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vb.net小游戏代码 vb小游戏代码大全
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vb小游戏代码 急求。。。。。
Option Explicit
'五子棋程序 人机对战版本
'需要2个Label控件 2个CommandButton控件
Private Declare Function SetWindowRgn Lib "user32" (ByVal hWnd As Long, ByVal hRgn As Long, ByVal bRedraw As Boolean) As Long
Private Declare Function CreateRoundRectRgn Lib "gdi32" (ByVal X1 As Long, ByVal Y1 As Long, ByVal X2 As Long, ByVal Y2 As Long, ByVal X3 As Long, ByVal Y3 As Long) As Long
'Dim PlayStep() As String '记录棋谱的数组
'Dim Label2Cap As String
Private Const BoxL As Single = 50, BoxT As Single = 50, BoxW As Single = 25, BoxN As Integer = 18
Dim Table() As Long '棋盘(0-BoxN,0-BoxN) 0-空 1-黑子 2-白子
Dim PsCore() As Long '定义当前玩家桌面空格的分数
Dim CsCore() As Long '定义当前电脑桌面空格的分数
Dim pWin() As Boolean '定义玩家的获胜组合
Dim cWin() As Boolean '定义电脑的获胜组合
Dim pFlag() As Boolean '定义玩家的获胜组合标志
Dim cFlag() As Boolean '定义电脑的获胜组合标志
Dim ThePlayFlag As Boolean '定义游戏有效标志
Private Sub Command1_Click()
If Not ThePlayFlag Then Call InitPlayEnvironment: Exit Sub
If MsgBox("本局还没有下完,是否重新开始?(Y/N)", vbYesNo) = vbNo Then Exit Sub
Call InitPlayEnvironment
End Sub
Private Sub Command2_Click()
End
End Sub
Private Sub Form_Load()
MsgBox "五子棋之人机对战系统,作者:杨海", vbOKOnly, "杨海作品"
Dim i As Long, lw As Long, lh As Long
'Label2Cap = "000 黑方 行 00 列 00"
Me.Width = 10815: Me.Height = 8200: Me.Caption = "五子棋 - 人机对战 作者:卢霞": Me.Show
lw = Me.Width \ Screen.TwipsPerPixelX: lh = Me.Height \ Screen.TwipsPerPixelY
SetWindowRgn Me.hWnd, CreateRoundRectRgn(0, 0, lw, lh, 10, 10), True
With Label1
.Alignment = vbCenter: .FontSize = 12: .FontBold = True
.ForeColor = vbRed: .BackStyle = 0: .AutoSize = True: .Move 8910, 510
End With
Label2.AutoSize = True: Label2.WordWrap = True
Label2.BackStyle = 0: Label2.Move 8040, 1050, 2280
Command1.Move 8025, 7035, 1020, 435: Command1.Caption = "再来一局"
Command2.Move 9300, 7035, 1020, 435: Command2.Caption = "不玩了"
Call DrawChessBoard: Me.FillStyle = 0: Call InitPlayEnvironment
End Sub
Private Sub Form_QueryUnload(Cancel As Integer, UnloadMode As Integer)
End
End Sub
Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)
Dim iRow As Long, iCol As Long, i As Long, k As Long, t As String
If Not ThePlayFlag Then Exit Sub
If Button = vbLeftButton Then '左键下棋
iRow = -1: iCol = -1
For i = 0 To BoxN '鼠标必须落在交叉点 半径10以内 若是则给出行列号
If (Y + 10) (BoxT + i * BoxW) And (Y - 10) = (BoxT + i * BoxW) Then iRow = i
If (X + 10) (BoxL + i * BoxW) And (X - 10) = (BoxL + i * BoxW) Then iCol = i
Next
If (iRow = -1) Or (iCol = -1) Then Beep: Exit Sub
If Table(iCol, iRow) 0 Then Exit Sub
Table(iCol, iRow) = 2: Label1.Caption = "下一步 黑方"
Me.FillColor = vbWhite: Me.Circle (iCol * BoxW + BoxT, iRow * BoxW + BoxL), 8
For i = 0 To UBound(cWin, 3)
If cWin(iCol, iRow, i) = True Then cFlag(i) = False
Next
Call CheckWin: Call DianNao '检查当前玩家是否获胜 调用电脑算法
End If
End Sub
Public Sub InitPlayEnvironment()
'*****************************************************************************
' 模块名称: InitPlayEnvironment [初始化过程]
'
' 描述: 1. 设置背景音乐。 2. 设置游戏状态有效。
' 3. 初始化游戏状态标签。 4. 直接指定电脑的第一步走法。
' 5. 初始化基本得分桌面。 6. 电脑和玩家获胜标志初始化。
' 7. 初始化所有获胜组合。 8. 重新设定玩家的获胜标志。
'*****************************************************************************
Dim i As Long, j As Long, m As Long, n As Long
ThePlayFlag = True: Label1.Caption = "下一步 白方": Label2.Caption = ""
Me.FillColor = vbBlack: Me.FillStyle = 0: Me.AutoRedraw = True
Me.Cls: Me.Circle (9 * BoxW + BoxL, 9 * BoxW + BoxT), 8
