示例#1
0
        //Nếu chơi với máy hì máy sẽ chon quân Hậu và không hieern thị form chọn
        //Nếu đóng Form thì mặc định sẽ chọn quân hậu

        public static bool Promotion(ChessBase UcPawn, ChessPieceType PromoteTo)
        {
            if ((UcPawn.Position.y == 7) || (UcPawn.Position.y == 0))
            {
//                Bitmap queen = clsImageProcess.GetChessPieceBitMap(UcPawn.Side, ChessPieceType.Queen, UcPawn.Style);
//                Bitmap root = clsImageProcess.GetChessPieceBitMap(UcPawn.Side, ChessPieceType.Rook, UcPawn.Style);
//                Bitmap knight = clsImageProcess.GetChessPieceBitMap(UcPawn.Side, ChessPieceType.Knight, UcPawn.Style);
//                Bitmap bishop = clsImageProcess.GetChessPieceBitMap(UcPawn.Side, ChessPieceType.Bishop, UcPawn.Style);

//                if (PromoteTo == ChessPieceType.Null)
//                {
//                    Form f = new frmPromotion(queen, root, knight, bishop);
//                    f.ShowDialog();
//                    UcPawn.Type = frmPromotion.Type;
//                }
//                else
//                {
//                    UcPawn.Type = PromoteTo;
//                }
//                Bitmap image = clsImageProcess.GetChessPieceBitMap(UcPawn.Side, UcPawn.Type, UcPawn.Style);
//                UcPawn.Image = image;
                return(true);
            }
            return(false);
        }
示例#2
0
        /// <summary>
        /// 获取棋子可移动方向
        /// </summary>
        /// <param name="chess">棋子对象</param>
        /// <param name="moveX">移动横向距离</param>
        /// <param name="moveY">移动纵向距离</param>
        /// <returns>棋子可移动方向</returns>
        private Direction GetChessMoveDirection(ChessBase chess, double moveX, double moveY)
        {
            double    absX         = Math.Abs(moveX);
            double    absY         = Math.Abs(moveY);
            Direction moveDiretion = Direction.Hold;

            if (absX > 0 || absY > 0)
            {
                if (absX >= absY)
                {
                    if (moveX > 0 && chess.CanMoveRight(this.BlankPosition, Common.GridRows, Common.GridColumns))
                    {
                        moveDiretion = Direction.Right;
                    }

                    if (moveX < 0 && chess.CanMoveLeft(this.BlankPosition, Common.GridRows, Common.GridColumns))
                    {
                        moveDiretion = Direction.Left;
                    }
                }
                else
                {
                    if (moveY > 0 && chess.CanMoveDown(this.BlankPosition, Common.GridRows, Common.GridColumns))
                    {
                        moveDiretion = Direction.Down;
                    }

                    if (moveY < 0 && chess.CanMoveUp(this.BlankPosition, Common.GridRows, Common.GridColumns))
                    {
                        moveDiretion = Direction.Up;
                    }
                }
            }
            return(moveDiretion);
        }
示例#3
0
        /// <summary>
        /// 移动棋子到新的位置
        /// </summary>
        /// <param name="chess">待移动的棋子</param>
        /// <param name="moveDirection">移动方向</param>
        /// <param name="newBlankPosition">新的空白格子</param>
        private void MoveChessToNext(ChessBase chess, Direction moveDirection, BlankPosition newBlankPosition)
        {
            int oldPosition = chess.Position;
            int newPosition = chess.NextPosition;

            this.BlankPosition = chess.ChessMove(newBlankPosition, moveDirection, Common.GridColumns);
            chess.Position     = chess.NextPosition;
            this.MoveAnimation(chess.Element, newPosition, oldPosition, moveDirection);
        }
示例#4
0
    private int GetChess(ChessBase chess)
    {
        int index = (int)chess.Type - 1;

