电脑系统跳棋,电脑跳屏的处理办法
1.WINDOWS跳棋、双陆棋、黑桃王......我家电脑上怎么没有?要怎么办?
2.我的电脑一玩QQ跳棋就死机,这是为什么啊
3.跳棋怎么玩 怎么才能跳
4.怎么在平板电脑上玩qq跳棋
5.win7系统自带小游戏介绍
VB跳棋代码:
窗体代码:
Dim ChessBoard(-2 To 10, -2 To 10) As Byte ''棋盘(8竖*8棋)
Dim x(10) As Integer, y(10) As Integer ''搜索的每种走法
Dim x1(10) As Integer, y1(10) As Integer ''搜索的每种走法的可吃子坐标
Dim BestLocate As CHESSER
Dim CurrentPlayer As Byte ''当前玩家
Dim CurrentStep As Integer ''当前步
Dim 人机模式 As Boolean
Dim cSel As Byte ''玩家选择了哪个棋子
Dim tTemp As Boolean
Const MAXDOWNPOINT = 7
Rem 如果Cer为1(黑方),则返回2(红方),否则返加1(黑方)
Public Function NextCer(ByVal Cer As Byte) As Byte
NextCer = 1
If Cer = 1 Then NextCer = 2
End Function
Rem 棋盘
Private Sub Initial()
Dim i As Integer, j As Integer
For i = 1 To 8: For j = 1 To 8: ChessBoard(i, j) = 0: Next j: Next i
ChessBoard(1, 2) = 201
ChessBoard(1, 4) = 201
ChessBoard(1, 6) = 201
ChessBoard(1, 8) = 201
ChessBoard(2, 1) = 201
ChessBoard(2, 3) = 201
ChessBoard(2, 5) = 201
ChessBoard(2, 7) = 201
ChessBoard(3, 2) = 201
ChessBoard(3, 4) = 201
ChessBoard(3, 6) = 201
ChessBoard(3, 8) = 201
ChessBoard(6, 1) = 101
ChessBoard(6, 3) = 101
ChessBoard(6, 5) = 101
ChessBoard(6, 7) = 101
ChessBoard(7, 2) = 101
ChessBoard(7, 4) = 101
ChessBoard(7, 6) = 101
ChessBoard(7, 8) = 101
ChessBoard(8, 1) = 101
ChessBoard(8, 3) = 101
ChessBoard(8, 5) = 101
ChessBoard(8, 7) = 101
End Sub
Rem 反显示(将屏幕显示的内容存入ChessBoard数组)
Private Sub ReDisplay()
Dim i As Integer, j As Integer, k As Integer
k = 0
For i = 1 To 8
For j = 1 To 8
If cbText(k).Text = "" Then ChessBoard(i, j) = 0
If cbText(k).Text = "101" Then ChessBoard(i, j) = 101
If cbText(k).Text = "201" Then ChessBoard(i, j) = 201
If cbText(k).Text = "102" Then ChessBoard(i, j) = 102
If cbText(k).Text = "202" Then ChessBoard(i, j) = 202
k = k + 1
Next j
Next i
End Sub
Rem 显示(将ChessBoard数组的内容显示到屏幕后)
Private Sub Display()
Dim i As Integer, j As Integer, k As Integer
k = 0
For i = 1 To 8
For j = 1 To 8
If ChessBoard(i, j) = 0 Then
cbText(k).Text = ""
Else
cbText(k).Text = ChessBoard(i, j)
End If
k = k + 1
Next j
Next i
Call 胜负判断
End Sub
Rem 胜负判断
Private Sub 胜负判断()
Dim i As Integer, j As Integer
Dim a As Integer, b As Integer
a = 0: b = 0
For i = 1 To 8
For j = 1 To 8
If Int(ChessBoard(i, j) / 100) = 1 Then a = a + 1 ''计算玩家的棋子数
If Int(ChessBoard(i, j) / 100) = 2 Then b = b + 1 ''计算电脑的棋子数
Next j
Next i
If a = 0 Then Call MsgBox("我赢了!", vbOKOnly + 32, "提示:"): Exit Sub
If b = 0 Then Call MsgBox("我认输了!", vbOKOnly + 32, "提示:"): Exit Sub
End Sub
Rem 返回估值
Private Function CurrentValue(Cer As Byte) As Integer
