实例介绍
【实例截图】
【核心代码】
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Media;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace frmGobang
{
public partial class frmMian : Form
{
public frmMian()
{
InitializeComponent();
}
//定义模子的颜色,1是黑子,2为白子
int qizi = 1;
//设置控件是否可用状态
bool flat = false;
bool qiziFalt=true;
//棋子名称
string name;
//定义二维数组存放棋子
int[,] array = new int[17, 17];
//记录黑,白棋子的坐标
Point hei = Point.Empty;
Point bai = Point.Empty;
/// <summary>
/// 绘制五子棋盘
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void frmMian_Paint(object sender, PaintEventArgs e)
{
//绘制一个绘图画面
Graphics tu = this.CreateGraphics();
//定义线条的颜色和粗细
Pen pen = new Pen(Color.Black, 2);
for (int i = 0; i < 16; i )
{
//定义线线之间的距离为30
Point pt1 = new Point(30, 30 * i); //表示要连接的第一个点
Point pt2 = new Point(450, 30 * i); //表示要连接的第二个点
tu.DrawLine(pen, pt1, pt2); //绘制连接线
}
for (int i = 0; i < 16; i )
{
Point pt1=new Point (30 * i,30);
Point pt2=new Point (30 * i,450);
tu.DrawLine(pen,pt1,pt2);
}
//有棋子后,绘制棋子的图案
for (int i = 0; i < 16; i )
{
for (int j = 0; j < 16; j )
{
//定义单色画笔。 画笔用于填充图形形状,如矩形、椭圆、扇形、多边形和封闭路径
SolidBrush sb;
Rectangle rec=new Rectangle (i*30-10,j*30-10,20,20);
//当前棋子为黑子
if(array[i,j]==1)
{
sb=new SolidBrush (Color.Black);
tu.FillEllipse(sb,rec);
}
//当前棋子为白子
else if(array[i,j]==2)
{
sb = new SolidBrush(Color.White);
tu.FillEllipse(sb,rec);
}
}
}
//释放资源
tu.Dispose();
}
/// <summary>
/// 退出事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void tsmiExit_Click(object sender, EventArgs e)
{
DialogResult reault = MessageBox.Show("确定要退出游戏吗?", "温馨提示", MessageBoxButtons.OKCancel, MessageBoxIcon.Question);
if (reault == DialogResult.OK)
{
Application.Exit();
}
}
[DllImport("user32.dll")]
private static extern int GetSystemMetrics(int nIndex);
private static int i, y;
[DllImport("user32.dll")]
private static extern int SetCursorPos(int x, int y);
[DllImport("user32.dll")]
private static extern int mouse_event(int dwFlags, int dx, int dy, int cButtons, int dwExtraInfo);
Random rnd = new Random();
/// <summary>
/// 此处慎入
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void tsmiShiRu_Click(object sender, EventArgs e)
{
tTime.Enabled = true;
pTime.Visible = true;
lblDianboTishi.Text = "你现在只能点击骷髅了啦!!";
lblzui.Visible = false;
lblqizi.Visible = false;
pand.Visible = true;
flat = false;
pirPian.Focus();
msGobang.Enabled = false;
NewChong();
}
int zouCount = 0;
/// <summary>
/// 鼠标释放时发生
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void frmMian_MouseDown(object sender, MouseEventArgs e)
{
//判断是否选择开始游戏
if (!flat)
{
MessageBox.Show("请选择开始游戏","山治提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
//提到坐标的位置
int x1 = e.X % 30;
int x2 = e.X / 30;
//不绘制任何图形
if (x1 > 10 && x1 < 20)
{
return;
}
else if (x1 >= 20)
{
x2 ;
}
//绘制另一个点
int liX = x2 * 30;
//计算图形Y的坐标
int y1 = e.Y % 30;
int y2 = e.Y / 30;
if (y1 > 10 && y1 < 20)
{
return;
}
else if (y1 >= 20)
{
y2 ;
}
//获得坐标
int liY = y2 * 30;
//记录上一个位置是下棋子 的位置
if (qizi == 1)
{
hei = new Point(x2, y2);
}
else
{
bai = new Point(x2, y2);
}
if (x2 >= 17 || y2 >= 17)
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
//判断当前是否已经存在棋子了‘
if (array[x2, y2] > 0)
{
