X11 五子棋
#include <X11/Xlib.h>
#include <stdlib.h>
#include <X11/keysym.h>
#include <cstring>
#include <iostream>
using namespace std;
enum CELL_STATE { CELL_EMPTY, CELL_O, CELL_X };
enum GAME_STATE { X_TURN, O_TURN, X_WON, O_WON, DRAW }; class Game {
public:
Game(); CELL_STATE getCellState(int x, int y);
GAME_STATE getGameState(); bool makeMove(int x, int y);
bool makeRandomMove();
void restart();
private:
CELL_STATE _boardState[3][3];
GAME_STATE _gameState;
int _turnsPassed; void _checkForEnd();
}; inline CELL_STATE Game::getCellState(int x, int y) {
return _boardState[x][y];
} inline GAME_STATE Game::getGameState() {
return _gameState;
} Game::Game() {
restart();
} void Game::restart() {
for(int i = 0; i < 3; i++) {
for(int j = 0; j < 3; j++) {
_boardState[i][j] = CELL_EMPTY;
}
}
_gameState = X_TURN;
_turnsPassed = 0;
} bool Game::makeMove(int x, int y) {
GAME_STATE nextState;
CELL_STATE curPlayerCell; if(_gameState == O_TURN) {
curPlayerCell = CELL_O;
nextState = X_TURN;
} else if(_gameState == X_TURN) {
curPlayerCell = CELL_X;
nextState = O_TURN;
} else {
return false;
} if(_boardState[x][y] != CELL_EMPTY) {
return false;
} _boardState[x][y] = curPlayerCell;
_turnsPassed++;
_gameState = nextState; _checkForEnd();
return true;
} bool Game::makeRandomMove() {
GAME_STATE nextState;
CELL_STATE curPlayerCell; if(_gameState == O_TURN) {
curPlayerCell = CELL_O;
nextState = X_TURN;
} else if(_gameState == X_TURN) {
curPlayerCell = CELL_X;
nextState = O_TURN;
} else {
return false;
} int nFreeCells = 0;
int freeCells[9][2];
for(int i = 0; i < 3; i++) {
for(int j = 0; j < 3; j++) {
if(_boardState[i][j] == CELL_EMPTY) {
freeCells[nFreeCells][0] = i;
freeCells[nFreeCells][1] = j;
nFreeCells++;
}
}
} if(nFreeCells == 0) {
return false;
} int choice = rand() % nFreeCells;
int x = freeCells[choice][0];
int y = freeCells[choice][1]; _boardState[x][y] = curPlayerCell;
_turnsPassed++;
_gameState = nextState; _checkForEnd();
return true;
} void Game::_checkForEnd() {
if(_turnsPassed == 9) {
_gameState = DRAW;
} CELL_STATE winningCell = CELL_EMPTY; for(int i = 0; i < 3; i++) {
if((_boardState[i][0] == _boardState[i][1]) &&
(_boardState[i][1] == _boardState[i][2]) &&
(_boardState[i][0] != CELL_EMPTY)) {
winningCell = _boardState[i][0];
}
}
for(int i = 0; i < 3; i++) {
if((_boardState[0][i] == _boardState[1][i]) &&
(_boardState[1][i] == _boardState[2][i]) &&
(_boardState[0][1] != CELL_EMPTY)) {
winningCell = _boardState[0][i];
}
}
if((_boardState[0][0] == _boardState[1][1]) &&
(_boardState[1][1] == _boardState[2][2]) &&
(_boardState[0][0] != CELL_EMPTY)) {
winningCell = _boardState[0][0];
}
if((_boardState[2][0] == _boardState[1][1]) &&
(_boardState[1][1] == _boardState[0][2]) &&
(_boardState[2][0] != CELL_EMPTY)) {
winningCell = _boardState[2][0];
} if(winningCell == CELL_X) {
_gameState = X_WON;
} else if(winningCell == CELL_O) {
_gameState = O_WON;
}
} class HelloWorld {
public:
HelloWorld(Display* display); Window getWindow(); void draw();
void map(); void handleKeyPress(const XKeyEvent& event);
void handleMousePress(const XButtonEvent& event);
