在鼠标左键点击时,我们不能让新棋子在已有棋子的位置落下,同时我们还要让棋子在规定位置落下——棋盘线的交点处。
#include "chessData.h"
const float BLOCKSIZE = 67.4;
const int BLOCK_GRAD_SIZE = 13;
const int POS_OFFSET = BLOCKSIZE * 0.4;
struct ChessData{
//储存当前游戏棋盘的情况,空白为0,黑棋为1,白棋为-1
int chessMap[BLOCK_GRAD_SIZE][BLOCK_GRAD_SIZE];
//储存各点的评分情况,用于之后的AI走棋
int scoreMap[BLOCK_GRAD_SIZE][BLOCK_GRAD_SIZE];
bool playFlag; //表示下棋放,true黑棋,false白棋(AI)
};
ChessData game;
void initChessData(ChessData*);
void initChessData(ChessData *data){
if(!data) return;
memset(data->chessMap,0,sizeof(data->chessMap));
memset(data->scoreMap,0,sizeof(data->scoreMap));
data->playFlag = true;
}
int clickPosRow, clickPosCol; //用于储存点击位置
//有效点击返回true,无效点击返回false
//MOUSEMSG为鼠标信息类型
bool clickBoard(MOUSEMSG msg){
//(鼠标点击坐标 - 边界长度)/ 格宽 = 行(列)数
//计算列数并取整
int col = (msg.x - MARGIN_X) / BLOCKSIZE;
//计算行数取整
int row = (msg.y - MARGIN_Y) / BLOCKSIZE;
//计算棋子正确坐标,即格子左上角棋子应在的棋盘格线交点处坐标
int leftTopPosX = MARGIN_X + BLOCKSIZE * col;
int leftTopPosY = MARGIN_Y + BLOCKSIZE * row;
}
#include <math.h>
int len; //用于计算两点见的距离(根据中学所学两点间距离公式)
int selectPos = false; //作为返回值
do{
//左上角
len = sqrt((msg.x - leftTopPosX)*(msg.x - leftTopPosX) + (y - leftTopPosY)*(msg.y - leftTopPosY));
if(len < POS_OFFSET){
clickPosRow = row;
clickPosCol = col;
if ( game.chessMap[clickPosRow][clickPosCol] == 0 ){
selectPos = true;
}
break;
}
//右上角
len = sqrt((msg.x - leftTopPosX - BLOCKSIZE)*(msg.x - leftTopPosX - BLOCKSIZE) + (y - leftTopPosY)*(msg.y - leftTopPosY));
if(len < POS_OFFSET){
clickPosRow = row;
clickPosCol = col + 1;
if ( game.chessMap[clickPosRow][clickPosCol] == 0 ){
selectPos = true;
}
break;
}
//左下角
len = sqrt((msg.x - leftTopPosX)*(msg.x - leftTopPosX) + (y - leftTopPosY - BLOCKSIZE)*(msg.y - leftTopPosY - BLOCKSIZE));
if(len < POS_OFFSET){
clickPosRow = row + 1;
clickPosCol = col;
if ( game.chessMap[clickPosRow][clickPosCol] == 0 ){
selectPos = true;
}
break;
}
//右下角
len = sqrt((msg.x - leftTopPosX - BLOCKSIZE)*(msg.x - leftTopPosX - BLOCKSIZE) + (y - leftTopPosY - BLOCKSIZE)*(msg.y - leftTopPosY - BLOCKSIZE));
if(len < POS_OFFSET){
clickPosRow = row + 1;
clickPosCol = col + 1;
if ( game.chessMap[clickPosRow][clickPosCol] == 0 ){
selectPos = true;
}
break;
}
}while(0);
return selectPos;
void updateGameMap(ChessData* data, int row, int col);
void updateGameMap(ChessData* data, int row, int col){
if(!data) return;
if(data->playFlag){
data->chessMap[row][col] = 1;
}else{
data->chessMap[row][col] = -1;
}
data->playFlag = !data->playFlag; //换下棋方
}
//玩家走棋
void manGo(){
chessDown(clickPosRow,clickPosCol,CHESS_BLACK);
updateGameMap(&game, clickPosRow, clickPosCol);
}
原文:https://www.cnblogs.com/cairbin/p/14957879.html