将数组保存在数组中

发布于 2024-09-30 02:16:12 字数 882 浏览 9 评论 0原文

我想将 kingarray[x1+1,y1-1],king array[x1+1,y1] 等保存在一个数组中(国际象棋游戏中国王的走法)。我该怎么做?或者如果不是可能你建议我怎样保持国王可以走的路?谢谢

int[,] kingarray = new int[8, 8];

for (i = 0; i < 1; i++)
{

    return kingarray[x1 + 1, y1];


}

for (i = 1; i > 0; i--)
{
    return kingarray[x1 - 1, y1];

}
for (j = 0; j < 1; j++)
{
    return kingarray[x1, y1 + 1];
}
for (j = 1; j > 0; j--)
{
    return kingarray[x1, y1 - 1];
}
for (i = 0; i < 1; i++)
    for (j = 1; j > 0; j--)
    {
        return kingarray[x1 + 1, y1 - 1];
    }
for (i = 1; i > 0; i--)
    for (j = 0; j < 1; j++)
    {
        return kingarray[x1 - 1, y1 + 1];
    }
for (i = 0; i < 1; i++)
    for (j = 0; j < 1; j++)
    {
        return kingarray[x1 + 1, y1 + 1];
    }
for (i = 1; i > 0; i--)
    for (j = 1; j > 0; j--)
    {
        return kingarray[x1 - 1, y1 - 1];
    }

i want to save kingarray[x1+1,y1-1],king array[x1+1,y1],etc in an array(ways that king in chess game can go).how can i do it?or if its not possible what do you suggest me to keep the ways that king can go?thanks

int[,] kingarray = new int[8, 8];

for (i = 0; i < 1; i++)
{

    return kingarray[x1 + 1, y1];


}

for (i = 1; i > 0; i--)
{
    return kingarray[x1 - 1, y1];

}
for (j = 0; j < 1; j++)
{
    return kingarray[x1, y1 + 1];
}
for (j = 1; j > 0; j--)
{
    return kingarray[x1, y1 - 1];
}
for (i = 0; i < 1; i++)
    for (j = 1; j > 0; j--)
    {
        return kingarray[x1 + 1, y1 - 1];
    }
for (i = 1; i > 0; i--)
    for (j = 0; j < 1; j++)
    {
        return kingarray[x1 - 1, y1 + 1];
    }
for (i = 0; i < 1; i++)
    for (j = 0; j < 1; j++)
    {
        return kingarray[x1 + 1, y1 + 1];
    }
for (i = 1; i > 0; i--)
    for (j = 1; j > 0; j--)
    {
        return kingarray[x1 - 1, y1 - 1];
    }

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评论(3

乖乖 2024-10-07 02:16:12

你建议我怎样保持国王可以走的路?

这可能无法直接回答您的问题,并且您已经标记了正确答案。但只是回答上面的问题。

我不会保留国王可以走的所有位置,而是保留允许其走的位置并计算运行时可能的路线

对于任何棋子(K、Pawn 等),有 8 个可以移动的位置。左、右、上、下、左上、右上、左下、右下。根据作品的类型,您可以控制运动。

您可以创建一个 ChessPiece 类。声明 8 个位置标志,可能是 bool 标志,这将定义棋子可以移动的可能位置。

声明一个棋子可以跳过的块数,例如 Directions(;并驱动 ChessPiece 中的类型并允许。

--EDIT--

例如,以下:

//Class that contains the position of the Piece over the Tile
class PiecePosition
{
    //Set the bounds an image/vector can move.
    public int X, Y;

    public PiecePosition(int x, int y) { this.X = x; this.Y = y; }
    public PiecePosition(int x, int y, int width, int height) { this.X = x; this.Y = y; }
}

//Base ChessPeice class that shall be used to drive all types of chess pieces.
//Sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns
//http://en.wikipedia.org/wiki/Chess
abstract class ChessPiece
{
    public object Image;//This is an "optional" object that contains the Picture of the Peice, 
    //alternatively, it may contain vector of the image that you want 
    //to draw. Right now this is object is here just for the sake of 
    //understanding that you can use this object here to Draw() it
    //based upon its position.