void restartGame();
private:
const static int MIN_CELL_SIZE;
const static int STRING_HEIGHT;
const static char WINDOW_FONT[]; Display* _display;
Screen* _screen;
Window _window; Font _font;
unsigned long _blackColor;
unsigned long _whiteColor; Game _game; void _drawO(const GC& gc, int x, int y, int w, int h);
void _drawX(const GC& gc, int x, int y, int w, int h); void _drawString(const GC& gc, const char* str, int x, int y);
void _drawStringCentered(const GC& gc, const char* str, int x, int y, int w, int h);
}; inline Window HelloWorld::getWindow() {
return _window;
} const int HelloWorld::MIN_CELL_SIZE = 50;
const int HelloWorld::STRING_HEIGHT = 20;
const char HelloWorld::WINDOW_FONT[] = "-*-*-*-*-*-*-12-*-*-*-*-*-*-*"; HelloWorld::HelloWorld(Display* display) :
_game() { _display = display;
_screen = XDefaultScreenOfDisplay(display); _blackColor = BlackPixelOfScreen(_screen);
_whiteColor = WhitePixelOfScreen(_screen);
_font = XLoadFont(_display, WINDOW_FONT); int screenWidth = XWidthOfScreen(_screen);
int screenHeight = XHeightOfScreen(_screen); int windowWidth = MIN_CELL_SIZE * 3;
int windowHeight = MIN_CELL_SIZE * 3 + STRING_HEIGHT * 3;
int windowX = (screenWidth + windowWidth) / 2;
int windowY = (screenHeight + windowHeight) / 2;
_window = XCreateSimpleWindow(_display, XRootWindowOfScreen(_screen),
windowX, windowY, windowWidth, windowHeight, 1, _blackColor,
_whiteColor); long eventMask = ButtonPressMask | ExposureMask | KeyPressMask;
XSelectInput(_display, _window, eventMask); draw();
} void HelloWorld::draw() {
// Getting window dimensions.
Window rootWindow;
int x, y;
unsigned int width, height, borderWidth, bitDepth;
XGetGeometry(_display, _window, &rootWindow, &x, &y, &width, &height,
&borderWidth, &bitDepth); // Setting up the GC.
GC gc = XDefaultGCOfScreen(_screen);
XSetBackground(_display, gc, _whiteColor);
XSetFont(_display, gc, _font);
XSetForeground(_display, gc, _blackColor); // Clearing the window.
XClearArea(_display, _window, 0, 0, width, height, false); // Is the window large enough for us?
if((width < MIN_CELL_SIZE * 3) ||
(height < (MIN_CELL_SIZE * 3 + STRING_HEIGHT * 3))) {
_drawStringCentered(gc, "Window too small.", 0, 0, width, height);
return;
} // Calculating grid cell sizes.
int xStepSize = width / 3;
int yStepSize = (height - STRING_HEIGHT * 3) / 3; // Drawing glyphs.
for(int i = 0; i < 3; i++) {
for(int j = 0; j < 3; j++) {
switch(_game.getCellState(i, j)) {
case CELL_O:
_drawO(gc, xStepSize * i, STRING_HEIGHT * 2 + yStepSize * j,
xStepSize, yStepSize);
break;
case CELL_X:
_drawX(gc, xStepSize * i, STRING_HEIGHT * 2 + yStepSize * j,
xStepSize, yStepSize);
break;
default:
break;
}
}
}
XSetBackground(_display, gc, _whiteColor);
XSetForeground(_display, gc, _blackColor); // Drawing the grid lines.
for(int i = 0; i <= 3; i++) {
int yValue = STRING_HEIGHT * 2 + yStepSize * i;
XDrawLine(_display, _window, gc, 0, yValue, width, yValue);
}
for(int i = 1; i <= 2; i++) {
int xValue = xStepSize * i;
XDrawLine(_display, _window, gc, xValue, STRING_HEIGHT * 2, xValue,
height - STRING_HEIGHT);
} // Drawing the strings.
