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c# 五子棋 游戏完整源码下载

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  • 开发语言:C#
  • 实例大小:1.35M
  • 下载次数:47
  • 浏览次数:1230
  • 发布时间:2014-12-08
  • 实例类别:C#语言基础
  • 发 布 人:uhkjh
  • 文件格式:.rar
  • 所需积分:3
 相关标签: 五子棋

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public partial class Form1 : Form
{
    //数据区××××××××××××××××××××数据区×××××××××××××××××××××××××××××
    public class StepPoint//下棋点,用于回溯
    {
        public int x;
        public int y;
        public int color;
    };
    public FormSet formSet;//设置对话框
    public FormAbout formAbout;//关于对话框
 
    public Bitmap blackBmp;//黑子
    public Bitmap whiteBmp;//白子
    public Bitmap boardBmp;//棋盘
 
    bool end = false;
    public int[,] chessBoard;//1:黑子,-1:白子,0:无子
    Bitmap backGroundImage;//直接设为前景,从而不用重绘控件
    Graphics pbGraph;//把缓冲图画到前景上
    public int computerColor;
    public int manColor;
 
    public Stack<Point> tryStepStack = new Stack<Point>();//用来试探步子回溯的栈
    public Stack<StepPoint> backStack = new Stack<StepPoint>();//悔棋用的。
 
    int totalChessCount = 0;//棋盘上的棋子数
    //数据区×××××××××××××××××××××××数据区××××××××××××××××××××××××××
 
    public Form1()//初始化
    {
        InitializeComponent();
        formSet = new FormSet();
        formAbout = new FormAbout();
        blackBmp = new Bitmap("black.bmp");
        blackBmp.MakeTransparent(Color.Red);
        whiteBmp = new Bitmap("white.bmp");
        whiteBmp.MakeTransparent(Color.Red);
        boardBmp = new Bitmap("board.bmp");
 
        chessBoard = new int[15, 15];
 
        backGroundImage = new Bitmap(pbBoard.Width, pbBoard.Height);
        pbGraph = Graphics.FromImage(backGroundImage);
        pbBoard.BackgroundImage = boardBmp;
        pbGraph.DrawImage(boardBmp, 0, 0);
        pbBoard.Image = backGroundImage;//哈哈,Lisa的聪明之计,不用刷新窗体。
        pbBoard.Refresh();
        totalChessCount = 0;
 
        if (formSet.isComputerFirst)
        {
            computerColor = 1;
            manColor = -1;
        }
        else
        {
            computerColor = -1;
            manColor = 1;
        }
        if (formSet.isComputerFirst)
        {
            putChess(1, 7, 7);//在棋盘中心画下一个黑棋
        }
        end = false;
    }
 
    private void btnNewGame_Click(object sender, EventArgs e)
    {
        for (int i = 0; i < 15; i  )//初始化棋盘
            for (int j = 0; j < 15; j  )
            {
                chessBoard[i, j] = 0;
            }
        if (formSet.isComputerFirst)
        {
            computerColor = 1;
            manColor = -1;
        }
        else
        {
            computerColor = -1;
            manColor = 1;
        }
        totalChessCount = 0;
        pbGraph.DrawImage(boardBmp, 0, 0);
        pbBoard.Refresh();
        if (formSet.isComputerFirst)
        {
            putChess(1, 7, 7);//在棋盘中心画下一个黑棋
        }
        end = false;
         
        backStack.Clear();
    }
 
    private void btnSet_Click(object sender, EventArgs e)
    {
        if (formSet.ShowDialog() == DialogResult.OK)
        {
            for (int i = 0; i < 15; i  )//初始化棋盘
                for (int j = 0; j < 15; j  )
                {
                    chessBoard[i, j] = 0;
                }
            if (formSet.isComputerFirst)
            {
                computerColor = 1;
                manColor = -1;
            }
            else
            {
                computerColor = -1;
                manColor = 1;
            }
            totalChessCount = 0;
            pbGraph.DrawImage(boardBmp, 0, 0);
            pbBoard.Refresh();
            if (formSet.isComputerFirst)
            {
                putChess(1, 7, 7);//在棋盘中心画下一个黑棋
            }
            end = false;
             
