静安广州网站建设,做网站的教科书,环球新军事最新消息,搜索引擎优化关键词创建 Blazor web工程,选Autoimage2. 打开 GitHub Copilot 窗口,输入提示词使用 Blazor 编一个五子棋游戏image3.复制代码测试为了方便调试, 我们先把运行模式由 InteractiveAuto 改为 InteractiveServer打开 App.razor 编辑 两行 rendermodeInteractiveAuto 改为 r…创建 Blazor web工程,选Autoimage2. 打开 GitHub Copilot 窗口,输入提示词使用 Blazor 编一个五子棋游戏image3.复制代码测试为了方便调试, 我们先把运行模式由 InteractiveAuto 改为 InteractiveServer打开 App.razor 编辑 两行 rendermodeInteractiveAuto 改为 rendermodeInteractiveServerimage4.不出意外, 代码出现了意外image无脑使用AI修复一下image结果发现不是这个问题. 是逻辑代码 onclick() PlacePiece(x, y) 问题. 原因是PlacePiece闭包捕获的 x、y 是当前循环的值既然人工发现了问题, 我们继续提醒一下AI, 尝试修复image最后还是没修复成功, 手动处理一下page /PageTitle五子棋/PageTitleh1五子棋游戏/h1div stylemargin-bottom:10px;当前玩家: b(currentPlayer 1 ? 黑子 : 白子)/bif (winner ! 0){span stylecolor:red;margin-left:20px;胜者: (winner 1 ? 黑子 : 白子)/spanbutton classbtn btn-primary stylemargin-left:20px; onclickRestart重新开始/button}/divtable styleborder-collapse:collapse;for (int y 0; y BoardSize; y){trfor (int x 0; x BoardSize; x){int _x x;int _y y;td stylewidth:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:GetCellBg(x, y);onclick(() PlacePiece(_x, _y))if (board[x, y] 1){span stylefont-size:24px;color:black;●/span}else if (board[x, y] 2){span stylefont-size:24px;color:#eee;text-shadow:0 0 2px #888;●/span}/td}/tr}/tablecode {const int BoardSize 15;int[,] board new int[BoardSize, BoardSize];int currentPlayer 1; // 1: 黑子, 2: 白子int winner 0;void PlacePiece(int x, int y){// 修复增加边界检查防止越界if (x 0 || x BoardSize || y 0 || y BoardSize)return;if (winner ! 0 || board[x, y] ! 0)return;board[x, y] currentPlayer;if (CheckWin(x, y, currentPlayer)){winner currentPlayer;}else{currentPlayer 3 - currentPlayer; // 切换玩家}}bool CheckWin(int x, int y, int player){int[][] directions new int[][]{new int[]{1,0}, // 横new int[]{0,1}, // 竖new int[]{1,1}, // 斜new int[]{1,-1} // 反斜};foreach (var dir in directions){int count 1;count CountDirection(x, y, dir[0], dir[1], player);count CountDirection(x, y, -dir[0], -dir[1], player);if (count 5)return true;}return false;}int CountDirection(int x, int y, int dx, int dy, int player){int count 0;for (int step 1; step 5; step){int nx x dx * step;int ny y dy * step;if (nx 0 || nx BoardSize || ny 0 || ny BoardSize)break;if (board[nx, ny] player)count;elsebreak;}return count;}void Restart(){board new int[BoardSize, BoardSize];currentPlayer 1;winner 0;}string GetCellBg(int x, int y){return (x y) % 2 0 ? #f9d77e : #eac066;}}说明添加 int _x x; int _y y; 确保闭包捕获的 _x、_y 是当前循环的值避免 Blazor 渲染时闭包变量引用错误。在 PlacePiece 方法开头增加边界检查防止非法坐标导致数组越界异常。这样可以彻底修复 PlacePiece 拿到的变量不正确和越界的问题。5. 运行效果image6. 加入显示当前玩家的得分功能你可以为每个玩家增加一个分数变量每次有玩家获胜时将其分数加一并在界面上显示。