本案例为一个基于 EGE 编写的 五子棋游戏, 游戏支持简单的人机对战, 支持双人对战。
使用 MIDI 琴键作为落子音乐。
游戏界面:

Github 页面: https://github.com/wysaid/xege/pull/276
下面是源码, 配置好 ege 之后, 可以直接玩哦~~
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/** * @file egegomoku.cpp * @author wysaid (this@xege.org) * @brief 传统规则下的五子棋游戏, 附带简单的AI对手 * @version 0.1 * @date 2025-06-18 * */ #include "graphics.h" #include <vector> /// 是否禁用音效. 如果存在编译问题, 可以把下面这行的值改成 0 #define ENABLE_SOUNDS 1 #if ENABLE_SOUNDS #include <windows.h> #include <mmsystem.h> #pragma comment(lib, "winmm.lib") #endif // 文本本地化宏定义 #ifdef _MSC_VER // MSVC编译器使用中文文案 #define TEXT_WINDOW_TITLE "五子棋游戏 - EGE Demo" #define TEXT_CURRENT_PLAYER "当前玩家: %s" #define TEXT_GAME_MODE "游戏模式: %s" #define TEXT_BLACK_PIECE "黑子" #define TEXT_WHITE_PIECE "白子" #define TEXT_BLACK_WIN "黑子获胜!" #define TEXT_WHITE_WIN "白子获胜!" #define TEXT_PLAYER_WIN "玩家获胜!" #define TEXT_PLAYER_LOSE "玩家失败!" #define TEXT_DRAW "平局!" #define TEXT_EXIT_HINT "按 ESC 退出游戏, 按 R 切换先后手并重新开始" #define TEXT_MODE_AI "人机对战 (按M切换)" #define TEXT_MODE_HUMAN "双人对战 (按M切换)" #define TEXT_FIRST_PLAYER "先手: %s" #define TEXT_PLAYER_HUMAN "玩家" #define TEXT_PLAYER_AI "AI" #define TEXT_FONT_NAME "宋体" #define TEXT_RESTART_MSG "游戏重新初始化..." #else // 非MSVC编译器使用英文文案 #define TEXT_WINDOW_TITLE "Gomoku Game - EGE Demo" #define TEXT_CURRENT_PLAYER "Current Player: %s" #define TEXT_GAME_MODE "Game Mode: %s" #define TEXT_BLACK_PIECE "Black" #define TEXT_WHITE_PIECE "White" #define TEXT_BLACK_WIN "Black Wins!" #define TEXT_WHITE_WIN "White Wins!" #define TEXT_PLAYER_WIN "Player Wins!" #define TEXT_PLAYER_LOSE "Player Loses!" #define TEXT_DRAW "Draw!" #define TEXT_EXIT_HINT "Press ESC to Exit, Press R to Switch First Player and Restart" #define TEXT_MODE_AI "VS AI (Press M to Switch)" #define TEXT_MODE_HUMAN "VS Human (Press M to Switch)" #define TEXT_FIRST_PLAYER "First: %s" #define TEXT_PLAYER_HUMAN "Human" #define TEXT_PLAYER_AI "AI" #define TEXT_FONT_NAME "Arial" #define TEXT_RESTART_MSG "Game Restarting..." #endif // 游戏常量 const int BOARD_SIZE = 15; // 棋盘大小 const int CELL_SIZE = 32; // 格子大小 const int BOARD_OFFSET_X = 50; // 棋盘X偏移 const int BOARD_OFFSET_Y = 50; // 棋盘Y偏移 const int WINDOW_WIDTH = BOARD_OFFSET_X * 2 + BOARD_SIZE * CELL_SIZE; const int WINDOW_HEIGHT = BOARD_OFFSET_Y * 2 + BOARD_SIZE * CELL_SIZE + 100; // 额外空间显示信息 // 棋子类型 enum PieceType { EMPTY = 0, BLACK_PIECE = 1, WHITE_PIECE = 2 }; // 游戏状态 enum GameState { PLAYING, BLACK_WIN, WHITE_WIN, DRAW }; // 游戏类 class Gomoku { public: Gomoku() { initGame(); #if ENABLE_SOUNDS // 打开音频设备 midiOutOpen(&m_device, m_deviceID, 0, 0, CALLBACK_NULL); #endif } // 初始化游戏 void initGame(bool toggleFirst = false) { // 清空棋盘 for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { m_board[i][j] = EMPTY; } } // 重置最后落子位置 m_lastRow = -1; m_lastCol = -1; // 在AI模式下,如果需要轮换先手 if (m_vsAI && toggleFirst) { m_humanFirst = !m_humanFirst; if (!m_humanFirst) { // AI先手,直接下在中心位置 placePiece(BOARD_SIZE / 2, BOARD_SIZE / 2, BLACK_PIECE); } } // 根据先手设置确定当前玩家 if (m_vsAI) { m_currentPlayer = m_humanFirst ? BLACK_PIECE : WHITE_PIECE; } else { m_currentPlayer = BLACK_PIECE; // 双人模式总是黑子先行 } m_gameState = PLAYING; } // 绘制棋盘 void drawBoard() { // 设置背景色为木色 setbkcolor(EGERGB(222, 184, 135)); cleardevice(); // 绘制棋盘线条 setcolor(ege::BLACK); setlinestyle(PS_SOLID, 2); // 绘制横线 for (int i = 0; i < BOARD_SIZE; i++) { int y = BOARD_OFFSET_Y + i * CELL_SIZE; line(BOARD_OFFSET_X, y, BOARD_OFFSET_X + (BOARD_SIZE - 1) * CELL_SIZE, y); } // 绘制竖线 for (int j = 0; j < BOARD_SIZE; j++) { int x = BOARD_OFFSET_X + j * CELL_SIZE; line(x, BOARD_OFFSET_Y, x, BOARD_OFFSET_Y + (BOARD_SIZE - 1) * CELL_SIZE); } // 绘制天元和星位 setfillcolor(ege::BLACK); int center = BOARD_SIZE / 2; // 天元 fillcircle(BOARD_OFFSET_X + center * CELL_SIZE, BOARD_OFFSET_Y + center * CELL_SIZE, 3); // 四个星位 int starPos = 3; fillcircle(BOARD_OFFSET_X + starPos * CELL_SIZE, BOARD_OFFSET_Y + starPos * CELL_SIZE, 2); fillcircle(BOARD_OFFSET_X + (BOARD_SIZE - 1 - starPos) * CELL_SIZE, BOARD_OFFSET_Y + starPos * CELL_SIZE, 2); fillcircle(BOARD_OFFSET_X + starPos * CELL_SIZE, BOARD_OFFSET_Y + (BOARD_SIZE - 1 - starPos) * CELL_SIZE, 2); fillcircle(BOARD_OFFSET_X + (BOARD_SIZE - 1 - starPos) * CELL_SIZE, BOARD_OFFSET_Y + (BOARD_SIZE - 1 - starPos) * CELL_SIZE, 2); } // 绘制棋子 void drawPieces() { ege_enable_aa(true); for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { if (m_board[i][j] != EMPTY) { int x = BOARD_OFFSET_X + j * CELL_SIZE; int y = BOARD_OFFSET_Y + i * CELL_SIZE; // 判断是否为最后一颗落子 bool isLastPiece = (i == m_lastRow && j == m_lastCol); if (m_board[i][j] == BLACK_PIECE) { setfillcolor(ege::BLACK); setcolor(EGERGB(64, 64, 64)); } else { setfillcolor(ege::WHITE); setcolor(EGERGB(192, 192, 192)); } // 使用抗锯齿的EGE绘制函数,提供更平滑的圆形效果 ege_fillcircle(x, y, CELL_SIZE / 2 - 2); ege_circle(x, y, CELL_SIZE / 2 - 2); // 如果是最后一颗落子,绘制高亮标记 if (isLastPiece) { // 绘制红色小十字 setcolor(EGERGB(255, 0, 0)); setlinewidth(2); line(x - CELL_SIZE / 6, y, x + CELL_SIZE / 6, y); line(x, y - CELL_SIZE / 6, x, y + CELL_SIZE / 6); } } } } ege_enable_aa(false); } // 绘制游戏信息 void drawInfo() { setcolor(ege::BLACK); setfont(20, 0, TEXT_FONT_NAME); int infoY = BOARD_OFFSET_Y + BOARD_SIZE * CELL_SIZE + 20; if (m_gameState == PLAYING) { xyprintf(BOARD_OFFSET_X, infoY, TEXT_CURRENT_PLAYER, m_currentPlayer == BLACK_PIECE ? TEXT_BLACK_PIECE : TEXT_WHITE_PIECE); xyprintf(BOARD_OFFSET_X, infoY + 25, TEXT_GAME_MODE, m_vsAI ? TEXT_MODE_AI : TEXT_MODE_HUMAN); // 在AI模式下显示先手信息 if (m_vsAI) { xyprintf( BOARD_OFFSET_X, infoY + 50, TEXT_FIRST_PLAYER, m_humanFirst ? TEXT_PLAYER_HUMAN : TEXT_PLAYER_AI); } } else { const char* winner = getWinnerText(); xyprintf(BOARD_OFFSET_X, infoY, winner); } xyprintf(BOARD_OFFSET_X, infoY + (m_vsAI && m_gameState == PLAYING ? 