ReDim Table(0 To BoxN, 0 To BoxN) As Long
ReDim pFlag(NumsWin(BoxN + 1) - 1) As Boolean
ReDim cFlag(UBound(pFlag)) As Boolean
ReDim PsCore(BoxN, BoxN) As Long, CsCore(BoxN, BoxN) As Long
ReDim pWin(BoxN, BoxN, UBound(pFlag)) As Boolean
ReDim cWin(BoxN, BoxN, UBound(pFlag)) As Boolean
For i = 0 To UBound(pFlag): pFlag(i) = True: cFlag(i) = True: Next
Table(9, 9) = 1 '假定电脑先手 并下了(9, 9)位 将其值设为1
'******** 初始化获胜组合 ****************************************
For i = 0 To BoxN: For j = 0 To BoxN - 4
For m = 0 To 4
pWin(j + m, i, n) = True: cWin(j + m, i, n) = True
Next
n = n + 1
Next: Next
For i = 0 To BoxN: For j = 0 To BoxN - 4
For m = 0 To 4
pWin(i, j + m, n) = True: cWin(i, j + m, n) = True
Next
n = n + 1
Next: Next
For i = 0 To BoxN - 4: For j = 0 To BoxN - 4
For m = 0 To 4
pWin(j + m, i + m, n) = True: cWin(j + m, i + m, n) = True
Next
n = n + 1
Next: Next
For i = 0 To BoxN - 4: For j = BoxN To 4 Step -1
For m = 0 To 4
pWin(j - m, i + m, n) = True: cWin(j - m, i + m, n) = True
Next
n = n + 1
Next: Next
'******** 初始化获胜组合结束 *************************************
For i = 0 To UBound(pWin, 3) '由于电脑已下了(9, 9)位 所以需要重新设定玩家的获胜标志
If pWin(9, 9, i) = True Then pFlag(i) = False
Next
End Sub
Public Function DrawChessBoard() As Long
'容器的(BoxL, BoxT)为左上角坐标画一个 BoxN*BoxN, 每格边长为 BoxW 象素的棋盘
Dim i As Long, j As Long, cx As Long, cy As Long
Me.ScaleMode = 3: Me.FillStyle = 1: Me.AutoRedraw = True: Me.Cls
For i = 0 To BoxN '画棋盘
Me.Line (BoxL + i * BoxW, BoxT)-(BoxL + i * BoxW, BoxT + BoxN * BoxW)
Me.Line (BoxL, BoxT + i * BoxW)-(BoxL + BoxN * BoxW, BoxT + i * BoxW)
Me.CurrentX = BoxL + i * BoxW - IIf(i 9, 6, 2)
Me.CurrentY = BoxT - 20: Me.Print Format(i)
Me.CurrentX = BoxL - IIf(i 9, 23, 20)
Me.CurrentY = BoxT + i * BoxW - 6: Me.Print Format(i)
Next
For i = 3 To 16 Step 6: For j = 3 To 16 Step 6 '画小标志
cx = BoxL + j * BoxW - 3: cy = BoxT + i * BoxW - 3
Me.Line (cx, cy)-(cx + 6, cy + 6), , B
Next: Next
Me.AutoRedraw = False: Set Me.Picture = Me.Image
End Function
Public Sub CheckWin()
'*****************************************************************************
' 模块名称: CheckWin [获胜检查算法]
'
' 描述: 1. 检查是否和棋。 2. 检查电脑是否获胜。 3. 检查玩家是否获胜。
'*****************************************************************************
Dim i As Long, j As Long, k As Long, m As Long, n As Long
Dim cA As Long, pA As Long, cN As Long
For i = 0 To UBound(cFlag): cN = IIf(cFlag(i) = False, cN + 1, cN): Next
If cN = UBound(cFlag) - 1 Then '设定和棋规则
Label1.Caption = "双方和棋!": ThePlayFlag = False: Exit Sub
End If
For i = 0 To UBound(cFlag) '检查电脑是否获胜
If cFlag(i) = True Then
cA = 0: For j = 0 To BoxN: For k = 0 To BoxN
If Table(j, k) = 1 And cWin(j, k, i) = True Then cA = cA + 1
Next: Next
If cA = 5 Then Label1.Caption = "电脑获胜!": ThePlayFlag = False: Exit Sub
End If
Next
For i = 0 To UBound(pFlag) '检查玩家是否获胜
If pFlag(i) = True Then
pA = 0: For j = 0 To BoxN: For k = 0 To BoxN
If Table(j, k) = 2 And pWin(j, k, i) = True Then pA = pA + 1
Next: Next
If pA = 5 Then Label1.Caption = "玩家获胜!": ThePlayFlag = False: Exit Sub
End If
Next
End Sub
Public Sub DianNao()
'*****************************************************************************
' 模块名称: DianNao [电脑算法]
' 描述: 1. 初始化赋值系统。 2. 赋值加强算法。 3. 计算电脑和玩家的最佳攻击位。
' 4. 比较电脑和玩家的最佳攻击位并决定电脑的最佳策略。 5. 执行检查获胜函数。
'*****************************************************************************
Dim i As Long, j As Long, k As Long, m As Long, n As Long
Dim Dc As Long, cAb As Long, pAb As Long
ReDim PsCore(BoxN, BoxN) As Long, CsCore(BoxN, BoxN) As Long '初始化赋值数组
