基于 Blazor 开发五子棋小游戏
今天是農歷五月初五,端午節。在此,祝大家端午安康!
端午節是中華民族古老的傳統節日之一。端午也稱端五,端陽。此外,端午節還有許多別稱,如:午日節、重五節、五月節、浴蘭節、女兒節、天中節、地臘、詩人節、龍日等。
不好意思,跑題了,就此打住。
事情的經過是這樣的,今年端午節公司給每位員工都準備了一個粽子禮盒,本以來就幾個粽子而已,沒想到今年的粽子禮盒內暗藏玄關,內附一個棋盤和五子棋子。
粽子什么的都不重要,主要是這個五子棋我還挺喜歡的,哈哈哈。????
正好這段時間用 Blazor 將之前的博客重構了一遍,于是就想著能否用 Blazor 寫一個五子棋??小游戲呢?
說干就干,本篇主要是分享基于 Blazor 開發的五子棋小游戲,先放試玩地址:https://blazor.meowv.com/gobang?。
大家可以先打開鏈接讓他先加載一會(掛在GitHub,有點慢~????),再繼續回來看文章哈。
剛開始本來我是自己寫的,發現越寫越復雜,遂放棄就在Github上尋找有沒有實現過類似的需求,別說還真有一位大神用 Blazor 實現了,地址:https://github.com/ut32/gobang/?,所以我的代碼邏輯基本上都參考這位大神的代碼。????????????
接下來看看實現過程,新建一個Gobang.razorrazor組件,設置路由:@page "/gobang"。
我這里直接放在之前 Blazor 實戰系列的項目中,如果你沒有看過我的 Blazor 實戰系列文章,建議你快去刷一遍。????
相信五子棋大家都玩過,規則我就不說了。
先理一下需求和實現步驟:
在頁面上顯示一個 19x19 的棋盤。
給兩個選項,電腦先手還是我先手。
開始游戲按鈕,結束游戲按鈕,一個按鈕,文字動態顯示。
落子問題,黑子始終先手,黑白交替落子,已經落子的地方不允許繼續落子。
黑白棋子落子的樣式問題。
人機對戰,電腦如何最佳選擇位置進行落子。
如何判斷輸贏,四個方向:橫豎撇捺。
實現一個簡單的五子棋小游戲,不考慮放棄落子、禁手等問題。
先渲染一個 19x19 的棋盤,直接兩層 for 循環配合 CSS 搞定。
<div class="gobang-box"><div class="chess">@for (var i = 0; i < 19; i++){@for (var j = 0; j < 19; j++){var _i = i;var _j = j;<div class="cell" @onclick="@(async () => await Playing(_i, _j))"><span class="chess@(Chess[i, j])"></span></div>}}</div> </div>其中的onclick方法先不看,主要是我方落子的點擊事件。
Chess是定義的一個二維數組:private int[,] Chess = new int[19, 19];。
最重要的棋子就是span標簽,用class來控制黑白,當class = "chess1"為黑子,當class = "chess2"為白子。
同時在棋盤旁邊添加一些按鈕,選擇誰先手的選項和描述信息。
<div class="chess-info"><h1>五子棋??</h1><p><b>?是時候表演真正的技術了,快來一場人機大戰吧?</b></p><p><label><input type="radio" name="chess" checked="checked" @onclick="@(() => first = "ai")"> 電腦先手</label></p><p><label><input type="radio" name="chess" @onclick="@(() => first = "me")"> 我先手</label></p><p><button class="box-btn" @onclick="StartGame">@(IsInGame ? "結束游戲" : "開始游戲")</button></p><div class="chess-msg"><p><b>@msgs</b></p><p>游戲規則:</p><span>(1)請選擇電腦先手還是你先手,黑棋始終先手。</span><span>(2)點擊開始游戲按鈕開始對局。</span><span>(3)點擊結束游戲按鈕結束對局。</span><span>(4)對局雙方各執一色棋子。</span><span>(5)空棋盤開局。</span><span>(6)黑先、白后,交替下子,每次只能下一子。</span><span>(7)棋子下在棋盤的空白點上,棋子下定后,不得向其它點移動,不得從棋盤上拿掉或拿起另落別處。</span><span>(8)黑方的第一枚棋子可下在棋盤任意交叉點上。</span><span>(9)輪流下子是雙方的權利,<del>但允許任何一方放棄下子權(即:PASS權)</del>。</span><span>(10)<del>五子棋對局,執行黑方指定開局、三手可交換、五手兩打的規定。整個對局過程中黑方有禁手,白方無禁手。黑方禁手有三三禁手、四四禁手和長連禁手三種。</del></span></div> </div>這里同時把用到的css樣式給到大家。
.gobang-box {width: 1200px;margin: 0 auto;-webkit-user-select: none;-moz-user-select: none;-ms-user-select: none;user-select: none; } .chess {width: 760px;height: 760px;float: left; } .chess .cell {float: left;width: 40px;height: 40px;position: relative;cursor: pointer;font-size: 10px;color: #ffd800; } .chess .cell::after {content:' ';position: absolute;height: 2px;display: block;width: 100%;border-bottom: #f5d099 1px solid;background: #c8a06f;top: 50%;left: 0;z-index: 2; } .chess .cell::before {content:' ';position: absolute;height: 100%;display: block;width: 2px;border-right: #f5d099 1px solid;background: #c8a06f;top: 0;left: 50%;z-index: 1; } .chess .cell .chess1 {display: block;width: 30px;height: 30px;border-radius: 15px;text-align: center;line-height: 54px;background: #000000;left: 5px;top: 5px;position: absolute;z-index: 10;background-image: radial-gradient(#444 5%, #111 15%, #000 60%);box-shadow: 0px 0px 3px #333; } .chess .cell .chess2 {display: block;width: 30px;height: 30px;border-radius: 15px;text-align: center;left: 5px;top: 5px;position: absolute;z-index: 10;line-height: 54px;background-image: radial-gradient(#ffffff 5%, #f1f1f1 15%, #f1f1f1 60%);box-shadow: 0px 0px 3px #333; } .chess-info {float: left;width: 400px;height: 760px;padding-left: 20px;margin-left: 40px; } .chess-info input {display: initial;width: initial;height: initial;visibility: initial; } .chess-msg {margin-top: 20px;color: #aaa; } .chess-msg span {display: block;font-size: 12px; }現在來把用到的一些變量和方法搞進來。
private int[,] Chess = new int[19, 19];private string first = "ai";private bool IsInGame = false;private string msgs;private int AIChess = 1;private int MineChess = 2;Chess是棋盤的二維數組。
first為先手字段,默認電腦先手,我這里賦值為"ai",用他來判斷是我先手還是電腦先手。
IsInGame用來判斷當前游戲狀態,是否開始游戲,可以根據它來動態控制按鈕文字內容。
msgs是一個提示信息,告訴玩家雙方執子情況。
AIChess = 1和MineChess = 2就是黑白子,默認電腦為黑子,我為白子。
上方兩個radio標簽,用來選擇誰先手,點擊事件分別給first賦值,按鈕點擊事件StartGame。
private void StartGame() {// 初始化棋盤Chess = new int[19, 19];// 是否開始游戲,點擊按鈕重置顯示消息if (IsInGame){msgs = string.Empty;}else{// 電腦先手if (first == "ai"){AIChess = 1;MineChess = 2;// 電腦落子正中心天元位置Chess[9, 9] = AIChess;msgs = "電腦:執黑子 ? 我:執白子 ?";}else{//?我先手的話則我執黑子,電腦執白子MineChess = 1;AIChess = 2;msgs = "我:執黑子 ? 電腦:執白子 ?";}}// 改變游戲狀態,用于顯示不同文字的按鈕IsInGame = !IsInGame; }開始游戲之前,先初始化一下棋盤,然后判斷當前是否在游戲中,在游戲中點了按鈕對應的肯定是結束游戲,那么此時將提示消息清空。如果未開始游戲,點了按鈕就是開始對局了,此時就去判斷電腦先手還是我先手。根據這兩種情況分別給AIChess和MineChess賦值,給出對應的提示消息。如果是電腦先手,那么自動在棋盤正中心位置落子,查了一下這個位置叫天元。直接將棋盤數組賦值Chess[9, 9] = AIChess;即可,最后點了按鈕是需要改變狀態的:IsInGame= !IsInGame;。
那么如果是我先手或者電腦落子之后,此時需要我方落子,那么我方落子的方法就是Playing(int row, int cell)方法。
private async Task Playing(int row, int cell) {// 是否開始游戲,當前判斷沒開始給出提示if (!IsInGame){await Common.InvokeAsync("alert", "\n????點擊開始游戲按鈕開啟對局,請閱讀游戲規則????");return;}// 已落子直接返回,不做任何操作if (Chess[row, cell] != 0)return;// 根據傳進來的坐標進行我方落子Chess[row, cell] = MineChess;if (IsWin(MineChess, row, cell)){await Common.InvokeAsync("alert", "\n恭喜,你贏了????");IsInGame = !IsInGame;return;}// 我方落子之后電腦落子await AIPlaying(AIChess); }我放落子之前先判斷是否開始游戲,如果為點擊開始游戲按鈕,則給出彈窗提示,直接返回不做任何操作,接著有一種情況,我方點擊了已經落子了的位置,也不做任何操作直接返回。
某位置是否落子可以根據傳進來的坐標進行判斷,Chess[row, cell] == 0?表示未落子,Chess[row, cell] != 0就表示已經落子了,這里不可以繼續落子了。
然后就可以將我方點擊的位置進行落子了,直接給數組賦值即可:Chess[row, cell] = MineChess;。
落子之后需要判斷輸贏,這里引入了一個新的方法IsWin(...)后面說。如果返回true就是贏了,給出提示,改變游戲狀態。如果沒有贏,我方落子之后就該電腦落子了,這里也是引入了一個新的方法:AIPlaying(...)。