            backStack.Clear();
        }
    }
 
    //放一个棋子到棋盘上////////////////////////////////////
    private void putChess(int color, int x, int y)
    {
        StepPoint point = new StepPoint();
        point.x = x;
        point.y = y;
        point.color = color;
        backStack.Push(point);
        if (color == 1)
        {
            chessBoard[x, y] = 1;
            pbGraph.DrawImage(blackBmp, x * 23   2, y * 23   2);//画棋子
        }
        else
        {
            chessBoard[x, y] = -1;
            pbGraph.DrawImage(whiteBmp, x * 23   2, y * 23   2);//画棋子
        }
        totalChessCount  ;
        pbBoard.Refresh();
    }//放一下棋子到棋盘上
 
    //悔棋////////////////////////////////////
    private void btnBack_Click(object sender, EventArgs e)
    {
        if (backStack.Count > 0)
        {
            StepPoint point = backStack.Pop();
            if (point.color == computerColor)
            {
                if (backStack.Count == 0)
                {
                    backStack.Push(point);
                    return;
                }
                chessBoard[point.x, point.y] = 0;
                totalChessCount--;
                point = backStack.Pop();
            }
            chessBoard[point.x, point.y] = 0;
            totalChessCount--;
            pbGraph.DrawImage(boardBmp, 0, 0);
            for (int i = 0; i < 15; i  )
            {
                for (int j = 0; j < 15; j  )
                {
                    if (chessBoard[i, j] == 1) pbGraph.DrawImage(blackBmp, i * 23   2, j * 23   2);
                    if (chessBoard[i, j] == -1) pbGraph.DrawImage(whiteBmp, i * 23   2, j * 23   2);
                }
            }
            pbBoard.Refresh();
            end = false;
        }
    }//悔棋
 
    private void btnAbout_Click(object sender, EventArgs e)
    {
        formAbout.ShowDialog();
    }
 
    private void btnExit_Click(object sender, EventArgs e)
    {
        this.Close();
    }
 
    private void pbBoard_MouseClick(object sender, MouseEventArgs e)
    {
        int x = (e.X   2) / 23;
        int y = (e.Y   2) / 23;
        if ( x < 15 && y < 15 && chessBoard[x, y] == 0)
        {
            if (!end)
            {
                int weightTmp = pointWeight(manColor, x, y);//先称一称该点的权重
                if (weightTmp == -2)//长连禁手
                {
                    MessageBox.Show("抱歉!本点为长连禁手点,你不能下!", "警告", MessageBoxButtons.OK);
                    return;
                }
                else if (weightTmp >= 150000)//赢了
                {
                    putChess(manColor, x, y);
                    MessageBox.Show("恭喜,你赢了!", "本局结果", MessageBoxButtons.OK);
                    end = true;
                    return;
                }
                else if (weightTmp == -1)
                {
                    MessageBox.Show("抱歉!本点为禁手点,你不能下!", "警告", MessageBoxButtons.OK);
                    return;
                }
                else if (totalChessCount >= 224)
                {
                    putChess(manColor, x, y);
                    MessageBox.Show("棋盘已满,本局平棋!", "本局结果", MessageBoxButtons.OK);
                    end = true;
                    return;
                }
                else
                {
                    putChess(manColor, x, y);
                    int bx = 0, by = 0;
                    if (searchBestPoint(computerColor, ref bx, ref by))
                    {
                        weightTmp = pointWeight(computerColor, bx, by);
                        putChess(computerColor, bx, by);
                        if (weightTmp >= 150000)
                        {
                            MessageBox.Show("抱歉,你输了!要加油哦!", "本局结果", MessageBoxButtons.OK);
                            end = true;
                            return;
                        }
                        else if (totalChessCount == 225)
                        {
                            MessageBox.Show("棋盘已满,本局平棋!", "本局结果", MessageBoxButtons.OK);
                            end = true;
                            return;
                        }
                    }
                    else
                    {
                        MessageBox.Show("恭喜你,你赢了!棋盘上所有的点都是电脑的禁手点!", "本局结果", MessageBoxButtons.OK);
                        end = true;
                        return;
                    }
                }
            }
        }
    }
 
