cocos2d-x3.14中國(guó)象棋AI(五)移動(dòng)棋子1

我們?cè)谶x中棋子之后理所當(dāng)然就是要移動(dòng)棋子,要移動(dòng)棋子我們不知需要知道選中的棋子點(diǎn)信息,還需要知道選中棋子后玩家下一次點(diǎn)擊屏幕的觸摸點(diǎn)信息。知道兩點(diǎn)的信息之后我們就可以開(kāi)始寫(xiě)棋子的移動(dòng)規(guī)則了,這里將函數(shù)拆分得細(xì)一點(diǎn),避免一個(gè)函數(shù)一大串代碼,這樣不容易管理還容易出錯(cuò)。

首先我們的移動(dòng)操作應(yīng)該是在觸摸事件函數(shù)中實(shí)現(xiàn),而且是在選中棋子后才可以移動(dòng),這樣我們就需要在觸摸事件的回調(diào)函數(shù)加一個(gè)判斷,區(qū)分開(kāi)選中和移動(dòng)兩個(gè)功能。

void LayerGameMain::touchEndedCallBack(Touch *pTouch, Event *pEvent)
{
    if (_selectedId == -1)//沒(méi)選中棋子才能選棋
    {
        selectStone(pTouch);
    }
    else//選中棋子后執(zhí)行移動(dòng)棋子
    {
        moveStone(pTouch);
    }
}

接著我們就需要開(kāi)始寫(xiě)移動(dòng)棋子函數(shù),移動(dòng)棋子需要對(duì)不同棋子制定不同規(guī)則,我們給每種棋子寫(xiě)一個(gè)規(guī)則判斷函數(shù),然后通過(guò)switch來(lái)篩選需要使用哪種規(guī)則,最后再調(diào)用一個(gè)移動(dòng)函數(shù)實(shí)現(xiàn)棋子移動(dòng)效果。這里先寫(xiě)出車、炮的移動(dòng)規(guī)則(他們之間存在相似點(diǎn))。
獲取棋子與目標(biāo)點(diǎn)間的棋子數(shù):

int LayerGameMain::getStoneCount(int row1, int col1, int row2, int col2)
{
    int ret = 0;//記錄棋子的個(gè)數(shù)
    if (row1 != row2 && col1 != col2) return -1;//行列都不同,沒(méi)有直線
    if (row1 == row2 && col1 == col2) return -1;//行列都相同,兩點(diǎn)相同,不需要移動(dòng)

    if (row1 == row2)//列相同
    {
        int mincol = col1 < col2 ? col1 : col2;//獲取兩點(diǎn)間較小的行
        int maxcol = col1 > col2 ? col1 : col2;//獲取兩點(diǎn)間較大的行
        for (int col = mincol+1; col < maxcol; col++)//遍歷兩點(diǎn)間所有點(diǎn)
        {
            if (getStoneIdFromRowCol(row1, col) > 0)//如果存在棋子,ret棋子計(jì)數(shù)器+1
            {
                ++ret;
            }
        }
    }
    else if(col1 == col2)
    {
        int minrow = row1 < row2 ? row1 : row2;//獲取兩點(diǎn)間較小的列
        int maxrow = row1 > row2 ? row1 : row2;//獲取兩點(diǎn)間較大的列
        for (int row = minrow + 1; row < maxrow; row++)//遍歷兩點(diǎn)間所有點(diǎn)
        {
            if (getStoneIdFromRowCol(row, col1) > 0)//如果存在棋子,ret棋子計(jì)數(shù)器+1
            {
                ++ret;
            }
        }
    }

    return ret;
}

移動(dòng)規(guī)則篩選函數(shù):


bool LayerGameMain::canMove(int moveid, int row, int col, int killid)
{
    Stone *stone = getStoneFromArrById(moveid);
    switch (stone->_type)
    {
        case Stone::CHE:
            return canMoveChe(moveid, row, col);
            break;
        case Stone::PAO:
            return canMovePao(moveid, row, col, killid);
            break;
                /*余下規(guī)則都在這*/
        default:
            break;
    }
    return false;
}

