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aardio 写了一个 五子棋 小游戏

import win.ui;

/*DSG{{*/

mainForm = win.form(text="五子棋";right=736;bottom=588;bgcolor=32960;max=false)

mainForm.add(

back={cls="button";text="悔 棋";left=244;top=552;right=330;bottom=578;border=1;disabled=1;z=4};

ckbw={cls="checkbox";text="白子先走";left=24;top=556;right=128;bottom=576;bgcolor=32960;z=6};

map={cls="plus";left=95;top=9;right=631;bottom=543;bgcolor=33023;clipBk=false;edge=1;notify=1;z=1};

pb={cls="plus";left=646;top=171;right=714;bottom=239;edge=1;z=8};

pw={cls="plus";left=13;top=161;right=81;bottom=229;edge=1;z=7};

qzmap={cls="plus";left=96;top=12;right=632;bottom=546;clipBk=false;edge=1;notify=1;transparent=1;z=2};

spb={cls="static";left=653;top=263;right=717;bottom=300;transparent=1;z=10};

spw={cls="static";left=13;top=264;right=77;bottom=299;transparent=1;z=9};

start={cls="button";text="开 始";left=134;top=551;right=216;bottom=578;border=1;z=3};

sts={cls="static";text="状态栏";left=342;top=553;right=668;bottom=574;align="center";border=1;font=LOGFONT(weight=700);transparent=1;z=5}

)

/*}}*/

import math;

var dflag=false;//画图标志位

var map={};//初始图表

/* #slm=#hids+#wids? */

var slm={};//已落子图表id

var hids={};//黑子id

var wids={};//白子id

var crs=26;//线 行列数 可放棋子为 25*25

var hw=true;//交换棋子着色,黑子先走

var step=20;//步长

mainForm.qzmap.top=mainForm.map.top;

mainForm.qzmap.left=mainForm.map.left;

mainForm.qzmap.width=mainForm.map.width;

mainForm.qzmap.height=mainForm.map.height;

var argb={//0xAARRGGBB

red=0xFFFF0000;

green=0xFF00FF00;

blue=0xFF0000FF;

yellow=0xFFFFFF00;

black=0xFF000000;

white=0xFFFFFFFF;

};//定义几个常用 色

tadd=function(t,id,f=false){//f 默认过滤重复值

if(type(t)=="table"){

if(f){table.push(t,id);}

else{if(!table.find(t,id)){table.push(t,id);}}

}

}

deltoo=function(tb,z=true){//删除table重复值,默认只保留非0值

var rtn={};

if(type(tb)=="table"){

for(i=1;#tb;1){

if(!table.find(rtn,tb[i])){

if(z){if(tb[i]!=0) table.push(rtn,tb[i]);}

else{table.push(rtn,tb[i]);}

}

}

}

return(rtn);

}

testid=function(cid){//测试当前是否已经落子

/*

4 9 2

3 5 7

8 1 6

*/

var rtn=0;//可落子

if(table.find(slm,cid)){//当前是否已有落子

if(table.find(hids,cid)){rtn=1;}//已有黑子

if(table.find(wids,cid)){rtn=2;}//已有白子

}

return(rtn);

}

testout=function(cid){//测试是否出边了

var rtn=0;

if(cid<25){rtn=1;}//第一行

if(cid>(crs-2)*25){rtn=2;}//最后一行

if(cid%25==0){rtn=4;}//最后一列

if(cid%25==1){rtn=3;}//第一列

return(rtn);

}

testfive=function(cid,wb=1){//测试四周连续棋子数量 任何一组大于4即为胜

//import console;

var tid;

var fv={h=1,s=1,p=1,n=1};

var rtn=0;

//console.log(cid);

//横

//console.log("--fv.h---");

for(i=1;5;1){tid=cid+i;if(testid(tid)==wb){fv.h++;if(testout(tid)==4){i=6;}} else {i=6;}}//右边

//console.log(fv.h);

for(i=1;5;1){tid=cid-i;if(testid(tid)==wb){fv.h++;if(testout(tid)=3){i=6;}} else {i=6;}}//左边

//console.log(fv.h);

//竖

//console.log("--fv.s---");

for(i=1;5;1){tid=cid-i*25;if(testid(tid)==wb){fv.s++;if(testout(tid)=1){i=6;}} else {i=6;}}//上边