'******** 电脑加强算法 ********
For i = 0 To UBound(cFlag)
If cFlag(i) = True Then
cAb = 0
For j = 0 To BoxN: For k = 0 To BoxN
If Table(j, k) = 1 And cWin(j, k, i) = True Then cAb = cAb + 1
Next: Next
Select Case cAb
Case 3
For m = 0 To BoxN: For n = 0 To BoxN
If Table(m, n) = 0 And cWin(m, n, i) = True Then CsCore(m, n) = CsCore(m, n) + 5
Next: Next
Case 4
For m = 0 To BoxN: For n = 0 To BoxN
If Table(m, n) = 0 And cWin(m, n, i) = True Then
Table(m, n) = 1: Label1.Caption = "下一步 白方"
Me.FillColor = vbBlack: Me.Circle (m * BoxW + BoxL, n * BoxW + BoxT), 8
For Dc = 0 To UBound(pWin, 3)
If pWin(m, n, Dc) = True Then pFlag(Dc) = False: Call CheckWin: Exit Sub
Next
End If
Next: Next
End Select
End If
Next
For i = 0 To UBound(pFlag)
If pFlag(i) = True Then
pAb = 0
For j = 0 To BoxN: For k = 0 To BoxN
If Table(j, k) = 2 And pWin(j, k, i) = True Then pAb = pAb + 1
Next: Next
Select Case pAb
Case 3
For m = 0 To BoxN: For n = 0 To BoxN
If Table(m, n) = 0 And pWin(m, n, i) = True Then PsCore(m, n) = PsCore(m, n) + 30
Next: Next
Case 4
For m = 0 To BoxN: For n = 0 To BoxN
If Table(m, n) = 0 And pWin(m, n, i) = True Then
Table(m, n) = 1: Label1.Caption = "下一步 白方"
Me.FillColor = vbBlack: Me.Circle (m * BoxW + BoxL, n * BoxW + BoxT), 8
For Dc = 0 To UBound(pWin, 3)
If pWin(m, n, Dc) = True Then pFlag(Dc) = False: Call CheckWin: Exit Sub
Next
End If
Next: Next
End Select
End If
Next
'******** 电脑加强算法结束 ********
'******** 赋值系统 ****************
For i = 0 To UBound(cFlag)
If cFlag(i) = True Then
For j = 0 To BoxN: For k = 0 To BoxN
If (Table(j, k) = 0) And cWin(j, k, i) Then
For m = 0 To BoxN: For n = 0 To BoxN
If (Table(m, n) = 1) And cWin(m, n, i) Then CsCore(j, k) = CsCore(j, k) + 1
Next: Next
End If
Next: Next
End If
Next
For i = 0 To UBound(pFlag)
If pFlag(i) = True Then
For j = 0 To BoxN: For k = 0 To BoxN
If (Table(j, k) = 0) And pWin(j, k, i) Then
For m = 0 To BoxN: For n = 0 To BoxN
If (Table(m, n) = 2) And pWin(m, n, i) Then PsCore(j, k) = PsCore(j, k) + 1
Next: Next
End If
Next: Next
End If
Next
'******** 赋值系统结束 ************
'******** 分值比较算法 ************
Dim a As Long, b As Long, c As Long, d As Long
Dim cS As Long, pS As Long
For i = 0 To BoxN: For j = 0 To BoxN
If CsCore(i, j) cS Then cS = CsCore(i, j): a = i: b = j
Next: Next
For i = 0 To BoxN: For j = 0 To BoxN
If PsCore(i, j) pS Then pS = PsCore(i, j): c = i: d = j
Next: Next
If cS pS Then
Table(a, b) = 1: Label1.Caption = "下一步 白方"
Me.FillColor = vbBlack: Me.Circle (a * BoxW + BoxL, b * BoxW + BoxT), 8
For i = 0 To UBound(pWin, 3)
If pWin(a, b, i) = True Then pFlag(i) = False
Next
Else
Table(c, d) = 1: Label1.Caption = "下一步 白方"
Me.FillColor = vbBlack: Me.Circle (c * BoxW + BoxL, d * BoxW + BoxL), 8
For i = 0 To UBound(pWin, 3)
If pWin(c, d, i) = True Then pFlag(i) = False
Next
End If
'******** 分值比较算法结束 ********
Call CheckWin
End Sub
Public Function NumsWin(ByVal n As Long) As Long
'根据输入的棋盘布局 n*n 计算总共有多少种获胜组合
'假定棋盘为 10 * 10 相应的棋盘数组就是 Table(9, 9)
'水平方向 每一列获胜组合是6 共10列 6*10=60
'垂直方向 每一行获胜组合是6 共10行 8*10=60
'正对角线方向 6 + (5 + 4 + 3 + 2 + 1) * 2 = 36
'反对角线方向 6 + (5 + 4 + 3 + 2 + 1) * 2 = 36
'总的获胜组合数为 60 + 60 + 36 + 36 = 192
Dim i As Long, t As Long
For i = n - 5 To 1 Step -1: t = t + i: Next
NumsWin = 2 * (2 * t + n - 4) + 2 * n * (n - 4)
End Function
相关问答
Q1: VB.Net猜字小游戏源代码。
这并不难,但程序肯定很长,其实,只要你已经学会了VB,这个问题并不难,但只是懒惰。,你应该自己编的,遇到问题,我们要问,请不要问。
锤子,图片显示和隐藏的Visible属性设置为指示的出现和消失的仓鼠,您可以使用自定义鼠标。
Q2: vb.net做石头剪刀布小游戏
我也是新手,随便做个玩玩。把RadioButton0,1,2放一个容器里!