private async Task AIPlaying(int chess) {// 我方var minePoints = new List<ValuedPoint>();// 電腦var aiPonints = new List<ValuedPoint>();for (int i = 0; i < 19; i++){for (int j = 0; j < 19; j++){// 還未落子的位置列表if (Chess[i, j] == 0){minePoints.Add(GetValuedPoint(chess, i, j));aiPonints.Add(GetValuedPoint((chess == 1 ? 2 : 1), i, j));}}}// 獲取最佳位置var minePoint = minePoints.OrderByDescending(x => x.Score).FirstOrDefault();var aiPonint = aiPonints.OrderByDescending(x => x.Score).FirstOrDefault();if (minePoint != null && aiPonint != null){// 如果某個位置對手分數高于我方,則搶占位置if (minePoint.Score > aiPonint.Score){Chess[minePoint.Point.Row, minePoint.Point.Cell] = chess;if (IsWin(AIChess, minePoint.Point.Row, minePoint.Point.Cell)){await Common.InvokeAsync("alert", "\n電腦贏了,你個渣渣????");IsInGame = !IsInGame;return;}}else{Chess[aiPonint.Point.Row, aiPonint.Point.Cell] = chess;if (IsWin(AIChess, aiPonint.Point.Row, aiPonint.Point.Cell)){await Common.InvokeAsync("alert", "\n電腦贏了,你個渣渣????");IsInGame = !IsInGame;return;}}} }電腦落子采用的是遍歷計分方式,計算每一個空位的分數,分數由高到底,于是先構建一個對象ValuedPoint。
//ValuedPoint.cs public class ValuedPoint {public Point Point { get; set; }public int Score { get; set; } }//Point.cs public struct Point {public int Row { get; set; }public int Cell { get; set; } }添加我方和電腦計分對象列表:minePoints和aiPonints,遍歷棋盤中未落子的位置進行分數計算,計算分數策略引入一個新的方法:GetValuedPoint(...)。
然后分別獲取黑子和白子雙方應該落子的最佳位置,即獲取到分數最高的位置坐標,就電腦落子來說,如果我分數高于電腦,電腦就會搶占這個位置進行落子。
落子之后同樣調用IsWin(...)來判斷電腦是否贏了,贏了給出提示改變狀態結束對局,沒贏就繼續下。
現在來看看計分的策略:GetValuedPoint(...)。
private ValuedPoint GetValuedPoint(int chess, int row, int cell) {var aiChess = chess == 1 ? 2 : 1;int HScore = 0, VScore = 0, PScore = 0, LScore = 0;#region 橫方向 ??{var i = 1;var score = 1;var validPlace = 0;var rightValid = true;var leftValid = true;var rightSpace = 0;var leftSpace = 0;var isDead = false;while (i < 5){var right = cell + i;if (rightValid && right < 19){if (Chess[row, right] == chess){if (rightSpace == 0)score++;validPlace++;}else if (Chess[row, right] == 0){rightSpace++;validPlace++;}else if (Chess[row, right] == aiChess){rightValid = false;if (rightSpace == 0)isDead = true;}}var left = cell - i;if (leftValid && left >= 0){if (Chess[row, left] == chess){if (leftSpace == 0)score++;validPlace++;}else if (Chess[row, left] == 0){leftSpace++;validPlace++;}else if (Chess[row, left] == aiChess){leftValid = false;if (leftSpace == 0)isDead = true;}}i++;}if (score >= 5)HScore = 100000;if (score == 4){if (!isDead)HScore = 80000;elseHScore = validPlace <= 4 ? 0 : 8000;}if (score == 3){if (!isDead)HScore = validPlace <= 4 ? 0 : 4000;elseHScore = validPlace <= 4 ? 0 : 2000;}if (score == 2){if (!isDead)HScore = validPlace <= 4 ? 0 : 600;elseHScore = validPlace <= 4 ? 0 : 300;}}#endregion#region 豎方向 ??