        if (chess.IsWhite == ChessSide.White)
        {
            index += 6;
        }
        return(index);
    }
示例#5
0
 public void ClearView()
 {
     image.color = new Color(0, 0, 0, 0);
     CurrentType = null;
     CellStatus  = CellType.None;
     firstTime   = true;
     if (PreChess != null)
     {
         SetView(PreChess);
     }
 }
示例#6
0
 public void TempView(ChessBase chess)
 {
     if (firstTime)
     {
         firstTime = false;
         PreChess  = CurrentType;
     }
     CurrentType  = chess;
     image.color  = new Color(1, 1, 1, 0.5f);
     image.sprite = MainController.ListChess [GetChess(chess)];
     CellStatus   = CellType.Temp;
     image.SetNativeSize();
 }
示例#7
0
    public void SetView(ChessBase chess)
    {
        image.color    = new Color(1, 1, 1, 1);
        CurrentType    = chess;
        chess.Position = new Vector2(PosX, PosY);
        image.sprite   = MainController.ListChess [GetChess(chess)];
        image.SetNativeSize();
        int temp = (int)chess.Type - 1;

        if (temp < MainController.AddPosY.Count)
        {
            rect.localPosition = new Vector2(0, MainController.AddPosY[temp]);
        }
    }
示例#8
0
        /// <summary>
        /// 尝试将棋子移动到下一个指定的位置
        /// </summary>
        /// <param name="chess">待移动的棋子</param>
        /// <param name="moveDirection">移动方向</param>
        /// <param name="newBlankPosition">新的空白格子</param>
        private void TryMoveToNext(ChessBase chess, Direction moveDirection, BlankPosition newBlankPosition)
        {
            List <ChessBase> chessList = this.CurrentNode.CurrentCode.GetChessList();

            chessList[this.ChessIndex].Position = chess.NextPosition;
            long nodeCode = chessList.GetLayoutCode();

            if (nodeCode != this.CurrentNode.ParentCode && !this.StepCodeDict.Keys.Contains(nodeCode))
            {
                PathNode node = new PathNode
                {
                    CurrentCode = nodeCode,
                    ParentCode  = this.CurrentNode.CurrentCode,
                    //BlankPosition = chess.ChessMove(this.CurrentNode.BlankPosition, moveDirection, Common.GridColumns),
                    BlankPosition = chess.ChessMove(newBlankPosition, moveDirection, Common.GridColumns),
                    IsLast        = chessList.LayoutFinished()
                };
                this.NextNodeList.Add(node);
            }
        }
示例#9
0
        /// <summary>
        /// 画布局
        /// </summary>
        /// <param name="layoutCode"></param>
        /// <param name="container"></param>
        public static void Draw(this long layoutCode, Panel container)
        {
            ChessType chessType;
            long      tempCode = 0;

            for (int r = 0; r < Common.GridRows; r++)
            {
                for (int c = 0; c < Common.GridColumns; c++)
                {
                    int idx = r * Common.GridColumns + c;
                    tempCode  = Common.ChessBit << (idx * 3);
                    chessType = (ChessType)((int)((tempCode & layoutCode) >> (idx * 3)));
                    ChessBase currentChess = chessType.CreateChess();
                    if (chessType != ChessType.Blank)
                    {
                        currentChess.CreateElement(GridSize, 0, (double)c * GridSize, (double)r * GridSize);
                        container.Children.Add(currentChess.Element);
                    }
                }
            }
        }
示例#10
0
        /// <summary>
        /// 初始化布局
        /// </summary>
        /// <param name="container"></param>
        public void Draw(Panel container)
        {
            IDictionary <ChessType, int> chessCountDict = new Dictionary <ChessType, int>(4)
            {
                { ChessType.Square, 0 }, { ChessType.HRect, 0 }, { ChessType.VRect, 0 }, { ChessType.Block, 0 }
            };
            ChessType chessType;
            long      tempCode = 0;

