五子棋游戏
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
namespace GameComponent
{
partial class GameBoard
{
/////////////////宝饭设计,精简代码,追求智慧//////////////////
////棋型估值
//成五
private const int BE_FIVE = 1000000000;
//活四
private const int ACTIVIE_FOUR = 50000;
//冲四
private const int RUSH_FOUR = 3000;
//活三
private const int ACTIVIE_THREE = 3000;
//眠三
private const int SLEEP_THREE = 200;
//活二
private const int ACTIVE_TWO = 200;
//眠二
private const int SLEEP_TWO = 10;
//其他
private const int OTHER = 1;
//棋型
public enum SituationType
{
BeFive,
ActiveFour,
RushFour,
ActiveThree,
SleepThree,
ActiveTwo,
SleepTwo,
Other
}
/// <summary>
/// 电脑下下一着棋,返回内部坐标
/// </summary>
/// <param name="color"></param>
/// <returns></returns>
public Point ComputerNextStep(int color)
{
//建立估分表
int[,] gradeMyMap = new int[gameSize, gameSize];
int[,] gradeOppoMap = new int[gameSize, gameSize];
for (int i = 0; i < gameSize; i )
{
for (int j = 0; j < gameSize; j )
{
if(map[i, j] == 0)
{
int sumMy = evaluate(j, i, color);
int sumOppo = evaluate(j, i, 3 - color);
gradeMyMap[i, j] = sumMy;
gradeOppoMap[i, j] = sumOppo;
}
}
}
Point pMy = GetBestPoint(gradeMyMap);
Point pOppo = GetBestPoint(gradeOppoMap);
if (pMy != pOppo)
{
if (gradeOppoMap[pOppo.Y, pOppo.X] > gradeMyMap[pMy.Y, pMy.X] * 10)
return pOppo;
else
return pMy;
}
else
return pMy;
}
/// <summary>
/// 查找最优点
/// </summary>
/// <param name="map">估分表数组</param>
/// <returns></returns>
private Point GetBestPoint(int[,] map)
{
int iMax = 0, jMax = 0;
for (int i = 0; i < gameSize; i )
{
for (int j = 0; j < gameSize; j )
{
if (map[i, j] > map[iMax, jMax])
{
iMax = i;
jMax = j;
}
}
}
return new Point(jMax, iMax);
}
/// <summary>
/// 四个方向上对某个点某种颜色棋子进行估分
/// </summary>
/// <param name="x">横坐标</param>
/// <param name="y">纵坐标</param>
/// <param name="color"></param>
/// <returns></returns>
public int evaluate(int x, int y, int color)
{
int sum = 0;
//四个方向估值
for (int i = 0; i < 4; i )
{
SituationType type = GetSituationType(x, y, i, color);
switch(type)
{
case SituationType.BeFive:
sum = BE_FIVE;
break;
case SituationType.ActiveFour:
sum = ACTIVIE_FOUR;
break;
case SituationType.RushFour:
sum = RUSH_FOUR;
break;
case SituationType.ActiveThree:
sum = ACTIVIE_THREE;
break;
case SituationType.SleepThree:
sum = SLEEP_THREE;
break;
case SituationType.ActiveTwo:
sum = ACTIVE_TWO;
break;
case SituationType.SleepTwo:
sum = SLEEP_TWO;
break;
default:
sum = OTHER;
break;
}
}
return sum;
}
/// <summary>
/// 某种颜色棋子在某个方向上的棋型
/// </summary>
/// <param name="x">横坐标</param>
/// <param name="y">纵坐标</param>
/// <param name="dir">方向</param>
/// <param name="color">棋子颜色</param>
/// <returns></returns>
public SituationType GetSituationType(int x, int y, int dir, int color)
{
SituationType type = JudgeBeFive(x, y, dir, color);
if (type == SituationType.Other)
{
type = JudgeActiveFour(x, y, dir, color);
if (type == SituationType.Other)
{
type = JudgeRushFour(x, y, dir, color);
if (type == SituationType.Other)
{
type = JudgeActiveThreeSleepThree(x, y, dir, color);
if (type == SituationType.Other)
{
return type = JudgeActvieTwoSleepTwo(x, y, dir, color);
}
else
return type;
}
else
return type;
}
else
return type;