Dim i As Integer, j As Integer
CurrentValue = 0
For i = 1 To 8
For j = 1 To 8
If Int(ChessBoard(i, j) / 100) = Cer Then _
CurrentValue = CurrentValue + ChessBoard(i, j) Mod 100 * 100 + 100 ''是我方的棋子,棋子为1加100分,棋子为2加200分
If Int(ChessBoard(i, j) / 100) = NextCer(Cer) Then _
CurrentValue = CurrentValue - (ChessBoard(i, j) Mod 100 * 100 + 100) ''对方的棋子,棋子为1减100分,棋子为2减200分
Next j
Next i
End Function
Rem 如果Cer方i,j的棋子还可以吃子则返回True
Private Function IsLine(Cer As Byte, i As Byte, j As Byte) As Boolean
Dim x As Byte, y As Byte, x1 As Byte, y1 As Byte
IsLine = False
''开始搜索棋盘
''如果是Cer方的棋子
If Int(ChessBoard(i, j) / 100) = Cer Then
''吃子式走法1:即如果基本走法的位置有对方的棋子则可以跳吃(走法限制:Cer为1或棋子为加强棋才可走)
If Int(ChessBoard(i - 1, j - 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1 ''目标坐标
y = (j - 1) - 1
x1 = i - 1 ''吃子坐标
y1 = j - 1
If x > 0 And y > 0 And x < 9 And y < 9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
''吃子式走法2
If Int(ChessBoard(i - 1, j + 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1
y = (j + 1) + 1
x1 = i - 1
y1 = j + 1
If x > 0 And y > 0 And x < 9 And y < 9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
''吃子式走法3
If Int(ChessBoard(i + 1, j - 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j - 1) - 1
x1 = i + 1
y1 = j - 1
If x > 0 And y > 0 And x < 9 And y < 9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
''吃子式走法4
If Int(ChessBoard(i + 1, j + 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j + 1) + 1
x1 = i + 1
y1 = j + 1
If x > 0 And y > 0 And x < 9 And y < 9 And ChessBoard(x, y) = 0 Then IsLine = True '有可吃子,返回True
End If
End If
End Function
Rem 如果Cer方的棋子还可以吃子则返回True
Private Function IsLine2(Cer As Byte) As Boolean
Dim x As Byte, y As Byte, x1 As Byte, y1 As Byte
Dim i As Integer, j As Integer
IsLine2 = False
''开始搜索棋盘
For i = 1 To 8
For j = 1 To 8
''如果是Cer方的棋子
If Int(ChessBoard(i, j) / 100) = Cer Then
''吃子式走法1:即如果基本走法的位置有对方的棋子则可以跳吃(走法限制:Cer为1或棋子为加强棋才可走)
If Int(ChessBoard(i - 1, j - 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1 ''目标坐标
y = (j - 1) - 1
x1 = i - 1 ''吃子坐标
y1 = j - 1
If x > 0 And y > 0 And x < 9 And y < 9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
''吃子式走法2
If Int(ChessBoard(i - 1, j + 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i - 1) - 1
y = (j + 1) + 1
x1 = i - 1
y1 = j + 1
If x > 0 And y > 0 And x < 9 And y < 9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
''吃子式走法3
If Int(ChessBoard(i + 1, j - 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j - 1) - 1