            for (int r = 0; r < Common.GridRows; r++)
            {
                for (int c = 0; c < Common.GridColumns; c++)
                {
                    int idx = r * Common.GridColumns + c;
                    tempCode  = Common.ChessBit << (idx * 3);
                    chessType = (ChessType)((int)((tempCode & this.LayoutCode) >> (idx * 3)));
                    if (chessType != ChessType.Blank)
                    {
                        ChessBase currentChess = chessType.CreateChess();
                        currentChess.Position     = idx;
                        currentChess.NextPosition = idx;
                        currentChess.CreateElement(GridSize, chessCountDict[chessType], (double)(c * GridSize), (double)(r * GridSize));
                        currentChess.Element.DragCompleted += new DragCompletedEventHandler((sender, e) =>
                        {
                            Direction moveDirection = this.GetChessMoveDirection(currentChess, e.HorizontalChange, e.VerticalChange);
                            if (moveDirection != Direction.Hold)
                            {
                                currentChess.SetNewPosition(moveDirection, Common.GridColumns, this.BlankPosition, this.MoveChessToNext);
                            }
                        });
                        container.Children.Add(currentChess.Element);
                        this.ChessList.Add(currentChess);
                        chessCountDict[chessType]++;
                    }
                }
            }
        }
示例#11
0
文件: Common.cs 项目: chenwfy/WPF.HRD
        /// <summary>
        /// 将布局UINT64数值转换为棋子布局集合
        /// </summary>
        /// <param name="layoutCode">布局UINT64数值</param>
        /// <returns>棋子布局集合</returns>
        public static List <ChessBase> GetChessList(this long layoutCode)
        {
            List <ChessBase> chessList = new List <ChessBase>(0);
            ChessType        chessType;
            long             tempCode = 0;

            for (int r = 0; r < GridRows; r++)
            {
                for (int c = 0; c < GridColumns; c++)
                {
                    int idx = r * GridColumns + c;
                    tempCode  = ChessBit << (idx * 3);
                    chessType = (ChessType)((int)((tempCode & layoutCode) >> (idx * 3)));
                    if (chessType != ChessType.Blank)
                    {
                        ChessBase currentChess = chessType.CreateChess();
                        currentChess.Position     = idx;
                        currentChess.NextPosition = idx;
                        chessList.Add(currentChess);
                    }
                }
            }
            return(chessList);
        }
示例#12
0
        /// <summary>
        /// 设置网格背景颜色并且判断类型
        /// </summary>
        /// <param name="idx"></param>
        private void SetRectangleColor(int idx)
        {
            string    rectName = "Rect_" + idx;
            Rectangle tmpRect  = this.GridRect_Dict[rectName];
            ChessBase chess    = null;

            if (this.radioButton1.IsChecked.Value)
            {
                // 2*2 棋子 (田)
                int p1 = idx, p2 = p1 + 1, p3 = p1 + 4, p4 = p2 + 4;
                if (p1 % 4 > 2 || p1 > 15)
                {
                    MessageBox.Show("该网格不能放置2*2棋子!");
                    return;
                }

                if (this.HasSetRectIdxList.Contains(p1) && this.HasSetRectIdxList.Contains(p2) && this.HasSetRectIdxList.Contains(p3) && this.HasSetRectIdxList.Contains(p4))
                {
                    tmpRect.Stroke = new SolidColorBrush(Colors.Gray);
                    tmpRect.Fill   = new SolidColorBrush(Colors.Red);

                    tmpRect        = this.GridRect_Dict["Rect_" + p2];
                    tmpRect.Stroke = new SolidColorBrush(Colors.Gray);
                    tmpRect.Fill   = new SolidColorBrush(Colors.Red);

                    tmpRect        = this.GridRect_Dict["Rect_" + p3];
                    tmpRect.Stroke = new SolidColorBrush(Colors.Gray);
                    tmpRect.Fill   = new SolidColorBrush(Colors.Red);

                    tmpRect        = this.GridRect_Dict["Rect_" + p4];
                    tmpRect.Stroke = new SolidColorBrush(Colors.Gray);
                    tmpRect.Fill   = new SolidColorBrush(Colors.Red);

                    this.HasSetRectIdxList.Remove(idx);
                    this.HasSetRectIdxList.Remove(p2);
                    this.HasSetRectIdxList.Remove(p3);
                    this.HasSetRectIdxList.Remove(p4);

                    chess          = ChessType.Block.CreateChess();
                    chess.Position = idx;
                    this.InitChessList.Add(chess);

