cocos2d-x3.14中国象棋AI(三)摆棋2

摆棋看起来可能会有点烦,但是棋子乱摆的话后面会很难管理,所以还是要沉下心把棋子按一定规则摆好。

为了摆棋更方便,我们需要再给Stone类添加多两个棋子类型成员变量

  • TYPE _type
  • Texture2D *texture

在上一篇我们已经能够在棋盘对应的位置添加棋子,那么这一篇我们则需要在对应的位置添加对应的棋子。
在这里我们继续在initStone写摆棋的规则。
initStone函数:

void Stone::initStone(int id)
{
    struct
    {
        TYPE type;
        int row;
        int col;
    }proper[9] = {
        {CHE,0,0},
        {MA,0,1},
        {XIANG,0,2},
        {SHI,0,3},
        {BING,3,2},
        {BING,3,0},
        {PAO,2,1},

        {JIANG,0,4},
        {BING,3,4}
    };
    _red = id < 16;
    if (id <= 8)
    {
        this->_id = id;
        this->_type = proper[id].type;
        this->_col = proper[id].col;
        this->_row = proper[id].row;
    }
    else if (id > 8 && id < 16)
    {
        this->_id = id;
        this->_type = proper[id - 9].type;
        this->_col = 8 - proper[id - 9].col;
        this->_row = proper[id - 9].row;
    }
    else if (id >= 16 && id <= 24)
    {
        this->_id = id;
        this->_type = proper[id - 16].type;
        this->_col = 8 - proper[id - 16].col;
        this->_row = 9 - proper[id - 16].row;
    }
    else if (id > 24)
    {
        this->_id = id;
        this->_type = proper[id - 25].type;
        this->_col = proper[id - 25].col;
        this->_row = 9 - proper[id - 25].row;
    }
    //按棋子类型选择棋子纹理
    switch (this->_type)
    {
        case CHE:
            if (_red)
                this->setStoneTexture("Stone/rche.png");
            else
                this->setStoneTexture("Stone/bche.png");
            break;
        case MA:
            if (_red)
                this->setStoneTexture("Stone/rma.png");
            else
                this->setStoneTexture("Stone/bma.png");
            break;
        case XIANG:
            if (_red)
                this->setStoneTexture("Stone/rxiang.png");
            else
                this->setStoneTexture("Stone/bxiang.png");
            break;
        case SHI:
            if (_red)
                this->setStoneTexture("Stone/rshi.png");
            else
                this->setStoneTexture("Stone/bshi.png");
            break;
        case PAO:
            if (_red)
                this->setStoneTexture("Stone/rpao.png");
            else
                this->setStoneTexture("Stone/bpao.png");
            break;
        case BING:
            if (_red)
                this->setStoneTexture("Stone/rbing.png");
            else
                this->setStoneTexture("Stone/bzu.png");
            break;
        case JIANG:
            if (_red)
                this->setStoneTexture("Stone/rshuai.png");
            else
                this->setStoneTexture("Stone/bjiang.png");
            break;
        default:
            break;
    }
}

而设置纹理函数setStoneTexture是直接从原来init函数中抽离处理,以文件路径字符串作为传参,封装成函数。
setStoneTexture函数:

void Stone::setStoneTexture(const char* filename)
{
    texture = Director::getInstance()->getTextureCache()->addImage(filename);
    this->setTexture(texture);
    this->setTextureRect(Rect(0, 0, texture->getContentSize().width, texture->getContentSize().height));
}

至此,Stone类算是写好了,我们只需要在LayerGameMain类的addStones通过id创建32个棋子并挂在渲染树上即可。
LayerGameMain的addStones函数:

void LayerGameMain::addStones()
{
    int i = 0;
    Stone *stone;
    for (i = 0; i < 32; i++)
    {
        stone = Stone::create(i);
        this->addChild(stone);
    }
}

最后贴出Stone类的代码:
Stone.h

#ifndef __STONE_H__
#define __STONE_H__

#include "cocos2d.h"
USING_NS_CC;

/*
布局棋子时因为棋盘左侧及下侧都空出一段,
所以在布局时,每个棋子都需要加上左侧空白段_offx及下侧空白段_offy。
*/

class Stone : public Sprite
{
public:
    static int _d;//棋子直径
    static int _offx;//棋子左侧空白段
    static int _offy;//棋子下侧空白段

    int _id;//棋子id
    int _col;//棋子的列号
    int _row;//棋子的行号
    bool _red;//标记当前棋子颜色
    Texture2D *texture;

