酷代码 AI
菜单

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的示例代码,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、开挂模式和退出游戏。 ```cpp #include <windows.h> #include <iostream> #include <vector> // 定义棋盘大小和棋子大小 const int BOARD_SIZE = 900; const int CELL_SIZE = 60; const int PIECE_SIZE = 50; // 定义棋子类型 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 }; // 定义棋子结构体 struct Piece { PieceType type; int x, y; }; // 定义棋盘类 class ChessBoard { public: ChessBoard() { initBoard(); } void initBoard() { pieces.clear(); // 初始化红方棋子 pieces.push_back({RED_KING, 4, 0}); pieces.push_back({RED_ADVISOR, 3, 0}); pieces.push_back({RED_ADVISOR, 5, 0}); pieces.push_back({RED_ELEPHANT, 2, 0}); pieces.push_back({RED_ELEPHANT, 6, 0}); pieces.push_back({RED_HORSE, 1, 0}); pieces.push_back({RED_HORSE, 7, 0}); pieces.push_back({RED_CHARIOT, 0, 0}); pieces.push_back({RED_CHARIOT, 8, 0}); pieces.push_back({RED_CANNON, 1, 2}); pieces.push_back({RED_CANNON, 7, 2}); for (int i = 0; i < 9; i += 2) { pieces.push_back({RED_SOLDIER, i, 3}); } // 初始化黑方棋子 pieces.push_back({BLACK_KING, 4, 9}); pieces.push_back({BLACK_ADVISOR, 3, 9}); pieces.push_back({BLACK_ADVISOR, 5, 9}); pieces.push_back({BLACK_ELEPHANT, 2, 9}); pieces.push_back({BLACK_ELEPHANT, 6, 9}); pieces.push_back({BLACK_HORSE, 1, 9}); pieces.push_back({BLACK_HORSE, 7, 9}); pieces.push_back({BLACK_CHARIOT, 0, 9}); pieces.push_back({BLACK_CHARIOT, 8, 9}); pieces.push_back({BLACK_CANNON, 1, 7}); pieces.push_back({BLACK_CANNON, 7, 7}); for (int i = 0; i < 9; i += 2) { pieces.push_back({BLACK_SOLDIER, i, 6}); } } void drawBoard(HDC hdc) { // 绘制棋盘网格 for (int i = 0; i <= 9; i++) { MoveToEx(hdc, CELL_SIZE, CELL_SIZE * i, NULL); LineTo(hdc, CELL_SIZE * 9, CELL_SIZE * i); } for (int i = 0; i <= 8; i++) { MoveToEx(hdc, CELL_SIZE * (i + 1), CELL_SIZE, NULL); LineTo(hdc, CELL_SIZE * (i + 1), CELL_SIZE * 10); } // 绘制九宫格斜线 MoveToEx(hdc, CELL_SIZE * 4, CELL_SIZE); LineTo(hdc, CELL_SIZE * 6, CELL_SIZE * 3); MoveToEx(hdc, CELL_SIZE * 6, CELL_SIZE); LineTo(hdc, CELL_SIZE * 4, CELL_SIZE * 3); MoveToEx(hdc, CELL_SIZE * 4, CELL_SIZE * 8); LineTo(hdc, CELL_SIZE * 6, CELL_SIZE * 10); MoveToEx(hdc, CELL_SIZE * 6, CELL_SIZE * 8); LineTo(hdc, CELL_SIZE * 4, CELL_SIZE * 10); // 绘制棋子 for (const auto& piece : pieces) { int x = CELL_SIZE * (piece.x + 1) - PIECE_SIZE / 2; int y = CELL_SIZE * (piece.y + 1) - PIECE_SIZE / 2; HBRUSH hBrush; switch (piece.type) { case RED_KING: hBrush = CreateSolidBrush(RGB(255, 0, 0)); break; case BLACK_KING: hBrush = CreateSolidBrush(RGB(0, 0, 0)); break; case RED_ADVISOR: case RED_ELEPHANT: case RED_HORSE: case RED_CHARIOT: case RED_CANNON: case RED_SOLDIER: hBrush = CreateSolidBrush(RGB(255, 0, 0)); break; case BLACK_ADVISOR: case BLACK_ELEPHANT: case BLACK_HORSE: case BLACK_CHARIOT: case BLACK_CANNON: case BLACK_SOLDIER: hBrush = CreateSolidBrush(RGB(0, 0, 0)); break; default: hBrush = CreateSolidBrush(RGB(255, 255, 255)); break; } SelectObject(hdc, hBrush); Ellipse(hdc, x, y, x + PIECE_SIZE, y + PIECE_SIZE); DeleteObject(hBrush); } } private: std::vector<Piece> pieces; }; // 全局变量 ChessBoard chessBoard; bool isGameStarted = false; bool isCheatingMode = false; // 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 (isGameStarted) { chessBoard.drawBoard(hdc); } else { // 绘制主界面 SetBkMode(hdc, TRANSPARENT); SetTextColor(hdc, RGB(0, 0, 0)); TextOut(hdc, BOARD_SIZE / 2 - 50, BOARD_SIZE / 2 - 60, "1. 开始游戏", 6); TextOut(hdc, BOARD_SIZE / 2 - 50, BOARD_SIZE / 2 - 30, "2. 开挂模式", 6); TextOut(hdc, BOARD_SIZE / 2 - 50, BOARD_SIZE / 2, "3. 退出游戏", 6); } EndPaint(hwnd, &ps); break; } case WM_KEYDOWN: { if (!isGameStarted) { switch (wParam) { case '1': isGameStarted = true; isCheatingMode = false; chessBoard.initBoard(); InvalidateRect(hwnd, NULL, TRUE); break; case '2': isGameStarted = true; isCheatingMode = true; chessBoard.initBoard(); InvalidateRect(hwnd, NULL, TRUE); break; case '3': PostMessage(hwnd, WM_CLOSE, 0, 0); break; } } break; } case WM_LBUTTONDOWN: { if (isGameStarted) { // 处理鼠标点击事件,实现棋子移动逻辑 // 这里只是简单示例,需要根据规则完善 int x = LOWORD(lParam) / CELL_SIZE - 1; int y = HIWORD(lParam) / CELL_SIZE - 1; std::cout << "Clicked at (" << x << ", " << y << ")" << std::endl; } 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 = "ChessGame"; RegisterClass(&wc); // 创建窗口 HWND hwnd = CreateWindow(wc.lpszClassName, "象棋游戏", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, BOARD_SIZE, BOARD_SIZE, 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 msg.wParam; } ``` 代码说明: 1. ChessBoard 类:负责初始化棋盘和绘制棋盘及棋子。 2. WndProc 函数:处理窗口消息,包括绘制主界面、处理键盘和鼠标事件。 3. WinMain 函数:程序入口,负责注册窗口类、创建窗口、显示窗口和消息循环。 注意事项: - 该代码只是一个基本框架,棋子移动逻辑和开挂模式的具体规则尚未实现,需要根据象棋规则进行完善。 - 代码使用 Windows API 进行图形界面开发,只能在 Windows 系统上运行。 [2026-01-17 14:26:21 | AI问答 | 2495点数解答]

服务商
相关提问
发财导航,免费问AI
实用工具查看更多