x1 = i + 1
y1 = j - 1
If x > 0 And y > 0 And x < 9 And y < 9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
''吃子式走法4
If Int(ChessBoard(i + 1, j + 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x = (i + 1) + 1
y = (j + 1) + 1
x1 = i + 1
y1 = j + 1
If x > 0 And y > 0 And x < 9 And y < 9 And ChessBoard(x, y) = 0 Then IsLine2 = True '有可吃子,返回True
End If
End If
Next j
Next i
End Function
Rem 搜索程序
Private Function Search(Cer As Byte, Steps As Integer, IsTop As Boolean, UpMax As Integer)
Dim a As Integer, b As Integer, b1 As Integer, b2 As Integer, i As Integer, j As Integer, k As Integer, l As Integer, v As Integer
Dim MaxValue As Integer
Dim Sc(40) As CHESSER
Dim IsEat(7) As Boolean ''搜索到的7种走法有没有吃子
Dim EAT As Boolean ''有没有吃子
If IsTop Then
List1.Clear
For i = 0 To 40: Sc(i).Allow = False: Next i ';默认情况下所有走法皆不允许,如果所有值均为False则皆允许
End If
EAT = False
For i = 0 To 7: IsEat(7) = False: Next i ''默认情况所有搜索到的走法都没有吃子
Steps = Steps - 1
If Steps < 1 And IsLine2(Cer) = False Then
''如果我方无子可吃时才返回估值
Search = -CurrentValue(Cer) ''返回估值
Exit Function
End If
k = 0
''开始搜索棋盘
For i = 1 To 8
For j = 1 To 8
''如果是Cer方的棋子
If Int(ChessBoard(i, j) / 100) = Cer Then
For i1 = 1 To MAXDOWNPOINT: x(i1) = 0: x1(i1) = 0: Next ''x记载所有走法,清空x
''列出所有走法
''基本走法:上左、上右、下左、下右
x(0) = i - 1: y(0) = j - 1
x(1) = i - 1: y(1) = j + 1
x(2) = i + 1: y(2) = j - 1
x(3) = i + 1: y(3) = j + 1
''棋子表示方法:白棋 101(普通)、102 (过底的威力棋)
'' 红棋 201(普通)、202 (过底的威力棋)
''下一句解释:如果是白棋(101、102),不允许后退(删除x(2)、x(3))
If Cer = 1 And ChessBoard(i, j) Mod 100 <> 2 Then x(2) = -2: x(3) = -2
''下一句解释:如果是红棋(201、202),不允许后退(删除x(0)、x(1))
If Cer = 2 And ChessBoard(i, j) Mod 100 <> 2 Then x(0) = -2: x(1) = -2
''吃子式走法1:即如果基本走法的位置有对方的棋子则可以跳吃(走法限制:Cer为1或棋子为加强棋才可走)
If Int(ChessBoard(i - 1, j - 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x(4) = (i - 1) - 1 ''目标坐标
y(4) = (j - 1) - 1
x1(4) = i - 1 ''吃子坐标
y1(4) = j - 1
If x(4) > 0 And y(4) > 0 And x(4) < 9 And y(4) < 9 And ChessBoard(x(4), y(4)) = 0 Then _
EAT = True: IsEat(4) = True ''有可吃子,必需走此步,其余走法无效
End If
''吃子式走法2
If Int(ChessBoard(i - 1, j + 1) / 100) = NextCer(Cer) And (Cer = 1 Or ChessBoard(i, j) Mod 100 = 2) Then
x(5) = (i - 1) - 1
y(5) = (j + 1) + 1
x1(5) = i - 1
y1(5) = j + 1
If x(5) > 0 And y(5) > 0 And x(5) < 9 And y(5) < 9 And ChessBoard(x(5), y(5)) = 0 Then _
EAT = True: IsEat(5) = True ''有可吃子,必需走此步,其余走法无效
End If
''吃子式走法3
If Int(ChessBoard(i + 1, j - 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x(6) = (i + 1) + 1
y(6) = (j - 1) - 1
x1(6) = i + 1