//console.log(fv.s);

for(i=1;5;1){tid=cid+i*25;if(testid(tid)==wb){fv.s++;if(testout(tid)=2){i=6;}} else {i=6;}}//下边

//console.log(fv.s);

//console.log("--fv.p---")

//撇

for(i=1;5;1){tid=cid-i-i*25;if(testid(tid)==wb){fv.p++;if(testout(tid)==3 or testout(tid)==1){i=6;}} else {i=6;}}//左上

//console.log(fv.p);

for(i=1;5;1){tid=cid+i+i*25;if(testid(tid)==wb){fv.p++;if(testout(tid)==2 or testout(tid)==4){i=6;}} else {i=6;}}//右下

//console.log(fv.p);

//console.log("--fv.n---")

//捺

for(i=1;5;1){tid=cid+i-i*25;if(testid(tid)==wb){fv.n++;if(testout(tid)==4 or testout(tid)==1){i=6;}} else {i=6;}}//右上

//console.log(fv.n);

for(i=1;5;1){tid=cid-i+i*25;if(testid(tid)==wb){fv.n++;if(testout(tid)==3 or testout(tid)==4){i=6;}} else {i=6;}}//左下

//console.log(fv.n);

//console.log("-----")

//判断有没有连续5子

if(fv.h>4 || fv.s>4 || fv.p>4 || fv.n>4){rtn=5;}

return(rtn)

}

doudong=function(wf){//窗口抖动

var ox=wf.left;

var oy=wf.top;

var oh=wf.height;

var ow=wf.width;

for(i=1;2;1){

for(j=1;4;1){

wf.left=ox-j;

wf.top=oy-i;

wf.height=oh+i;

wf.width=ow+j;

sleep(100);

}

wf.left=ox;

wf.top=oy;

wf.height=oh;

wf.width=ow;

}

redraw(wf.map);

}

initmap=function(ca=20){

map={};

slm={};

hids={};

wids={};

mid=1;

step=20;

for(i=1;crs*step-step;step){// row*step-step+1

for(j=1;crs*step-step;step){// col*step-step+1

tadd(map,{j+ca,i+ca,j+step+ca/2,i+step+ca/2,mid});//x,y,w,h,id

mid++;

}

}

} //初始化地图

showmap=function(mp){//显示所有棋位框,测试时用,实际用不上

for(i=1;#map;1){

drawrect(mp,map[i]);

}

}

redraw=function(mp){//刷新棋子

for(i=1;#hids;1){//黑子

drawcircle(mp,map[hids[i]],,argb.black);

}

for(i=1;#wids;1){//白子

drawcircle(mp,map[wids[i]],,argb.white);

}

}//重画棋子

drawcircle=function(mp,cid,r=8,color=0xFF000000,qz=true){//默认半径为8

var x=cid[1]+5;

var y=cid[2]+5;

var brush = gdip.solidBrush(color);

var graphics=gdip.graphics(mp);

graphics.smoothingMode = 4/*_GdipSmoothingModeAntiAlias*/ ; //为了圆形画的平滑自然,加上抗锯齿功能

graphics.fillEllipse(? brush, x-r,y-r,r*2,r*2);//画圆形、或椭圆

if(qz){//眼睛和嘴,哈哈哈。。。

if(color!=argb.white){brush=gdip.solidBrush(argb.white);}

else{brush=gdip.solidBrush(argb.black);}

graphics.fillEllipse(brush,x-r/4,y+r/3,r/2,r/5);

graphics.fillEllipse(brush,x-r/2,y-r/3,r/3,r/6);

graphics.fillEllipse(brush,x+r/3,y-r/3,r/3,r/6);

}

brush.delete();

}

drawup=function(mp,md,cl=0xFF0000FF){//左 上 影

drawrect(mp,{md[1]-2,md[2]-2,md[3],md[4]},cl);

}

drawdown=function(mp,md,cl=0xFF000000){// 右 下 影

drawrect(mp,{md[1],md[2],md[3]+2,md[4]+2},cl);

}

drawrect=function(mp,xx,rgbs=0xFAFF0000,flag=true){//画矩形,xx为数组={x,y,w,h} ,mp为窗体或控件,fl:true空心或false实心

? ? import gdip;

var graphics = gdip.graphics(mp)?