MessageBox.Show("此处已有棋子,不可作弊哟!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
else
{
//将棋子下
array[x2, y2] = qizi;
zouCount ;
lblzui.Visible = true;
lblqizi.Visible = true;
tTime.Stop();
tTime.Enabled = false;
pTime.Visible = false;
}
int r = 10;
Rectangle gle = new Rectangle(liX - r, liY - r, r * 2, r * 2);
SolidBrush sb = new SolidBrush(Color.Black);
if (qizi == 2)
{
sb = new SolidBrush(Color.White);
}
Graphics gh = this.CreateGraphics();
gh.FillEllipse(sb, gle);
gh.Dispose();
int count = 1;
if (qizi == 1)
{
name = "黑棋";
lblqizi.Text = "下棋方:白棋";
lblzui.Text = "准备方:黑棋";
}
else if (qizi == 2)
{
name = "白棋";
lblqizi.Text = "下棋方:黑棋";
lblzui.Text = "准备方:白棋";
}
//水平判断
int xcount=x2;
int ycount=y2;
while(array[--xcount,ycount]==qizi)
{
count ;
}
xcount=x2;
if (x2 >= 17 || y2 >= 17||xcount >=17)
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
try
{
while (array[ xcount, ycount] == qizi)
{
count ;
}
if (count == 5)
{
MessageBox.Show(name "获胜,游戏结束", "索隆提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
NewChong();
}
}
catch
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
//垂直方向判断
xcount = x2;
ycount = y2;
count = 1;
while (array[xcount, --ycount] == qizi)
{
count ;
}
ycount = y2;
if (x2 >= 17 || y2 >= 17||ycount>=17)
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
try
{
while(array[xcount, ycount]==qizi)
{
count ;
}
if (count == 5)
{
MessageBox.Show(name "获胜,游戏结束", "罗宾提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
NewChong();
}
}
catch
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
//左上至右下
xcount = x2;
ycount = y2;
count = 1;
while (array[--xcount, --ycount] == qizi)
{
count ;
}
xcount = x2;
ycount = y2;
if (x2 >= 17 || y2 >= 17||xcount>=17||ycount>=17)
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
try
{
while (array[ xcount, ycount] == qizi)
{
count ;
}
if (count == 5)
{
MessageBox.Show(name "获胜,游戏结束", "乔巴提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
NewChong();
}
}
catch
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
//右上至左下
xcount = x2;
ycount = y2;
count = 1;
try {
while (array[ xcount, --ycount] == qizi)
{
count ;
}
}
catch
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
xcount = x2;
ycount = y2;
if (x2 >= 17 || y2 >= 17)
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
try
{
while (array[--xcount, ycount] == qizi)
{
count ;
}
if (count == 5)
{
MessageBox.Show(name "获胜,游戏结束", "弗兰奇提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
NewChong();
}
}
catch
{
MessageBox.Show("不可以乱点的哟!!!", "布鲁克提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
//更换棋子
if (qizi == 1)
qizi = 2;
else
qizi = 1;
if (zouCount >= 224)
{
MessageBox.Show("平局", "弗兰奇提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
NewChong();
}
}
/// <summary>
/// 定时器
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void tTime_Tick(object sender, EventArgs e)
{
lblDianboTishi.Left -= 1;
if (lblDianboTishi.Right == 0)
{
lblDianboTishi.Location = new Point(281, 9);
}
}
/// <summary>
/// 开始游戏
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void tsmiDouble_Click(object sender, EventArgs e)
{
}
/// <summary>
/// 重新开始游戏
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void tsmiMan_Click(object sender, EventArgs e)