最后給車和炮寫(xiě)移動(dòng)規(guī)則:

bool LayerGameMain::canMoveChe(int moveid, int row, int col)
{
    //車只有在兩點(diǎn)間不存在棋子時(shí)才能走
    Stone *che = getStoneFromArrById(moveid);
    if (getStoneCount(che->_row, che->_col, row, col)>0)
    {
        false;
    }
    return true;
}
bool LayerGameMain::canMovePao(int moveid, int row, int col, int killid)
{
    //炮可以行走只有兩種情況:1.兩點(diǎn)間沒(méi)有棋子。2.兩點(diǎn)間存在一個(gè)棋子,并且目的點(diǎn)也存在棋子。
    Stone *pao = getStoneFromArrById(moveid);
    if (killid == -1)
    {
        return getStoneCount(pao->_row, pao->_col, row, col) == 0;
    }

    return getStoneCount(pao->_row, pao->_col, row, col) == 1;
}

其他棋子的規(guī)則就不多寫(xiě)了,看看代碼很容易看懂,這里直接貼出所有規(guī)則實(shí)現(xiàn)后的LayerGameMain代碼。
LayerGameMain.h

#ifndef __LAYERGAMEMAIN_H__
#define __LAYERGAMEMAIN_H__

#include "cocos2d.h"
#include "Plate.h"
#include "Stone.h"

/*
cocos2d-x3.14.1版本將大部分類的前綴CC去掉了,不過(guò)有部分還是兼容,如果用舊的命名創(chuàng)建對(duì)應(yīng)的類會(huì)有警告提示/錯(cuò)誤提示
*/

USING_NS_CC;

class LayerGameMain : public Layer
{
public:
    static Scene* createScene();
    virtual bool init();
    CREATE_FUNC(LayerGameMain);

    //添加棋盤(pán)和棋子
    void addPlate();//用于在LayerGameMain上添加棋盤(pán)層/精靈
    void addStones();//用于在LayerGameMain上添加棋子層/精靈

    //觸摸事件回調(diào)函數(shù)
    bool touchBeganCallBack(Touch *pTouch, Event *pEvent);
    void touchEndedCallBack(Touch *pTouch, Event *pEvent);

    //選中棋子相關(guān)
    Sprite *selectBox;//選中款精靈
    static int _selectedId;//標(biāo)記當(dāng)前選中的棋子id,沒(méi)有點(diǎn)中為-1
    bool Screen2Plate(Point &point, int &row, int &col);//循環(huán)棋盤(pán)上所有點(diǎn),通過(guò)Plate2Screen獲取到棋子中心點(diǎn),用引用輸出中心點(diǎn)
    Point Plate2Screen(int row, int col);//獲取棋子中心點(diǎn)返回到世界坐標(biāo)給Screen2Plate
    void selectStone(Touch *pTouch);//選中棋子,將選中框精靈移動(dòng)到選中的棋子上

    //獲取棋子相關(guān)
    __Array *arrStone;//用于存放棋子
    Stone* getStoneFromArrById(int id);//通過(guò)棋子id從arrStone獲取對(duì)應(yīng)棋子
    int getStoneIdFromRowCol(int row, int col);//通過(guò)行列獲取棋子id

    //棋子移動(dòng)相關(guān)
    void moveStone(Touch *pTouch);
    int getStoneCount(int row1, int col1, int row2, int col2);
    bool canMove(int moveid, int row, int col, int killid);//篩選移動(dòng)規(guī)則
        //moveid為當(dāng)前想要移動(dòng)棋子的id,killid移動(dòng)的目的點(diǎn)(-1為沒(méi)有棋子),row和col為目的點(diǎn)的行列
        //炮、兵、將、車移動(dòng)規(guī)則都有點(diǎn)相似
    bool canMoveChe(int moveid, int row, int col);//車移動(dòng)規(guī)則
    bool canMovePao(int moveid, int row, int col, int killid);//炮移動(dòng)規(guī)則
    bool canMoveBing(int moveid, int row, int col);//兵移動(dòng)規(guī)則
    bool canMoveJiang(int moveid, int row, int col, int killid);//將移動(dòng)規(guī)則
    bool canMoveMa(int moveid, int row, int col);//馬移動(dòng)規(guī)則
    bool canMoveXiang(int moveid, int row, int col);//象移動(dòng)規(guī)則
    bool canMoveShi(int moveid, int row, int col);//士移動(dòng)規(guī)則
};

#endif // !__LAYERGAMEMAIN_H__

LayerGameMain.cpp

#include "LayerGameMain.h"

int  LayerGameMain::_selectedId = -1;