Public Class Form1
Dim win1 As Integer = 0
Dim win2 As Integer = 0
Dim i As Integer
Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click
Dim str As Integer
Dim rand As New Random()
str =rand.Next(3)'随机数
If str = 0 Then
RadioButton0.Checked = True
ElseIf str = 1 Then
RadioButton1.Checked = True
ElseIf str = 2 Then
RadioButton2.Checked = True
End If
If RadioButton3.Checked = True Then
i = 0
ElseIf RadioButton4.Checked = True Then
i = 1
ElseIf RadioButton5.Checked = True Then
i = 2
Else
MsgBox("请选择要出的拳法!")
End If
If (str = 0 And i = 1) Or (str = 1 And i = 2) Or (str = 2 And i = 0) Then
win1 += 1
TextBox1.Text = "玩家胜利"
ElseIf (str = 0 And i = 2) Or (str = 1 And i = 0) Or (str = 2 And i = 1) Then
win2 += 1
TextBox1.Text = "电脑胜利"
Else
TextBox1.Text = "平手"
End If'判断胜利者
TextBox2.Text = win1
TextBox3.Text = win2
If win1 = 5 Then
MsgBox("最终胜利者是玩家!恭喜!")
win1 = 0
win2 = 0
For i = 0 To Me.Controls.Count - 1
If TypeOf (Me.Controls(i)) Is TextBox Then
Me.Controls(i).Text = ""
End If'清空过时信息
Next
ElseIf win2 = 5 Then
MsgBox("最终胜利者是电脑!")
win1 = 0
win2 = 0
For i = 0 To Me.Controls.Count - 1
If TypeOf (Me.Controls(i)) Is TextBox Then
Me.Controls(i).Text = ""
End If'清空过时信息
Next
End If
End Sub
End Class
纯属新手,高手毋笑!
Q3: 求跳棋游戏VB代码
VB跳棋代码:
窗体代码:
Dim ChessBoard(-2 To 10, -2 To 10) As Byte ''棋盘(8竖*8棋)
Dim x(10) As Integer, y(10) As Integer ''搜索的每种走法
Dim x1(10) As Integer, y1(10) As Integer ''搜索的每种走法的可吃子坐标
Dim BestLocate As CHESSER
Dim CurrentPlayer As Byte ''当前玩家
Dim CurrentStep As Integer ''当前步
Dim 人机模式 As Boolean
Dim cSel As Byte ''玩家选择了哪个棋子
Dim tTemp As Boolean
Const MAXDOWNPOINT = 7
Rem 如果Cer为1(黑方)vb.net小游戏代码,则返回2(红方),否则返加1(黑方)
Public Function NextCer(ByVal Cer As Byte) As Byte
NextCer = 1
If Cer = 1 Then NextCer = 2
End Function
Rem 棋盘
Private Sub Initial()
Dim i As Integer, j As Integer
For i = 1 To 8: For j = 1 To 8: ChessBoard(i, j) = 0: Next j: Next i
ChessBoard(1, 2) = 201
ChessBoard(1, 4) = 201
ChessBoard(1, 6) = 201
ChessBoard(1, 8) = 201
ChessBoard(2, 1) = 201
ChessBoard(2, 3) = 201
ChessBoard(2, 5) = 201
ChessBoard(2, 7) = 201
ChessBoard(3, 2) = 201
ChessBoard(3, 4) = 201
ChessBoard(3, 6) = 201
ChessBoard(3, 8) = 201
ChessBoard(6, 1) = 101
ChessBoard(6, 3) = 101
ChessBoard(6, 5) = 101
ChessBoard(6, 7) = 101
ChessBoard(7, 2) = 101
ChessBoard(7, 4) = 101
ChessBoard(7, 6) = 101
ChessBoard(7, 8) = 101
ChessBoard(8, 1) = 101
ChessBoard(8, 3) = 101
ChessBoard(8, 5) = 101
ChessBoard(8, 7) = 101
End Sub
Rem 反显示(将屏幕显示的内容存入ChessBoard数组)
Private Sub ReDisplay()
Dim i As Integer, j As Integer, k As Integer
k = 0
For i = 1 To 8
For j = 1 To 8
If cbText(k).Text = "" Then ChessBoard(i, j) = 0
If cbText(k).Text = "101" Then ChessBoard(i, j) = 101
If cbText(k).Text = "201" Then ChessBoard(i, j) = 201
If cbText(k).Text = "102" Then ChessBoard(i, j) = 102
If cbText(k).Text = "202" Then ChessBoard(i, j) = 202
k = k + 1
Next j
Next i
End Sub
Rem 显示(将ChessBoard数组的内容显示到屏幕后)
Private Sub Display()
Dim i As Integer, j As Integer, k As Integer
k = 0
For i = 1 To 8
For j = 1 To 8
If ChessBoard(i, j) = 0 Then
cbText(k).Text = ""
Else
cbText(k).Text = ChessBoard(i, j)
End If
k = k + 1
Next j
Next i
Call 胜负判断
End Sub
Rem 胜负判断
Private Sub 胜负判断()