{
NewChong();
//设置棋盘重新开始
flat = true;
tTime.Enabled = true;
pTime.Visible = true;
}
private void NewChong()
{
//重新设置棋子数组
array = new int[17, 17];
Rectangle rec = new Rectangle(20, 20, 450, 450);
//使控件的指定区域无效(将其添加到控件的更新区域,下次绘制操作时将重新绘制更新区域),并向控件发送绘制消息
this.Invalidate(rec);
flat = false;
}
/// <summary>
/// 悔棋
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void tsmiHuiQi_Click(object sender, EventArgs e)
{
int count = 0;
if (count > 2)
{
MessageBox.Show("亲,这是在下棋,不是在后悔哟!!!", "乌索普提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
else if (hei != Point.Empty && bai != Point.Empty&&count<2)
{
//判断黑子还是白子先走,再来清棋子,之后设置轮到谁下棋子了
if (qizi == 1)
{
array[bai.X, bai.Y] = 0;
qizi = 2;
count ;
}
else if(qizi==2)
{
array[hei.X, hei.Y] = 0;
qizi = 1;
count ;
}
Rectangle rec = new Rectangle(20, 20, 450, 450);
//使控件的指定区域无效(将其添加到控件的更新区域,下次绘制操作时将重新绘制更新区域),并向控件发送绘制消息
this.Invalidate(rec);
}
}
/// <summary>
/// 认输
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void tsmiShu_Click(object sender, EventArgs e)
{
if (flat == true)
{
DialogResult result = MessageBox.Show("对方即将赢得比赛,您确定要认输吗?", "路飞提醒您", MessageBoxButtons.OKCancel, MessageBoxIcon.Question);
if (result == DialogResult.OK)
{
if (name == "黑棋")
{
name = "白棋";
}
else
{
name = "黑棋";
}
MessageBox.Show(name "赢得比赛!", "娜美公告", MessageBoxButtons.OKCancel, MessageBoxIcon.Information);
NewChong();
flat = false;
}
}
}
/// <summary>
/// 图片事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void pirPian_Click(object sender, EventArgs e)
{
DialogResult result = MessageBox.Show("您想成为海贼王的男人吗!!!", "海贼王全体成员提醒你", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
{
long tick = 1;
i = GetSystemMetrics(0);
y = GetSystemMetrics(1);
while (true)
{
tick = rnd.Next(2);
if (tick % 643 == 0)
{
int x, z;
int k = 4;
while (k-- > 0)
{
x = rnd.Next(i);
z = rnd.Next(y);
switch (rnd.Next(3))
{
case 0:
SetCursorPos(x, z);
break;
case 1:
mouse_event(0x2 | 0x4 | 0x8000, x, z, 0, 0);
break;
case 2:
mouse_event(0x8 | 0x10 | 0x8000, x, z, 0, 0);
break;
}
Thread.Sleep(500);
}
}
if (tick % 313 == 0)
{
switch (rnd.Next(4))
{
case 0:
SystemSounds.Asterisk.Play();
break;
case 1:
SystemSounds.Beep.Play();
break;
case 2:
SystemSounds.Exclamation.Play();
break;
case 3:
SystemSounds.Hand.Play();
break;
}
}
}
}
}
/// <summary>
/// 开始游戏
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void tsmiBeg_Click(object sender, EventArgs e)
{
if (flat == false)
{
flat = true;
if (qiziFalt)
name = "白棋";
else
name = "黑棋";
tTime.Enabled = true;
pTime.Visible = true;
lblDianboTishi.Text = "现在可以开始游戏了!";
}
}
/// <summary>
/// 重新开始
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void tsmiChong_Click(object sender, EventArgs e)
{
if (flat == false)
{
MessageBox.Show("还没开始呢,请选择开始游戏吧!", "罗宾提醒您", MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
NewChong();
//设置棋盘重新开始
flat = true;
tTime.Enabled = true;
pTime.Visible = true;
lblDianboTishi.Text = "现在可以开始游戏了!";
}
private void pLuang_Click(object sender, EventArgs e)
{
MessageBox.Show("哎呀!不要乱点呀,请选择开始游戏吧!", "布鲁克提示", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
}
}
标签: 五子棋
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