Scene* LayerGameMain::createScene()
{
    auto ret = Scene::create();
    auto layer = LayerGameMain::create();
    ret->addChild(layer);

    return ret;
}

bool LayerGameMain::init()
{
    if (!Layer::init())
    {
        return false;
    }
    arrStone = __Array::create();
    arrStone->retain();//計(jì)數(shù)器+1,否則會(huì)被回收
    selectBox = Sprite::create("selected.png");
    selectBox->setVisible(false);
    selectBox->setZOrder(1000);//設(shè)置顯示優(yōu)先級(jí)
    this->addChild(selectBox);

    this->addPlate();
    this->addStones();

    //cocos2d-x3.14.1觸摸事件,創(chuàng)建監(jiān)聽(tīng)
    EventDispatcher* eventDispatcher = Director::getInstance()->getEventDispatcher();
    auto listener = EventListenerTouchOneByOne::create();
    listener->setEnabled(true);
    listener->setSwallowTouches(true);
    listener->onTouchBegan = CC_CALLBACK_2(LayerGameMain::touchBeganCallBack, this);
    listener->onTouchEnded = CC_CALLBACK_2(LayerGameMain::touchEndedCallBack, this);
    eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

    return true;
}

void LayerGameMain::addPlate()
{
    Plate *plate = Plate::create();
    
    this->addChild(plate);
}

void LayerGameMain::addStones()
{
    int i = 0;
    Stone *stone;
    for (i = 0; i < 32; i++)
    {
        stone = Stone::create(i);
        arrStone->addObject(stone);//將棋子添加進(jìn)數(shù)組
        this->addChild(stone);
    }
}

Stone* LayerGameMain::getStoneFromArrById(int stoneId)
{
    Stone *ret;
    ret = nullptr;
    if (stoneId > 0)
    {
        ret = (Stone *)arrStone->getObjectAtIndex(stoneId);
    }
    
    return ret;
}

bool LayerGameMain::touchBeganCallBack(Touch *pTouch, Event *pEvent)
{

    return true;
}
void LayerGameMain::touchEndedCallBack(Touch *pTouch, Event *pEvent)
{
    if (_selectedId == -1)
    {
        selectStone(pTouch);
    }
    else
    {
        moveStone(pTouch);
    }
}

bool LayerGameMain::Screen2Plate(Point &point, int &row, int &col)
{
    int distance = Stone::_d/2 * Stone::_d/2;//以半徑作為距離
    for (row = 0; row <= 9; row++)
    {
        for (col = 0; col <= 8; col++)
        {
            Point ptCenter = Plate2Screen(row, col);
            if (distance > ptCenter.getDistanceSq(point))//獲取點(diǎn)距的平方并比較,如果小于半徑平方則為能選中中心點(diǎn)上的棋子
            {
                return true;
            }
        }
    }

    return false;
}
Point LayerGameMain::Plate2Screen(int row, int col)//該函數(shù)與Stone的getPositionFromPlate類似
{
    Point ret = Point(Stone::_offx + col*Stone::_d, Stone::_offy + row*Stone::_d);
    
    return ret;
}
int LayerGameMain::getStoneIdFromRowCol(int row, int col)
{
    int ret = -1;
    Ref *obj;
    CCARRAY_FOREACH(arrStone,obj)
    {
        Stone *stone = (Stone *)obj;
        if (stone->_row == row && stone->_col == col)
        {
            ret = stone->_id;
            return ret;
        }
    }
    return ret;
}

void LayerGameMain::selectStone(Touch *pTouch)
{
    Point point = pTouch->getLocation();
    int row, col;
    if (!Screen2Plate(point, row, col))//點(diǎn)中范圍不在棋盤(pán)上直接返回
    {
        selectBox->setVisible(false);
        return;
    }
    int clickedId = getStoneIdFromRowCol(row, col);
    if (clickedId < 0)//沒(méi)選中棋子直接返回
    {
        selectBox->setVisible(false);
        return;
    }
    Stone *clickedStone = getStoneFromArrById(clickedId);

    selectBox->setPosition(Plate2Screen(row, col));
    selectBox->setVisible(true);

    _selectedId = clickedId;//記錄下棋子id
}

void LayerGameMain::moveStone(Touch *pTouch)
{
    Point ptClicked = pTouch->getLocation();
    int row, col;
    if (!Screen2Plate(ptClicked, row, col))//獲取觸點(diǎn)的行列
    {
        return;
    }
    int clickedId = getStoneIdFromRowCol(row, col);//獲取觸點(diǎn)上的棋子id,沒(méi)有棋子為-1
    if (!canMove(_selectedId, row, col, clickedId))
    {
        return;
    }

