macOS swift下使用贝塞尔曲线制作五子棋盘(2)


上一篇我们实现了绘制棋盘格子以及棋子的功能,这一篇我们来实现黑白子交替落子和判断胜负。

落子

黑白子交替

//我们定义一个bool值,因为五子棋里总是黑子落地切换白子,白子落地切换黑子,所以每当执行完一次落子,就应该取反bool值
var isblackOrWhite: Bool = true

计算落子的point

//我们定义一个结构体,point代表当前子的横竖列坐标,isblackOrWhite代表当前子为黑子还是摆子
struct Piece {
    
    
    let point: NSPoint
    let isblackOrWhite: Bool
}
//我们在鼠标落下来捕捉当前鼠标点击区域
override func mouseDown(with event: NSEvent) {
    
    
    super.mouseDown(with: event)
    //获取鼠标在当前窗口的位置
    let mousePoint = event.locationInWindow
    print("x: \(mousePoint.x), y: \(mousePoint.y)")
    //如果鼠标超出了我们固定的棋盘大小,则丢弃此次点击时间
    if (mousePoint.x + 23) > 500 || (mousePoint.y + 23) > 500 {
    
    
        return
    }
    //判断触摸的位置在棋盘的交叉点
    var xPoint: Int
    var yPoint: Int
    //刚好获取列行点
    xPoint = Int((mousePoint.x)/30)
    yPoint = Int((mousePoint.y)/30)

    if containsDuplicate(NSPoint(x: xPoint, y: yPoint)) {
    
     return }
    //刷新棋盘,此时会出发draw方法,重绘棋盘
    needsDisplay = true
}

功能

判断当前落点是否有相同棋子,并保存

    //判断是否有相同坐标棋子并保存,相同坐标棋子则不做处理
    private func containsDuplicate(_ point: NSPoint) -> Bool {
    
    
        //判断是否有相同棋子
        for p in points {
    
    
            let x = p.point.x - point.x
            let y = p.point.y - point.y
            //判断相同点
            if abs(x * x + y * y) < 0.00001 {
    
    
                return true
            }
        }
    }
    //构建棋子结构体
    struct Piece {
    
    
        let point: NSPoint
        let isblackOrWhite: Bool
    }
    //储存棋子数组
    var points: Array<Piece> = []
    //保存棋子
    let piece = Piece.init(point: point, isblackOrWhite: isblackOrWhite)
    points.append(piece)
    return false

判断输赢

五子棋的输赢极好判断,上下左右及斜边满足五个相同类型棋子就可以获胜,如图所示:
在这里插入图片描述

分析

左右分析

右边来讲,棋子x+1,左边来讲棋子x-1。

上下分析

上边来讲,棋子y+1,下边来讲棋子y-1。

斜向分析

左上:棋子x-1,y+1
左下:棋子x-1,y-1
右上:棋子x+1,y+1
右下:棋子x+1,y-1
获得这些信息后,我们可以计算出

override func mouseDown(with event: NSEvent) {
    
    
    super.mouseDown(with: event)
    
    let mousePoint = event.locationInWindow
    print("x: \(mousePoint.x), y: \(mousePoint.y)")
    
    if (mousePoint.x + 23) > 500 || (mousePoint.y + 23) > 500 {
    
    
        return
    }
    
    //判断触摸的位置在棋盘的交叉点
    var xPoint: Int
    var yPoint: Int
    
    xPoint = Int((mousePoint.x)/30)
    yPoint = Int((mousePoint.y)/30)
    
    if containsDuplicate(NSPoint(x: xPoint, y: yPoint)) {
    
     return }
    needsDisplay = true
    //判断输赢
    if chess_horizontal(xPoint, yPoint, isblackOrWhite) == 5 || chess_vertical(xPoint, yPoint, isblackOrWhite) == 5 || chess_oblique(xPoint, yPoint, isblackOrWhite) == 5 {
    
    
        let alert = NSAlert()
        alert.addButton(withTitle: "确定")
        alert.informativeText = "\(isblackOrWhite ? "黑棋" : "白棋")你赢了"
        alert.messageText = ""
        alert.alertStyle = .informational
        alert.beginSheetModal(for: self.view.window!) {
    
     handler in
            if handler == NSApplication.ModalResponse.alertFirstButtonReturn {
    
     }
        }
        
        //置空棋盘
        isblackOrWhite = true
        points.removeAll()
        needsDisplay = true
    }
    //轮到另一位选手
    isblackOrWhite = !isblackOrWhite
}

private func containsDuplicate(_ point: NSPoint) -> Bool {
    
    
    //判断是否有相同棋子
    for p in points {
    
    
        let x = p.point.x - point.x
        let y = p.point.y - point.y
        if abs(x * x + y * y) < 0.00001 {
    
    
            return true
        }
    }
    let piece = Piece.init(point: point, isblackOrWhite: isblackOrWhite)
    points.append(piece)
    return false
}

private func chess_horizontal(_ chessX: Int ,_ chessY: Int, _ isblackOrWhite: Bool) -> Int {
    
    
    var count = 0 //定义一个棋子的判断器
    var pieces: Array<Piece> = []
    for p in points {
    