下面是具体实现方法在 code 区域添加分数字段int blackScore 0;int whiteScore 0;在玩家获胜时更新分数void PlacePiece(int x, int y){if (x 0 || x BoardSize || y 0 || y BoardSize)return;if (winner ! 0 || board[x, y] ! 0)return;board[x, y] currentPlayer;if (CheckWin(x, y, currentPlayer)){winner currentPlayer;if (winner 1)blackScore;else if (winner 2)whiteScore;}else{currentPlayer 3 - currentPlayer; // 切换玩家}}在页面上显示分数比如在标题下方div stylemargin-bottom:10px;当前玩家: b(currentPlayer 1 ? 黑子 : 白子)/bspan stylemargin-left:20px;黑子得分: bblackScore/b/spanspan stylemargin-left:20px;白子得分: bwhiteScore/b/spanif (winner ! 0){span stylecolor:red;margin-left:20px;胜者: (winner 1 ? 黑子 : 白子)/spanbutton classbtn btn-primary stylemargin-left:20px; onclickRestart重新开始/button}/div这样每次有玩家获胜时分数都会自动更新并显示在页面上。image7. 加入重置得分功能你可以在 Restart 方法中增加对分数的重置或者单独添加一个“重置得分”按钮和方法。推荐做法如下添加重置得分方法void ResetScore(){blackScore 0;whiteScore 0;}在页面上添加按钮button classbtn btn-danger stylemargin-left:20px; onclickResetScore重置得分/button建议将此按钮放在分数显示附近例如div stylemargin-bottom:10px;当前玩家: b(currentPlayer 1 ? 黑子 : 白子)/bspan stylemargin-left:20px;黑子得分: bblackScore/b/spanspan stylemargin-left:20px;白子得分: bwhiteScore/b/spanbutton classbtn btn-danger stylemargin-left:20px; onclickResetScore重置得分/buttonif (winner ! 0){span stylecolor:red;margin-left:20px;胜者: (winner 1 ? 黑子 : 白子)/spanbutton classbtn btn-primary stylemargin-left:20px; onclickRestart重新开始/button}/div这样点击“重置得分”按钮即可将分数清零。8. 在这个五子棋游戏中添加 AI 对手功能在你的 Blazor 五子棋游戏中添加 AI 对手功能常见做法是让一方如白子由 AI 自动落子。实现思路如下判断当前玩家是否为 AI如 currentPlayer 2 时自动调用 AI 落子逻辑。实现 AI 落子算法可以先用简单的随机落子后续可扩展为更智能的算法。在玩家落子后自动触发 AI 落子用 StateHasChanged() 刷新界面必要时用 await Task.Delay() 增加落子延迟。下面是具体实现方法以白子为 AIpage /PageTitle五子棋/PageTitleh1五子棋游戏/h1div stylemargin-bottom:10px;当前玩家: b(currentPlayer 1 ? 黑子 : 白子(电脑))/bspan stylemargin-left:20px;黑子得分: bblackScore/b/spanspan stylemargin-left:20px;白子得分: bwhiteScore/b/spanbutton classbtn btn-danger stylemargin-left:20px; onclickResetScore重置得分/buttonif (winner ! 0){span stylecolor:red;margin-left:20px;胜者: (winner 1 ? 黑子 : 白子(电脑))/spanbutton classbtn btn-primary stylemargin-left:20px; onclickRestart重新开始/button}/divtable styleborder-collapse:collapse;for (int y 0; y BoardSize; y){trfor (int x 0; x BoardSize; x){int _x x;int _y y;td stylewidth:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:GetCellBg(x, y);onclick(() PlacePiece(_x, _y))if (board[x, y] 1){span stylefont-size:24px;color:black;●/span}else if (board[x, y] 2){span stylefont-size:24px;color:#eee;text-shadow:0 0 2px #888;●/span}/td}/tr}/tablecode {const int BoardSize 15;int[,] board new int[BoardSize, BoardSize];int currentPlayer 1; // 1: 黑子, 2: 白子(电脑)int winner 0;int blackScore 0;int whiteScore 0;Random rand new();void PlacePiece(int x, int y){if (winner ! 