y1(6) = j - 1
If x(6) > 0 And y(6) > 0 And x(6) < 9 And y(6) < 9 And ChessBoard(x(6), y(6)) = 0 Then _
EAT = True: IsEat(6) = True ''有可吃子,必需走此步,其余走法无效
End If
''吃子式走法4
If Int(ChessBoard(i + 1, j + 1) / 100) = NextCer(Cer) And (Cer = 2 Or ChessBoard(i, j) Mod 100 = 2) Then
x(7) = (i + 1) + 1
y(7) = (j + 1) + 1
x1(7) = i + 1
y1(7) = j + 1
If x(7) > 0 And y(7) > 0 And x(7) < 9 And y(7) < 9 And ChessBoard(x(7), y(7)) = 0 Then _
EAT = True: IsEat(7) = True ''有可吃子,必需走此步,其余走法无效
End If
''如果有吃子走法,删除没有吃子的其它走法
If EAT = True Then
For a = 0 To 7
If IsEat(a) = False Then x(a) = -1
Next a
End If
''存入Sc(走法表)中
For a = 0 To 7
'If x(a) = 5 And y(a) = 2 Then Stop
''如果超过棋盘将不能走
If x(a) > 0 And y(a) > 0 And x(a) < 9 And y(a) < 9 Then
''如果目标有棋子则不能走,为0才存入
If ChessBoard(x(a), y(a)) = 0 Then
''将走法存入“走法表”
Sc(k).Initx = i
Sc(k).Inity = j
Sc(k).ObjX = x(a)
Sc(k).ObjY = y(a)
Sc(k).x1 = x1(a) ''被吃子位置
Sc(k).y1 = y1(a)
If IsEat(a) = True Then Sc(k).Allow = True ''如果有吃子,则允许此着走法
k = k + 1
End If
End If
Next a
'If EAT = True Then i = 100: j = 100 ''如果有吃子则不必再搜索
End If
Next j
Next i
MaxValue = -30000 ''当前分数
tTemp = False
''搜索是否有允许走法,如果没有则所有走法皆允许
For i = 0 To k - 1
If Sc(i).Allow = True Then tTemp = True
Next i
''如果有允许走法,则除允许走法外,其余走法皆不允许走
If tTemp = False Then
For i = 0 To k - 1: Sc(i).Allow = True: Next i
End If
''试走每种走法
For i = 0 To k - 1
If Sc(i).Allow = True Then
b1 = ChessBoard(Sc(i).Initx, Sc(i).Inity) ''记录起点棋子和终点棋子
b2 = ChessBoard(Sc(i).ObjX, Sc(i).ObjY)
b = ChessBoard(Sc(i).x1, Sc(i).y1) ''记录被吃子位置的棋子
ChessBoard(Sc(i).Initx, Sc(i).Inity) = 0 ''清除起点的棋子
ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = b1 ''试下棋
ChessBoard(Sc(i).x1, Sc(i).y1) = 0 ''清除被吃子位置的棋子
''如果到边界则威力加强
''下句:如果是黑方(101、102)
If Cer = 1 Then
''下句:如果走到第一行则棋子变成102,威力加强
If Sc(i).ObjX = 1 Then ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = 102
End If
''下句:如果是红方(201、202)
If Cer = 2 Then
''下句:如果走到第八行则棋子变成202,威力加强
If Sc(i).ObjX = 8 Then ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = 202
End If
If b > 0 And IsLine(Cer, Sc(i).ObjX, Sc(i).ObjY) = True And EAT = True Then
''如果可连续吃子
v = CurrentValue(Cer) + 300 ''V为当前局面价值加300分
Else
v = Search(NextCer(Cer), Steps - 1, False, -UpMax) ''没有连续可吃子,继续搜索
End If
''恢复棋盘
ChessBoard(Sc(i).x1, Sc(i).y1) = b ''恢复被吃子
ChessBoard(Sc(i).Initx, Sc(i).Inity) = b1 ''记录起点棋子和终点棋子
ChessBoard(Sc(i).ObjX, Sc(i).ObjY) = b2
'' 显示每种走法的得分
If IsTop Then
List1.AddItem "从" & Str(Sc(i).Initx) & "," & Str(Sc(i).Inity) & _
"到" & Str(Sc(i).ObjX) & "," & Str(Sc(i).ObjY) & "得分:" & Str(v)
