cocos2dx实现象棋之运动
1、头文件
void moveStone(int moveid, int killid, int x, int y);
void moveComplete(CCNode*, void*);
bool canMove(int moveid, int killid, int x, int y);
bool canMoveJiang(int moveid, int killid, int x, int y);
bool canMoveShi(int moveid, int x, int y);
bool canMoveXiang(int moveid, int x, int y);
bool canMoveChe(int moveid, int x, int y);
bool canMoveMa(int moveid, int x, int y);
bool canMovePao(int moveid, int killid, int x, int y);
bool canMoveBing(int moveid, int x, int y);
int getStoneCount(int xo, int yo, int x, int y);
要实现象棋的运动,首先要确定选中的目标,再其次确定选中的位置,再确定选择的位置是否有对方棋子
void SceneGame::setSelectId(int id)
{
if(id==-1)
{
return;
}
if(_s[id]->getRed()!=_redTrun)
return;
_selectid=id;
_selectSprite->setVisible(true);
_selectSprite->setPosition(_s[_selectid]->getPosition());
}
void SceneGame::moveStone(int moveid, int killid, int x, int y)
{
if(killid != -1&&_s[moveid]->getRed()==_s[killid]->getRed())
{
setSelectId(killid);
return;
}
bool bCanMove = canMove(moveid, killid, x, y);
if(bCanMove == false)
return;
//set step
Step* step = Step::create(moveid, killid, _s[moveid]->getX(),_s[moveid]->getY(), x, y);
_steps->addObject(step);
_s[moveid]->setX(x);
_s[moveid]->setY(y);
//_s[moveid]->setPosition(getStonePos(x,y));
CCMoveTo *moveto=CCMoveTo::create(.5f,getStonePos(x,y));
CCCallFuncND *call=CCCallFuncND::create(this,callfuncND_selector(SceneGame::moveComplete),(void*)(intptr_t)killid);
CCSequence *sequence=CCSequence::create(moveto,call,NULL);
_s[moveid]->setZOrder(_s[moveid]->getZOrder()+1);
_s[moveid]->runAction(sequence);
//_selectid=-1;
//_selectSprite->setVisible(false);
//_redTrun=!_redTrun;
}
不同的棋子运动规则不同,车,马,炮等都有不同的运动方式
总函数
bool SceneGame::canMove(int moveid, int killid, int x, int y)
{
Stone *s=_s[moveid];
switch(s->getType())
{
case Stone::JIANG:
return canMoveJiang(moveid, killid, x, y);
case Stone::SHI:
return canMoveShi(moveid, x, y);
case Stone::XIANG:
return canMoveXiang(moveid, x, y);
case Stone::CHE:
return canMoveChe(moveid, x, y);
case Stone::MA:
return canMoveMa(moveid, x, y);
case Stone::PAO:
return canMovePao(moveid, killid, x, y);
case Stone::BING:
return canMoveBing(moveid, x, y);
}
return false;
}
将的移动
bool SceneGame::canMoveJiang(int moveid, int killid, int x, int y)
{
if(killid!=-1)
{
Stone* skill = _s[killid];
if(skill->getType() == Stone::JIANG)
{
return canMoveChe(moveid, x, y);
}
}
//can only walk one step and can not walk out the lattic also can kill the king
Stone *s=_s[moveid];
int xo=s->getX();
int yo=s->getY();
int xoff=abs(xo-x);
int yoff=abs(yo-y);
int d = xoff*10 + yoff;
if(d != 1 && d != 10) return false;
if(x<3||x>5) return false;
if(_redSide==s->getRed())
{
if(y<0||y>2) return false;
}else
{
if(y < 7 || y > 9) return false;
}
return true;
}
士的移动
bool SceneGame::canMoveShi(int moveid, int x, int y)
{
Stone *s=_s[moveid];
int xo=s->getX();
int yo=s->getY();
int xoff=abs(xo-x);
int yoff=abs(yo-y);
int d = xoff*10 + yoff;
if(d != 11) return false;
if(x<3||x>5) return false;
if(_redSide==s->getRed())
{
if(y<0||y>2) return false;
}else
{
if(y < 7 || y > 9) return false;
}
return true;
}
相的移动
bool SceneGame::canMoveXiang(int moveid, int x, int y)
{
Stone *s=_s[moveid];
int xo=s->getX();
int yo=s->getY();
int xoff=abs(xo-x);
int yoff=abs(yo-y);
int d = xoff*10 + yoff;
if(d != 22) return false;
int xm=(xo+x)/2;
int ym=(yo+y)/2;
int id=getStone(xm,ym);
if(id!=-1)
{
return false;
}
if(_redSide == s->getRed())
{
if(y>4) return false;
}
else
{
if(y<5) return false;
}
return true;
}
车的移动
bool SceneGame::canMoveChe(int moveid, int x, int y)
{
Stone *s=_s[moveid];
int xo=s->getX();
int yo=s->getY();
if(getStoneCount(xo,yo,x,y)!=0)
return false;
return true;
}
bool SceneGame::canMoveMa(int moveid, int x, int y)
{
Stone* s = _s[moveid];
int xo = s->getX();
int yo = s->getY();
int xoff = abs(xo-x);
int yoff = abs(yo-y);
int d = xoff*10 + yoff;
if(d != 12 && d != 21) return false;
int xm,ym;
if(d==12)
{
xm=xo;
ym=(yo+y)/2;
}else
{
xm=(xo+x)/2;
ym=yo;
}
if(getStone(xm,ym)!=-1) return false;
return true;
}
炮的移动
bool SceneGame::canMovePao(int moveid, int killid, int x, int y)
{
Stone* s = _s[moveid];
int xo = s->getX();
int yo = s->getY();
if(killid != -1 && this->getStoneCount(xo, yo, x, y) == 1)
{
return true;
}
else if(killid==-1)
{
return canMoveChe(moveid,x,y);
}
return false;
}
兵的移动
bool SceneGame::canMoveBing(int moveid, int x, int y)
{
Stone* s = _s[moveid];
int xo = s->getX();
int yo = s->getY();
int xoff = abs(xo-x);
int yoff = abs(yo-y);
int d = xoff*10 + yoff;
if(d != 1 && d != 10) return false;
if(_redSide==s->getRed())
{
if(y<yo) return false;
if(yo<=4&&y==yo) return false;
}else
{
if(y>yo) return false;
if(yo>=5&&y==yo) return false;
}
return true;
}