0 || board[x, y] ! 0 || currentPlayer 2)return;board[x, y] currentPlayer;if (CheckWin(x, y, currentPlayer)){winner currentPlayer;if (winner 1)blackScore;else if (winner 2)whiteScore;}else{currentPlayer 2;StateHasChanged();_ AITurnAsync();}}async Task AITurnAsync(){await Task.Delay(500); // AI 落子延迟if (winner ! 0) return;// 简单随机落子var empty new List(int x, int y)();for (int i 0; i BoardSize; i)for (int j 0; j BoardSize; j)if (board[i, j] 0)empty.Add((i, j));if (empty.Count 0) return;var (aiX, aiY) empty[rand.Next(empty.Count)];board[aiX, aiY] 2;if (CheckWin(aiX, aiY, 2)){winner 2;whiteScore;}else{currentPlayer 1;}StateHasChanged();}// 其余代码不变...bool CheckWin(int x, int y, int player){int[][] directions new int[][]{new int[]{1,0}, new int[]{0,1}, new int[]{1,1}, new int[]{1,-1}};foreach (var dir in directions){int count 1;count CountDirection(x, y, dir[0], dir[1], player);count CountDirection(x, y, -dir[0], -dir[1], player);if (count 5)return true;}return false;}int CountDirection(int x, int y, int dx, int dy, int player){int count 0;for (int step 1; step 5; step){int nx x dx * step;int ny y dy * step;if (nx 0 || nx BoardSize || ny 0 || ny BoardSize)break;if (board[nx, ny] player)count;elsebreak;}return count;}void Restart(){board new int[BoardSize, BoardSize];currentPlayer 1;winner 0;}void ResetScore(){blackScore 0;whiteScore 0;}string GetCellBg(int x, int y){return (x y) % 2 0 ? #f9d77e : #eac066;}}要点说明玩家黑子落子后自动触发 AI白子落子。AI 采用随机空位落子简单易懂后续可扩展为更智能算法。若要让 AI 先手只需将 currentPlayer 2 并在 OnInitialized 或 Restart 时调用 AITurnAsync()。image用是能用了, 就是这个AI太傻了,继续优化一下要优化五子棋 AI 的落子策略可以采用“优先级评分法”来提升难度。基本思路如下优先考虑能直接获胜的位置如 AI 连成五子。阻止玩家获胜如玩家有四连AI 必须堵住。优先进攻如自己有三连、二连。其次防守如玩家有三连、二连。否则随机或选择评分最高的位置。下面是一个简单的评分法实现AI 会优先选择能赢、能防守、能进攻的位置async Task AITurnAsync(){await Task.Delay(500);if (winner ! 0) return;var (aiX, aiY) FindBestMove();board[aiX, aiY] 2;if (CheckWin(aiX, aiY, 2)){winner 2;whiteScore;}else{currentPlayer 1;}StateHasChanged();}// 简单评分法优先赢棋、阻挡对方、进攻(int, int) FindBestMove(){int maxScore int.MinValue;var bestMoves new List(int x, int y)();for (int x 0; x BoardSize; x){for (int y 0; y BoardSize; y){if (board[x, y] ! 0) continue;int score EvaluatePoint(x, y, 2); // AI进攻score Math.Max(score, EvaluatePoint(x, y, 1)); // 防守if (score maxScore){maxScore score;bestMoves.Clear();bestMoves.Add((x, y));}else if (score maxScore){bestMoves.Add((x, y));}}}// 多个最佳点时随机选一个return bestMoves[rand.Next(bestMoves.Count)];}// 评分函数可根据实际需要调整权重int EvaluatePoint(int x, int y, int player){int score 0;int opponent player 1 ? 