End If
'如果这种走法分数高,记录
If IsTop And (v > MaxValue Or MaxValue = -30000) Then
BestLocate.Initx = Sc(i).Initx
BestLocate.Inity = Sc(i).Inity
BestLocate.ObjX = Sc(i).ObjX
BestLocate.ObjY = Sc(i).ObjY
BestLocate.x1 = Sc(i).x1
BestLocate.y1 = Sc(i).y1
MaxValue = v
End If
If v > MaxValue Then MaxValue = v
'下句: 如果 MaxValue >= -UpMax //α-β剪枝, 符合剪枝条件的就Cut掉。UpMax为上层的MaxValue
If IsTop = False And MaxValue >= -UpMax Then i = 100 ''剪枝程序
End If
Next i
If IsTop = False Then Search = -MaxValue Else Search = MaxValue
End Function
Private Sub cbText_Click(Index As Integer)
Dim i As Integer, j As Integer, C As Integer ''C记载吃子
Dim Temp As String, Temp2 As String, Temp3 As String
Dim x As Byte, y As Byte, x2 As Byte, y2 As Byte
If cbText(Index).BackColor <> &HC0E0FF Then Call MsgBox("落棋无效!", vbOKOnly + 32, "提示:"): Exit Sub
If cSel = 0 And Trim(cbText(Index).Text) > "" Then cSel = Index: cbText(cSel).ForeColor = QBColor(12): Exit Sub ''如果玩家一个也没先且当前棋盘位置有棋子,则标示玩家选择此棋子
If cSel <> 0 And Val(cbText(Index).Text) = Val(cbText(cSel).Text) Then cbText(cSel).ForeColor = H80000008&: cSel = 0: Exit Sub ''如果玩家两次选择相同的棋子则取消选择
If cSel <> 0 Then
''下棋
cbText(Index).Text = cbText(cSel).Text
''判断是否可变成加强棋
k = Val(cbText(Index).Text)
If Int(k / 100) = 1 And Index < 8 Then cbText(Index).Text = "102" ''如果1方走到顶端就变成加强棋
If Int(k / 100) = 2 And Index > 55 Then cbText(Index).Text = "202" ''如果2方走到顶端就变成加强棋
cbText(cSel).Text = ""
cbText(cSel).ForeColor = H80000008&
''判断有没有吃子
''向上左斜
If Index - cSel = -18 Then
cbText(Index + 9).Text = "": ''被吃子
C = Index + 9
End If
''向上右斜
If Index - cSel = -14 Then
cbText(Index + 7).Text = "": ''被吃子
C = Index + 7
End If
''向下左斜
If Index - cSel = 14 Then
cbText(Index - 7).Text = "": ''被吃子
C = Index - 7
End If
''向下右斜
If Index - cSel = 18 Then
cbText(Index - 9).Text = "": ''被吃子
C = Index - 9
End If
''存储走法
k = 0: Temp = "": Temp2 = "": Temp = ""
For i = 1 To 8
For j = 1 To 8
If k = cSel Then Temp = "从" & Str(i) + "," + Str(j)
If k = Index Then Temp2 = " 到" + Str(i) + "," + Str(j): x = i: y = j
If k = C Then Temp3 = "吃子 " & Str(i) & "," & Str(j): x2 = i: y2 = j
k = k + 1
Next j
Next i
List2.AddItem "第" & Str(CurrentStep) & "手 " & Str(CurrentPlayer) + "方" + Temp + Temp2 + Temp3
CurrentStep = CurrentStep + 1
Text3.Text = Temp + Temp2
cSel = 0
Call ReDisplay
''下句:如果是人机模式并且玩家还没有可吃子
If 人机模式 = True And (IsLine(CurrentPlayer, x, y) = True And x2 > 1 And y2 > 2) = False Then
'If 人机模式 = True Then
''看玩家走了哪方的棋子,就运算另一方的棋子
CurrentPlayer = NextCer(Int(Val(cbText(Index).Text) / 100))