    //Possible movements of the unhindered piece=8
    protected const int MaxDirectionsCount = 8;

    public enum PieceType { King, Pawn, SomeOtherType }//Types of chess peice.
    public enum Moves { Up, Down, Left, Right, TopLeft, Etc }//Possible positions a piece can move

    protected PieceType Type; //Contains type of piece
    protected Moves MoveableDirections;//Shall contain the allowable directions

    public List<PiecePosition> listPositions;//List of possible positions to be calculated during runtime

    //Defines a piece can skip
    protected int SkippableBlocks;

    public abstract void PossiblePositions(PiecePosition CurrentPosition);//Calculates possible positions
    public abstract void Draw();//Draws the piece

}

//The King Chess piece
//http://en.wikipedia.org/wiki/King_%28chess%29
class King : ChessPiece
{
    //Constructor that sets the type of piece
    public King()
    {
        //Set the directions a King can move.
        base.MoveableDirections = Moves.Down | Moves.Left | Moves.Right;
        base.Type = PieceType.King;
        SkippableBlocks = 1; //Max a king can move is one block in the base.Directions set above.

    }

    //Calculates possible available positions to move to, during runtime; based upon current position.
    public override void PossiblePositions(PiecePosition CurrentPosition)
    {
        //Calculate position
        //Since you know this is king piece, you can calculate the possible positions
        //And add that the list of possible positions.
        //For instance, a King can move 
        int X = 0; int Y = 0;
        for (int i = 0; i < MaxDirectionsCount; i++)
        {
            //Calculate directions.
            if (base.MoveableDirections == Moves.Down) { X = CurrentPosition.X - 1; Y = CurrentPosition.Y; }
            if (base.MoveableDirections == Moves.Up) { X = CurrentPosition.X + 1; Y = CurrentPosition.Y; }

            //Rest of the directions go here...
            //...Btw, what would you do for cross directions? 
            //One way could be to pass a Rectangle in the ChessTile(x,y,width,height) constructor

            //Add to list of possible directions.
            listPositions.Add(new PiecePosition(X, Y));

        }
    }

    public override void Draw()
    {
        //You can actually draw/redraw using the Image object
        //based upon the current/moved position.
    }



}

Btw ,如果您刚刚开始编写代码,我建议您先停下来看看 Chess 类设计,看看您是否想要理解象棋对象,例如 ChessBoard、Game、Players。 、棋子、移动、允许位置等。

查看与国际象棋相关的问题/Google abit,看看问题是否存在/answers 并且您的逻辑已经内联。

what do you suggest me to keep the ways that king can go?

This may not answer your question directly, and that you have already marked the correct answer. But just to answer the above.

Rather than keeping the all the positions a king can go, I would keep the positions it is allowed to go and calculate the possible routes during run-time.

For any piece(King, Pawn, etc), there are 8 places that it can move. Left, right, up, down, top-left, top-right, bottom-left, bottom-right. Based upon the type of piece, you can control the movement.

For You can create a ChessPiece class. Declare 8 positional flags, bool flags probably, that would define the possible positions that a piece can move.

Declare the number of blocks a piece can skip, for instance directions(; and drive the types from the ChessPiece and allow.

--EDIT--

For instance, following:

//Class that contains the position of the Piece over the Tile
class PiecePosition
{
    //Set the bounds an image/vector can move.
    public int X, Y;

    public PiecePosition(int x, int y) { this.X = x; this.Y = y; }
    public PiecePosition(int x, int y, int width, int height) { this.X = x; this.Y = y; }
}

//Base ChessPeice class that shall be used to drive all types of chess pieces.
//Sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns
//http://en.wikipedia.org/wiki/Chess
abstract class ChessPiece
{
    public object Image;//This is an "optional" object that contains the Picture of the Peice, 
    //alternatively, it may contain vector of the image that you want 
    //to draw. Right now this is object is here just for the sake of 
    //understanding that you can use this object here to Draw() it
    //based upon its position.