                    return;
                }
                else
                {
                    MessageBox.Show("该网格不能放置2*2棋子!");
                    return;
                }
            }
            if (this.radioButton2.IsChecked.Value)
            {
                // 2*1 棋子 (日)
                int p1 = idx, p2 = p1 + 4;
                if (p1 > 15)
                {
                    MessageBox.Show("该网格不能放置2*1棋子!");
                    return;
                }

                if (this.HasSetRectIdxList.Contains(p1) && this.HasSetRectIdxList.Contains(p2))
                {
                    tmpRect.Stroke = new SolidColorBrush(Colors.Gray);
                    tmpRect.Fill   = new SolidColorBrush(Colors.Blue);

                    tmpRect        = this.GridRect_Dict["Rect_" + p2];
                    tmpRect.Stroke = new SolidColorBrush(Colors.Gray);
                    tmpRect.Fill   = new SolidColorBrush(Colors.Blue);

                    this.HasSetRectIdxList.Remove(idx);
                    this.HasSetRectIdxList.Remove(p2);

                    chess          = ChessType.VRect.CreateChess();
                    chess.Position = idx;
                    this.InitChessList.Add(chess);

                    return;
                }
                else
                {
                    MessageBox.Show("该网格不能放置2*1棋子!");
                    return;
                }
            }
            if (this.radioButton3.IsChecked.Value)
            {
                // 1*2 棋子 (口口)
                int p1 = idx, p2 = p1 + 1;
                if (p1 % 4 > 2)
                {
                    MessageBox.Show("该网格不能放置1*2棋子!");
                    return;
                }

                if (this.HasSetRectIdxList.Contains(p1) && this.HasSetRectIdxList.Contains(p2))
                {
                    tmpRect.Stroke = new SolidColorBrush(Colors.Gray);
                    tmpRect.Fill   = new SolidColorBrush(Colors.Orange);

                    tmpRect        = this.GridRect_Dict["Rect_" + p2];
                    tmpRect.Stroke = new SolidColorBrush(Colors.Gray);
                    tmpRect.Fill   = new SolidColorBrush(Colors.Orange);

                    this.HasSetRectIdxList.Remove(idx);
                    this.HasSetRectIdxList.Remove(p2);

                    chess          = ChessType.HRect.CreateChess();
                    chess.Position = idx;
                    this.InitChessList.Add(chess);

                    return;
                }
                else
                {
                    MessageBox.Show("该网格不能放置1*2棋子!");
                    return;
                }
            }
            if (this.radioButton4.IsChecked.Value)
            {
                // 1*1 棋子 (口)
                if (this.HasSetRectIdxList.Contains(idx))
                {
                    tmpRect.Stroke = new SolidColorBrush(Colors.Gray);
                    tmpRect.Fill   = new SolidColorBrush(Colors.Yellow);
                    this.HasSetRectIdxList.Remove(idx);

                    chess          = ChessType.Square.CreateChess();
                    chess.Position = idx;
                    this.InitChessList.Add(chess);

                    return;
                }
                else
                {
                    MessageBox.Show("该网格已放置其他棋子!");
                    return;
                }
            }
        }
示例#13
0
 public void ClearPreCell()
 {
     PreChess = null;
 }
    private void NewGame()
    {
        for (int i = 0; i < 10; i++)
        {
            for (int j = 0; j < 10; j++)
            {
                _BoardState [i, j] = 0;
            }
        }
//		Pawn = 0,//Tốt
//		Bishop = 1,//Tượng
//		Knight = 2,//Mã
//		Rook = 3,//Xe
//		Queen = 4,//Hậu
//		King = 5,//Vua

        string mapData = "1-0-0-3;1-7-0-3;1-1-0-2;1-6-0-2;1-2-0-1;1-5-0-1;1-3-0-5;1-4-0-4;" +
                         "1-0-1-0;1-1-1-0;1-2-1-0;1-3-1-0;1-4-1-0;1-5-1-0;1-6-1-0;1-7-1-0;" +
                         "0-0-6-0;0-1-6-0;0-2-6-0;0-3-6-0;0-4-6-0;0-5-6-0;0-6-6-0;0-7-6-0;" +
                         "0-0-7-3;0-7-7-3;0-1-7-2;0-6-7-2;0-2-7-1;0-5-7-1;0-3-7-5;0-4-7-4;";