Call Command2_Click ''如果是人机模式则让电脑运长
End If
End If
End Sub
Private Sub Command1_Click()
List2.Clear ''清除棋谱
CurrentStep = 1
Call Initial
Call Display
End Sub
Private Sub Command2_Click()
Dim t As Boolean
Command2.Enabled = False
t:
Text1.Text = Str(Search(CurrentPlayer, Val(Text2.Text), True, 0))
Command2.Enabled = True
With BestLocate
t = DownChess(.Initx, .Inity, .ObjX, .ObjY, .x1, .y1)
Call Display
If t = True And IsLine(CurrentPlayer, .ObjX, .ObjY) Then Call MsgBox("我还想再吃一个"): GoTo t ''如果所下之棋还能吃子(连续吃)则再运算
End With
CurrentPlayer = NextCer(CurrentPlayer)
End Sub
Rem 移棋
Rem Sx,Sy:起点棋子 Ex,Ey:终点棋子 Ax,Ay:被吃子
Rem 如果有吃子则返回True
Private Function DownChess(Sx As Byte, Sy As Byte, ex As Byte, ey As Byte, Ax As Byte, Ay As Byte) As Boolean
ChessBoard(ex, ey) = ChessBoard(Sx, Sy)
ChessBoard(Sx, Sy) = 0
ChessBoard(Ax, Ay) = 0 ''清除被吃子
If Ax <> 0 And Ay <> 0 Then DownChess = True Else DownChess = False
Text3.Text = "第" & Str(CurrentStep) & "手 " & Str(CurrentPlayer) + "方从" & Str(Sx) + "," + Str(Sy) + "到" + Str(ex) + "," + Str(ey) & _
"吃子 " & Str(Ax) & "," & Str(Ay)
CurrentStep = CurrentStep + 1
List2.AddItem Text3.Text
''下句:如果是黑方(101、102)
If Int(ChessBoard(ex, ey) / 100) = 1 Then
''下句:如果走到第一行则棋子变成102,威力加强
If ex = 1 Then ChessBoard(ex, ey) = 102
End If
''下句:如果是红方(201、202)
If Int(ChessBoard(ex, ey) / 100) = 2 Then
''下句:如果走到第八行则棋子变成202,威力加强
If ex = 8 Then ChessBoard(ex, ey) = 202
End If
End Function
Rem 运算一
Private Sub Command3_Click()
CurrentPlayer = 1
Call Command2_Click
End Sub
Rem 运算二
Private Sub Command4_Click()
CurrentPlayer = 2
Call Command2_Click
End Sub
Private Sub Command5_Click()
Call ReDisplay
End Sub
Private Sub Command6_Click()
If 人机模式 = False Then 人机模式 = True Else 人机模式 = False
If 人机模式 = False Then Command6.Caption = " 人机模式": Command6.ToolTipText = "当前模式:人人对战" Else Command6.Caption = " 休息模式": Command6.ToolTipText = "当前模式:人机对战"
End Sub
Private Sub Command7_Click()
End
End Sub
Rem 存谱
Private Sub Command8_Click()
On Error GoTo e
Dim i As Integer
Open InputBox("请输入文件名:") For Output As #1
For i = 0 To List2.ListCount - 1
Print #1, List2.List(i)
Next i
Close #1
Exit Sub
e:
Call MsgBox("存储错误!", vbOKOnly + 32, "提示:")
Err.Clear
Exit Sub
End Sub
Private Sub Form_Load()
人机模式 = False
cSel = 0
CurrentPlayer = 1
Call Command1_Click
End Sub
模块代码:
Type CHESSER
Chess As Byte ''为何棋,在BestLocate则标明为何数组
Initx As Byte ''起初棋的位置
Inity As Byte
ObjX As Byte ''经运算后的落棋点
ObjY As Byte
x1 As Byte
y1 As Byte
Allow As Boolean ''是否允许
End Type