    //判断点(x,y)放入黑棋后是否形成长连////////////////////////////////////
    private bool hasLongLink(int x, int y)
    {
        int count = 1;
        for (int i = 5; i >= 0; i--)
        {
            int c = x, d = y, cmin = 0, cmax = 9, dmin = 0, dmax = 9, xp = 1, yp = 0;
            for (int t = 0; t < 2; t  )
            {
                if (c - i >= cmin && c - i <= cmax)
                {
                    for (int j = 0; j < 6; j  )// -水平|垂直
                    {
                        count  = chessBoard[x - (i - j) * xp, y - (i - j) * yp];
                    }
                    if (count == 6) return true;
                    count = 1;
                    if (yp < 1) yp = 1; else xp = -1;
                    if (d - i * xp >= dmin && d - i * xp <= dmax)// \/方向
                    {
                        for (int j = 0; j < 6; j  )
                        {
                            count  = chessBoard[x - (i - j) * xp, y - (i - j) * yp];
                        }
                        if (count == 6) return true;
                        count = 1;
                    }
                }
                xp = 0; yp = 1; c = y; d = x; dmin = 5; dmax = 14;
            }
 
        }
        return false;
    }//判断点(x,y)放入黑棋后是否形成长连
 
    //判断两点(x1,y1),(x2,y2)间是否存在活的count////////////////////////////////////
    private bool liveCount(int color, int count, int x1, int y1, int x2, int y2)
    {
        int x, y, i, j, length, xPlus = 0, yPlus = 0, sum;
        int temp1, temp2;
        temp1 = Math.Min(Math.Min(Math.Min(5 - count, x1), y1), 14 - y1);
        temp2 = Math.Min(Math.Min(Math.Min(5 - count, 14 - x2), 14 - y2), y2);
        length = Math.Max(Math.Abs(x1 - x2), Math.Abs(y1 - y2))   1   temp1   temp2;
        if (x1 != x2) xPlus = 1;
        if (y1 != y2) yPlus = (y2 - y1) / Math.Abs(y2 - y1);
        for (i = 0; i < length - 4; i  )
        {
            x = x1 - temp1 * xPlus   i * xPlus;
            y = y1 - temp1 * yPlus   i * yPlus;
            if (x   4 * xPlus > 14 || y   4 * yPlus > 14)
                break;
            sum = 0;
            for (j = 0; j < 4; j  )
            {
                if (chessBoard[x   j * xPlus, y   j * yPlus] == color)
                    sum  ;
                else if (chessBoard[x   j * xPlus, y   j * yPlus] == -color)
                {
                    sum = 0;
                    break;
                }
            }
            if (0 < x && 0 <= y - yPlus && y - yPlus <= 14)
            {
                if (sum == count && chessBoard[x - xPlus, y - yPlus] == 0 && chessBoard[x   4 * xPlus, y   4 * yPlus] == 0)
                    return true;
            }
        }
        return false;
    }//判断两点(x1,y1),(x2,y2)间是否存在活的count
 
