QT 实现五子棋
1. 程序简介:
五子棋是一款大家都熟系的小游戏,这里给大家一步一步的详细介绍如何用QT开发这个游戏,并通过这款游戏的开发练习,进一步熟系"qvector","qpoint", "qpainter", QMouseEvent, 产生工具栏等的用法和方法。
2.程序说明
2.1 程序运行界面:
2.2 程序功能说明:
1) 鼠标带棋子跟随;
2) 鼠标按下,棋子落在棋盘上最接近的位置;
3) 判定相临位置相同棋子数量是否达到5个,若是,则提出胜出;
4) 按“悔棋”1 次, 退回到上一个棋子,按”结束“ , 则结束本局游戏。
2.3 算法:
1)避免实际落棋位置不是要下棋的位置: 把鼠标事件的位置和方格宽度/高度求余,并和方格宽度/高度的1/2 做比较,判定更接近哪一个棋盘座标点。
2)统计相临位置相同棋子个数: 以(x,y) 为座标的8个方向为(x+1, y), (x+1,y+1), (x,y+1), (x-1, y+1), (x-1,y),(x-1,y-1),(x, y-1),(x+1, y-1), 遍历每个方向的棋子是否和(x,y) 位置的棋子相同,直至此方向没有棋子为止;
3.程序设计
3. 程序设计
3. 1 创建项目
新建一个以QMainWindow 为基类的Qt Widgets Application,取名 FivePieceChess;
3.2 构建项目
1)单击项目模式,在弹出的窗口中选择构建套件,后按Configure Project 按扭。
2) 构建完成
3.3 单个棋子类创建
3.3.1 添加C++ Class 类, 命名为SignalChess
3.3.2 在signalchess.h 中添加头文件<QPoint>, 并关义类体
class SignalChess { public: SignalChess(){}; SignalChess(QPoint pt,bool bChessColor); //位置和颜色为参数的构造函数 ~SignalChess(void){}; bool operator==(const SignalChess &t1)const // "==" SignalChess 类等于的重构函数 { return ((mChessPossition == t1.mChessPossition) && (mChessColor == t1.mChessColor)); } QPoint mChessPossition; //位置座标 bool mChessColor; //颜色 };
3.3.3 在Signalchess.cpp 中实现类的成员函数
SignalChess::SignalChess(QPoint pt,bool bChessColor) { mChessPossition = pt; //初始化mChessPoint 和mChessColor 变量 mChessColor = bChessColor; }
3.4 Mainwindow 设计
3.4.1 在QT designer 里, 添加工具栏,设置工具栏高度为50, 移除状态栏,菜单栏。
3.4.2 在mainwindow.h 中添加头文件, "signalchess.h",<QPoint>,<QEvent>, <QPainter>,<QVector>并添加如下宏定义
#define CHESS_ROWS 15 //棋盘水平方向格子数 #define CHESS_COLUMES 15 //棋盘垂直方向格子数 #define RECT_WIDTH 50 //每个格子的宽 #define RECT_HEIGHT 50 //每个格式的高
3.4.3 在mainwindow.h 中添加类体定义
class MainWindow : public QMainWindow { Q_OBJECT public: MainWindow(QWidget *parent = nullptr); ~MainWindow(); protected: void paintEvent(QPaintEvent *); //绘图事件 void mousePressEvent(QMouseEvent *); //鼠标事件 private: void DrawChessboard(); //画棋盘 void DrawChesses(); //画已下的棋子 void DrawChessWithMouse(); //将要下的棋子,跟着鼠标移动 void DrawChessAtPoint(QPainter& painter,QPoint& pt);//在pt 位置,以Painter 画棋子 int CountNearChess(SignalChess sigalChess,QPoint ptDirection); //统计某个方向(共8个方向)上的相同颜色的棋子个数,用QPoint表示统计方向,如(1,1)表示右下方,(-1,0)表示向左 void StopGame(); //停止当前棋局 void RepentanceGame(); //悔棋 private: Ui::MainWindow *ui; QVector<SignalChess> mSignalChess;//已下的棋子座标容器 bool mIsBlackTurn; //当前该黑棋下 };
3.4.4 在mainwindow.cpp 中实现类成员函数
#include "mainwindow.h" #include "ui_mainwindow.h" #include <QMessageBox> #include <QRadialGradient> #include <QColor> #include <QMouseEvent> #include <QDebug> #include <QAction> MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent) , ui(new Ui::MainWindow) { ui->setupUi(this); //设置窗口大小,并固定 resize((CHESS_COLUMES + 2)*RECT_WIDTH ,(CHESS_ROWS + 2)*RECT_HEIGHT); setMaximumSize((CHESS_COLUMES + 2)*RECT_WIDTH ,(CHESS_ROWS + 2)*RECT_HEIGHT); setMinimumSize((CHESS_COLUMES + 2)*RECT_WIDTH ,(CHESS_ROWS + 2)*RECT_HEIGHT); //黑子先下 mIsBlackTurn = true; //产生工具栏按扭 QAction *action_L=new QAction(tr("悔棋(&L)"),this); QAction *action_S=new QAction(tr("结束(&S)"),this); connect(action_L,&QAction::triggered,this,&MainWindow::RepentanceGame); connect(action_S,&QAction::triggered,this,&MainWindow::StopGame); ui->toolBar->addAction(action_L); ui->toolBar->addAction(action_S); } MainWindow::~MainWindow() { delete ui; } void MainWindow::paintEvent(QPaintEvent *e) { DrawChessboard(); //画棋盘 DrawChesses(); //画棋子 DrawChessWithMouse(); //画鼠标(当前方的棋子形状) update(); } void MainWindow::DrawChessboard() { QPainter painter(this); painter.setRenderHint(QPainter::HighQualityAntialiasing, true); //渲染类型为高质量抗锯齿 painter.setBrush(Qt::darkCyan);//设置填冲颜色 painter.setPen(QPen(QColor(Qt::black),2));//设置画笔颜色,线粗,默认为实线 for(int i = 0;i<CHESS_COLUMES; i++)//遍历每一个座标点,画出每一个矩形. { for (int j = 0; j<CHESS_ROWS; j++) { painter.drawRect( (i+1)*RECT_WIDTH,(j+1)*RECT_HEIGHT,RECT_WIDTH,RECT_HEIGHT); } } } void MainWindow::DrawChesses() { QPainter painter(this); painter.setPen(QPen(QColor(Qt::transparent))); //透明黑色,same as QColor(0, 0, 0, 0) for (int i = 0; i<mPlayedChess.size(); i++) //遍历每一个已下的棋子 { SignalChess signalchess = mPlayedChess[i]; //每个已下棋子中心点座标和渐变填冲焦点座标 QPoint ptcentor((signalchess.mChessPossition.x()+1)*RECT_WIDTH,(signalchess.mChessPossition.y()+1)*RECT_HEIGHT); QPoint ptfocal((signalchess.mChessPossition.x()+1)*RECT_WIDTH,(signalchess.mChessPossition.y()+1)*RECT_HEIGHT); //定义渐变填冲 QRadialGradient radialGradient(ptcentor,RECT_WIDTH/3,ptfocal); if (signalchess.mChessColor) { //painter.setBrush(Qt::black); //如果是黑子,定义黑色渐变 radialGradient.setColorAt(0,QColor(0,0,0,255)); radialGradient.setColorAt(1,QColor(100,100,100,255)); } else { //painter.setBrush(Qt::white); //如果是白子,定义白色渐变 radialGradient.setColorAt(0,QColor(255,255,255,255)); radialGradient.setColorAt(1,QColor(180,180,180,255)); } painter.setBrush(radialGradient);//定义渐变填冲 DrawChessAtPoint(painter,ptcentor); //以ptcentor 为中心画出棋子 } } void MainWindow::DrawChessAtPoint(QPainter& painter,QPoint& pt) //以pt 为中心画出1/3 棋盘方块宽度为半径的圆 { //painter.drawRect( (pt.x()+0.5)*RECT_WIDTH,(pt.y()+0.5)*RECT_HEIGHT,RECT_WIDTH,RECT_HEIGHT); //QPoint ptCenter((pt.x()+0.5)*RECT_WIDTH,(pt.y()+0.5)*RECT_HEIGHT); painter.drawEllipse(pt,RECT_WIDTH / 3,RECT_HEIGHT / 3); } void MainWindow::DrawChessWithMouse() //将要下的棋子,跟着鼠标移动 { QPainter painter(this); painter.setPen(QPen(QColor(Qt::transparent))); if (mIsBlackTurn) { painter.setBrush(Qt::black); } else { painter.setBrush(Qt::white); } //mapFromGlobal, 转换座标为相对座标 QPoint cPoint(mapFromGlobal(QCursor::pos())); //只有在棋盘区域,才绘制圆跟随鼠标 //qDebug()<<"cPoint.x()="<<cPoint.x()/RECT_WIDTH<<"cPoint.y()"<<cPoint.y()/RECT_WIDTH; if (! (cPoint.x()/RECT_WIDTH<1 || cPoint.x()/RECT_WIDTH>CHESS_COLUMES || cPoint.y()/RECT_HEIGHT<1 || cPoint.y()/RECT_HEIGHT>CHESS_ROWS)) painter.drawEllipse(cPoint,RECT_WIDTH / 3,RECT_HEIGHT / 3); } void MainWindow::mousePressEvent(QMouseEvent * e) //鼠标按下事件 { //求鼠标点击处的棋子点pt QPoint pt; int x=e->pos().x() ; int y=e->pos().y(); //如果鼠标不是在棋盘区域按下,则放弃此鼠标按压事件 if ((x/RECT_WIDTH<1 || x/RECT_WIDTH>CHESS_COLUMES || y/RECT_HEIGHT<1 || y/RECT_HEIGHT>CHESS_ROWS)) return; //判定鼠标的位置更接近哪一个座标点, 将该座标点作为要下棋子的点 if (x%RECT_WIDTH<=RECT_WIDTH/2) pt.setX( x / RECT_WIDTH-1); else pt.setX( x / RECT_WIDTH); if (y%RECT_HEIGHT<=RECT_HEIGHT/2) pt.setY( y / RECT_HEIGHT-1); else pt.setY( y / RECT_HEIGHT); //qDebug()<<"x="<<x<<","<<"x%Rect_Width="<<x%RECT_WIDTH<<",pt.x="<<pt.x(); //qDebug()<<"y="<<y<<","<<"y%Rect_height="<<x%RECT_HEIGHT<<",pt.y="<<pt.y(); //如果已存在棋子,就什么也不做 for (int i = 0; i<mPlayedChess.size(); i++) //遍历已下棋子的座标 { SignalChess signalchess = mPlayedChess[i]; if (signalchess.mChessPossition == pt) //判定是否已存在棋子,若是,则放弃本次鼠标事件 { return; } } //不存在棋子,则构造一个棋子,并添加到已下棋子容器中 SignalChess signalchess(pt,mIsBlackTurn); mPlayedChess.append(signalchess); //统计4个方向是否五子连 int nLeft = CountNearChess(signalchess,QPoint(-1,0)); int nLeftUp = CountNearChess(signalchess,QPoint(-1,-1)); int nUp = CountNearChess(signalchess,QPoint(0,-1)); int nRightUp = CountNearChess(signalchess,QPoint(1,-1)); int nRight = CountNearChess(signalchess,QPoint(1,0)); int nRightDown = CountNearChess(signalchess,QPoint(1,1)); int nDown = CountNearChess(signalchess,QPoint(0,1)); int nLeftDown = CountNearChess(signalchess,QPoint(-1,1)); if ( (nLeft + nRight) >= 4 || (nLeftUp + nRightDown) >= 4 || (nUp + nDown) >= 4 || (nRightUp + nLeftDown) >= 4 ) { QString str = mIsBlackTurn?"Black Win":"White Win"; QMessageBox::information(NULL, "GAME OVER",str, QMessageBox::Yes , QMessageBox::Yes); mPlayedChess.clear(); //NewGame(); return; } //换另一方下棋了 mIsBlackTurn = !mIsBlackTurn; } int MainWindow::CountNearChess(SignalChess signalchess,QPoint ptDirection) { int nCount = 0; //记录相连棋子个数 SignalChess item=signalchess; item.mChessPossition += ptDirection;//产生待判定的座标 while (mPlayedChess.contains(item)) //循环确认待判定的座标,item 和signalchess 只是座标位置不同,颜色相同 { nCount++; item.mChessPossition += ptDirection; //产生下一个待判定的座标. } return nCount; //返回相连棋子个数 } void MainWindow::StopGame() //停止棋局 { mPlayedChess.clear(); //清除已下棋子的容器 } void MainWindow::RepentanceGame() //悔棋 { if (!mPlayedChess.empty()) { mPlayedChess.pop_back(); //移除最后一个棋子 mIsBlackTurn = !mIsBlackTurn; //变回上一个该下的棋子 } else return; }
3.4.5 窗体标体和图标设置
1)在程序文件夹下,创建一个Image 文件夹,拷备app.ico到此文件夹下;
2)新建QT Resource , 添加app.ico
3)在QT designer 设置窗体属性, windowTitle 为“五子棋”, windowicon 为资源文件里的app.ico
结束~~