{var i = 1;var score = 1;var validPlace = 0;var topValid = true;var bottomValid = true;var topSpace = 0;var bottomSpace = 0;var isDead = false;while (i < 5){var top = row - i;if (topValid && top >= 0){if (Chess[top, cell] == chess){if (topSpace == 0)score++;validPlace++;}else if (Chess[top, cell] == 0){topSpace++;validPlace++;}else if (Chess[top, cell] == aiChess){topValid = false;if (topSpace == 0)isDead = true;}}var bottom = row + i;if (bottomValid && bottom < 19){if (Chess[bottom, cell] == chess){if (bottomSpace == 0)score++;validPlace++;}else if (Chess[bottom, cell] == 0){bottomSpace++;validPlace++;}else if (Chess[bottom, cell] == aiChess){bottomValid = false;if (bottomSpace == 0)isDead = true;}}i++;}if (score >= 5)VScore = 100000;if (score == 4){if (!isDead)VScore = 80000;elseVScore = validPlace <= 4 ? 0 : 8000;}if (score == 3){if (!isDead)VScore = validPlace <= 4 ? 0 : 4000;elseVScore = validPlace <= 4 ? 0 : 2000;}if (score == 2){if (!isDead)VScore = validPlace <= 4 ? 0 : 600;elseVScore = validPlace <= 4 ? 0 : 300;}}#endregion#region 撇方向 ↙↗{var i = 1;var score = 1;var validPlace = 0;var topValid = true;var bottomValid = true;var topSpace = 0;var bottomSpace = 0;var isDead = false;while (i < 5){var rightTopRow = row - i;var rightTopCell = cell + i;if (topValid && rightTopRow >= 0 && rightTopCell < 19){if (Chess[rightTopRow, rightTopCell] == chess){if (topSpace == 0)score++;validPlace++;}else if (Chess[rightTopRow, rightTopCell] == 0){topSpace++;validPlace++;}else if (Chess[rightTopRow, rightTopCell] == aiChess){topValid = false;if (topSpace == 0)isDead = true;}}var leftBottomRow = row + i;var leftBottomCell = cell - i;if (bottomValid && leftBottomRow < 19 && leftBottomCell >= 0){if (Chess[leftBottomRow, leftBottomCell] == chess){if (bottomSpace == 0)score++;validPlace++;}else if (Chess[leftBottomRow, leftBottomCell] == 0){bottomSpace++;validPlace++;}else if (Chess[leftBottomRow, leftBottomCell] == aiChess){bottomValid = false;if (bottomSpace == 0)isDead = true;}}i++;}if (score >= 5)PScore = 100000;if (score == 4){if (!isDead)PScore = 80000;elsePScore = validPlace <= 4 ? 0 : 9000;}if (score == 3){if (!isDead)PScore = validPlace <= 4 ? 0 : 4500;elsePScore = validPlace <= 4 ? 0 : 3000;}if (score == 2){if (!isDead)PScore = validPlace <= 4 ? 0 : 800;elsePScore = validPlace <= 4 ? 0 : 500;}}#endregion#region 捺方向 ↘↖{var i = 1;var score = 1;var validPlace = 0;var topSpace = 0;var bottomSpace = 0;var topValid = true;var bottomValid = true;var isDead = false;while (i < 5){var leftTopRow = row - i;var leftTopCell = cell - i;if (topValid && leftTopRow >= 0 && leftTopCell >= 0){if (Chess[leftTopRow, leftTopCell] == chess){if (topSpace == 0)score++;validPlace++;}else if (Chess[leftTopRow, leftTopCell] == 0){topSpace++;validPlace++;}else if (Chess[leftTopRow, leftTopCell] == aiChess){topValid = false;if (topSpace == 0)isDead = true;}}var rightBottomRow = row + i;var rightBottomCell = cell + i;if (bottomValid && rightBottomRow < 19 && rightBottomCell < 19){if (Chess[rightBottomRow, rightBottomCell] == chess){if (bottomSpace == 0)score++;validPlace++;}else if (Chess[rightBottomRow, rightBottomCell] == 0){bottomSpace++;validPlace++;}else if (Chess[rightBottomRow, rightBottomCell] == aiChess){bottomValid = false;if (bottomSpace == 0)isDead = true;}}i++;}if (score >= 5)LScore = 100000;if (score == 4){if (!isDead)LScore = 80000;elseLScore = validPlace <= 4 ? 