_drawStringCentered(gc, "Hello, World!", 0, 0, width, STRING_HEIGHT);
_drawStringCentered(gc, "[R]estart", 0, height - STRING_HEIGHT,
width, STRING_HEIGHT); switch(_game.getGameState()) {
case X_TURN:
_drawStringCentered(gc, "It is your turn to play.", 0, STRING_HEIGHT,
width, STRING_HEIGHT);
break;
case O_TURN:
_drawStringCentered(gc, "Please wait, thinking...", 0, STRING_HEIGHT,
width, STRING_HEIGHT);
break;
case X_WON:
_drawStringCentered(gc, "You have won.", 0, STRING_HEIGHT, width,
STRING_HEIGHT);
break;
case O_WON:
_drawStringCentered(gc, "You have lost.", 0, STRING_HEIGHT, width,
STRING_HEIGHT);
break;
case DRAW:
_drawStringCentered(gc, "It is a draw.", 0, STRING_HEIGHT, width,
STRING_HEIGHT);
break;
default:
break;
}
} void HelloWorld::map() {
XMapWindow(_display, _window);
} void HelloWorld::handleKeyPress(const XKeyEvent& event) {
unsigned int keyCode_r = XKeysymToKeycode(_display, XK_r);
unsigned int keyCode_q = XKeysymToKeycode(_display, XK_q); if(event.keycode == keyCode_r) {
_game.restart();
draw();
} else if(event.keycode == keyCode_q) {
// Quit, somehow
}
} void HelloWorld::handleMousePress(const XButtonEvent& event) {
if(event.button == 1) {
Window rootWindow;
int winX, winY;
unsigned int width, height, borderWidth, bitDepth;
XGetGeometry(_display, _window, &rootWindow, &winX, &winY, &width,
&height, &borderWidth, &bitDepth); if((event.y >= 2 * STRING_HEIGHT) &&
(event.y < (height - STRING_HEIGHT))) {
int xStepSize = width / 3;
int yStepSize = (height - STRING_HEIGHT * 3) / 3; int cellX = event.x / xStepSize;
int cellY = (event.y - STRING_HEIGHT * 2) / yStepSize; if(_game.makeMove(cellX, cellY)) {
if(_game.getGameState() == O_TURN) {
_game.makeRandomMove();
}
draw();
}
}
}
} void HelloWorld::restartGame() {
_game.restart();
draw();
} void HelloWorld::_drawO(const GC& gc, int x, int y, int w, int h) {
XSetBackground(_display, gc, _whiteColor);
XSetForeground(_display, gc, _blackColor);
XFillArc(_display, _window, gc, x + w/10, y + h/10, (w*4)/5, (h*4)/5, 0,
360*64); XSetForeground(_display, gc, _whiteColor);
XFillArc(_display, _window, gc, x + w/5, y + h/5, (w*3)/5, (h*3)/5, 0,
360*64);
} void HelloWorld::_drawX(const GC& gc, int x, int y, int w, int h) {
static const int POINT_COUNT = 12;
static const XPoint RAW_CROSS[] = { {1, 2}, {2, 1}, {5, 4}, {8, 1}, {9, 2},
{6, 5}, {9, 8}, {8, 9}, {5, 6}, {2, 9}, {1, 8}, {4, 5} }; XPoint scaledCross[POINT_COUNT];
for(int i = 0; i < POINT_COUNT; i++) {
scaledCross[i].x = (RAW_CROSS[i].x * w) / 10 + x;
scaledCross[i].y = (RAW_CROSS[i].y * h) / 10 + y;
} XSetBackground(_display, gc, _whiteColor);
XSetForeground(_display, gc, _blackColor);
XFillPolygon(_display, _window, gc, scaledCross, POINT_COUNT, Nonconvex,
CoordModeOrigin);
} void HelloWorld::_drawString(const GC& gc, const char* str, int x, int y) {
XDrawString(_display, _window, gc, x, y, str, strlen(str));
} void HelloWorld::_drawStringCentered(const GC& gc, const char* str, int x, int y,
int w, int h) {
int direction, ascent, descent;
XCharStruct strDimensions;
XTextExtents(XQueryFont(_display, XGContextFromGC(gc)), str, strlen(str),
&direction, &ascent, &descent, &strDimensions); int newX = x + (w - strDimensions.width) / 2;
int newY = y + (h + strDimensions.ascent - strDimensions.descent) / 2;
_drawString(gc, str, newX, newY);
} int main() {
Display* display = XOpenDisplay(NULL);
if(!display) {
cerr << "Unable to connect to X server." << endl;
exit(1);
} HelloWorld mainWindow(display);
mainWindow.map(); XFlush(display); XEvent event;
while(true) {
XNextEvent(display, &event); switch(event.type) {
case ButtonPress:
mainWindow.handleMousePress((XButtonEvent)event.xbutton);
case Expose:
if(event.xexpose.count == 0) {
mainWindow.draw();
}
break;
case KeyPress:
mainWindow.handleKeyPress((XKeyEvent)event.xkey);
default:
break;
}
} XCloseDisplay(display);
return 0;
}
X11 五子棋的更多相关文章
- html+js+node实现五子棋线上对战,五子棋最简易算法
首先附上我的github地址,https://github.com/jiangzhenfei/five,线上实例:http://47.93.103.19:5900/client/ 线上实例,你可以随意 ...