    //求两点(x1,y1),(x2,y2)间最长的color色连的棋的数目////////////////////////////////////
    private int linkCount(int color, int x1, int y1, int x2, int y2)
    {
        int x, y, i, j, length, xPlus = 0, yPlus = 0, sum, maxSum = 0;
        length = Math.Max(Math.Abs(x1 - x2), Math.Abs(y1 - y2))   1;
        if (x1 != x2) xPlus = 1;
        if (y1 != y2) yPlus = (y2 - y1) / Math.Abs(y2 - y1);
        for (i = 0; i < length - 4; i  )
        {
            x = x1   i * xPlus;
            y = y1   i * yPlus;
            sum = 0;
            for (j = 0; j < 5; j  )
            {
                if (chessBoard[x   j * xPlus, y   j * yPlus] == color)
                    sum  ;
                else if (chessBoard[x   j * xPlus, y   j * yPlus] == -color)
                {
                    sum = 0;
                    break;
                }
            }
            if (maxSum < sum)
                maxSum = sum;
        }
        return maxSum;
    }//求两点(x1,y1),(x2,y2)间可能形成五连的color色棋的数目
 
    //(x,y)处放color色棋后是否能在(x1,y1)和(x2,y2)之间形成活count且不被另一色棋时不被破坏////////////////////////////////////
    private bool breakLiveCount(int color, int count, int x, int y, int x1, int y1, int x2, int y2)
    {
        if (!liveCount(color, count, x1, y1, x2, y2)) return false;
        if (count == 5) return false;
        else if (count == 4) return true;
        else
        {
            bool blnFlag;
            chessBoard[x, y] = -color;
            blnFlag = !liveCount(color, count - 1, x1, y1, x2, y2);
            chessBoard[x, y] = color;
            return blnFlag;
        }
    }//(x,y)处放color色棋后是否能形成活count且放另一色棋时不被破坏
 
    //寻找最好的10个下棋点,如有多个最大值,则采用随机方式给出。找不到就返回false////////////////////////////////////
    private bool searchBestPoint(int color, ref int x, ref int y)
    {
        int[,] weight=new int[15,15];
        int[] ww = new int[10];
        int[] xx = new int[10];
        int[] yy = new int[10];
        int max = 0;
        for (int i = 0; i < 15; i  )
            for (int j = 0; j < 15; j  )
                weight[i, j] = pointWeight(color, i, j);
        for (int i = 0; i < 10; i  )//找出weight值最高的十个点
        {
            max = -4;//权值最小也就-3
            for (int m = 0; m < 15; m  )
                for (int n = 0; n < 15; n  )
                    if (max < weight[m, n])
                    {
                        max = weight[m, n];
                        xx[i] = m;
                        yy[i] = n;
                        weight[m, n] = -5;
                    }
            ww[i]=max;
             
        }
        if (ww[0] < 0)//最高值小于0,说明无子可子
            return false;
        else
        {
            int count = 1;
            while (count<10&&ww[count] == ww[0]) count  ;
            Random ra = new Random();
            int index=ra.Next(count);
            x = xx[index];
            y = yy[index];
            return true;
        }
    }
 
    //求color色棋在(x,y)点的权重////////////////////////////////////
    private int pointWeight(int color, int x, int y)
    {
        int totalWeight;
        int[] colorLink = new int[6];//下棋方棋连数从0~5
        int[] colorLive = new int[6];//下棋方连棋数从0~5
        int[] fcolorLink = new int[6];//对手方棋连数从0~5
        int[] fcolorLive = new int[6];//对手方棋连数从0~5
        int tempLive3 = 0, temp, linkCounts;
 
        Point left = new Point(Math.Max(0, x - 5), y);
        Point right = new Point(Math.Min(14, x   5), y);
        Point top = new Point(x, Math.Max(0, y - 5));
        Point down = new Point(x, Math.Min(14, y   5));
        temp = Math.Min(x - left.X, y - top.Y);
        Point leftTop = new Point(x - temp, y - temp);
        temp = Math.Min(x - left.X, down.Y - y);
        Point leftDown = new Point(x - temp, y   temp);
        temp = Math.Min(right.X - x, y - top.Y);
        Point rightTop = new Point(x   temp, y - temp);
        temp = Math.Min(right.X - x, down.Y - y);
        Point rightDown = new Point(x   temp, y   temp);
 
