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c# 實(shí)現(xiàn)漢諾塔游戲

 更新時(shí)間:2020年11月17日 14:57:59   作者:黑衫老腰  
這篇文章主要介紹了c# 實(shí)現(xiàn)漢諾塔游戲的示例,幫助大家更好的理解和使用c# 編程語言,感興趣的朋友可以了解下

漢諾塔游戲一旦掌握了規(guī)律,其實(shí)是有點(diǎn)單調(diào)和無聊的,不過卻是學(xué)習(xí)遞歸的一個(gè)絕佳例子,想當(dāng)初學(xué)習(xí)老譚C的時(shí)候,就卡在這兒好長時(shí)間。

對(duì)初學(xué)編程的人來說,遞歸本身就不易理解,如果使用C語言沒有好的調(diào)試環(huán)境就更難去理解了。在這方面,VS調(diào)試輸出是真方便,一目了然。

但要想理解遞歸求解漢諾塔,還是得先玩一玩游戲本身,有點(diǎn)感受。另外,設(shè)計(jì)一下這個(gè)游戲也可以加深對(duì)它的理解,同時(shí)還可以對(duì)數(shù)據(jù)結(jié)構(gòu)中的棧有一個(gè)簡單的認(rèn)識(shí)。

因?yàn)闈h諾塔的游戲規(guī)則本身就是一個(gè)棧,只能從平臺(tái)最上面取走碟子,然后放在另一個(gè)平臺(tái)最上面,這明顯是個(gè)棧。下面是我設(shè)計(jì)的游戲界面:

游戲的玩法關(guān)鍵:奇數(shù)個(gè)盤子,第一個(gè)先移到C上;偶數(shù)個(gè)盤子,第一個(gè)先移到B上

平臺(tái)和背景容器是事先畫好的,碟子是動(dòng)態(tài)生成的,使用了容器控件panel的拖動(dòng)事件來實(shí)現(xiàn)拖動(dòng)碟子(就是個(gè)label控件而已)的功能。

主要代碼:

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
 
namespace 漢諾塔
{
    public partial class Form1 : Form
    {
        int dishNum = 3;
        int dishThick = 20;
        int count;            // 記錄步數(shù)
        Stack<int> pileA;     // 存放平臺(tái)A的數(shù)據(jù)
        Stack<int> pileB;     // 存放平臺(tái)B的數(shù)據(jù)
        Stack<int> pileC;     // 存放平臺(tái)C的數(shù)據(jù)
 
        public Form1()
        {
            InitializeComponent();
            InitGame();
            Result.ShowAnswer(dishNum);
        }
 
        private void InitGame()
        {
            pileA = new Stack<int>();
            pileB = new Stack<int>();
            pileC = new Stack<int>();
            panelA.Tag = pileA;
            panelB.Tag = pileB;
            panelC.Tag = pileC;
            for (int i = 0; i < dishNum; i++)
            {
                Label label = new Label();
                label.BackColor = Color.Gold;
                label.BorderStyle = BorderStyle.FixedSingle;
                label.Parent = panelA;
                label.Size = new Size(panelA.Width - (i + 1) * 12, dishThick);    // 從下往上每層寬度減少12
                label.Location = new Point(panelA.Width / 2 - label.Width / 2, panelA.Height - dishThick * (i + 1));
                label.BringToFront();
                label.MouseMove += new MouseEventHandler(Dish_MouseMove);
                label.Text = (dishNum - i).ToString();
                label.TextAlign = ContentAlignment.MiddleCenter;
                label.Name = "dish" + i;
                label.Tag = i;    // 設(shè)置碟子的編號(hào)
                pileA.Push(i);    // 存儲(chǔ)碟子的編號(hào)
            }
            count = 0;
            lblCount.Text = "已走步數(shù):" + count;
            lblLevel.Text = "最少步數(shù):" + (Math.Pow(2, dishNum) - 1);
        }
 
        private void Dish_MouseMove(object sender, MouseEventArgs e)
        {
            Label label = sender as Label;
            if (e.Button == MouseButtons.Left)
            {
                label.DoDragDrop(label, DragDropEffects.Move);
            }
        }
 
        private void panelBox_DragEnter(object sender, DragEventArgs e)
        {
            if (e.Data.GetDataPresent(typeof(Label)))
            {
                //Console.WriteLine("DragEnter: {0}", (sender as Panel).Name);
                Label label = e.Data.GetData(typeof(Label)) as Label;
                Panel panelFrom = label.Parent as Panel;
                Stack<int> pileFrom = panelFrom.Tag as Stack<int>;
                int index = (int)label.Tag;
                if (pileFrom.Peek() == index) e.Effect = DragDropEffects.Move;    // 只可以拖走最頂層的碟子
                else e.Effect = DragDropEffects.None;
            }
        }
 
