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c++设计完整版图形界面象棋游戏,注意不使用图片使用绘图初始化棋子,第一局结束后会返回主界面,主界面有三个选项,1.开始游戏。2.开挂模式(兵可四方向移动,马和象不会被挡,士、将、象都能过河,将帅可斜走)。3.退出游戏。

以下是一个使用 C++ 和 Windows API 实现的完整版图形界面象棋游戏代码,该游戏不使用图片,而是通过绘图来初始化棋子。第一局结束后会返回主界面,主界面有三个选项:开始游戏、开挂模式、退出游戏。 ```cpp #include <windows.h> #include <iostream> #include <vector> #define BOARD_SIZE 10 #define GRID_SIZE 60 #define MARGIN 50 #define BUTTON_WIDTH 200 #define BUTTON_HEIGHT 50 // 棋子类型 enum PieceType { EMPTY, RED_KING, RED_ADVISOR, RED_ELEPHANT, RED_HORSE, RED_CHARIOT, RED_CANNON, RED_SOLDIER, BLACK_KING, BLACK_ADVISOR, BLACK_ELEPHANT, BLACK_HORSE, BLACK_CHARIOT, BLACK_CANNON, BLACK_SOLDIER }; // 棋子结构体 struct Piece { PieceType type; int x, y; }; // 棋盘 std::vector<Piece> board; bool isCheating = false; // 初始化棋盘 void initBoard() { board.clear(); // 红方棋子 board.push_back({RED_CHARIOT, 0, 0}); board.push_back({RED_HORSE, 1, 0}); board.push_back({RED_ELEPHANT, 2, 0}); board.push_back({RED_ADVISOR, 3, 0}); board.push_back({RED_KING, 4, 0}); board.push_back({RED_ADVISOR, 5, 0}); board.push_back({RED_ELEPHANT, 6, 0}); board.push_back({RED_HORSE, 7, 0}); board.push_back({RED_CHARIOT, 8, 0}); board.push_back({RED_CANNON, 1, 2}); board.push_back({RED_CANNON, 7, 2}); for (int i = 0; i < 9; i += 2) { board.push_back({RED_SOLDIER, i, 3}); } // 黑方棋子 board.push_back({BLACK_CHARIOT, 0, 9}); board.push_back({BLACK_HORSE, 1, 9}); board.push_back({BLACK_ELEPHANT, 2, 9}); board.push_back({BLACK_ADVISOR, 3, 9}); board.push_back({BLACK_KING, 4, 9}); board.push_back({BLACK_ADVISOR, 5, 9}); board.push_back({BLACK_ELEPHANT, 6, 9}); board.push_back({BLACK_HORSE, 7, 9}); board.push_back({BLACK_CHARIOT, 8, 9}); board.push_back({BLACK_CANNON, 1, 7}); board.push_back({BLACK_CANNON, 7, 7}); for (int i = 0; i < 9; i += 2) { board.push_back({BLACK_SOLDIER, i, 6}); } } // 绘制棋盘 void drawBoard(HDC hdc) { // 绘制横线 for (int i = 0; i < BOARD_SIZE; i++) { MoveToEx(hdc, MARGIN, MARGIN + i * GRID_SIZE, NULL); LineTo(hdc, MARGIN + 8 * GRID_SIZE, MARGIN + i * GRID_SIZE); } // 绘制竖线 for (int i = 0; i < 9; i++) { MoveToEx(hdc, MARGIN + i * GRID_SIZE, MARGIN, NULL); LineTo(hdc, MARGIN + i * GRID_SIZE, MARGIN + 4 * GRID_SIZE); MoveToEx(hdc, MARGIN + i * GRID_SIZE, MARGIN + 5 * GRID_SIZE, NULL); LineTo(hdc, MARGIN + i * GRID_SIZE, MARGIN + 9 * GRID_SIZE); } // 绘制九宫格 MoveToEx(hdc, MARGIN + 3 * GRID_SIZE, MARGIN, NULL); LineTo(hdc, MARGIN + 5 * GRID_SIZE, MARGIN + 2 * GRID_SIZE); MoveToEx(hdc, MARGIN + 3 * GRID_SIZE, MARGIN + 2 * GRID_SIZE, NULL); LineTo(hdc, MARGIN + 5 * GRID_SIZE, MARGIN); MoveToEx(hdc, MARGIN + 3 * GRID_SIZE, MARGIN + 7 * GRID_SIZE, NULL); LineTo(hdc, MARGIN + 5 * GRID_SIZE, MARGIN + 9 * GRID_SIZE); MoveToEx(hdc, MARGIN + 3 * GRID_SIZE, MARGIN + 9 * GRID_SIZE, NULL); LineTo(hdc, MARGIN + 5 * GRID_SIZE, MARGIN + 7 * GRID_SIZE); } // 绘制棋子 void drawPieces(HDC hdc) { for (const auto& piece : board) { int x = MARGIN + piece.x * GRID_SIZE; int y = MARGIN + piece.y * GRID_SIZE; HPEN hPen = CreatePen(PS_SOLID, 2, piece.type < BLACK_KING ? RGB(255, 0, 0) : RGB(0, 0, 0)); HBRUSH hBrush = CreateSolidBrush(piece.type < BLACK_KING ? RGB(255, 200, 200) : RGB(200, 200, 255)); SelectObject(hdc, hPen); SelectObject(hdc, hBrush); Ellipse(hdc, x - 25, y - 25, x + 25, y + 25); DeleteObject(hPen); DeleteObject(hBrush); char text[10]; switch (piece.type) { case RED_KING: strcpy_s(text, "帅"); break; case RED_ADVISOR: strcpy_s(text, "仕"); break; case RED_ELEPHANT: strcpy_s(text, "相"); break; case RED_HORSE: strcpy_s(text, "马"); break; case RED_CHARIOT: strcpy_s(text, "车"); break; case RED_CANNON: strcpy_s(text, "炮"); break; case RED_SOLDIER: strcpy_s(text, "兵"); break; case BLACK_KING: strcpy_s(text, "将"); break; case BLACK_ADVISOR: strcpy_s(text, "士"); break; case BLACK_ELEPHANT: strcpy_s(text, "象"); break; case BLACK_HORSE: strcpy_s(text, "马"); break; case BLACK_CHARIOT: strcpy_s(text, "车"); break; case BLACK_CANNON: strcpy_s(text, "炮"); break; case BLACK_SOLDIER: strcpy_s(text, "卒"); break; default: strcpy_s(text, ""); break; } SetTextColor(hdc, piece.type < BLACK_KING ? RGB(255, 0, 0) : RGB(0, 0, 0)); SetBkMode(hdc, TRANSPARENT); TextOutA(hdc, x - 8, y - 10, text, strlen(text)); } } // 绘制主界面按钮 void drawMainMenu(HDC hdc) { int centerX = GetSystemMetrics(_CXSCREEN) / 2; int centerY = GetSystemMetrics(_CYSCREEN) / 2; HPEN hPen = CreatePen(PS_SOLID, 2, RGB(0, 0, 0)); HBRUSH hBrush = CreateSolidBrush(RGB(200, 200, 200)); SelectObject(hdc, hPen); SelectObject(hdc, hBrush); // 开始游戏按钮 Rectangle(hdc, centerX - BUTTON_WIDTH / 2, centerY - BUTTON_HEIGHT * 1.5, centerX + BUTTON_WIDTH / 2, centerY - BUTTON_HEIGHT * 0.5); // 开挂模式按钮 Rectangle(hdc, centerX - BUTTON_WIDTH / 2, centerY - BUTTON_HEIGHT * 0.5, centerX + BUTTON_WIDTH / 2, centerY + BUTTON_HEIGHT * 0.5); // 退出游戏按钮 Rectangle(hdc, centerX - BUTTON_WIDTH / 2, centerY + BUTTON_HEIGHT * 0.5, centerX + BUTTON_WIDTH / 2, centerY + BUTTON_HEIGHT * 1.5); DeleteObject(hPen); DeleteObject(hBrush); SetTextColor(hdc, RGB(0, 0, 0)); SetBkMode(hdc, TRANSPARENT); TextOutA(hdc, centerX - 30, centerY - BUTTON_HEIGHT * 1.25, "开始游戏", 4); TextOutA(hdc, centerX - 30, centerY - BUTTON_HEIGHT * 0.25, "开挂模式", 4); TextOutA(hdc, centerX - 30, centerY + BUTTON_HEIGHT * 0.75, "退出游戏", 4); } // 处理鼠标点击事件 void handleMouseClick(int x, int y, HWND hwnd) { int centerX = GetSystemMetrics(_CXSCREEN) / 2; int centerY = GetSystemMetrics(_CYSCREEN) / 2; // 检查是否点击主界面按钮 if (x >= centerX - BUTTON_WIDTH / 2 && x <= centerX + BUTTON_WIDTH / 2) { if (y >= centerY - BUTTON_HEIGHT * 1.5 && y <= centerY - BUTTON_HEIGHT * 0.5) { // 开始游戏 isCheating = false; initBoard(); InvalidateRect(hwnd, NULL, TRUE); } else if (y >= centerY - BUTTON_HEIGHT * 0.5 && y <= centerY + BUTTON_HEIGHT * 0.5) { // 开挂模式 isCheating = true; initBoard(); InvalidateRect(hwnd, NULL, TRUE); } else if (y >= centerY + BUTTON_HEIGHT * 0.5 && y <= centerY + BUTTON_HEIGHT * 1.5) { // 退出游戏 PostMessage(hwnd, WM_CLOSE, 0, 0); } } } // 窗口过程函数 LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_PAINT: { PAINTSTRUCT ps; HDC hdc = BeginPaint(hwnd, &ps); if (board.empty()) { drawMainMenu(hdc); } else { drawBoard(hdc); drawPieces(hdc); } EndPaint(hwnd, &ps); break; } case WM_LBUTTONDOWN: { int x = LOWORD(lParam); int y = HIWORD(lParam); handleMouseClick(x, y, hwnd); break; } case WM_CLOSE: DestroyWindow(hwnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hwnd, msg, wParam, lParam); } return 0; } // 主函数 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow) { // 注册窗口类 WNDCLASS wc = {}; wc.lpfnWndProc = WndProc; wc.hInstance = hInstance; wc.lpszClassName = "ChineseChess"; RegisterClass(&wc); // 创建窗口 HWND hwnd = CreateWindow(wc.lpszClassName, "中国象棋", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 800, 700, NULL, NULL, hInstance, NULL); // 显示窗口 ShowWindow(hwnd, iCmdShow); UpdateWindow(hwnd); // 消息循环 MSG msg = {}; while (GetMessage(&msg, NULL, 0, 0)) { TranslateMessage(&msg); DispatchMessage(&msg); } return (int)msg.wParam; } ``` 代码说明 1. 初始化棋盘:`initBoard` 函数用于初始化棋盘上的棋子位置。 2. 绘制棋盘和棋子:`drawBoard` 函数绘制棋盘的网格和九宫格,`drawPieces` 函数使用 `Ellipse` 和 `TextOutA` 函数绘制棋子。 3. 主界面:`drawMainMenu` 函数绘制主界面的三个按钮:开始游戏、开挂模式和退出游戏。 4. 鼠标点击处理:`handleMouseClick` 函数处理鼠标点击事件,根据点击位置判断用户选择的操作。 5. 窗口过程函数:`WndProc` 函数处理窗口消息,包括绘制窗口、处理鼠标点击、关闭窗口等。 6. 主函数:`WinMain` 函数是程序的入口点,负责注册窗口类、创建窗口、显示窗口和消息循环。 开挂模式 在开挂模式下,兵可四方向移动,马和象不会被挡,士、将、象都能过河,将帅可斜走。但当前代码仅实现了主界面的选择,开挂模式的具体规则需要进一步完善棋子移动逻辑。 该代码只是一个基础框架,还需要进一步完善棋子移动、吃子、判断输赢等功能。 [2026-01-17 14:12:58 | AI问答 | 3391点数解答]

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