}
else
return type;
}
/// <summary>
/// 判断一个坐标是否没越界
/// </summary>
///
/// <param name="x">横坐标</param>
/// <param name="y">纵坐标</param>
/// <returns></returns>
private bool NoCrossBorder(int x, int y)
{
return x >= 0 && x < gameSize && y >= 0 && y < gameSize;
}
/// <summary>
/// 在没有越界的基础上,是否存在同颜色的棋子
/// </summary>
/// <param name="x">横坐标</param>
/// <param name="y">纵坐标</param>
/// <param name="color">棋子颜色</param>
/// <returns></returns>
private bool ExistSameColor(int x, int y, int color)
{
return NoCrossBorder(x, y) && map[y, x] == color;
}
/// <summary>
/// 在没有越界的基础上,判断某个点是否没有棋子
/// </summary>
/// <param name="x">横坐标</param>
/// <param name="y">纵坐标</param>
/// <returns></returns>
private bool Empty(int x, int y)
{
return NoCrossBorder(x, y) && map[y, x] == 0;
}
/// <summary>
/// 处理值0,如果为0,返回-1,其余不变
/// </summary>
/// <param name="n"></param>
/// <returns></returns>
private int SolveZero(int n)
{
return n == 0 ? 1 : n;
}
/// <summary>
/// 某种颜色棋子在某个方向上是否成五
/// </summary>
/// <param name="x">横坐标</param>
/// <param name="y">纵坐标</param>
/// <param name="dir">方向</param>
/// <param name="color">棋子颜色</param>
/// <returns></returns>
private SituationType JudgeBeFive(int x, int y, int dir, int color)
{
for (int i = 1; i >= -4; i--)
{
if (i == 0)
continue;
else
{
int delta1 = i;
int delta2 = SolveZero(i 1);
int delta3 = SolveZero(delta2 1);
int delta4 = SolveZero(delta3 1);
if (dir == 0) //上下方向
{
Point p1 = new Point(x, y delta1);
Point p2 = new Point(x, y delta2);
Point p3 = new Point(x, y delta3);
Point p4 = new Point(x, y delta4);
if (BeFiveHelper(p1, p2, p3, p4, color))
return SituationType.BeFive;
}
else if (dir == 1) //左右方向
{
Point p1 = new Point(x delta1, y);
Point p2 = new Point(x delta2, y);
Point p3 = new Point(x delta3, y);
Point p4 = new Point(x delta4, y);
if (BeFiveHelper(p1, p2, p3, p4, color))
return SituationType.BeFive;
}
else if (dir == 2) //左斜线
{
Point p1 = new Point(x delta1, y delta1);
Point p2 = new Point(x delta2, y delta2);
Point p3 = new Point(x delta3, y delta3);
Point p4 = new Point(x delta4, y delta4);
if (BeFiveHelper(p1, p2, p3, p4, color))
return SituationType.BeFive;
}
else //右斜线
{
Point p1 = new Point(x delta1, y - delta1);
Point p2 = new Point(x delta2, y - delta2);
Point p3 = new Point(x delta3, y - delta3);
Point p4 = new Point(x delta4, y - delta4);
if (BeFiveHelper(p1, p2, p3, p4, color))
return SituationType.BeFive;
}
}
}
return SituationType.Other;
}
/// <summary>
/// 成五条件判断
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="p4"></param>
/// <param name="color"></param>
/// <returns></returns>
private bool BeFiveHelper(Point p1, Point p2, Point p3, Point p4, int color)
{
if (ExistSameColor(p1.X, p1.Y, color) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color))
return true;
else
return false;
}
/// <summary>
/// 某种颜色棋子在某个方向上是否活四
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="dir"></param>
/// <param name="color"></param>
/// <returns></returns>
private SituationType JudgeActiveFour(int x, int y, int dir, int color)
{
for (int i = -1; i >= -4; i--)
{
if (i == 0)
continue;
else
{
int delta1 = i;
int delta2 = SolveZero(i 1);
int delta3 = SolveZero(delta2 1);