        var temp = mapData.Split(';');

        foreach (var item in temp)
        {
            if (item.Length > 0)
            {
                ChessBase newChess = new ChessBase();
                var       parts    = item.Split('-');
                newChess.IsWhite  = parts [0] == "0" ? ChessSide.White : ChessSide.Black;
                newChess.Position = new Vector2(int.Parse(parts[1]), int.Parse(parts[2]));
                newChess.Type     = (ChessPieceType)(int.Parse(parts [3]) + 1);
                int index = newChess.IsWhite == ChessSide.White ? 1 : 2;
                _BoardState[(int)newChess.Position.x + 1, (int)newChess.Position.y + 1] = (int)newChess.Type * 10 + index;
                AllChess.Add(newChess);
            }
        }

        currentMap = new MapData();
        currentMap.IsWhiteFirst = true;
        currentMap.CurrentTime  = 0;
        currentMap.ListAllChess.AddRange(AllChess);

        foreach (var cell in AllCell)
        {
            cell.ClearView();
        }

        foreach (var item in currentMap.ListAllChess)
        {
            foreach (var cell in AllCell)
            {
                if ((int)item.Position.x == cell.PosX && (int)item.Position.y == cell.PosY)
                {
                    cell.SetView(item);
                }
            }
        }

        arrFEN = new ArrayList();
        arrFEN.Add(clsFEN.GetPiecePlacementString(this._BoardState));
    }
    public void SelectingThisCell(CellBase cell)
    {
        if (CurrentStatus != GameStatus.NowPlaying || isThinking)
        {
            return;
        }

        if (CurrentGameMode == GameMode.TwoPlayer || isWhite == ChessSide.White)
        {
            if (cell.CurrentType != null && cell.CellStatus == CellBase.CellType.None && cell.CurrentType.IsWhite == isWhite)
            {
                if (preCell != null)
                {
                    foreach (var item in TempCell)
                    {
                        item.ClearView();
                    }
                }
                TempCell.Clear();
                Selecting.color = new Color(1, 1, 1, 1);
                Selecting.transform.position = cell.gameObject.transform.position;
                isSelecting = true;
                var temp = FindAllPossibleMove(cell);
                ShowTempMove(cell, temp);
                preCell = cell;
            }
            else if (cell.CurrentType != null && cell.CellStatus == CellBase.CellType.Temp && cell.CurrentType.IsWhite == isWhite)
            {
                ChessBase chess = cell.CurrentType;
                foreach (var item in TempCell)
                {
                    item.ClearView();
                }
                TempCell.Clear();

                if (preCell != null && preCell.CurrentType != null)
                {
                    LastMove = new clsMove(new Vector2(preCell.PosX + 1, preCell.PosY + 1),
                                           new Vector2(cell.PosX + 1, cell.PosY + 1));
                    int index2 = preCell.CurrentType.IsWhite == ChessSide.White ? 1 : 2;
                    _BoardState [(int)preCell.CurrentType.Position.x + 1, (int)preCell.CurrentType.Position.y + 1] = 0;
                    preCell.ClearPreCell();
                    preCell.ClearView();
                    preCell = null;
                }

                cell.SetView(chess);
                Selecting.color = new Color(1, 1, 1, 0);

                arrMove = clsChessEngine.FindAllLegalMove(_BoardState, MyMove.CurPos, cell.CurrentType.Type);

                if (_BoardState [(int)cell.CurrentType.Position.x + 1, (int)cell.CurrentType.Position.y + 1] / 10 == 6)
                {
                    EndGame();
                }
                else
                {
                    int index = cell.CurrentType.IsWhite == ChessSide.White ? 1 : 2;
                    _BoardState [(int)cell.CurrentType.Position.x + 1, (int)cell.CurrentType.Position.y + 1] = (int)cell.CurrentType.Type * 10 + index;
                    isWhite = isWhite == ChessSide.Black ? ChessSide.White : ChessSide.Black;
                }
                arrFEN.Add(clsFEN.GetPiecePlacementString(this._BoardState));
            }
        }
        else
        {
            ComputerMove();
        }
    }