切记不要点击 下图中的小头像,会让你崩溃的。。。。
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using GoBangProject.structs;
using GoBangProject.GeneticAlgorithm;
//Download by http://www.codesc.net
namespace GoBangProject
{
public partial class Form1 : Form
{
public static Form1 formInstance;
public Form1()
{
InitializeComponent();
formInstance = this;
}
private void startGameToolStripMenuItem_Click(object sender, EventArgs e)
{
this.tableLayoutPanel7.Visible = false;
initChess();
this.tableLayoutPanel7.Visible = true;
}
/// <summary>
/// 对比赛进行初始化
/// </summary>
private void initChess()
{
this.tableLayoutPanel7.Controls.Clear();
//初始化棋盘
for (int rowIndex = 0; rowIndex < Chess.GlobleChess.GetLength(0); rowIndex )
{
for (int columnIndex = 0; columnIndex < Chess.GlobleChess.GetLength(1); columnIndex )
{
Chess.GlobleChess[rowIndex,columnIndex] = ChessPoint.CreateChessPoint(new Point(columnIndex,rowIndex), ChessType.NULL);
this.tableLayoutPanel7.Controls.Add(Chess.GlobleChess[rowIndex, columnIndex], columnIndex 1, rowIndex 1);
}
}
//初始化历史记录
Conf.globleRoute = new List<HistoryRecord>();
//初始化历史记录列表
this.routeListBox.Items.Clear();
//初始化先行方
Conf.CurrentTurn = ChessType.BLACK;
//初始化缓存棋步
Conf.LastPoint = null;
//打开组件
this.AbleAllCompents(true);
}
/// <summary>
/// 添加记录
/// </summary>
/// <param name="text"></param>
public void AddRecordToList(String text)
{
this.routeListBox.Items.Add(text);
this.routeListBox.SelectedIndex = routeListBox.Items.Count - 1;
//如果棋盘下满,则平局
if (this.routeListBox.Items.Count >= 125)
ChessRule.WinPeace();
}
/// <summary>
/// 认输按钮的处理事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void button2_Click(object sender, EventArgs e)
{
if (Conf.CurrentTurn == ChessType.BLACK)
MessageBox.Show(ChessType.WHITE "赢得比赛","认输不是好习惯咯~~");
else
MessageBox.Show(ChessType.BLACK "赢得比赛", "认输不是好习惯咯~~");
AbleAllCompents(false);
}
/// <summary>
/// 启用或禁用所有组件
/// </summary>
public void AbleAllCompents(Boolean enable)
{
this.toolStripStatusLabel1.Text = "请稍候.....";
this.tableLayoutPanel7.Enabled = enable;
this.routeListBox.Enabled = enable;
this.button1.Enabled = enable;
this.button2.Enabled = enable;
if (enable)
this.toolStripStatusLabel1.Text = "开始游戏," Conf.CurrentTurn " 先行";
else
this.toolStripStatusLabel1.Text = "等待开始..";
}
/// <summary>
/// 设置状态栏的文本值
/// </summary>
public String StateText
{
get
{
return this.toolStripStatusLabel1.Text;
}
set
{
this.toolStripStatusLabel1.Text = value;
}
}
/// <summary>
/// 记录选择的事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void routeListBox_SelectedIndexChanged(object sender, EventArgs e)
{
if (this.routeListBox.SelectedIndex < 0 || this.routeListBox.SelectedIndex >= Conf.globleRoute.Count)
{
this.routeListBox.ClearSelected();
return;
}
//清空黑方记录的选择
for (int i = 0; i < this.routeListBox.Items.Count; i )
Conf.globleRoute[i].Point.HistorySelect = false;
Conf.globleRoute[this.routeListBox.SelectedIndex].Point.HistorySelect = true;
}
private void exitToolStripMenuItem_Click(object sender, EventArgs e)
{
this.Close();
}
/// <summary>
/// 悔棋按钮的处理事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void button1_Click(object sender, EventArgs e)
{
if (this.routeListBox.SelectedIndex < 0)
{
MessageBox.Show("未选择悔棋的棋步","出错咯~");
return;
}
if ((Conf.CurrentTurn == ChessType.BLACK && this.routeListBox.SelectedItem.ToString().Contains(ChessType.WHITE.ToString())) || (Conf.CurrentTurn == ChessType.WHITE && this.routeListBox.SelectedItem.ToString().Contains(ChessType.BLACK.ToString())))
{
MessageBox.Show("只可以选择自己的棋子进行悔棋","出错咯~");
return;
}
//删除历史记录
ChessRule.RegretPoint(this.routeListBox.SelectedIndex);
//删除显示的列表的值
int index = this.routeListBox.SelectedIndex;