2 : 1;// 检查4连、3连、2连等foreach (var dir in new[] { (1, 0), (0, 1), (1, 1), (1, -1) }){int count 1 CountDirection(x, y, dir.Item1, dir.Item2, player) CountDirection(x, y, -dir.Item1, -dir.Item2, player);if (count 5) score 10000; // 直接获胜else if (count 4) score 1000;else if (count 3) score 100;else if (count 2) score 10;// 防守分数int oppCount 1 CountDirection(x, y, dir.Item1, dir.Item2, opponent) CountDirection(x, y, -dir.Item1, -dir.Item2, opponent);if (oppCount 5) score 9000; // 必须防守else if (oppCount 4) score 900;else if (oppCount 3) score 90;else if (oppCount 2) score 9;}return score;}集成方法替换你的 AITurnAsync 方法为上述实现。在 code 区域添加 FindBestMove 和 EvaluatePoint 方法。可根据实际效果调整评分权重。效果说明AI 会优先选择能赢的位置其次堵住玩家的四连再考虑进攻和防守三连、二连。这种评分法简单高效能显著提升 AI 难度。若需更高难度可进一步实现“活三”、“活四”识别、双向评分、甚至 Minimax 算法。image9. 添加难度切换按钮添加三个难度选择按钮以及切换人机按钮下面是实现“三个难度选择按钮简单、中等、困难”和“人机/人人切换按钮”的完整方法。难度通过调整 AI 的评分权重实现人机切换通过 isHumanVsAI 控制。请直接替换你的 Home.razor 文件内容page /PageTitle五子棋/PageTitleh1五子棋游戏/h1div stylemargin-bottom:10px;b难度/bbutton classbtn btn-sm (aiLevel0?btn-primary:btn-outline-primary) onclick() SetAILevel(0)简单/buttonbutton classbtn btn-sm (aiLevel1?btn-primary:btn-outline-primary) onclick() SetAILevel(1)中等/buttonbutton classbtn btn-sm (aiLevel2?btn-primary:btn-outline-primary) onclick() SetAILevel(2)困难/buttonspan stylemargin-left:20px;b模式/bbutton classbtn btn-sm (isHumanVsAI?btn-success:btn-outline-success) onclickToggleMode(isHumanVsAI ? 人机对战 : 人人对战)/button/span/divdiv stylemargin-bottom:10px;当前玩家: b(currentPlayer 1 ? 黑子 : (isHumanVsAI ? 白子(电脑) : 白子))/bspan stylemargin-left:20px;黑子得分: bblackScore/b/spanspan stylemargin-left:20px;白子得分: bwhiteScore/b/spanbutton classbtn btn-danger stylemargin-left:20px; onclickResetScore重置得分/buttonif (winner ! 0){span stylecolor:red;margin-left:20px;胜者: (winner 1 ? 黑子 : (isHumanVsAI ? 白子(电脑) : 白子))/spanbutton classbtn btn-primary stylemargin-left:20px; onclickRestart重新开始/button}/divtable styleborder-collapse:collapse;for (int y 0; y BoardSize; y){trfor (int x 0; x BoardSize; x){int _x x;int _y y;td stylewidth:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:GetCellBg(x, y);onclick(() PlacePiece(_x, _y))if (board[x, y] 1){span stylefont-size:24px;color:black;●/span}else if (board[x, y] 2){span stylefont-size:24px;color:#eee;text-shadow:0 0 2px #888;●/span}/td}/tr}/tablecode {const int BoardSize 15;int[,] board new int[BoardSize, BoardSize];int currentPlayer 1; // 1: 黑子, 2: 白子(电脑/玩家)int winner 0;int blackScore 0;int whiteScore 0;Random rand new();bool isHumanVsAI true;int aiLevel 1; // 0:简单 1:中等 2:困难void PlacePiece(int x, int y){if (winner ! 0 || board[x, y] ! 0)return;// 人机模式下只有当前为玩家时可落子if (isHumanVsAI currentPlayer 2)return;