75 : 50), TEXT_EXIT_HINT); } void drawGameOver() { if (m_gameState == PLAYING) { if (m_gameEndImage != nullptr) { // 清理缓存, 降低内存占用. delimage(m_gameEndImage); m_gameEndImage = nullptr; } return; // 游戏未结束,不绘制 } if (m_gameEndImage == nullptr) { int bgWidth = 300; int bgHeight = 100; m_gameEndImage = newimage(bgWidth, bgHeight); settarget(m_gameEndImage); // 绘制半透明背景 setfillcolor(0xffffffff); setfillstyle(SOLID_FILL, 0xffffffff); // 绘制背景矩形 setlinewidth(3); setbkmode(TRANSPARENT); // 设置大号字体 setcolor(EGERGBA(255, 0, 0, 255)); // 红色文字 setfont(48, 0, TEXT_FONT_NAME); // 根据游戏状态确定显示文本 const char* gameOverText = getWinnerText(); fillrect(0, 0, bgWidth, bgHeight); rectangle(0, 0, bgWidth, bgHeight); // 计算文本居中位置 int textWidth = textwidth(gameOverText); int textHeight = textheight(gameOverText); int textX = (bgWidth - textWidth) / 2; int textY = (bgHeight - textHeight) / 2; // 绘制游戏结束文本 outtextxy(textX, textY, gameOverText); m_imgX = (WINDOW_WIDTH - bgWidth) / 2; m_imgY = (WINDOW_HEIGHT - bgHeight) / 2; ege_setalpha(0xa0, m_gameEndImage); // 设置半透明效果 settarget(nullptr); // 结束绘制到临时图像 } // putimage(m_imgX, m_imgY, m_gameEndImage); putimage_withalpha(nullptr, m_gameEndImage, m_imgX, m_imgY); } // 获取获胜者文案 const char* getWinnerText() { if (m_gameState == DRAW) { return TEXT_DRAW; } if (m_vsAI) { // AI模式下判断玩家是否获胜 bool playerWins = false; if (m_humanFirst && m_gameState == BLACK_WIN) { playerWins = true; // 玩家是黑子且黑子获胜 } else if (!m_humanFirst && m_gameState == WHITE_WIN) { playerWins = true; // 玩家是白子且白子获胜 } return playerWins ? TEXT_PLAYER_WIN : TEXT_PLAYER_LOSE; } else { // 双人模式下使用传统文案 if (m_gameState == BLACK_WIN) { return TEXT_BLACK_WIN; } else if (m_gameState == WHITE_WIN) { return TEXT_WHITE_WIN; } } return TEXT_DRAW; } // 鼠标点击转换为棋盘坐标 bool mouseToBoard(int mouseX, int mouseY, int& row, int& col) { int x = mouseX - BOARD_OFFSET_X; int y = mouseY - BOARD_OFFSET_Y; // 计算最近的交叉点 col = (x + CELL_SIZE / 2) / CELL_SIZE; row = (y + CELL_SIZE / 2) / CELL_SIZE; // 检查是否在棋盘范围内 if (row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE) { // 检查点击是否在交叉点附近 int actualX = col * CELL_SIZE; int actualY = row * CELL_SIZE; int dx = x - actualX; int dy = y - actualY; return (dx * dx + dy * dy <= (CELL_SIZE / 2) * (CELL_SIZE / 2)); } return false; } // 下棋 bool placePiece(int row, int col, PieceType piece) { if (row < 0 || row >= BOARD_SIZE || col < 0 || col >= BOARD_SIZE) { return false; } if (m_board[row][col] != EMPTY) { return false; } m_board[row][col] = piece; // 更新最后落子位置 m_lastRow = row; m_lastCol = col; return true; } // 检查是否五子连珠 bool checkWin(int row, int col, PieceType piece) { // 四个方向:水平、垂直、主对角线、副对角线 int directions[4][2] = {{0, 1}, {1, 0}, {1, 1}, {1, -1}}; for (int dir = 0; dir < 4; dir++) { int count = 1; // 包含当前棋子 int dr = directions[dir][0]; int dc = directions[dir][1]; // 正方向统计 int r = row + dr, c = col + dc; while (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && m_board[r][c] == piece) { count++; r += dr; c += dc; } // 反方向统计 r = row - dr, c = col - dc; while (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && m_board[r][c] == piece) { count++; r -= dr; c -= dc; } if (count >= 5) { return true; } } return false; } // 检查棋盘是否已满 bool isBoardFull() { for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { if (m_board[i][j] == EMPTY) { return false; } } } return