        if (chessBoard[x, y] != 0) return -3;
        else
        {
 
            //下方棋连子的情况/////////////////////////////////////////////////////////////
            chessBoard[x, y] = color;
            //左右方向
            linkCounts = linkCount(color, left.X, left.Y, right.X, right.Y);
            colorLink[linkCounts]  ;
            if (liveCount(1, linkCounts, left.X, left.Y, right.X, right.Y))
            {
                colorLink[linkCounts]--;
                colorLive[linkCounts]  ;
            }
            //上下方向
            linkCounts = linkCount(color, top.X, top.Y, down.X, down.Y);
            colorLink[linkCounts]  ;
            if (liveCount(1, linkCounts, top.X, top.Y, down.X, down.Y))
            {
                colorLink[linkCounts]--;
                colorLive[linkCounts]  ;
            }
            //左上_右下方向
            linkCounts = linkCount(color, leftTop.X, leftTop.Y, rightDown.X, rightDown.Y);
            colorLink[linkCounts]  ;
            if (liveCount(1, linkCounts, leftTop.X, leftTop.Y, rightDown.X, rightDown.Y))
            {
                colorLink[linkCounts]--;
                colorLive[linkCounts]  ;
            }
            //左下_右上方向
            linkCounts = linkCount(color, leftDown.X, leftDown.Y, rightTop.X, rightTop.Y);
            colorLink[linkCounts]  ;
            if (liveCount(1, linkCounts, leftDown.X, leftDown.Y, rightTop.X, rightTop.Y))
            {
                colorLink[linkCounts]--;
                colorLive[linkCounts]  ;
            }
 
            ///对方棋连子的情况/////////////////////////////////////////////////////////////
            chessBoard[x, y] = -color;
            //左右方向
            linkCounts = linkCount(-color, left.X, left.Y, right.X, right.Y);
            fcolorLink[linkCounts]  ;
            if (breakLiveCount(-color, linkCounts, x, y, left.X, left.Y, right.X, right.Y))
            {
                fcolorLink[linkCounts]--;
                fcolorLive[linkCounts]  ;
            }
            //上下方向
            linkCounts = linkCount(-color, top.X, top.Y, down.X, down.Y);
            fcolorLink[linkCounts]  ;
            if (breakLiveCount(-color, linkCounts, x, y, top.X, top.Y, down.X, down.Y))
            {
                fcolorLink[linkCounts]--;
                fcolorLive[linkCounts]  ;
            }
            //左上_右下方向
            linkCounts = linkCount(-color, leftTop.X, leftTop.Y, rightDown.X, rightDown.Y);
            fcolorLink[linkCounts]  ;
            if (breakLiveCount(-color, linkCounts, x, y, leftTop.X, leftTop.Y, rightDown.X, rightDown.Y))
            {
                fcolorLink[linkCounts]--;
                fcolorLive[linkCounts]  ;
            }
            //左下_右上方向
            linkCounts = linkCount(-color, leftDown.X, leftDown.Y, rightTop.X, rightTop.Y);
            fcolorLink[linkCounts]  ;
            if (breakLiveCount(-color, linkCounts, x, y, leftDown.X, leftDown.Y, rightTop.X, rightTop.Y))
            {
                fcolorLink[linkCounts]--;
                fcolorLive[linkCounts]  ;
            }
 
            if (liveCount(-color, 3, left.X, left.Y, right.X, right.Y) && linkCount(-color, left.X, left.Y, right.X, right.Y) <= 3) tempLive3  ;
            if (liveCount(-color, 3, top.X, top.Y, down.X, down.Y) && linkCount(-color, top.X, top.Y, down.X, down.Y) <= 3) tempLive3  ;
            if (liveCount(-color, 3, leftTop.X, leftTop.Y, rightDown.X, rightDown.Y) && linkCount(-color, leftTop.X, leftTop.Y, rightDown.X, rightDown.Y) <= 3) tempLive3  ;
            if (liveCount(-color, 3, leftDown.X, leftDown.Y, rightTop.X, rightTop.Y) && linkCount(-color, leftDown.X, leftDown.Y, rightTop.X, rightTop.Y) <= 3) tempLive3  ;
            chessBoard[x, y] = 0;
 