    //Possible movements of the unhindered piece=8
    protected const int MaxDirectionsCount = 8;

    public enum PieceType { King, Pawn, SomeOtherType }//Types of chess peice.
    public enum Moves { Up, Down, Left, Right, TopLeft, Etc }//Possible positions a piece can move

    protected PieceType Type; //Contains type of piece
    protected Moves MoveableDirections;//Shall contain the allowable directions

    public List<PiecePosition> listPositions;//List of possible positions to be calculated during runtime

    //Defines a piece can skip
    protected int SkippableBlocks;

    public abstract void PossiblePositions(PiecePosition CurrentPosition);//Calculates possible positions
    public abstract void Draw();//Draws the piece

}

//The King Chess piece
//http://en.wikipedia.org/wiki/King_%28chess%29
class King : ChessPiece
{
    //Constructor that sets the type of piece
    public King()
    {
        //Set the directions a King can move.
        base.MoveableDirections = Moves.Down | Moves.Left | Moves.Right;
        base.Type = PieceType.King;
        SkippableBlocks = 1; //Max a king can move is one block in the base.Directions set above.

    }

    //Calculates possible available positions to move to, during runtime; based upon current position.
    public override void PossiblePositions(PiecePosition CurrentPosition)
    {
        //Calculate position
        //Since you know this is king piece, you can calculate the possible positions
        //And add that the list of possible positions.
        //For instance, a King can move 
        int X = 0; int Y = 0;
        for (int i = 0; i < MaxDirectionsCount; i++)
        {
            //Calculate directions.
            if (base.MoveableDirections == Moves.Down) { X = CurrentPosition.X - 1; Y = CurrentPosition.Y; }
            if (base.MoveableDirections == Moves.Up) { X = CurrentPosition.X + 1; Y = CurrentPosition.Y; }

            //Rest of the directions go here...
            //...Btw, what would you do for cross directions? 
            //One way could be to pass a Rectangle in the ChessTile(x,y,width,height) constructor

            //Add to list of possible directions.
            listPositions.Add(new PiecePosition(X, Y));

        }
    }

    public override void Draw()
    {
        //You can actually draw/redraw using the Image object
        //based upon the current/moved position.
    }



}

Btw, if you just started writing the code, I would suggest you stop. Look around for Chess class designs first, and see if you want make sense out of Chess Objects. For instance, ChessBoard, Game, Players, Piece, Movements, AllowablePositions, etc.

Take a look at questions related to Chess/Google abit, and see if the questions/answers and your logic is already inline.

败给现实 2024-10-07 02:16:12

大批?

确定国王可能的行动是相当容易的。

class position { public int x, y }

...

public ArrayList<position> KingPossibleMove(position current)
{
    var list = new ArrayList();
    if (current.x>0) {
        list.add(new position() { x= current.x - 1, y = current.y });
    if (current.x<8) {
        list.add(new position() { x= current.x + 1, y = current.y });
    // The rest follows, try to determine if the move is within bound
    // you can also look for if the move will cause immediate checkmate.

    return list;
} 

Array?

It is rather easy to determine a King's possible movement.

class position { public int x, y }

...

public ArrayList<position> KingPossibleMove(position current)
{
    var list = new ArrayList();
    if (current.x>0) {
        list.add(new position() { x= current.x - 1, y = current.y });
    if (current.x<8) {
        list.add(new position() { x= current.x + 1, y = current.y });
    // The rest follows, try to determine if the move is within bound
    // you can also look for if the move will cause immediate checkmate.

    return list;
} 
别想她 2024-10-07 02:16:12

int[,][] 声明一个包含 int 二维数组的一维数组。这就是你想要的吗?

kingmoves 可以简单地计算为:

IEnumerable<Position> ValidKingTargets(Position p)
{
  int top=Math.Max(0,y-1);
  int left=Math.Max(0,x-1);
  int bottom=Math.Min(8,y+2);
  int right=Math.Min(8,x+2);
  for(int y=top;y<bottom;y++)
    for(int x=left;x<right;x++)
      if(x!=p.X || y!=p.Y)
        yield return new Position(x,y);
}

int[,][] declares a 1D array containing a 2D array of int. Is that what you want?

And the kingmoves can simply be calculated as:

IEnumerable<Position> ValidKingTargets(Position p)
{
  int top=Math.Max(0,y-1);
  int left=Math.Max(0,x-1);
  int bottom=Math.Min(8,y+2);
  int right=Math.Min(8,x+2);
  for(int y=top;y<bottom;y++)
    for(int x=left;x<right;x++)
      if(x!=p.X || y!=p.Y)
        yield return new Position(x,y);
}
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