有人用SOCKET编程做过五子棋游戏么?
有的话留下QQ,或者加QQ40490740!
本人把身上所有分送上

解决方案 »

  1.   

    老兄,你说的socket编程做的五子棋游戏?是不是那种直接两台机器间进行对弈的那种?
      

  2.   

    http://www.happycampus.cn/pages/2004/08/11/D148593.html
      

  3.   

    第一章 概述.....................................................1
    1.1 五子棋的历史.............................................1
    1.2 传统五子棋软件与网络五子棋软件的异同.....................1
    第二章 网络五子棋软件的需求分析与总体设计..................3
    2.1 需求分析..................................................3
    2.2 总体设计..................................................4
    第三章 通信的基本原理以及编程语言的选择....................5
    3.1 TCP/IP参考模型............................................5
    3.2 管套Socket与Winsock......................................6
    3.3 通信协议的选择............................................6
    3.4 编程语言的选择............................................7
    第四章 网络五子棋软件的详细设计.............................8
    4.1 界面......................................................8
    4.2 设置.....................................................12
    4.3 规则.....................................................13
    4.4 按钮功能的实现...........................................17
    4.5 棋盘.....................................................20
    4.6 倒数计时器...............................................24
    4.7 战况.....................................................26
    4.8 背景.....................................................26
    4.9 棋盘坐标.................................................26
    4.10 背景音乐................................................27
    4.11 显示数字................................................27
    4.12 状态栏..................................................28
    4.13 菜单....................................................28
    第五章 网络五子棋软件的测试.................................30
    5.1 问题的发现...............................................30
    5.2 问题的解决...............................................30第六章 结论及体会.............................................31
    6.1 不足与改进...............................................31
    6.2 经验总结.................................................31
    6.3 开发体会.................................................32
      

  4.   

    第一章 概述.....................................................1
    1.1 五子棋的历史.............................................1
    1.2 传统五子棋软件与网络五子棋软件的异同.....................1
    第二章 网络五子棋软件的需求分析与总体设计..................3
    2.1 需求分析..................................................3
    2.2 总体设计..................................................4
    第三章 通信的基本原理以及编程语言的选择....................5
    3.1 TCP/IP参考模型............................................5
    3.2 管套Socket与Winsock......................................6
    3.3 通信协议的选择............................................6
    3.4 编程语言的选择............................................7
    第四章 网络五子棋软件的详细设计.............................8
    4.1 界面......................................................8
    4.2 设置.....................................................12
    4.3 规则.....................................................13
    4.4 按钮功能的实现...........................................17
    4.5 棋盘.....................................................20
    4.6 倒数计时器...............................................24
    4.7 战况.....................................................26
    4.8 背景.....................................................26
    4.9 棋盘坐标.................................................26
    4.10 背景音乐................................................27
    4.11 显示数字................................................27
    4.12 状态栏..................................................28
    4.13 菜单....................................................28
    第五章 网络五子棋软件的测试.................................30
    5.1 问题的发现...............................................30
    5.2 问题的解决...............................................30第六章 结论及体会.............................................31
    6.1 不足与改进...............................................31
    6.2 经验总结.................................................31
    6.3 开发体会.................................................32