int delta4 = SolveZero(delta3 1);
int delta5 = SolveZero(delta4 1);
if (dir == 0) //上下方向
{
Point p1 = new Point(x, y delta1);
Point p2 = new Point(x, y delta2);
Point p3 = new Point(x, y delta3);
Point p4 = new Point(x, y delta4);
Point p5 = new Point(x, y delta5);
if (ActiveFourHelper(p1, p2, p3, p4, p5, color))
return SituationType.ActiveFour;
}
else if (dir == 1) //左右方向
{
Point p1 = new Point(x delta1, y);
Point p2 = new Point(x delta2, y);
Point p3 = new Point(x delta3, y);
Point p4 = new Point(x delta4, y);
Point p5 = new Point(x delta5, y);
if (ActiveFourHelper(p1, p2, p3, p4, p5, color))
return SituationType.ActiveFour;
}
else if (dir == 2) //左斜线
{
Point p1 = new Point(x delta1, y delta1);
Point p2 = new Point(x delta2, y delta2);
Point p3 = new Point(x delta3, y delta3);
Point p4 = new Point(x delta4, y delta4);
Point p5 = new Point(x delta5, y delta5);
if (ActiveFourHelper(p1, p2, p3, p4, p5, color))
return SituationType.ActiveFour;
}
else //右斜线
{
Point p1 = new Point(x delta1, y - delta1);
Point p2 = new Point(x delta2, y - delta2);
Point p3 = new Point(x delta3, y - delta3);
Point p4 = new Point(x delta4, y - delta4);
Point p5 = new Point(x delta5, y - delta5);
if (ActiveFourHelper(p1, p2, p3, p4, p5, color))
return SituationType.ActiveFour;
}
}
}
return SituationType.Other;
}
/// <summary>
/// 活四条件判断
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="p4"></param>
/// <param name="color"></param>
/// <returns></returns>
private bool ActiveFourHelper(Point p1, Point p2, Point p3, Point p4, Point p5, int color)
{
if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color) && Empty(p5.X, p5.Y))
return true;
else
return false;
}
/// <summary>
/// 某种颜色棋子在某个方向上是否冲四
/// </summary>
/// <param name="x">横坐标</param>
/// <param name="y">纵坐标</param>
/// <param name="dir">方向</param>
/// <param name="color">棋子颜色</param>
/// <returns></returns>
private SituationType JudgeRushFour(int x, int y, int dir, int color)
{
for (int i = 1; i >= -4; i--)
{
if (i == 0)
continue;
else
{
int delta1 = i;
int delta2 = SolveZero(i 1);
int delta3 = SolveZero(delta2 1);
int delta4 = SolveZero(delta3 1);
if (dir == 0) //上下方向
{
Point p1 = new Point(x, y delta1);
Point p2 = new Point(x, y delta2);
Point p3 = new Point(x, y delta3);
Point p4 = new Point(x, y delta4);
if (RushFourHelper(p1, p2, p3, p4, color))
return SituationType.RushFour;
}
else if (dir == 1) //左右方向
{
Point p1 = new Point(x delta1, y);
Point p2 = new Point(x delta2, y);
Point p3 = new Point(x delta3, y);
Point p4 = new Point(x delta4, y);
if (RushFourHelper(p1, p2, p3, p4, color))
return SituationType.RushFour;
}
else if (dir == 2) //左斜线
{
Point p1 = new Point(x delta1, y delta1);
Point p2 = new Point(x delta2, y delta2);
Point p3 = new Point(x delta3, y delta3);
Point p4 = new Point(x delta4, y delta4);
if (RushFourHelper(p1, p2, p3, p4, color))
return SituationType.RushFour;
}
else //右斜线
{
Point p1 = new Point(x delta1, y - delta1);
Point p2 = new Point(x delta2, y - delta2);
Point p3 = new Point(x delta3, y - delta3);
Point p4 = new Point(x delta4, y - delta4);
if (RushFourHelper(p1, p2, p3, p4, color))
return SituationType.RushFour;