true; } // 简单AI:寻找最佳落子位置 void aiMove() { if (m_gameState != PLAYING) { return; } // 检查是否轮到AI bool isAITurn = (m_humanFirst && m_currentPlayer == WHITE_PIECE) || (!m_humanFirst && m_currentPlayer == BLACK_PIECE); if (!isAITurn) { return; } int bestRow = -1, bestCol = -1; int bestScore = -1000; // 遍历所有空位,评估每个位置的得分 for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { if (m_board[i][j] == EMPTY) { int score = evaluatePosition(i, j); if (score > bestScore) { bestScore = score; bestRow = i; bestCol = j; } } } } // 如果找到了合适的位置,就下棋 if (bestRow != -1 && bestCol != -1) { makeMove(bestRow, bestCol); } } // 评估位置得分 int evaluatePosition(int row, int col) { int score = 0; // 基础得分:靠近中心的位置更好 int centerRow = BOARD_SIZE / 2; int centerCol = BOARD_SIZE / 2; int distanceFromCenter = abs(row - centerRow) + abs(col - centerCol); score += (BOARD_SIZE - distanceFromCenter); // 获取AI的棋子类型 PieceType aiPiece = m_humanFirst ? WHITE_PIECE : BLACK_PIECE; PieceType humanPiece = m_humanFirst ? BLACK_PIECE : WHITE_PIECE; // 攻击得分:评估AI能形成的连珠 score += evaluateDirection(row, col, aiPiece) * 10; // 防守得分:阻止玩家形成连珠 score += evaluateDirection(row, col, humanPiece) * 8; return score; } // 评估方向得分 int evaluateDirection(int row, int col, PieceType piece) { int score = 0; int directions[4][2] = {{0, 1}, {1, 0}, {1, 1}, {1, -1}}; for (int dir = 0; dir < 4; dir++) { int dr = directions[dir][0]; int dc = directions[dir][1]; // 统计连续的同色棋子 int count = 0; bool blocked = false; // 正方向 int r = row + dr, c = col + dc; while (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE) { if (m_board[r][c] == piece) { count++; } else if (m_board[r][c] != EMPTY) { blocked = true; break; } else { break; } r += dr; c += dc; } // 反方向 r = row - dr, c = col - dc; while (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE) { if (m_board[r][c] == piece) { count++; } else if (m_board[r][c] != EMPTY) { if (!blocked) { blocked = true; } break; } else { break; } r -= dr; c -= dc; } // 根据连子数量和是否被阻挡给分 if (count >= 4) { score += 1000; // 四连,非常重要 } else if (count >= 3) { score += blocked ? 5 : 50; } else if (count >= 2) { score += blocked ? 2 : 10; } else if (count >= 1) { score += blocked ? 1 : 3; } } return score; } // 执行移动 void makeMove(int row, int col) { if (placePiece(row, col, m_currentPlayer)) { if (checkWin(row, col, m_currentPlayer)) { m_gameState = (m_currentPlayer == BLACK_PIECE) ? BLACK_WIN : WHITE_WIN; } else if (isBoardFull()) { m_gameState = DRAW; } else { // 切换玩家 m_currentPlayer = (m_currentPlayer == BLACK_PIECE) ? WHITE_PIECE : BLACK_PIECE; } } playPieceSound(m_currentPlayer); // 播放下棋音效 } // 处理鼠标点击 void handleMouseClick(int mouseX, int mouseY) { if (m_gameState != PLAYING) { return; } // 如果是AI回合,忽略鼠标点击 if (m_vsAI && ((m_humanFirst && m_currentPlayer == WHITE_PIECE) || (!m_humanFirst && m_currentPlayer == BLACK_PIECE))) { return; } int row, col; if (mouseToBoard(mouseX, mouseY, row, col)) { makeMove(row, col); } } // 获取当前游戏状态 GameState getGameState() const { return m_gameState; } // 获取当前玩家 PieceType