    Point pt = Plate2Screen(row, col);
    MoveTo *to = MoveTo::create(0.3, pt);
    Stone *selectedStone = getStoneFromArrById(_selectedId);
    selectedStone->runAction(to);
    selectedStone->_row = row;
    selectedStone->_col = col;

}

int LayerGameMain::getStoneCount(int row1, int col1, int row2, int col2)
{
    int ret = 0;//記錄棋子的個(gè)數(shù)
    if (row1 != row2 && col1 != col2) return -1;//行列都不同,沒(méi)有直線
    if (row1 == row2 && col1 == col2) return -1;//行列都相同,兩點(diǎn)相同,不需要移動(dòng)

    if (row1 == row2)//列相同
    {
        int mincol = col1 < col2 ? col1 : col2;//獲取兩點(diǎn)間較小的行
        int maxcol = col1 > col2 ? col1 : col2;//獲取兩點(diǎn)間較大的行
        for (int col = mincol+1; col < maxcol; col++)//遍歷兩點(diǎn)間所有點(diǎn)
        {
            if (getStoneIdFromRowCol(row1, col) > 0)//如果存在棋子,ret棋子計(jì)數(shù)器+1
            {
                ++ret;
            }
        }
    }
    else if(col1 == col2)
    {
        int minrow = row1 < row2 ? row1 : row2;//獲取兩點(diǎn)間較小的列
        int maxrow = row1 > row2 ? row1 : row2;//獲取兩點(diǎn)間較大的列
        for (int row = minrow + 1; row < maxrow; row++)//遍歷兩點(diǎn)間所有點(diǎn)
        {
            if (getStoneIdFromRowCol(row, col1) > 0)//如果存在棋子,ret棋子計(jì)數(shù)器+1
            {
                ++ret;
            }
        }
    }

    return ret;
}

bool LayerGameMain::canMove(int moveid, int row, int col, int killid)
{
    Stone *stone = getStoneFromArrById(moveid);
    switch (stone->_type)
    {
        case Stone::CHE:
            return canMoveChe(moveid, row, col);
            break;
        case Stone::JIANG:
            return canMoveJiang(moveid, row, col, killid);
            break;
        case Stone::BING:
            return canMoveBing(moveid, row, col);
            break;
        case Stone::PAO:
            return canMovePao(moveid, row, col, killid);
            break;
        case Stone::MA:
            return canMoveMa(moveid, row, col);
            break;
        case Stone::XIANG:
            return canMoveXiang(moveid, row, col);
            break;
        case Stone::SHI:
            return canMoveShi(moveid, row, col);
            break;
        default:
            break;
    }
    return false;
}
bool LayerGameMain::canMoveChe(int moveid, int row, int col)
{
    //車只有在兩點(diǎn)間不存在棋子時(shí)才能走
    Stone *che = getStoneFromArrById(moveid);
    if (getStoneCount(che->_row, che->_col, row, col)>0)
    {
        false;
    }
    return true;
}
bool LayerGameMain::canMovePao(int moveid, int row, int col, int killid)
{
    //炮可以行走只有兩種情況:1.兩點(diǎn)間沒(méi)有棋子。2.兩點(diǎn)間存在一個(gè)棋子,并且目的點(diǎn)也存在棋子。
    Stone *pao = getStoneFromArrById(moveid);
    if (killid == -1)
    {
        return getStoneCount(pao->_row, pao->_col, row, col) == 0;
    }

    return getStoneCount(pao->_row, pao->_col, row, col) == 1;
}
bool LayerGameMain::canMoveBing(int moveid, int row, int col)
{
    //兵行走規(guī)則:1.只能走一格。2.不能回退。3.過(guò)河前只能直走
    Stone *bing = getStoneFromArrById(moveid);
    int dRow = abs(bing->_row - row);
    int dCol = abs(bing->_col - col);
    int d = dRow * 10 + dCol;//此處類似標(biāo)記效果,10等價(jià)于(1,0),1代表可移動(dòng),第一位說(shuō)明可以左右移動(dòng)一格,第二位說(shuō)明可以上下移動(dòng)一格
    if (d != 1 && d != 10)
    {
        return false;
    }