}
}
}
return SituationType.Other;
}
/// <summary>
/// 冲四条件判断
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="p4"></param>
/// <param name="color"></param>
/// <returns></returns>
private bool RushFourHelper(Point p1, Point p2, Point p3, Point p4, int color)
{
if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color))
return true;
else if (ExistSameColor(p1.X, p1.Y, color) && Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color))
return true;
else if (ExistSameColor(p1.X, p1.Y, color) && ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color))
return true;
else if (ExistSameColor(p1.X, p1.Y, color) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y))
return true;
else
return false;
}
/// <summary>
/// 某种颜色棋子在某个方向上是否活三,眠三
/// </summary>
/// <param name="x">横坐标</param>
/// <param name="y">纵坐标</param>
/// <param name="dir">方向</param>
/// <param name="color">棋子颜色</param>
/// <returns></returns>
private SituationType JudgeActiveThreeSleepThree(int x, int y, int dir, int color)
{
for (int i = -1; i >= -4; i--)
{
int delta1 = i;
int delta2 = SolveZero(i 1);
int delta3 = SolveZero(delta2 1);
int delta4 = SolveZero(delta3 1);
int delta5 = SolveZero(delta4 1);
if (dir == 0) //上下方向
{
Point p1 = new Point(x, y delta1);
Point p2 = new Point(x, y delta2);
Point p3 = new Point(x, y delta3);
Point p4 = new Point(x, y delta4);
Point p5 = new Point(x, y delta5);
int res = ActiveThreeSleepThreeHelper(p1, p2, p3, p4, p5, color);
if (res == 2)
return SituationType.ActiveThree;
else if (res == 1)
return SituationType.SleepThree;
}
else if (dir == 1) //左右方向
{
Point p1 = new Point(x delta1, y);
Point p2 = new Point(x delta2, y);
Point p3 = new Point(x delta3, y);
Point p4 = new Point(x delta4, y);
Point p5 = new Point(x delta5, y);
int res = ActiveThreeSleepThreeHelper(p1, p2, p3, p4, p5, color);
if (res == 2)
return SituationType.ActiveThree;
else if (res == 1)
return SituationType.SleepThree;
}
else if (dir == 2) //左斜线
{
Point p1 = new Point(x delta1, y delta1);
Point p2 = new Point(x delta2, y delta2);
Point p3 = new Point(x delta3, y delta3);
Point p4 = new Point(x delta4, y delta4);
Point p5 = new Point(x delta5, y delta5);
int res = ActiveThreeSleepThreeHelper(p1, p2, p3, p4, p5, color);
if (res == 2)
return SituationType.ActiveThree;
else if (res == 1)
return SituationType.SleepThree;
}
else //右斜线
{
Point p1 = new Point(x delta1, y - delta1);
Point p2 = new Point(x delta2, y - delta2);
Point p3 = new Point(x delta3, y - delta3);
Point p4 = new Point(x delta4, y - delta4);
Point p5 = new Point(x delta5, y - delta5);
int res = ActiveThreeSleepThreeHelper(p1, p2, p3, p4, p5, color);
if (res == 2)
return SituationType.ActiveThree;
else if (res == 1)
return SituationType.SleepThree;
}
}
return SituationType.Other;
}
/// <summary>
/// 活三,眠三判断条件
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="p4"></param>
/// <param name="p5"></param>
/// <param name="color"></param>
/// <returns>2为活三,1为眠三</returns>
private int ActiveThreeSleepThreeHelper(Point p1, Point p2, Point p3, Point p4, Point p5, int color)
{
bool oneSide = (!Empty(p5.X, p5.Y) && Empty(p1.X, p1.Y)) || (Empty(p5.X, p5.Y) && !Empty(p1.X, p1.Y));