WINDOWS跳棋、双陆棋、黑桃王......我家电脑上怎么没有?要怎么办?
玩法:
游戏人数:2-6人? ;
你的营区:你跟前是一个正三角形 ,的qiang;
你的目标:你的 10 颗棋子要离乡别井,连走带跳奔向对家,完全占领正对面的营区 入营。
棋子进入目标营区 走子:只能一步走,棋子可六个方向走动,每步只能达到相邻的空位上跳子可以连续跳?
一子跳棋规则:隔一个棋子可以跳。
空跳棋规则:像跷跷板一样,一个棋子在中间,两旁有相等的空位,就可以直接跳到对称位置上。
在跳棋里我们要时刻注意落在后面的棋子,一定不能只管前面的棋子而忘了后面的棋子,而后面的棋子一定要借助前面的桥跳跃,这一步就是照顾后面的棋子。
最后我们在占据对方地盘时,一定要为自己做准备,意思就是多为落后的棋子考虑一下摆放的位置,不要等到了对方的地盘旁边在调整,而是要提前考虑到它的位置,这样可以节省很多的步骤,赢得时间。
扩展资料:
《弹珠跳棋》是一款休闲游戏,这个游戏在19世纪末由一种叫Halma的游戏发展而来。可2-6人同时进行游戏,小小方寸之间尽现智慧光芒,是一款老少咸宜和乐趣盎然的益智休闲游戏。
在PC软件包括弹珠跳棋(cchess.exe)和迷你弹珠(minikina.exe 二人跳棋)两个游戏,你可以和电脑进行对战,或与你的朋友一起联机来玩。有3种难度水平可供选择。
参考资料:
我的电脑一玩QQ跳棋就死机,这是为什么啊
你安装的是WIN7活着VISTA吧 如果是这2种系统的话你可能安装了一个别人改装过的系统,比如深度、雨林木风那种的,他们都是为了缩小系统安装盘把那些游戏删了,你可以访问 进行游戏 其他还真没什么办法!~
跳棋怎么玩 怎么才能跳
CPU温度过高 更换大功率风扇 保持室内通风良好
电源电压不稳 买个稳压器或UPS电源
开启的程序过多 内存被大量占用 结束不必要的程序msconfig下关闭不必要的程序
CPU或内存配置低 (更换CPU添加内存)
硬盘存在逻辑或物理坏道 (找专业人士检修或更换)
有病毒 查杀吧
垃圾文件过多 碎片文件过多 下载优化软件优化一下(Windows优化大师或超级兔子等均可)
系统问题 重新安装系统
软硬件存在兼容性问题
BIOS设置不正确 重新设置BIOS
灰尘潮湿惹的祸 清理机箱保持内部干燥干净
怎么在平板电脑上玩qq跳棋
跳棋游戏目标为将所有己方的棋子跳到对角为胜。参与人数不能是1个或5个人。4人或6人时,一方的对角必须是另一方。3人时,一方的对角不能是另一方。开局时双方的区被棋子填满。棋子既可以向相邻的空格移动一格,也可以跳过相邻的棋子,落在该棋子前面的一格。每步骤走一子。
棋子的移动可以一步步在有直线连接的相邻六个方向进行,如果在和同一直线上的任意一个空位所构成的线段中,只有一个并且位于该线段中间的任何方的棋子,则可以直接跳到那个空位上,跳的过程中,只要相同条件满足就可以连续进行。
扩展资料:
一局跳棋,可以分为开局、中盘、收官三个阶段。开局一般从双方棋子的出动到子的初步相互接触为止,在10步棋以内;中盘在双方的子力纠缠在一起,争夺出路,同时又给对方设置障碍的阶段;收官则在双方的棋子基本分开,各自按自己的方式尽快进入对面的阵地。
这三个阶段不是截然分开的。在一局跳棋中,开局的时候就要看清中盘的发展方向,为中盘做准备;而中盘快要结束的时候,又要提前为收官设计最佳方案。
win7系统自带小游戏介绍
在平板电脑上玩qq跳棋的方法步骤:
1、打开平板的浏览器,搜索qq跳棋。
2、进入qq跳棋的官网,并下载qq跳棋。
3、下载完成后就选择授权安装。
4、安装成功后,点击游戏,进入qq跳棋,选择qq登陆。
5、登陆之后,即可选择自己喜欢的模式进行游戏。
相信很多朋友在网络出现问题的时候都想玩下电脑游戏打发一下时间,我也不例外,现在我就为大家介绍一下 win7 系统中自带的几款小游戏。
win7系统自带小游戏详解
据悉,Windows 7一共有11款默认游戏,这些w7系统自带游戏下载包括 国际象棋 ,空当接龙,红心大战, 麻将 (Mahjong Titans),扫雷,Purble Place,纸牌游戏(Solitaire),蜘蛛纸牌,联网西洋双陆棋(Internet Backgammon),联网黑桃王后(Internet Spades)和联网 跳棋 (Internet Checkers)。
其中,扫雷和纸牌游戏一改以往的经典风格,而基于网络是Windows 7的最大特点。联网西洋双陆棋如图1所示
图1
Windows客户团队经理布兰登.莱布兰克(Brandon LeBlanc)表示,如果你已经使用过Windows 7 Beta,那么你会发现,我们已经为Windows 7加入3款新的游戏:联网西洋双陆棋,联网黑桃王后和联网跳棋。?从我们收到的意见来看,这些3款游戏深受XP用户的欢迎,因此我们重新让它们与大家见面。这3款游戏相比以前已有很大改进。?联网跳棋如图2所示
图2
所有这些游戏都可以在Windows7游戏浏览器(Games Explorer)中进行管理。早在Vista中,微软就已经加入游戏浏览器,用户可以使用它利用它发布和管理游戏,包括内置的Windows游戏和PC游戏。
在windows 7原版中,游戏管理器中新增了很多功能,这些功能不仅能帮助普通玩家管理Windows 7中的内置游戏,而且对那些PC游戏玩家来说也会很有帮助。玩家不仅可以通过它激活游戏的自动升级通知,还可以显示已安装的游戏什么时候可以升级。另外,游戏管理器会跟踪统计用户玩过的游戏。联网黑桃皇后如图3所示
图3
莱布兰克称,Windows 7联网游戏可以支持多人在线对战(最多4个玩家在同一时间玩联网黑桃),游戏共设3个级别,如果对手中途退出,电脑可以接管完成比赛。用户还可以根据自己的喜爱选择不同的游戏背景风格。
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