Dim i As Integer, j As Integer
Dim a As Integer, b As Integer
a = 0: b = 0
For i = 1 To 8
For j = 1 To 8
If Int(ChessBoard(i, j) / 100) = 1 Then a = a + 1 ''计算玩家的棋子数
If Int(ChessBoard(i, j) / 100) = 2 Then b = b + 1 ''计算电脑的棋子数
Next j
Next i
If a = 0 Then Call MsgBox("vb.net小游戏代码我赢了!", vbOKOnly + 32, "提示:"): Exit Sub
If b = 0 Then Call MsgBox("vb.net小游戏代码我认输了!", vbOKOnly + 32, "提示:"): Exit Sub
End Sub
Rem 返回估值
Private Function CurrentValue(Cer As Byte) As Integer
Dim i As Integer, j As Integer
CurrentValue = 0
For i = 1 To 8
For j = 1 To 8
If Int(ChessBoard(i, j) / 100) = Cer Then _
CurrentValue = CurrentValue + ChessBoard(i, j) Mod 100 * 100 + 100 ''是我方的棋子,棋子为1加100分,棋子为2加200分
If Int(ChessBoard(i, j) / 100) = NextCer(Cer) Then _
CurrentValue = CurrentValue - (ChessBoard(i, j) Mod 100 * 100 + 100) ''对方的棋子,棋子为1减100分,棋子为2减200分
Next j
Next i
End Function
Rem 如果Cer方i,j的棋子还可以吃子则返回True
Private Function IsLine(Cer As Byte, i As Byte, j As Byte) As Boolean
Dim x As Byte, y As Byte, x1 As Byte, y1 As Byte
IsLine = False
''开始搜索棋盘
''如果是Cer方的棋子
If Int(ChessBoard(i, j) / 100) = Cer Then
''吃子式走法1:即如果基本走法的位置有对方的棋子则可以跳吃(走法限制:Cer为1或棋子为加强棋才可走)
If Int(ChessBoard(i - 1, j - 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1 ''目标坐标
y = (j - 1) - 1
x1 = i - 1 ''吃子坐标
y1 = j - 1
If x 0 And y 0 And x 9 And y 9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子vb.net小游戏代码,返回True
End If
''吃子式走法2
If Int(ChessBoard(i - 1, j + 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1
y = (j + 1) + 1
x1 = i - 1
y1 = j + 1
If x 0 And y 0 And x 9 And y 9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
''吃子式走法3
If Int(ChessBoard(i + 1, j - 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j - 1) - 1
x1 = i + 1
y1 = j - 1
If x 0 And y 0 And x 9 And y 9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
''吃子式走法4
If Int(ChessBoard(i + 1, j + 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j + 1) + 1
x1 = i + 1
y1 = j + 1
If x 0 And y 0 And x 9 And y 9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
End If
End Function
Rem 如果Cer方的棋子还可以吃子则返回True
Private Function IsLine2(Cer As Byte) As Boolean
Dim x As Byte, y As Byte, x1 As Byte, y1 As Byte
Dim i As Integer, j As Integer
IsLine2 = False
''开始搜索棋盘
For i = 1 To 8
For j = 1 To 8
''如果是Cer方的棋子
If Int(ChessBoard(i, j) / 100) = Cer Then
''吃子式走法1:即如果基本走法的位置有对方的棋子则可以跳吃(走法限制:Cer为1或棋子为加强棋才可走)
If Int(ChessBoard(i - 1, j - 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1 ''目标坐标
y = (j - 1) - 1
x1 = i - 1 ''吃子坐标
y1 = j - 1
If x 0 And y 0 And x 9 And y 9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
''吃子式走法2
If Int(ChessBoard(i - 1, j + 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1
y = (j + 1) + 1
x1 = i - 1
y1 = j + 1
If x 0 And y 0 And x 9 And y 9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
''吃子式走法3
If Int(ChessBoard(i + 1, j - 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j - 1) - 1
x1 = i + 1
y1 = j - 1
If x 0 And y 0 And x 9 And y 9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
''吃子式走法4
If Int(ChessBoard(i + 1, j + 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j + 1) + 1
x1 = i + 1
y1 = j + 1