if (Empty(p1.X, p1.Y) && Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color) && Empty(p5.X, p5.Y))
return 2;
else if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color) && Empty(p5.X, p5.Y))
return 2;
else if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y) && Empty(p5.X, p5.Y))
return 2;
else if (Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color) && oneSide)
return 1;
else if (ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color) && oneSide)
return 1;
else if (ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y) && oneSide)
return 1;
else
return 0;
}
/// <summary>
///
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="dir"></param>
/// <param name="color"></param>
/// <returns></returns>
private SituationType JudgeActvieTwoSleepTwo(int x, int y, int dir, int color)
{
for (int i = -1; i >= -4; i--)
{
int delta1 = i;
int delta2 = SolveZero(i 1);
int delta3 = SolveZero(delta2 1);
int delta4 = SolveZero(delta3 1);
int delta5 = SolveZero(delta4 1);
if (dir == 0) //上下方向
{
Point p1 = new Point(x, y delta1);
Point p2 = new Point(x, y delta2);
Point p3 = new Point(x, y delta3);
Point p4 = new Point(x, y delta4);
Point p5 = new Point(x, y delta5);
int res = ActiveTwoSleepTwoHelper(p1, p2, p3, p4, p5, color);
if (res == 2)
return SituationType.ActiveTwo;
else if (res == 1)
return SituationType.SleepTwo;
}
else if (dir == 1) //左右方向
{
Point p1 = new Point(x delta1, y);
Point p2 = new Point(x delta2, y);
Point p3 = new Point(x delta3, y);
Point p4 = new Point(x delta4, y);
Point p5 = new Point(x delta5, y);
int res = ActiveTwoSleepTwoHelper(p1, p2, p3, p4, p5, color);
if (res == 2)
return SituationType.ActiveTwo;
else if (res == 1)
return SituationType.SleepTwo;
}
else if (dir == 2) //左斜线
{
Point p1 = new Point(x delta1, y delta1);
Point p2 = new Point(x delta2, y delta2);
Point p3 = new Point(x delta3, y delta3);
Point p4 = new Point(x delta4, y delta4);
Point p5 = new Point(x delta5, y delta5);
int res = ActiveTwoSleepTwoHelper(p1, p2, p3, p4, p5, color);
if (res == 2)
return SituationType.ActiveTwo;
else if (res == 1)
return SituationType.SleepTwo;
}
else //右斜线
{
Point p1 = new Point(x delta1, y - delta1);
Point p2 = new Point(x delta2, y - delta2);
Point p3 = new Point(x delta3, y - delta3);
Point p4 = new Point(x delta4, y - delta4);
Point p5 = new Point(x delta5, y - delta5);
int res = ActiveTwoSleepTwoHelper(p1, p2, p3, p4, p5, color);
if (res == 2)
return SituationType.ActiveTwo;
else if (res == 1)
return SituationType.SleepTwo;
}
}
return SituationType.Other;
}
/// <summary>
/// 活二,眠二判断条件
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="p4"></param>
/// <param name="p5"></param>
/// <param name="color"></param>
/// <returns>2为活三,1为眠三</returns>
private int ActiveTwoSleepTwoHelper(Point p1, Point p2, Point p3, Point p4, Point p5, int color)
{
bool oneSide = (!Empty(p5.X, p5.Y) && Empty(p1.X, p1.Y)) || (Empty(p5.X, p5.Y) && !Empty(p1.X, p1.Y));
if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && Empty(p4.X, p4.Y) && Empty(p5.X, p5.Y))
return 2;
else if (Empty(p1.X, p1.Y) && Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y) && Empty(p5.X, p5.Y))