        private void panelBox_DragDrop(object sender, DragEventArgs e)
        {
            Panel panelTo = sender as Panel;
            //Console.WriteLine("DragDrop: {0}", panelTo.Name);
            //Point newPoint = panel.PointToClient(new Point(e.X, e.Y));
            Stack<int> pileTo = panelTo.Tag as Stack<int>;
            Label label = e.Data.GetData(typeof(Label)) as Label;
            Panel panelFrom = label.Parent as Panel;
            Stack<int> pileFrom = panelFrom.Tag as Stack<int>;
            int index = (int)label.Tag;
            if (pileTo.Count == 0 || index > pileTo.Peek())    // 只可以放置小的碟子到大的碟子上(棧為空時(shí)使用Peek會(huì)引發(fā)異常)
            {
                label.Parent = panelTo;
                label.Location = new Point(panelTo.Width / 2 - label.Width / 2, panelTo.Height - dishThick * (pileTo.Count + 1));
                label.BringToFront();
                pileFrom.Pop();
                pileTo.Push(index);
                count++;
                lblCount.Text = "已走步數(shù):" + count;
                if (IsWin())
                {
                    if (dishNum < 9)    // 9層夠玩了
                    {
                        MessageBox.Show("OK, be going to next...", "Help", MessageBoxButtons.OK, MessageBoxIcon.Information);
                        dishNum++;
                        Reset();
                        InitGame();
                    }
                    else
                    {
                        MessageBox.Show("You Win!", "Help", MessageBoxButtons.OK, MessageBoxIcon.Information);
                    }
                }
            }
            else e.Effect = DragDropEffects.None;
        }
 
        private bool IsWin()
        {
            if (pileC.Count == dishNum) return true;
            else return false;
        }
 
        private void Reset()    // 刪除現(xiàn)在所有的碟子
        {
            //panelC.Controls.Clear();    // 會(huì)把柱子也刪除
            //Console.WriteLine("panelC: {0}", panelC.Controls.Count);
            for (int i = panelC.Controls.Count - 1; i >= 0; i--)    // 注意從前往后移除控件時(shí)控件的索引會(huì)跟著變化導(dǎo)致難以跟蹤
            {
                //Console.WriteLine(" {0} {1}", i, panelC.Controls[i].Name);
                if (panelC.Controls[i].Name.StartsWith("dish")) panelC.Controls[i].Dispose();
            }
        }
    }
}

用C#寫的代碼感覺都不用怎么解釋,大概思路一說,關(guān)鍵的地方注釋一下,一看就明白了。

然后說到解法,其實(shí)就是使用老譚C的代碼,不過標(biāo)注了有用的調(diào)試輸出信息,如下:

namespace 漢諾塔
{
  class Result
  {
    static int count = 0;

    static void Move(char x, char y)         // 從x座移到y(tǒng)座
    {
      Debug.Print("  {0} ------> {1}", x, y);   // 實(shí)際執(zhí)行
      //Console.WriteLine(" {0} --> {1}", x, y);
      count++;   // 把count++放到hanoi中兩個(gè)move后面也可以
    }

    static void Hanoi(int n, char a, char b, char c)   // a:源座,b:中轉(zhuǎn)座,c:目標(biāo)座;將n個(gè)盤從a座借助b座移到c座
    {
      Debug.Print("{0}: {1} -> {2} -> {3}", n, a, b, c);  // 目標(biāo)任務(wù)
      if (n == 1)
      {
        Move(a, c);
      }
      else
      {
        Hanoi(n - 1, a, c, b);   // 分解任務(wù)(遞歸調(diào)用相對(duì)于將此任務(wù)作為目標(biāo)任務(wù)以便繼續(xù)分解)
        Debug.Print("{0}: {1} ------> {2}", n, a, c);  // 實(shí)際任務(wù)
        Move(a, c);
        Hanoi(n - 1, b, a, c);   // 分解任務(wù)(遞歸調(diào)用相對(duì)于將此任務(wù)作為目標(biāo)任務(wù)以便繼續(xù)分解)
      }
    }

    public static void ShowAnswer(int num)
    {
      Hanoi(num, 'A', 'B', 'C');
      Console.WriteLine("總共需{0}步", count);
    }
  }
}

理解1:移動(dòng)n個(gè)盤子的步數(shù)是移動(dòng)n-1個(gè)盤子的步數(shù)的2倍再加1,即:a[n] = 2a[n-1]+1,可推出:a[n]=2^n-1
理解2:n個(gè)盤子分配給n個(gè)人的話,第1人(總工)只需走1步,第2人(分包)走2步,第3人(分包)走4步...第n人(工人)走2^(n-1)步
理解3:從最上層開始層層分解任務(wù),下面的所有層次干完后他再干然后下層繼續(xù)補(bǔ)完,每個(gè)人都干活了,只有最底層的人接到任務(wù)不做分解直接開干
查看調(diào)試輸出可以很容易的理解整個(gè)調(diào)用過程,有碟子數(shù)量和雙箭頭的為目標(biāo)任務(wù),有碟子數(shù)量和單箭頭的為實(shí)際任務(wù),只有單箭頭的為實(shí)際執(zhí)行步驟

3: A -> B -> C
2: A -> C -> B
1: A -> B -> C
  A ------> C
2: A ------> B
  A ------> B
1: C -> A -> B
  C ------> B
3: A ------> C
  A ------> C
2: B -> A -> C
1: B -> C -> A
  B ------> A
2: B ------> C
  B ------> C
1: A -> B -> C
  A ------> C
總共需7步

將n個(gè)盤從a座借助b座移到c座,將上面的數(shù)據(jù)代入就可以很容易的理解了。下載地址

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