard[x][y] = '*', move_x = x, move_y = y;

        count += 1;
    }
    else if (input == 0xE0)//如果按下的是方向键,会填充两次输入,第一次为0xE0表示按下的是控制键
    {
        if (MyStruct_0[chess_num].ChessBoard[x][y] != '*'&&MyStruct_0[chess_num].ChessBoard[x][y] != 'o')
            MyStruct_0[chess_num].ChessBoard[x][y] = ' ';
        input = getch();//获得第二次输入信息

        switch (input)//判断方向键方向并移动光标位置
        {
        case 0x4B:
            y--;
            break;
        case 0x48:
            x--;
            break;
        case 0x4D:
            y++;
            break;
        case 0x50:
            x++;
            break;
        }

        if (x<0)x = MAXIMUS - 1;//如果光标位置越界则移动到对侧
        if (y<0)y = MAXIMUS - 1;
        if (x >= MAXIMUS)x = 0;
        if (y >= MAXIMUS)y = 0;

        if (MyStruct_0[chess_num].ChessBoard[x][y] != '*'&&MyStruct_0[chess_num].ChessBoard[x][y] != 'o')
            MyStruct_0[chess_num].ChessBoard[x][y] = '+';
    }

    system("cls");
    DrawBoard();//打印棋盘
    printf("当前对局数:%d\n", count);
    printf("稍等...\n");
    Sleep(100);
}
  • 这里是主要的操作函数。
  • input = getch();//等待键盘按下一个字符
    if (input == 27)//如果是ESC则退出程序
    {
    exit(0);
    }
  • 这个代码实现了对于键盘输入的类型转换,inpu为int型
  • else if (char(input) == 'c')
    {
    MyStruct_0[chess_num].ChessBoard[x][y] = ' ', move_x = x, move_y = y;
    }
  • 这里提供了悔一步棋的操作,很简单,就只是将棋子变成’ ‘即可。
  • else if (char(input) == 'w')
    {
    chess_num_0++;
    chess_num++;
    }
  • chess_num_0:界面显示当前棋盘数
  • chess_num:实际棋盘数组的数值大小
  • `else if (input == 0x20)//如果是空格则开始走子
    {
    if (count % 2 == 0)
    MyStruct_0[chess_num].ChessBoard[x][y] = ‘o’, move_x = x, move_y = y;
    else
    MyStruct_0[chess_num].ChessBoard[x][y] = ‘*’, move_x = x, move_y = y;

    count += 1;
    

    }`

  • 如果输入空格则会将当前的光标坐标(x,y)依照当前局数奇偶来觉得是’o’还是’*’

  • 执行完赋值操作后,局数加一

  • `else if (input == 0xE0)//如果按下的是方向键,会填充两次输入,第一次为0xE0表示按下的是控制键
    {
    if (MyStruct_0[chess_num].ChessBoard[x][y] != ‘*’&&MyStruct_0[chess_num].ChessBoard[x][y] != ‘o’)
    MyStruct_0[chess_num].ChessBoard[x][y] = ’ ‘;
    input = getch();//获得第二次输入信息

    switch (input)//判断方向键方向并移动光标位置
    {
    case 0x4B:
        y--;
        break;
    case 0x48:
        x--;
        break;
    case 0x4D:
        y++;
        break;
    case 0x50:
        x++;
        break;
    }
    
    if (x<0)x = MAXIMUS - 1;//如果光标位置越界则移动到对侧
    if (y<0)y = MAXIMUS - 1;
    if (x >= MAXIMUS)x = 0;
    if (y >= MAXIMUS)y = 0;
    
    if (MyStruct_0[chess_num].ChessBoard[x][y] != '*'&&MyStruct_0[chess_num].ChessBoard[x][y] != 'o')
        MyStruct_0[chess_num].ChessBoard[x][y] = '+';
    

    }`

  • 当是方向键的时候,需要将’+’光标赋值给当前棋盘,并且将原来的位置的字符赋值为’ ‘

  • 没进行一次方向键操作,便需要对于x和y值进行变动
  • 当然还有超越棋盘边界的情况
if (x<0)x = MAXIMUS - 1;//如果光标位置越界则移动到对侧
        if (y<0)y = MAXIMUS - 1;
        if (x >= MAXIMUS)x = 0;
        if (y >= MAXIMUS)y = 0;

这段代码便解决了这个问题

int main()
{
    system("title 五子棋(方框版) — J.m制作");//设置标题
    system("mode con cols=60 lines=40");//设置窗口大小
    system("color F0");//设置颜色
    Initialize();

    while (true)
    {
        if (Win_Or_Not() == 1)
        {
            system("cls");
            DrawBoard();
            printf("游戏结果: o Win\n");
            system("pause");
        }
        if (Win_Or_Not() == 2)
        {
            system("cls");
            DrawBoard();
            printf("游戏结果: * Win\n");
            system("pause");
        }
        if (Win_Or_Not() == 3)
        {
            system("cls");
            DrawBoard();
            printf("游戏结果: 平局\n");
            system("pause");
        }
        RunGame();
    }

    return 0;
}

这里是主函数,需要注意的是这个程序永远不会退出,即使胜负已定。因为考虑到需要玩家查看当前棋盘状态,所以便没有设置结束。

版权声明:本文为博主原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明。
本文链接:https://blog.csdn.net/weixin_39541632/article/details/77781882

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