return 2;
else if (Empty(p1.X, p1.Y) && Empty(p2.X, p2.Y) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color) && Empty(p5.X, p5.Y))
return 2;
else if (ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && Empty(p4.X, p4.Y) && oneSide)
return 1;
else if (Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y) && oneSide)
return 1;
else if (Empty(p2.X, p2.Y) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color) && oneSide)
return 1;
else
return 0;
}
}
}
资源文件列表
README.md , 101
Chess/bin/Debug/Chess.exe , 26624
Chess/bin/Debug/Chess.pdb , 30208
Chess/bin/Debug/GameComponent.dll , 26624
Chess/bin/Debug/GameComponent.pdb , 46592
Chess/Chess.csproj , 4460
Chess/Chess.idc , 1454
Chess/Chessman.cs , 837
Chess/frmDubug.cs , 859
Chess/frmDubug.Designer.cs , 7933
Chess/frmDubug.resx , 5817
Chess/frmMain.cs , 1688
Chess/frmMain.Designer.cs , 5444
Chess/frmMain.resx , 6527
Chess/obj/Debug/Chess.csproj.CopyComplete , 0
Chess/obj/Debug/Chess.csproj.CoreCompileInputs.cache , 42
Chess/obj/Debug/Chess.csproj.FileListAbsolute.txt , 2284
Chess/obj/Debug/Chess.csproj.GenerateResource.cache , 988
Chess/obj/Debug/Chess.csprojAssemblyReference.cache , 38799
Chess/obj/Debug/Chess.exe , 26624
Chess/obj/Debug/Chess.frmDubug.resources , 180
Chess/obj/Debug/Chess.frmMain.resources , 180
Chess/obj/Debug/Chess.pdb , 30208
Chess/obj/Debug/Chess.Properties.Resources.resources , 12126
Chess/obj/Debug/DesignTimeResolveAssemblyReferences.cache , 1209
Chess/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache , 7186
Chess/obj/Debug/TempPE/Properties.Resources.Designer.cs.dll , 3584
Chess/Program.cs , 488
Chess/Properties/AssemblyInfo.cs , 1334
Chess/Properties/Resources.Designer.cs , 3586
Chess/Properties/Resources.resx , 6437
Chess/Properties/Settings.Designer.cs , 1092
Chess/Properties/Settings.settings , 249
Chess/Resources/black.png , 5263
Chess/Resources/white.png , 4970
GameComponent/bin/Debug/GameComponent.dll , 26624
GameComponent/bin/Debug/GameComponent.pdb , 46592
GameComponent/ChessmenNumChangeEventArgs.cs , 582
GameComponent/GameBoard.AI.cs , 29073
GameComponent/GameBoard.cs , 14012
GameComponent/GameComponent.csproj , 3286
GameComponent/GameEndEventArgs.cs , 662
GameComponent/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache , 6902
GameComponent/obj/Debug/GameComponent.csproj.CoreCompileInputs.cache , 42
GameComponent/obj/Debug/GameComponent.csproj.FileListAbsolute.txt , 1668
GameComponent/obj/Debug/GameComponent.csproj.GenerateResource.cache , 867
GameComponent/obj/Debug/GameComponent.csprojAssemblyReference.cache , 8999
GameComponent/obj/Debug/GameComponent.dll , 26624
GameComponent/obj/Debug/GameComponent.pdb , 46592
GameComponent/obj/Debug/GameComponent.Properties.Resources.resources , 7246
GameComponent/obj/Debug/TempPE/Properties.Resources.Designer.cs.dll , 3584
GameComponent/Properties/AssemblyInfo.cs , 1350
GameComponent/Properties/Resources.Designer.cs , 3602
GameComponent/Properties/Resources.resx , 6437
GameComponent/Resources/black.png , 3292
GameComponent/Resources/white.png , 3397
.gitignore , 73
Chess.sln , 1477
chessman.psd , 27139
LICENSE , 10441
