让我们先想想两个人实时下棋需要哪些子程序:
走棋子程序
检查胜负子程序
首先让我们看看前面没有讲的(begin_play)那一帧的内容吧,这一帧实际上就是初始化棋盘与棋子。其程序代码如下:
//棋盘的初始位置
begin_x = 30;
begin_y = 40;
distance = 36;
chessman_number = 1;
//处理当前下棋位置闪烁功能
attachMovie("point", "obj_flash_point", 1000);
_root.obj_flash_point._visible = false;
//和棋、认输、悔棋窗口
attachMovie("windows", "DrawDefeatRepent", 2000);
_root.DrawDefeatRepent._visible = false;
_root.DrawDefeatRepent._x = 150;
_root.DrawDefeatRepent._y = 150;
win_defeat.duplicateMovieClip("obj_win_defeat", 10000);
win_defeat.removeMovieClip();
//表示结果是否已经出来
result = false;
//表示当时在哪个台玩游戏,0表示没有玩
_root.createEmptyMovieClip("chessboard", 1000);
// 产生一个背景方格图
for (i=1; i<=7; i++) {
// 画模线
chessboard.lineStyle(1);
chessboard.moveTo(begin_x, begin_y+(i-1)*distance);
chessboard.lineTo(begin_x+7*distance, begin_y+(i-1)*distance);
}
for (j=1; j<=8; j++) {
// 画竖线
chessboard.moveTo(begin_x+(j-1)*distance, begin_y);
chessboard.lineTo(begin_x+(j-1)*distance, begin_y+6*distance);
}
for (i=0; i<=6; i++) {
// 画箭头按钮
name = "arrow_"+i;
attachMovie("arrow", name, i+j);
this[name]._x = begin_x+(i+0.5)*distance;
this[name]._y = begin_y-distance/2;
this[name].place = i;
}
//用5×7的二维数据来存放棋盘,0表示无棋,1表示我走的棋,2表示对手走的棋
chess = [[0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0]];
stop();
//上面代码完成了下棋前的初始化工作
清空棋盘函数程序如下:
// 清空程序,在退出下棋时有用
function clear() {
var i;
// 清线段
removeMovieClip(chessboard);
for (i=0; i<=50; i++) {
// 清棋子
name = "chessman_"+i;
removeMovieClip(name);
}
for (i=0; i<=6; i++) {
// 清箭头
name = "arrow_"+i;
removeMovieClip(name);
}
}
走棋子程序如下:
function runchess(place, name) {
var i = 5;
_root.i_run = not _root.i_run;
_root.obj_flash_point._visible = true;
if (name == "my") {
// 我走的棋就放我的棋子
while (_root.chess[i][place] != 0 and i>=0) {
i--;
}
if (i>=0) {
// 说明棋子下面有子可动
_root.chess[i][place] = 1;
_root.last_x = i;
_root.last_y = place;
name = "chessman_"+_root.chessman_number;
attachMovie("chessman", name, 100+_root.chessman_number);
_root.obj_flash_point._x = this[name]._x=begin_x+(place+0.5)*distance;
_root.obj_flash_point._y = this[name]._y=begin_y+(i+0.5)*distance;
this[name].gotoAndStop(_root.my_logo);
_root.chessman_number++;
// 检查是否胜利
if (check_win(i, place, 1)) {
//如果你胜利就跳到你胜利的显示帧
_root.obj_win_defeat.gotoAndPlay("you_win");
_root.result = true;
_root.replay = false;
_root.i_can_play = false;
} else if (_root.chessman_number>=41) {
// 说明已经无棋可走了,成和棋
_root.obj_win_defeat.gotoAndPlay("you_draw");
_root.result = true;
_root.replay = false;
_root.i_can_play = false;
}
}
}
if (name == "your") {
// 对方走的棋,就放对方的棋子
while (_root.chess[i][place] != 0 and i>=0) {
i--;
}
if (i>=0) {
// 说明棋子下面有子可动
_root.chess[i][place] = 2;
_root.last_x = i;
_root.last_y = place;
name = "chessman_"+_root.chessman_number;
attachMovie("chessman", name, 100+_root.chessman_number);
_root.obj_flash_point._x = this[name]._x=begin_x+(place+0.5)*distance;
_root.obj_flash_point._y = this[name]._y=begin_y+(i+0.5)*distance;
this[name].gotoAndStop(_root.your_logo);
_root.chessman_number++;
// 检查是否胜利
if (check_win(i, place, 2)) {
//如果对手胜利就等于你输了,跳到你输的显示帧
_root.obj_win_defeat.gotoAndPlay("you_defeat");
_root.result = true;
_root.replay = false;
_root.i_can_play = false;
} else if (_root.chessman_number>=41) {
// 说明已经无棋可走了,成和棋
_root.obj_win_defeat.gotoAndPlay("you_draw");
_root.result = true;
_root.replay = false;
_root.i_can_play = false;
}
}
}
}