    //枚举出所有棋子类型
    enum TYPE{
        CHE,MA,XIANG,SHI,JIANG,PAO,BING
    };
    TYPE _type;

    static Stone* create(int id);
    virtual bool init(int id);
    void initStone(int id);//该函数用于初始化棋子成员变量
    void setStoneTexture(const char *filename);
    
    Point getPositionFromPlate();//该函数用于获取棋子相对于棋盘的位置
};

#endif

Stone.cpp

#include "Stone.h"

int Stone::_d = 32;
int Stone::_offx = 32;
int Stone::_offy = 16;

bool Stone::init(int id)
{
    if (!Sprite::init())
    {
        return false;
    }
    //设置纹理图片,此处与2.x版本有点区别,但是区别不大

    initStone(id);
    setPosition(getPositionFromPlate());

    return true;
}

Stone* Stone::create(int id)
{
    Stone *ret = new Stone();
    if (ret && ret->init(id))
    {
        ret->autorelease();
    }
    else
    {
        delete ret;
        ret = nullptr;
    }
    return ret;
}

void Stone::initStone(int id)
{
    struct
    {
        TYPE type;
        int row;
        int col;
    }proper[9] = {
        {CHE,0,0},
        {MA,0,1},
        {XIANG,0,2},
        {SHI,0,3},
        {BING,3,2},
        {BING,3,0},
        {PAO,2,1},

        {JIANG,0,4},
        {BING,3,4}
    };
    _red = id < 16;
    if (id <= 8)
    {
        this->_id = id;
        this->_type = proper[id].type;
        this->_col = proper[id].col;
        this->_row = proper[id].row;
    }
    else if (id > 8 && id < 16)
    {
        this->_id = id;
        this->_type = proper[id - 9].type;
        this->_col = 8 - proper[id - 9].col;
        this->_row = proper[id - 9].row;
    }
    else if (id >= 16 && id <= 24)
    {
        this->_id = id;
        this->_type = proper[id - 16].type;
        this->_col = 8 - proper[id - 16].col;
        this->_row = 9 - proper[id - 16].row;
    }
    else if (id > 24)
    {
        this->_id = id;
        this->_type = proper[id - 25].type;
        this->_col = proper[id - 25].col;
        this->_row = 9 - proper[id - 25].row;
    }
    //按棋子类型选择棋子纹理
    switch (this->_type)
    {
        case CHE:
            if (_red)
                this->setStoneTexture("Stone/rche.png");
            else
                this->setStoneTexture("Stone/bche.png");
            break;
        case MA:
            if (_red)
                this->setStoneTexture("Stone/rma.png");
            else
                this->setStoneTexture("Stone/bma.png");
            break;
        case XIANG:
            if (_red)
                this->setStoneTexture("Stone/rxiang.png");
            else
                this->setStoneTexture("Stone/bxiang.png");
            break;
        case SHI:
            if (_red)
                this->setStoneTexture("Stone/rshi.png");
            else
                this->setStoneTexture("Stone/bshi.png");
            break;
        case PAO:
            if (_red)
                this->setStoneTexture("Stone/rpao.png");
            else
                this->setStoneTexture("Stone/bpao.png");
            break;
        case BING:
            if (_red)
                this->setStoneTexture("Stone/rbing.png");
            else
                this->setStoneTexture("Stone/bzu.png");
            break;
        case JIANG:
            if (_red)
                this->setStoneTexture("Stone/rshuai.png");
            else
                this->setStoneTexture("Stone/bjiang.png");
            break;
        default:
            break;
    }
}

Point Stone::getPositionFromPlate()
{
    Point ret = Point(Stone::_offx + this->_col*_d, Stone::_offy + this->_row*_d);

    return ret;
}

void Stone::setStoneTexture(const char* filename)
{
    texture = Director::getInstance()->getTextureCache()->addImage(filename);
    this->setTexture(texture);
    this->setTextureRect(Rect(0, 0, texture->getContentSize().width, texture->getContentSize().height));
}

运行效果:


cocos2d-x3.14中国象棋AI(三)摆棋2_第1张图片

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