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cocos2d-x3.14中国象棋AI(三)摆棋2

cocos2d-x3.14中国象棋AI(三)摆棋2

作者: lable | 来源:发表于2017-06-11 22:19 被阅读16次

    摆棋看起来可能会有点烦,但是棋子乱摆的话后面会很难管理,所以还是要沉下心把棋子按一定规则摆好。

    为了摆棋更方便,我们需要再给Stone类添加多两个棋子类型成员变量

    • TYPE _type
    • Texture2D *texture

    在上一篇我们已经能够在棋盘对应的位置添加棋子,那么这一篇我们则需要在对应的位置添加对应的棋子。
    在这里我们继续在initStone写摆棋的规则。
    initStone函数:

    void Stone::initStone(int id)
    {
        struct
        {
            TYPE type;
            int row;
            int col;
        }proper[9] = {
            {CHE,0,0},
            {MA,0,1},
            {XIANG,0,2},
            {SHI,0,3},
            {BING,3,2},
            {BING,3,0},
            {PAO,2,1},
    
            {JIANG,0,4},
            {BING,3,4}
        };
        _red = id < 16;
        if (id <= 8)
        {
            this->_id = id;
            this->_type = proper[id].type;
            this->_col = proper[id].col;
            this->_row = proper[id].row;
        }
        else if (id > 8 && id < 16)
        {
            this->_id = id;
            this->_type = proper[id - 9].type;
            this->_col = 8 - proper[id - 9].col;
            this->_row = proper[id - 9].row;
        }
        else if (id >= 16 && id <= 24)
        {
            this->_id = id;
            this->_type = proper[id - 16].type;
            this->_col = 8 - proper[id - 16].col;
            this->_row = 9 - proper[id - 16].row;
        }
        else if (id > 24)
        {
            this->_id = id;
            this->_type = proper[id - 25].type;
            this->_col = proper[id - 25].col;
            this->_row = 9 - proper[id - 25].row;
        }
        //按棋子类型选择棋子纹理
        switch (this->_type)
        {
            case CHE:
                if (_red)
                    this->setStoneTexture("Stone/rche.png");
                else
                    this->setStoneTexture("Stone/bche.png");
                break;
            case MA:
                if (_red)
                    this->setStoneTexture("Stone/rma.png");
                else
                    this->setStoneTexture("Stone/bma.png");
                break;
            case XIANG:
                if (_red)
                    this->setStoneTexture("Stone/rxiang.png");
                else
                    this->setStoneTexture("Stone/bxiang.png");
                break;
            case SHI:
                if (_red)
                    this->setStoneTexture("Stone/rshi.png");
                else
                    this->setStoneTexture("Stone/bshi.png");
                break;
            case PAO:
                if (_red)
                    this->setStoneTexture("Stone/rpao.png");
                else
                    this->setStoneTexture("Stone/bpao.png");
                break;
            case BING:
                if (_red)
                    this->setStoneTexture("Stone/rbing.png");
                else
                    this->setStoneTexture("Stone/bzu.png");
                break;
            case JIANG:
                if (_red)
                    this->setStoneTexture("Stone/rshuai.png");
                else
                    this->setStoneTexture("Stone/bjiang.png");
                break;
            default:
                break;
        }
    }
    

    而设置纹理函数setStoneTexture是直接从原来init函数中抽离处理,以文件路径字符串作为传参,封装成函数。
    setStoneTexture函数:

    void Stone::setStoneTexture(const char* filename)
    {
        texture = Director::getInstance()->getTextureCache()->addImage(filename);
        this->setTexture(texture);
        this->setTextureRect(Rect(0, 0, texture->getContentSize().width, texture->getContentSize().height));
    }
    

    至此,Stone类算是写好了,我们只需要在LayerGameMain类的addStones通过id创建32个棋子并挂在渲染树上即可。
    LayerGameMain的addStones函数:

    void LayerGameMain::addStones()
    {
        int i = 0;
        Stone *stone;
        for (i = 0; i < 32; i++)
        {
            stone = Stone::create(i);
            this->addChild(stone);
        }
    }
    

    最后贴出Stone类的代码:
    Stone.h

    #ifndef __STONE_H__
    #define __STONE_H__
    
    #include "cocos2d.h"
    USING_NS_CC;
    