    if (bing->_red)
    {
        //兵不能回退
        if (row < bing->_row)
        {
            return false;
        }
        //兵過(guò)河前不能左右移動(dòng)
        if (bing->_row <= 4 && bing->_row == row)
        {
            return false;
        }
    }
    else
    {
        if (row > bing->_row)
        {
            return false;
        }
        if (bing->_row >= 5 && bing->_row == row)
        {
            return false;
        }
    }

    return true;
}
bool LayerGameMain::canMoveJiang(int moveid, int row, int col, int killid)
{
    //將規(guī)則:1.一次只能移動(dòng)一格。2.不能出九宮格。3.將帥照面時(shí)可以直接對(duì)殺。
    Stone *jiang = getStoneFromArrById(moveid);
    //將照面殺
    if (killid != -1)
    {
        Stone *kill = getStoneFromArrById(killid);
        if (kill->_type == Stone::JIANG)
        {
            return canMoveChe(moveid, row, col);//復(fù)用車的移動(dòng)方法,減少代碼量
        }
    }
    int dRow = abs(jiang->_row - row);
    int dCol = abs(jiang->_col - col);
    int d = dRow * 10 + dCol;//此處類似標(biāo)記效果,10等價(jià)于(1,0),1代表可移動(dòng),第一位說(shuō)明可以左右移動(dòng)一格,第二位說(shuō)明可以上下移動(dòng)一格
    if (d != 1 && d != 10)
    {
        return false;
    }
    //將不能左右出九宮
    if (col < 3 || col > 5)
    {
        return false;
    }
    //將不能上下出九宮
    if (jiang->_red)
    {
        if (row > 2 || row <0)
        {
            return false;
        }
    }
    else
    {
        if (row < 7 || row >9)
        {
            return false;
        }
    }
    return true;
}
bool LayerGameMain::canMoveMa(int moveid, int row, int col)
{
    //馬規(guī)則:1.馬走日。2.卡住馬腳不能移動(dòng)。
    Stone *ma = getStoneFromArrById(moveid);
    int dRow = abs(ma->_row - row);
    int dCol = abs(ma->_col - col);
    int d = dRow * 10 + dCol;
    //12為橫日,21為豎日,類似于(1,2)(2,1)做法
    if (d == 12 || d == 21)
    {
        int cRow, cCol;
        if (d == 12)
        {
            //蹩腳點(diǎn)
            cCol = (col + ma->_col) / 2;
            cRow = ma->_row;
        }
        else
        {
            cCol = ma->_col;
            cRow = (ma->_row + row) / 2;
        }
        //獲取蹩腳點(diǎn)后判斷蹩腳點(diǎn)是否有棋子
        if (getStoneIdFromRowCol(cRow, cCol) == -1)
        {
            return true;
        }
    }
    return false;
}
bool LayerGameMain::canMoveXiang(int moveid, int row, int col)
{
    //象規(guī)則:1.象走田。2.被卡象眼不能移動(dòng)。3.象不能過(guò)河
    Stone *xiang = getStoneFromArrById(moveid);
    int dRow = abs(xiang->_row - row);
    int dCol = abs(xiang->_col - col);
    int d = dRow * 10 + dCol;
    if (d != 22)
    {
        return false;
    }

    int cRow, cCol;
    cRow = (row + xiang->_row) / 2;
    cCol = (col + xiang->_col) / 2;
    if (getStoneIdFromRowCol(cRow, cCol) != -1)//卡主香煙不能移動(dòng)
    {
        return false;
    }

    if (xiang->_red)
    {
        if (row > 4) return false;
    }
    else
    {
        if (row < 5) return false;
    }

    return true;
}
bool LayerGameMain::canMoveShi(int moveid, int row, int col)
{
    //士規(guī)則:1.一次斜著走一格。2.不能出九宮格
    Stone *shi = getStoneFromArrById(moveid);
    int dRow = abs(shi->_row - row);
    int dCol = abs(shi->_col - col);
    int d = dRow * 10 + dCol;
    //只能斜線走
    if (d != 11)
    {
        return false;
    }
    //不能兩側(cè)走出九宮
    if (col<3 || col>5)
    {
        return false;
    }
    //不能上下走出九宮
    if (shi->_red)
    {
        if (row>2 || row<0)
        {
            return false;
        }
    }
    else
    {
        if (row<7 || row>9)
        {
            return false;
        }
    }

    return true;
}
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