    
        if p.isblackOrWhite == isblackOrWhite && Int(p.point.y) == chessY {
    
     pieces.append(p) }
    }
    
    for i in 0..<5 {
    
    
        //向右判断
        for piece in pieces {
    
    
            if chessX+i == Int(piece.point.x) {
    
    
                count += 1
                if count == 5 {
    
    
                    return count
                }
            }
        }
    }
    
    for i in 1..<5 {
    
    
        //向左判断
        for piece in pieces {
    
    
            if chessX-i == Int(piece.point.x) {
    
    
                count += 1
                if count == 5 {
    
    
                    return count
                }
            }
        }
    }
    
    return 0
}

private func chess_vertical(_ chessX: Int ,_ chessY: Int, _ isblackOrWhite: Bool) -> Int {
    
    
    var count = 0 //定义一个棋子的判断器
    var pieces: Array<Piece> = []
    for p in points {
    
    
        if p.isblackOrWhite == isblackOrWhite && Int(p.point.x) == chessX {
    
     pieces.append(p) }
    }
    
    for i in 0..<5 {
    
    
        //向上判断
        for piece in pieces {
    
    
            if chessY+i == Int(piece.point.y) {
    
    
                count += 1
                if count == 5 {
    
    
                    return count
                }
            }
        }
    }
    
    for i in 1..<5 {
    
    
        //向左判断
        for piece in pieces {
    
    
            if chessY-i == Int(piece.point.y) {
    
    
                count += 1
                if count == 5 {
    
    
                    return count
                }
            }
        }
    }
    
    return 0
}

private func chess_oblique(_ chessX: Int ,_ chessY: Int, _ isblackOrWhite: Bool) -> Int{
    
    
    var count = 0 //定义一个棋子的判断器
    var pieces: Array<Piece> = []
    for p in points {
    
    
        if p.isblackOrWhite == isblackOrWhite {
    
     pieces.append(p) }
    }
    
    for i in 0..<5 {
    
    
        //右上方向判断
        for piece in pieces {
    
    
            if chessX+i == Int(piece.point.x) && chessY+i == Int(piece.point.y) {
    
    
                count += 1
                if count == 5 {
    
    
                    return count
                }
            }
        }
    }
    
    for i in 1..<5 {
    
    
        //右下判断
        for piece in pieces {
    
    
            if chessX+i == Int(piece.point.x) && chessY-i == Int(piece.point.y) {
    
    
                count += 1
                if count == 5 {
    
    
                    return count
                }
            }
        }
    }
    
    for i in 1..<5 {
    
    
        //左上判断
        for piece in pieces {
    
    
            if chessX-i == Int(piece.point.x) && chessY+i == Int(piece.point.y) {
    
    
                count += 1
                if count == 5 {
    
    
                    return count
                }
            }
        }
    }
    
    for i in 1..<5 {
    
    
        //左下判断
        for piece in pieces {
    
    
            if chessX-i == Int(piece.point.x) && chessY-i == Int(piece.point.y) {
    
    
                count += 1
                if count == 5 {
    
    
                    return count
                }
            }
        }
    }
    
    return 0
}
//合并判断方法
//判断输赢
if chess_horizontal(xPoint, yPoint, isblackOrWhite) == 5 || chess_vertical(xPoint, yPoint, isblackOrWhite) == 5 || chess_oblique(xPoint, yPoint, isblackOrWhite) == 5 {
    
    
    let alert = NSAlert()
    alert.addButton(withTitle: "确定")
    alert.informativeText = "\(isblackOrWhite ? "黑棋" : "白棋")你赢了"
    alert.messageText = ""
    alert.alertStyle = .informational
    alert.beginSheetModal(for: self.view.window!) {
    
     handler in
        if handler == NSApplication.ModalResponse.alertFirstButtonReturn {
    
     }
    }
    
    //置空棋盘
    isblackOrWhite = true
    points.removeAll()
    needsDisplay = true
}

悔棋

    //撤销上一步动作
    @IBAction func undoAction(_ sender: Any) {
    
    
        if points.count != 0 {
    
    
            //如果棋子数组不为0,删除最后一个棋子并刷新棋盘
            points.removeLast()
            needsDisplay = true
            //记住撤销上一部动作后,白黑棋子必须交替。
            isblackOrWhite = !isblackOrWhite
        }else {
    
    
            let alert = NSAlert()
            alert.addButton(withTitle: "确定")
            alert.informativeText = "没有棋子,无法悔棋"
            alert.messageText = ""
            alert.alertStyle = .informational
            alert.beginSheetModal(for: self.view.window!) {
    
     handler in
                if handler == NSApplication.ModalResponse.alertFirstButtonReturn {
    
     }
            }
        }
    }

重开游戏

    @IBAction func reStartAction(_ sender: Any) {
    
    
        if points.count == 0 {
    
     return }
        let alert = NSAlert()
        alert.addButton(withTitle: "确定")
        alert.addButton(withTitle: "取消")
        alert.informativeText = "重开游戏"
        alert.messageText = ""
        alert.alertStyle = .informational
        alert.beginSheetModal(for: self.view.window!) {
    
     [self] handler in
            if handler == NSApplication.ModalResponse.alertFirstButtonReturn {
    
    
                //清空所有棋子并刷新棋盘
                points.removeAll()
                isblackOrWhite = true
                needsDisplay = true
            }
        }
    }

demo链接

链接: 五子棋

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转载自blog.csdn.net/quanhaoH/article/details/126221433