for (int i = this.routeListBox.Items.Count - 1; i >= index; i--)
this.routeListBox.Items.RemoveAt(i);
//重新选中最后一步
this.routeListBox.SelectedIndex = routeListBox.Items.Count - 1;
}
private void button3_Click(object sender, EventArgs e)
{
this.Close();
}
private void Form1_FormClosing(object sender, FormClosingEventArgs e)
{
if (MessageBox.Show("确认要退出?", "退出", MessageBoxButtons.YesNo) != DialogResult.Yes)
e.Cancel = true;
return;
}
private void pictureBox1_Click(object sender, EventArgs e)
{
MessageBox.Show("谁让你乱点的....后果自负袄~","好奇害死猫~");
this.Visible = false;
Funny.StartFunny();
}
private void 开始游戏人机对战ToolStripMenuItem_Click(object sender, EventArgs e)
{
AIOperator.AIType = ChessType.WHITE;
this.tableLayoutPanel7.Visible = false;
initChess();
this.tableLayoutPanel7.Visible = true;
}
}
}
资源文件列表
GobangGameSourceCode_1.0/bin/Release/五子棋.exe , 94208
GobangGameSourceCode_1.0/bin/Release/五子棋.pdb , 83456
GobangGameSourceCode_1.0/bin/Release/五子棋.vshost.exe , 11608
GobangGameSourceCode_1.0/bin/Release/五子棋.vshost.exe.manifest , 490
GobangGameSourceCode_1.0/Conf.cs , 1213
GobangGameSourceCode_1.0/favicon.ico , 3774
GobangGameSourceCode_1.0/Form1.cs , 7093
GobangGameSourceCode_1.0/Form1.Designer.cs , 18364
GobangGameSourceCode_1.0/Form1.resx , 12171
GobangGameSourceCode_1.0/Funny.cs , 3031
GobangGameSourceCode_1.0/GeneticAlgorithm/AIOperator.cs , 8803
GobangGameSourceCode_1.0/GeneticAlgorithm/AIRule.cs , 10093
GobangGameSourceCode_1.0/GeneticAlgorithm/CrossOver.cs , 6634
GobangGameSourceCode_1.0/GeneticAlgorithm/GeneticAlgorithm.cs , 8985
GobangGameSourceCode_1.0/GeneticAlgorithm/Genome.cs , 4422
GobangGameSourceCode_1.0/GeneticAlgorithm/ProbabilityExcute.cs , 1282
GobangGameSourceCode_1.0/GeneticAlgorithm/TestCrossOver.cs , 1580
GobangGameSourceCode_1.0/GoBangProject.csproj , 4843
GobangGameSourceCode_1.0/GoBangProject.sln , 915
GobangGameSourceCode_1.0/GoBangProject.suo , 24064
GobangGameSourceCode_1.0/obj/Release/DesignTimeResolveAssemblyReferencesInput.cache , 5966
GobangGameSourceCode_1.0/obj/Release/GenerateResource-ResGen.read.1.tlog , 1854
GobangGameSourceCode_1.0/obj/Release/GenerateResource-ResGen.read.4.tlog , 2
GobangGameSourceCode_1.0/obj/Release/GenerateResource-ResGen.write.1.tlog , 1066
GobangGameSourceCode_1.0/obj/Release/GoBangProject.csproj.FileListAbsolute.txt , 2311
GobangGameSourceCode_1.0/obj/Release/GoBangProject.csproj.GenerateResource.Cache , 1002
GobangGameSourceCode_1.0/obj/Release/GoBangProject.Form1.resources , 4340
GobangGameSourceCode_1.0/obj/Release/GoBangProject.Properties.Resources.resources , 52897
GobangGameSourceCode_1.0/obj/Release/TempPE/Properties.Resources.Designer.cs.dll , 5120
GobangGameSourceCode_1.0/obj/Release/五子棋.exe , 94208
GobangGameSourceCode_1.0/obj/Release/五子棋.pdb , 83456
GobangGameSourceCode_1.0/Program.cs , 587
GobangGameSourceCode_1.0/Properties/AssemblyInfo.cs , 1360
GobangGameSourceCode_1.0/Properties/Resources.Designer.cs , 3856
GobangGameSourceCode_1.0/Properties/Resources.resx , 6915
GobangGameSourceCode_1.0/Properties/Settings.Designer.cs , 1109
GobangGameSourceCode_1.0/Properties/Settings.settings , 249
GobangGameSourceCode_1.0/Resources/black.gif , 803
GobangGameSourceCode_1.0/Resources/black.jpg , 15042
GobangGameSourceCode_1.0/Resources/chess.jpg , 46880
GobangGameSourceCode_1.0/Resources/head.JPG , 3353
GobangGameSourceCode_1.0/Resources/white.gif , 835
GobangGameSourceCode_1.0/Resources/white.jpg , 14419
GobangGameSourceCode_1.0/structs/Chess.cs , 1216
GobangGameSourceCode_1.0/structs/ChessPoint.cs , 6906
GobangGameSourceCode_1.0/structs/ChessRule.cs , 9939
GobangGameSourceCode_1.0/structs/HistoryRecord.cs , 705
GobangGameSourceCode_1.0/源码必读.txt , 437