If x 0 And y 0 And x 9 And y 9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
End If
Next j
Next i
End Function
Rem 搜索程序
Private Function Search(Cer As Byte, Steps As Integer, IsTop As Boolean, UpMax As Integer)
Dim a As Integer, b As Integer, b1 As Integer, b2 As Integer, i As Integer, j As Integer, k As Integer, l As Integer, v As Integer
Dim MaxValue As Integer
Dim Sc(40) As CHESSER
Dim IsEat(7) As Boolean ''搜索到的7种走法有没有吃子
Dim EAT As Boolean ''有没有吃子
If IsTop Then
List1.Clear
For i = 0 To 40: Sc(i).Allow = False: Next i ';默认情况下所有走法皆不允许,如果所有值均为False则皆允许
End If
EAT = False
For i = 0 To 7: IsEat(7) = False: Next i ''默认情况所有搜索到的走法都没有吃子
Steps = Steps - 1
If Steps 1 And IsLine2(Cer) = False Then
''如果我方无子可吃时才返回估值
Search = -CurrentValue(Cer) ''返回估值
Exit Function
End If
k = 0
''开始搜索棋盘
For i = 1 To 8
For j = 1 To 8
''如果是Cer方的棋子
If Int(ChessBoard(i, j) / 100) = Cer Then
For i1 = 1 To MAXDOWNPOINT: x(i1) = 0: x1(i1) = 0: Next ''x记载所有走法,清空x
''列出所有走法
''基本走法:上左、上右、下左、下右
x(0) = i - 1: y(0) = j - 1
x(1) = i - 1: y(1) = j + 1
x(2) = i + 1: y(2) = j - 1
x(3) = i + 1: y(3) = j + 1
''棋子表示方法:白棋 101(普通)、102 (过底的威力棋)
'' 红棋 201(普通)、202 (过底的威力棋)
''下一句解释:如果是白棋(101、102),不允许后退(删除x(2)、x(3))
If Cer = 1 And ChessBoard(i, j) Mod 100 2 Then x(2) = -2: x(3) = -2
''下一句解释:如果是红棋(201、202),不允许后退(删除x(0)、x(1))
If Cer = 2 And ChessBoard(i, j) Mod 100 2 Then x(0) = -2: x(1) = -2
''吃子式走法1:即如果基本走法的位置有对方的棋子则可以跳吃(走法限制:Cer为1或棋子为加强棋才可走)
If Int(ChessBoard(i - 1, j - 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x(4) = (i - 1) - 1 ''目标坐标
y(4) = (j - 1) - 1
x1(4) = i - 1 ''吃子坐标
y1(4) = j - 1
If x(4) 0 And y(4) 0 And x(4) 9 And y(4) 9 And ChessBoard(x(4), y(4)) = 0 Then _
EAT = True: IsEat(4) = True ''有可吃子,必需走此步,其余走法无效
End If
''吃子式走法2
If Int(ChessBoard(i - 1, j + 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x(5) = (i - 1) - 1
y(5) = (j + 1) + 1
x1(5) = i - 1
y1(5) = j + 1
If x(5) 0 And y(5) 0 And x(5) 9 And y(5) 9 And ChessBoard(x(5), y(5)) = 0 Then _
EAT = True: IsEat(5) = True ''有可吃子,必需走此步,其余走法无效
End If
''吃子式走法3
If Int(ChessBoard(i + 1, j - 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x(6) = (i + 1) + 1
y(6) = (j - 1) - 1
x1(6) = i + 1
y1(6) = j - 1
If x(6) 0 And y(6) 0 And x(6) 9 And y(6) 9 And ChessBoard(x(6), y(6)) = 0 Then _
EAT = True: IsEat(6) = True ''有可吃子,必需走此步,其余走法无效
End If
''吃子式走法4
If Int(ChessBoard(i + 1, j + 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x(7) = (i + 1) + 1
y(7) = (j + 1) + 1
x1(7) = i + 1
y1(7) = j + 1
If x(7) 0 And y(7) 0 And x(7) 9 And y(7) 9 And ChessBoard(x(7), y(7)) = 0 Then _
EAT = True: IsEat(7) = True ''有可吃子,必需走此步,其余走法无效
End If
''如果有吃子走法,删除没有吃子的其它走法
If EAT = True Then
For a = 0 To 7
If IsEat(a) = False Then x(a) = -1
Next a
End If
''存入Sc(走法表)中
For a = 0 To 7
'If x(a) = 5 And y(a) = 2 Then Stop
''如果超过棋盘将不能走
If x(a) 0 And y(a) 0 And x(a) 9 And y(a) 9 Then
''如果目标有棋子则不能走,为0才存入
If ChessBoard(x(a), y(a)) = 0 Then
''将走法存入“走法表”
Sc(k).Initx = i
Sc(k).Inity = j
Sc(k).ObjX = x(a)
Sc(k).ObjY = y(a)
Sc(k).x1 = x1(a) ''被吃子位置
Sc(k).y1 = y1(a)
If IsEat(a) = True Then Sc(k).Allow = True ''如果有吃子,则允许此着走法
k = k + 1
End If
End If
Next a
'If EAT = True Then i = 100: j = 100 ''如果有吃子则不必再搜索
End If
Next j
Next i
MaxValue = -30000 ''当前分数