    /*
    布局棋子时因为棋盘左侧及下侧都空出一段,
    所以在布局时,每个棋子都需要加上左侧空白段_offx及下侧空白段_offy。
    */
    
    class Stone : public Sprite
    {
    public:
        static int _d;//棋子直径
        static int _offx;//棋子左侧空白段
        static int _offy;//棋子下侧空白段
    
        int _id;//棋子id
        int _col;//棋子的列号
        int _row;//棋子的行号
        bool _red;//标记当前棋子颜色
        Texture2D *texture;
    
        //枚举出所有棋子类型
        enum TYPE{
            CHE,MA,XIANG,SHI,JIANG,PAO,BING
        };
        TYPE _type;
    
        static Stone* create(int id);
        virtual bool init(int id);
        void initStone(int id);//该函数用于初始化棋子成员变量
        void setStoneTexture(const char *filename);
        
        Point getPositionFromPlate();//该函数用于获取棋子相对于棋盘的位置
    };
    
    #endif
    

    Stone.cpp

    #include "Stone.h"
    
    int Stone::_d = 32;
    int Stone::_offx = 32;
    int Stone::_offy = 16;
    
    bool Stone::init(int id)
    {
        if (!Sprite::init())
        {
            return false;
        }
        //设置纹理图片,此处与2.x版本有点区别,但是区别不大
    
        initStone(id);
        setPosition(getPositionFromPlate());
    
        return true;
    }
    
    Stone* Stone::create(int id)
    {
        Stone *ret = new Stone();
        if (ret && ret->init(id))
        {
            ret->autorelease();
        }
        else
        {
            delete ret;
            ret = nullptr;
        }
        return ret;
    }
    
    void Stone::initStone(int id)
    {
        struct
        {
            TYPE type;
            int row;
            int col;
        }proper[9] = {
            {CHE,0,0},
            {MA,0,1},
            {XIANG,0,2},
            {SHI,0,3},
            {BING,3,2},
            {BING,3,0},
            {PAO,2,1},
    
            {JIANG,0,4},
            {BING,3,4}
        };
        _red = id < 16;
        if (id <= 8)
        {
            this->_id = id;
            this->_type = proper[id].type;
            this->_col = proper[id].col;
            this->_row = proper[id].row;
        }
        else if (id > 8 && id < 16)
        {
            this->_id = id;
            this->_type = proper[id - 9].type;
            this->_col = 8 - proper[id - 9].col;
            this->_row = proper[id - 9].row;
        }
        else if (id >= 16 && id <= 24)
        {
            this->_id = id;
            this->_type = proper[id - 16].type;
            this->_col = 8 - proper[id - 16].col;
            this->_row = 9 - proper[id - 16].row;
        }
        else if (id > 24)
        {
            this->_id = id;
            this->_type = proper[id - 25].type;
            this->_col = proper[id - 25].col;
            this->_row = 9 - proper[id - 25].row;
        }
        //按棋子类型选择棋子纹理
        switch (this->_type)
        {
            case CHE:
                if (_red)
                    this->setStoneTexture("Stone/rche.png");
                else
                    this->setStoneTexture("Stone/bche.png");
                break;
            case MA:
                if (_red)
                    this->setStoneTexture("Stone/rma.png");
                else
                    this->setStoneTexture("Stone/bma.png");
                break;
            case XIANG:
                if (_red)
                    this->setStoneTexture("Stone/rxiang.png");
                else
                    this->setStoneTexture("Stone/bxiang.png");
                break;
            case SHI:
                if (_red)
                    this->setStoneTexture("Stone/rshi.png");
                else
                    this->setStoneTexture("Stone/bshi.png");
                break;
            case PAO:
                if (_red)
                    this->setStoneTexture("Stone/rpao.png");
                else
                    this->setStoneTexture("Stone/bpao.png");
                break;
            case BING:
                if (_red)
                    this->setStoneTexture("Stone/rbing.png");
                else
                    this->setStoneTexture("Stone/bzu.png");
                break;
            case JIANG:
                if (_red)
                    this->setStoneTexture("Stone/rshuai.png");
                else
                    this->setStoneTexture("Stone/bjiang.png");
                break;
            default:
                break;
        }
    }
    
    Point Stone::getPositionFromPlate()
    {
        Point ret = Point(Stone::_offx + this->_col*_d, Stone::_offy + this->_row*_d);
    
        return ret;
    }
    
    void Stone::setStoneTexture(const char* filename)
    {
        texture = Director::getInstance()->getTextureCache()->addImage(filename);
        this->setTexture(texture);
        this->setTextureRect(Rect(0, 0, texture->getContentSize().width, texture->getContentSize().height));
    }
    

    运行效果:


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