var penrect = gdip.pen( rgbs, 1, 2/*_GdipUnitPixel*/ );//笔

? ? graphics.drawRectangle( penrect, xx[1],xx[2],xx[3]-xx[1],xx[4]-xx[2]);

? ? if(flag){

? ? var brush = gdip.solidBrush(rgbs);

? ? graphics.fillRectangle( brush, xx[1]+1,xx[2]+1,xx[3]-xx[1]-1,xx[4]-xx[2]-1);

? ? brush.delete();

? ? }

penrect.delete();

}? //画矩形

drawout=function(mp,cid,color=0xFF222222){//棋位提示框,有点闪,所以没开启

var graphics=gdip.graphics(mp);

var pen = gdip.pen( color,1,2/*_GdipUnitPixel*/ );

//创建一个文字路径

pen.dashCap = _GdipLineCap;

path = gdip.path();

path.addRectangle(map[cid][1]-3,map[cid][2]-3,step-4,step-4);

graphics.drawPath( pen, path);

pen.delete();

path.delete();

}

drawtext=function(mp,xx,tt,ss,rgbs=0xFF000000,align=1,valign=1){//xx文字区域{x,y,dx,dy},tt文字,ss大小

import gdip;

? ? var graphics = gdip.graphics(mp)//图形对象graphics(可以看作是画板)

graphics.smoothingMode = 4/*_GdipSmoothingModeAntiAlias*/ ; //加上抗锯齿功能

var pentxt = gdip.pen( rgbs, 1,2/*_GdipUnitPixel*/ );//创建画笔,画笔pen只能画一个轮廓(画线描边)

var brushtxt = gdip.solidBrush(rgbs);//创建刷子,画刷可以对一个东西进行填充(刷子)

family = gdip.family( "Verdana"? ); ////创建FontFamily字体

strformat = gdip.stringformat ( );//创建stringFormat

strformat.align =align;//1/*_StringAlignmentCenter*/; //设置样式 水平居中

strformat.lineAlign =valign;// 1/*_StringAlignmentCenter*/ ; //设置样式 垂直居中

rclayout = ..gdip.RECTF(xx[1],xx[2],xx[3]-xx[1]-1,xx[4]-xx[2]-1);//设置文字区域

path = gdip.path(); //创建一个文字路径

path.startFigure();

path.addstring( tt, family, 1/*_GdipFontStyleBold*/, ss, rclayout, strformat);

graphics.fillPath( brushtxt, path)//fillPath填充路径

//graphics.drawPath( pen, path)//drawPath描边

//删除所有GDI+对象?

brushtxt.delete();

pentxt.delete() ;

strformat.delete();

family.delete();

path.delete();?

} //写字

testxy=function(mx,my){//取当前位 map id

var cid=0;

for(i=1;#map;1){

? if(mx>=map[i][1]&&mx<=map[i][3]&&my>=map[i][2]&&my<=map[i][4]){

? cid=tonumber(map[i][5]);

? }

}

return(cid);

} //测试 ID

reback=function(){//悔棋

if(#slm>0){

var cid=slm[#slm];

table.removeByValue(slm,cid);

table.removeByValue(wids,cid);

table.removeByValue(hids,cid);

hw=!hw;

return(cid);

}

return(0);

}

winner=function(mp,txt=""){//胜利 提示

dflag=false;

drawrect(mp,{70,90,440,170},argb.blue);

drawtext(mp,{80,110,440,150},txt+" 胜了!",45,argb.yellow);

}

gameover=function(fm,mp){//和棋 提示

doudong(fm);

drawrect(mp,{70,80,430,170},argb.blue);

drawtext(mp,{70,110,430,130},"和棋了!",45,argb.yellow);

dflag=false;

}

initline=function(graphics,ps=2,pm=2){//画背景线和标位点

? ? var gh=graphics;//gdip.graphics(mp);

var pen=gdip.pen( argb.black,ps/* 2*/, pm /* 2=_GdipUnitPixel*/ );

var brush=gdip.solidBrush(argb.black);

var icrs=crs*step+1;

gh.drawRectangle(pen,4,4,icrs+3,icrs+3);

for(i=1;icrs;step){

gh.drawLine(pen,i+5,5,i+5,icrs+5);

gh.drawLine(pen,5,i+5,icrs+5,i+5);

