中国像棋/pao.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Drawing;
namespace 中国像棋
{
class pao : ChessBase
{
public pao(int x, int y, string Imgpath, ChessType type,CheckWin edg) : base(x, y, Imgpath, type,edg)
{
}
public override bool Eatablemove(Point startpoint, Point endpoint)
{
if (startpoint.X != endpoint.X && startpoint.Y != endpoint.Y)//不在同一条直线上
return false;
if (startpoint.X == endpoint.X)//两个棋子在同一竖线上
{
int minY = startpoint.Y > endpoint.Y ? endpoint.Y : startpoint.Y;
int maxY = startpoint.Y > endpoint.Y ? startpoint.Y : endpoint.Y;
int chessnum = 0;
for (int j = minY + 1; j < maxY; j++)
{
foreach (ChessBase chess in ChessBoard.AllChess)
{
if (chess.Y == j && chess.X == startpoint.X)
{
chessnum++;
}
}
}
if (chessnum != 1)
return false;
}
if (startpoint.Y == endpoint.Y)
{
int minX = startpoint.X > endpoint.X ? endpoint.X : startpoint.X;
int maxX = startpoint.X > endpoint.X ? startpoint.X : endpoint.X;
int chessnum = 0;
for (int j = minX + 1; j < maxX; j++)
{
foreach (ChessBase chess in ChessBoard.AllChess)
{
if (chess.X == j && chess.Y == startpoint.Y)
{
chessnum++;
}
}
}
if (chessnum != 1) return false;
}
return true;
}
public override bool Noteatablemove(Point startpoint, Point endpoint)
{
if (startpoint.X != endpoint.X && startpoint.Y != endpoint.Y)//不在同一条直线上
return false;
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