tTemp = False
''搜索是否有允许走法,如果没有则所有走法皆允许
For i = 0 To k - 1
If Sc(i).Allow = True Then tTemp = True
Next i
''如果有允许走法,则除允许走法外,其余走法皆不允许走
If tTemp = False Then
For i = 0 To k - 1: Sc(i).Allow = True: Next i
End If
''试走每种走法
For i = 0 To k - 1
If Sc(i).Allow = True Then
b1 = ChessBoard(Sc(i).Initx, Sc(i).Inity) ''记录起点棋子和终点棋子
b2 = ChessBoard(Sc(i).ObjX, Sc(i).ObjY)
b = ChessBoard(Sc(i).x1, Sc(i).y1) ''记录被吃子位置的棋子
ChessBoard(Sc(i).Initx, Sc(i).Inity) = 0 ''清除起点的棋子
ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = b1 ''试下棋
ChessBoard(Sc(i).x1, Sc(i).y1) = 0 ''清除被吃子位置的棋子
''如果到边界则威力加强
''下句:如果是黑方(101、102)
If Cer = 1 Then
''下句:如果走到第一行则棋子变成102,威力加强
If Sc(i).ObjX = 1 Then ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = 102
End If
''下句:如果是红方(201、202)
If Cer = 2 Then
''下句:如果走到第八行则棋子变成202,威力加强
If Sc(i).ObjX = 8 Then ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = 202
End If
If b 0 And IsLine(Cer, Sc(i).ObjX, Sc(i).ObjY) = True And EAT = True Then
''如果可连续吃子
v = CurrentValue(Cer) + 300 ''V为当前局面价值加300分
Else
v = Search(NextCer(Cer), Steps - 1, False, -UpMax) ''没有连续可吃子,继续搜索
End If
''恢复棋盘
ChessBoard(Sc(i).x1, Sc(i).y1) = b ''恢复被吃子
ChessBoard(Sc(i).Initx, Sc(i).Inity) = b1 ''记录起点棋子和终点棋子
ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = b2
'' 显示每种走法的得分
If IsTop Then
List1.AddItem "从" Str(Sc(i).Initx) "," Str(Sc(i).Inity) _
"到" Str(Sc(i).ObjX) "," Str(Sc(i).ObjY) "得分:" Str(v)
End If
'如果这种走法分数高,记录
If IsTop And (v MaxValue Or MaxValue = -30000) Then
BestLocate.Initx = Sc(i).Initx
BestLocate.Inity = Sc(i).Inity
BestLocate.ObjX = Sc(i).ObjX
BestLocate.ObjY = Sc(i).ObjY
BestLocate.x1 = Sc(i).x1
BestLocate.y1 = Sc(i).y1
MaxValue = v
End If
If v MaxValue Then MaxValue = v
'下句: 如果 MaxValue = -UpMax //α-β剪枝, 符合剪枝条件的就Cut掉。UpMax为上层的MaxValue
If IsTop = False And MaxValue = -UpMax Then i = 100 ''剪枝程序
End If
Next i
If IsTop = False Then Search = -MaxValue Else Search = MaxValue
End Function
Private Sub cbText_Click(Index As Integer)
Dim i As Integer, j As Integer, C As Integer ''C记载吃子
Dim Temp As String, Temp2 As String, Temp3 As String
Dim x As Byte, y As Byte, x2 As Byte, y2 As Byte
If cbText(Index).BackColor HC0E0FF Then Call MsgBox("落棋无效!", vbOKOnly + 32, "提示:"): Exit Sub
If cSel = 0 And Trim(cbText(Index).Text) "" Then cSel = Index: cbText(cSel).ForeColor = QBColor(12): Exit Sub ''如果玩家一个也没先且当前棋盘位置有棋子,则标示玩家选择此棋子
If cSel 0 And Val(cbText(Index).Text) = Val(cbText(cSel).Text) Then cbText(cSel).ForeColor = H80000008: cSel = 0: Exit Sub ''如果玩家两次选择相同的棋子则取消选择
If cSel 0 Then
''下棋
cbText(Index).Text = cbText(cSel).Text
''判断是否可变成加强棋
k = Val(cbText(Index).Text)
If Int(k / 100) = 1 And Index 8 Then cbText(Index).Text = "102" ''如果1方走到顶端就变成加强棋
If Int(k / 100) = 2 And Index 55 Then cbText(Index).Text = "202" ''如果2方走到顶端就变成加强棋
cbText(cSel).Text = ""
cbText(cSel).ForeColor = H80000008
''判断有没有吃子
''向上左斜
If Index - cSel = -18 Then
cbText(Index + 9).Text = "": ''被吃子
C = Index + 9
End If
''向上右斜
If Index - cSel = -14 Then
cbText(Index + 7).Text = "": ''被吃子
C = Index + 7
End If
''向下左斜
If Index - cSel = 14 Then
cbText(Index - 7).Text = "": ''被吃子
C = Index - 7
End If
''向下右斜
If Index - cSel = 18 Then
cbText(Index - 9).Text = "": ''被吃子