getCurrentPlayer() const { return m_currentPlayer; } // 是否为AI模式 bool isVsAI() const { return m_vsAI; } // 切换游戏模式 void toggleMode() { m_vsAI = !m_vsAI; if (m_vsAI) { m_humanFirst = true; } initGame(); } // 重新开始游戏(在AI模式下轮换先手) void restartGame() { if (m_vsAI) { initGame(true); // 轮换先手 } else { initGame(); // 不轮换先手 } } enum // MIDI音符编号定义 { MIDI_BLACK = 45, MIDI_WHITE = 57, }; // 播放声音 void playPieceSound(PieceType piece) { #if ENABLE_SOUNDS if (m_device == nullptr) { return; } // 设置音色为木琴(Xylophone),音色编号13,更符合棋子落盘的感觉 DWORD msg = 0xC000 | 13; // 0xC0 是更改乐器的控制命令,13 是木琴的乐器号 midiOutShortMsg(m_device, msg); if (m_lastSound != 0) { // 如果上一个音符还在播放,先停止它 midiOutShortMsg(m_device, 0x80 | (m_lastSound << 8)); // 0x80是音符关闭命令 } // 播放黑子下棋音效 - 使用较低沉的G4音符 if (piece == BLACK_PIECE) { // 0x90是音符开启命令,80是适中的音量(比127更柔和) midiOutShortMsg(m_device, 0x90 | (MIDI_BLACK << 8) | (80 << 16)); m_lastSound = MIDI_BLACK; // 记录上一个音符 } else if (piece == WHITE_PIECE) { // 播放白子下棋音效 - 使用较清脆的C5音符,与G4形成完美四度音程 midiOutShortMsg(m_device, 0x90 | (MIDI_WHITE << 8) | (80 << 16)); m_lastSound = MIDI_WHITE; // 记录上一个音符 } m_soundTimer = 20; // 音效持续20帧 #endif } void updatePieceSound() { #if ENABLE_SOUNDS if (m_soundTimer <= 0 || m_device == nullptr) { return; } --m_soundTimer; if (m_soundTimer == 0 && m_lastSound != 0) { // 停止上一个音符 midiOutShortMsg(m_device, 0x80 | (m_lastSound << 8)); // 0x80是音符关闭命令 m_lastSound = 0; // 重置上一个音符 } #endif } private: int m_board[BOARD_SIZE][BOARD_SIZE]; // 棋盘数组 PIMAGE m_gameEndImage{}; // 用于临时缓存绘制 int m_imgX{}, m_imgY{}; // 用于结束动画 PieceType m_currentPlayer{}; // 当前玩家 GameState m_gameState{}; // 游戏状态 bool m_vsAI = true; // 是否对战AI bool m_humanFirst = true; // AI模式下是否玩家先手 // 最后落子位置记录 int m_lastRow = -1; // 最后落子的行位置 int m_lastCol = -1; // 最后落子的列位置 #if ENABLE_SOUNDS /// 音频相关 HMIDIOUT m_device{}; // MIDI输出设备句柄 UINT m_deviceID = 0; // 使用默认设备 int m_soundTimer = 0; // 音效倒计时, 到0时停止 DWORD m_lastSound{}; // 上一个音符 #endif }; int main() { // 初始化图形窗口 initgraph(WINDOW_WIDTH, WINDOW_HEIGHT, INIT_RENDERMANUAL); setrendermode(RENDER_MANUAL); setcaption(TEXT_WINDOW_TITLE); Gomoku game; // 游戏主循环 while (is_run()) { // 绘制游戏画面 game.drawBoard(); game.drawPieces(); game.drawInfo(); game.updatePieceSound(); // 更新音效状态 GameState state = game.getGameState(); if (state == PLAYING) { // AI移动(如果是AI回合) if (game.isVsAI()) { game.aiMove(); } } else { game.drawGameOver(); } // 处理鼠标消息 while (mousemsg()) { mouse_msg msg = getmouse(); if (msg.is_down() && msg.is_left()) { game.handleMouseClick(msg.x, msg.y); } } // 处理键盘消息 if (kbhit()) { int key = getch(); if (key == 27) { // ESC键退出 break; } else if (key == 'r' || key == 'R') { // R键重新开始 cleardevice(0); /// 打印重新初始化消息,提醒玩家游戏重开了 setcolor(EGERGB(255, 0, 0)); setfont(50, 0, TEXT_FONT_NAME); xyprintf(50, WINDOW_HEIGHT / 2, TEXT_RESTART_MSG); Sleep(500); // 稍等一会, 让玩家感知到游戏重开了. game.restartGame(); } else if (key == 'm' || key == 'M') { // M键切换模式 game.toggleMode(); } } delay_fps(60); } closegraph(); return 0; } |
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