            //开始求权重/////////////////////////////////////////////////////////////////////
            if (color == 1)//如果是下棋方是黑子,有禁手
            {
                if (hasLongLink(x, y))//对不起,长连
                    return -2;//禁手
                else if (colorLink[5] > 0)//自己可以形成5
                    return 150000;
                else if (colorLive[3] > 1 || colorLive[4]   colorLink[4] > 1)//四四,活三三,都是禁手
                    return -1;
                else if (fcolorLink[5] > 0)//破坏对方的5
                    return 140000;
                else if (colorLive[4] == 1)//可以形成一个活四
                    return 130000;
                else if (colorLink[4] == 1 && colorLive[3] == 1)//可以形成一个四三
                    return 120000;
                else if (colorLink[4] == 1 && colorLink[3] > 0)
                    return 110000;
                //防守式战略
                else if (fcolorLive[4] > 0 || fcolorLink[4] > 1)
                    return 100000;
                else if (fcolorLink[4] == 1 && tempLive3 == 1)
                    return 90000;
                else if (fcolorLive[3] > 1)
                    return 80000;
                else if (fcolorLink[4] == 1 && fcolorLink[3] > 0)
                    return 70000;
                else
                {
                    totalWeight = (colorLink[4]   colorLive[3]) * 6250   (colorLink[3]   colorLive[2]   fcolorLink[4]   fcolorLive[3]) * 1250
                      (colorLink[2]   fcolorLink[3]   fcolorLive[2]) * 250   colorLive[1] * 50   (colorLink[1]   fcolorLink[2]   fcolorLive[1]) * 10   fcolorLink[1] * 2;
                    return totalWeight;
                }
            }
            else//如果是下棋方是白子,考虑黑子的禁手
            {
                bool isBlackForbiden = (tempLive3 > 1 || colorLive[4] > 1 || hasLongLink(x, y));//黑棋有禁手
                bool isBlackLongLink = hasLongLink(x, y);//黑手有长连禁手
                if (colorLink[5] > 0)//自已可以形成5
                    return 150000;
                else if (fcolorLink[5] > 0 && !isBlackLongLink)//对方可以形成5,且没有长连禁手限制
                    return 140000;
                //进攻与防守相结合的战略
                else if (colorLive[4] > 0 || fcolorLink[4] > 1)//自己可以形成活四,或者对方可以形成两个四连
                    return 130000;
                else if (colorLink[4] == 1 && fcolorLive[3] > 0)
                    return 120000;
                else if (fcolorLive[4] == 1 && !isBlackForbiden || colorLink[4] > 1 && !isBlackForbiden)
                    return 110000;
                else if (colorLink[4] == 1 && fcolorLink[3] > 0)
                    return 100000;
                else if (fcolorLink[4] > 0 && tempLive3 == 1 && !isBlackForbiden)
                    return 90000;
                else if (colorLive[3] > 1)
                    return 80000;
                else if (fcolorLink[4] > 0 && colorLink[3] > 0 && !isBlackForbiden)
                    return 70000;
                else
                {
                    totalWeight = (colorLink[4]   colorLive[3]) * 6250   (colorLink[3]   colorLive[2]   fcolorLink[4]   fcolorLive[3]) * 1250
                      (colorLink[2]   fcolorLink[3]   fcolorLive[2]) * 250   colorLive[1] * 50   (colorLink[1]   fcolorLink[2]   fcolorLive[1]) * 10   fcolorLink[1] * 2;
                    return totalWeight;
                }
            }
        }
    }//求color色棋在(x,y)点的权重
}

标签: 五子棋

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