0 : 9000;}if (score == 3){if (!isDead)LScore = validPlace <= 4 ? 0 : 4500;elseLScore = validPlace <= 4 ? 0 : 3000;}if (score == 2){if (!isDead)LScore = validPlace <= 4 ? 0 : 800;elseLScore = validPlace <= 4 ? 0 : 500;}}#endregionreturn new ValuedPoint{Score = HScore + VScore + PScore + LScore,Point = new Point{Row = row,Cell = cell}}; }分別對給定位置的棋子四個方向:橫方向 ??、豎方向 ??、撇方向 ↙↗、捺方向 ↘↖ 進行遍歷,計算每一個空位的分數,分數由高到低,最后返回ValuedPoint對象。
最后判斷是否贏棋五子連珠的方法:IsWin(int chess, int row, int cell)。
private bool IsWin(int chess, int row, int cell) {#region 橫方向 ??{var i = 1;var score = 1;var rightValid = true;var leftValid = true;while (i <= 5){var right = cell + i;if (rightValid && right < 19){if (Chess[row, right] == chess){score++;if (score >= 5)return true;}elserightValid = false;}var left = cell - i;if (leftValid && left >= 0){if (Chess[row, left] == chess){score++;if (score >= 5)return true;}elseleftValid = false;}i++;}}#endregion#region 豎方向 ??{var i = 1;var score = 1;var topValid = true;var bottomValid = true;while (i < 5){var top = row - i;if (topValid && top >= 0){if (Chess[top, cell] == chess){score++;if (score >= 5)return true;}elsetopValid = false;}var bottom = row + i;if (bottomValid && bottom < 19){if (Chess[bottom, cell] == chess){score++;if (score >= 5)return true;}else{bottomValid = false;}}i++;}}#endregion#region 撇方向 ↙↗{var i = 1;var score = 1;var topValid = true;var bottomValid = true;while (i < 5){var rightTopRow = row - i;var rightTopCell = cell + i;if (topValid && rightTopRow >= 0 && rightTopCell < 19){if (Chess[rightTopRow, rightTopCell] == chess){score++;if (score >= 5)return true;}elsetopValid = false;}var leftBottomRow = row + i;var leftBottomCell = cell - i;if (bottomValid && leftBottomRow < 19 && leftBottomCell >= 0){if (Chess[leftBottomRow, leftBottomCell] == chess){score++;if (score >= 5)return true;}elsebottomValid = false;}i++;}}#endregion#region 捺方向 ↘↖{var i = 1;var score = 1;var topValid = true;var bottomValid = true;while (i < 5){var leftTopRow = row - i;var leftTopCell = cell - i;if (topValid && leftTopRow >= 0 && leftTopCell >= 0){if (Chess[leftTopRow, leftTopCell] == chess){score++;if (score >= 5)return true;}elsetopValid = false;}var rightBottomRow = row + i;var rightBottomCell = cell + i;if (bottomValid && rightBottomRow < 19 && rightBottomCell < 19){if (Chess[rightBottomRow, rightBottomCell] == chess){score++;if (score >= 5)return true;}elsebottomValid = false;}i++;}}#endregionreturn false; }當對弈雙方在棋盤落子后,基于落子的坐標,在四個方向:橫方向 ??、豎方向 ??、撇方向 ↙↗、捺方向 ↘↖ 找到是否有五個連子,如果可以找到就返回true,表示贏了,結束本局,沒找到就繼續對弈。
以上便是基于 Blazor 開發五子棋??小游戲的實現過程,功能比較單一,請君賞閱,最后再次祝大家端午節安康!
好了我不能再寫了,我女朋友喊我下五子棋??去了。????????????
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