- 自己写的HTML5 Canvas + Javascript五子棋
看到一些曾经只会灌水的网友,在学习了前端之后,已经能写出下载量几千几万的脚本.样式,帮助大众,成为受欢迎的人,感觉满羡慕的.我也想学会前端技术,变得受欢迎呀.于是心血来潮,开始学习前端知识,并写下了这 ...
- java swing 双人五子棋源代码
import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Toolkit; impo ...
- HTML5 五子棋 - JS/Canvas 游戏
背景介绍 因为之前用c#的winform中的gdi+,java图形包做过五子棋,所以做这个逻辑思路也就驾轻就熟,然而最近想温故html5的canvas绘图功能(公司一般不用这些),所以做了个五子棋,当 ...
- 阿里云ECS(Centos)开启X11的步骤
阿里云ECS(Centos)开启X11的步骤 1.修改sshd_config X11Forwarding yes 2.yum -y install xorg-x11-xauth xorg-x11-ut ...
- [收藏]C++简单五子棋
#include<iostream> #include<iomanip> using namespace std; ; //棋盘行数 ; //棋盘列数 char p[X][Y] ...
- jQuery网页版五子棋小游戏源码下载
体验效果:http://hovertree.com/texiao/game/4/ 网页五子棋源代码: <!DOCTYPE html> <html> <head> & ...
- js+html5双人五子棋(源码下载)
代码如下: <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" c ...
- jquery在线五子棋
在线五子棋试玩地址:http://keleyi.com/game/12/ 以下是完整代码,保存到html文件打开也可以玩: <!DOCTYPE html> <html> < ...
随机推荐
- Make Things Move -- Javascript html5版(一)文件目录结构和工具方法准备
从这一篇开始,就来开始我们的make things move之旅吧 在此之前,要知道ActionScript(AS)的语法和JS是不一样的,AS是相对于JS而言更好的支持了面向对象的特性,所以我们可以 ...
- PHP:获取指定日期所在月的开始日期与结束日期
/** * 获取指定日期所在月的开始日期与结束日期 * @param string $date * @param boolean 为true返回开始日期,否则返回结束日期 * @return arra ...
- MySQL(root用户)密码重置
分别在Windows下和Linux下重置了MYSQL的root的密码: 在windows下: 1:进入cmd,停止mysql服务:Net stop mysql 到mysql的安装路径启动mys ...
- HDU 3127 WHUgirls dp背包问题
WHUgirls Time Limit: 3000/2000 MS (Java/Others) Memory Limit: 131072/131072 K (Java/Others) Total ...
- HDU 2040 亲和数
Problem Description 古希腊数学家毕达哥拉斯在自然数研究中发现,220的所有真约数(即不是自身的约数)之和为: 1+2+4+5+10+11+20+22+44+55+110=284. ...
- go语言中sync包和channel机制
文章转载至:https://www.bytelang.com/article/content/A4jMIFmobcA= golang中实现并发非常简单,只需在需要并发的函数前面添加关键字"Go&quo ...
- 从c#基础到java基础的学习的感悟
从进入培训公司到现在已经有三周多了,我想我和绝大多数人一样,能考虑进入培训学校,肯定是心理做好了准备的,那就是只有一个目的学好这门技术,从之前的开班典礼来看,从每个同学的自我介绍,我们这的大部分人来这 ...
- Picasso解决 TextView加载html图片异步显示
项目中有这样一个需求: textview加载一段 html标签 其中包含 "<Img url= " 图片异步展示 而且 根据图片的比例 宽度满屏展示. 思路: 重写textv ...
- ORACLE查询语句
--建表FAMILYINF CREATE TABLE FAMILYINFO( FNO NUMBER CONSTRAINT FC001 PRIMARY KEY,--把字段fno约束为主键 ...
- java基础IO流综合加习题
IO流初学者在学习时都有一点迷糊,今天我们就讲讲IO流,希望通过讲解可以帮助大家 IO流分为字节流,字符流,缓冲流.我们只要记住这三个就可以了. 1*字节流有:字节输入流(FileInputStrea ...