}

gh.smoothingMode = 4/*_GdipSmoothingModeAntiAlias*/ ; //为了圆形画的平滑自然,加上抗锯齿功能

gh.fillEllipse(brush, step*6+1,step*6+1,10,10);

gh.fillEllipse(brush, step*20+1,step*6+1,10,10);

gh.fillEllipse(brush, step*6+1,step*20+1,10,10);

gh.fillEllipse(brush, step*13+1,step*13+1,10,10);

gh.fillEllipse(brush, step*20+1,step*20+1,10,10);

pen.delete();

brush.delete();

}//画背景线

hwgo=function(){//当前 棋色

if(hw){

mainForm.spb.text="黑子 走";

mainForm.spw.text="";

drawcircle(mainForm.pw,{29,29},32,0xffc08000,false);//窗体背景色转 argb

drawcircle(mainForm.pb,{28,28},30,argb.black,false);

} else {

mainForm.spw.text="白子 走";

mainForm.spb.text="";

drawcircle(mainForm.pb,{29,29},32,0xffc08000,false);//窗体背景色转 argb

drawcircle(mainForm.pw,{28,28},30,argb.white,false);

}

}

mainForm.onActivate = function(state,hwndOther,minimized){

if(state && dflag){//防止画布变成空白

mainForm.qzmap.redraw();

redraw(mainForm.qzmap);

}

}//窗口恢复显示

mainForm.map.onMouseMove = function(wParam,lParam){//当鼠标移动时

var x,y = win.getMessagePos(lParam);

var mid=testxy(x,y);

if(dflag && mid!=0){

hwgo();

mainForm.sts.text="棋位: "++mid++" ";

/*

mainForm.map.redraw();

redraw(mainForm.qzmap);

if(testid(mid)==0){

drawout(mainForm.qzmap,mid);

}

*/

}

}

mainForm.map.onMouseDown = function(wParam,lParam){//当鼠标左键按下时

var x,y = win.getMessagePos(lParam);

if( wParam & 0x1/*_MK_LBUTTON*/ ){

var mid =testxy(x,y);

var ff=0;

if(mid!=0 && dflag){

if(testid(mid)==0){//是否可落子

tadd(slm,mid);

if(hw){

tadd(hids,mid);

redraw(mainForm.qzmap);

ff=testfive(mid);

if(ff>4){winner(mainForm.qzmap,"黑子");dflag=false;}

}

else{

tadd(wids,mid);

redraw(mainForm.qzmap);

ff=testfive(mid,2);

if(ff>4){winner(mainForm.qzmap,"白子");dflag=false;}

}

hw=!hw;//交换

if(#slm>0){mainForm.back.disabled=false;}

if(#slm==#map && dflag){gameover();dflag=false;}//和棋了。

}

}

}

}//鼠标左键点击

mainForm.map.onDrawContent = function(graphics,rc,txtColor,rcContent,foreColor){

if(dflag){

initline(graphics);

}

}//前景刷新

mainForm.start.oncommand = function(id,event){// 开始

dflag=true;//允许画画

hw=true;//黑子先走。

if(mainForm.ckbw.checked){hw=false;}

hwgo();

initmap();

mainForm.map.redraw();//画线

}

/**

mainForm.map.wndproc = function(hwnd,message,wParam,lParam){

var x,y = win.getMessagePos(lParam);

if(wParam & 0x2/*_MK_RBUTTON*/){//右键单击

var mid=testxy(x,y);

//redraw(mainForm.qzmap);

}

//无返回值则继续调用默认回调函数

}//标记

**/

mainForm.back.oncommand = function(id,event){//悔棋

var mid;

if(dflag and #slm>0){

mid=reback();

mainForm.map.redraw();

redraw(mainForm.qzmap);

}

if(#slm<1){mainForm.back.disabled=true;}

}

mainForm.ckbw.oncommand = function(id,event){//白子先走

if(#slm==0 and mainForm.ckbw.checked){

hw=false;

}

if(!mainForm.ckbw.checked && #slm==0){hw=true;}

hwgo();

}

initmap();

mainForm.show();

dflag=true;//窗体完全载入并显示后,设置为true,然后重画窗体内容

mainForm.map.redraw();

hwgo();

return win.loopMessage();


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