C = Index - 9
End If
''存储走法
k = 0: Temp = "": Temp2 = "": Temp = ""
For i = 1 To 8
For j = 1 To 8
If k = cSel Then Temp = "从" Str(i) + "," + Str(j)
If k = Index Then Temp2 = " 到" + Str(i) + "," + Str(j): x = i: y = j
If k = C Then Temp3 = "吃子 " Str(i) "," Str(j): x2 = i: y2 = j
k = k + 1
Next j
Next i
List2.AddItem "第" Str(CurrentStep) "手 " Str(CurrentPlayer) + "方" + Temp + Temp2 + Temp3
CurrentStep = CurrentStep + 1
Text3.Text = Temp + Temp2
cSel = 0
Call ReDisplay
''下句:如果是人机模式并且玩家还没有可吃子
If 人机模式 = True And (IsLine(CurrentPlayer, x, y) = True And x2 1 And y2 2) = False Then
'If 人机模式 = True Then
''看玩家走了哪方的棋子,就运算另一方的棋子
CurrentPlayer = NextCer(Int(Val(cbText(Index).Text) / 100))
Call Command2_Click ''如果是人机模式则让电脑运长
End If
End If
End Sub
Private Sub Command1_Click()
List2.Clear ''清除棋谱
CurrentStep = 1
Call Initial
Call Display
End Sub
Private Sub Command2_Click()
Dim t As Boolean
Command2.Enabled = False
t:
Text1.Text = Str(Search(CurrentPlayer, Val(Text2.Text), True, 0))
Command2.Enabled = True
With BestLocate
t = DownChess(.Initx, .Inity, .ObjX, .ObjY, .x1, .y1)
Call Display
If t = True And IsLine(CurrentPlayer, .ObjX, .ObjY) Then Call MsgBox("我还想再吃一个"): GoTo t ''如果所下之棋还能吃子(连续吃)则再运算
End With
CurrentPlayer = NextCer(CurrentPlayer)
End Sub
Rem 移棋
Rem Sx,Sy:起点棋子 Ex,Ey:终点棋子 Ax,Ay:被吃子
Rem 如果有吃子则返回True
Private Function DownChess(Sx As Byte, Sy As Byte, ex As Byte, ey As Byte, Ax As Byte, Ay As Byte) As Boolean
ChessBoard(ex, ey) = ChessBoard(Sx, Sy)
ChessBoard(Sx, Sy) = 0
ChessBoard(Ax, Ay) = 0 ''清除被吃子
If Ax 0 And Ay 0 Then DownChess = True Else DownChess = False
Text3.Text = "第" Str(CurrentStep) "手 " Str(CurrentPlayer) + "方从" Str(Sx) + "," + Str(Sy) + "到" + Str(ex) + "," + Str(ey) _
"吃子 " Str(Ax) "," Str(Ay)
CurrentStep = CurrentStep + 1
List2.AddItem Text3.Text
''下句:如果是黑方(101、102)
If Int(ChessBoard(ex, ey) / 100) = 1 Then
''下句:如果走到第一行则棋子变成102,威力加强
If ex = 1 Then ChessBoard(ex, ey) = 102
End If
''下句:如果是红方(201、202)
If Int(ChessBoard(ex, ey) / 100) = 2 Then
''下句:如果走到第八行则棋子变成202,威力加强
If ex = 8 Then ChessBoard(ex, ey) = 202
End If
End Function
Rem 运算一
Private Sub Command3_Click()
CurrentPlayer = 1
Call Command2_Click
End Sub
Rem 运算二
Private Sub Command4_Click()
CurrentPlayer = 2
Call Command2_Click
End Sub
Private Sub Command5_Click()
Call ReDisplay
End Sub
Private Sub Command6_Click()
If 人机模式 = False Then 人机模式 = True Else 人机模式 = False
If 人机模式 = False Then Command6.Caption = " 人机模式": Command6.ToolTipText = "当前模式:人人对战" Else Command6.Caption = " 休息模式": Command6.ToolTipText = "当前模式:人机对战"
End Sub
Private Sub Command7_Click()
End
End Sub
Rem 存谱
Private Sub Command8_Click()
On Error GoTo e
Dim i As Integer
Open InputBox("请输入文件名:") For Output As #1
For i = 0 To List2.ListCount - 1
Print #1, List2.List(i)
Next i
Close #1
Exit Sub
e:
Call MsgBox("存储错误!", vbOKOnly + 32, "提示:")
Err.Clear
Exit Sub
End Sub
Private Sub Form_Load()
人机模式 = False
cSel = 0
CurrentPlayer = 1
Call Command1_Click
End Sub
模块代码:
Type CHESSER
Chess As Byte ''为何棋,在BestLocate则标明为何数组
Initx As Byte ''起初棋的位置
Inity As Byte
ObjX As Byte ''经运算后的落棋点
ObjY As Byte
x1 As Byte
y1 As Byte
Allow As Boolean ''是否允许
End Type
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