创建 Blazor Web 工程,选择 Auto
[此处为图片1]打开 GitHub Copilot 窗口,输入提示词
使用 Blazor 编写一个五子棋游戏
[此处为图片2]为了便于调试,我们将运行模式从 InteractiveAuto 更改为 InteractiveServer
打开 App.razor 文件,将两行 @rendermode="InteractiveAuto" 修改为 @rendermode="InteractiveServer"
[此处为图片3]不出所料,代码出现了问题
[此处为图片4]尝试用 AI 自动修复问题
[此处为图片5]结果发现这不是问题所在。问题出在逻辑代码 @onclick="() => PlacePiece(x, y)" 上。原因是 PlacePiece 闭包捕获了当前循环的 x、y 值。
既然已经手动找到了问题,我们再次提示 AI 尝试修复
[此处为图片6]最终还是没有修复成功,只能手动处理
@page "/"
五子棋
五子棋游戏
当前玩家:
@(currentPlayer == 1 ? "黑子" : "白子")
@if (winner != 0)
{
胜者: @(winner == 1 ? "黑子" : "白子")
重新开始
}
@for (int y = 0; y < BoardSize; y++)
{
@for (int x = 0; x < BoardSize; x++)
{
int _x = x;
int _y = y;
}
}
@onclick="@(() => PlacePiece(_x, _y))">
@if (board[x, y] == 1)
{
●
}
else if (board[x, y] == 2)
{
●
}
@code {
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++;
else
break;
}
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出错。
在 PlacePiece 方法起始处增加边界检查,防止非法坐标引发数组越界异常。
如此可以彻底修正 PlacePiece 获取的变量不准确和越界的问题。
5. 运行效果
[此处为图片1]6. 增设显示当前玩家的得分功能
可以为每位玩家增设一个得分变量,每当有玩家获胜时增加其得分,并在界面中展示。以下是具体实现步骤:
在 @code 区域添加得分字段:
int blackScore = 0;
int whiteScore = 0;
在玩家获胜时更新得分:
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; // 更换玩家
}
}
在页面上显示得分(如在标题下方):
当前玩家:
@(currentPlayer == 1 ? "黑子" : "白子")
黑子得分:
@blackScore
白子得分:
@whiteScore
@if (winner != 0)
{
胜者: @(winner == 1 ? "黑子" : "白子")
重新开始
}
如此每次有玩家获胜时,得分会自动更新并在页面上显示。
[此处为图片1]7. 增设重置得分功能
你可以在 Restart 方法中加入对得分的重置,或单独添加一个“重置得分”按钮和方法。推荐操作如下:
添加重置得分方法:
void ResetScore()
{
blackScore = 0;
whiteScore = 0;
}
在页面上添加按钮:
重置得分
建议将此按钮置于得分显示附近,例如:
当前玩家:
@(currentPlayer == 1 ? "黑子" : "白子")
黑子得分:
@blackScore
白子得分:
@whiteScore
重置得分
@if (winner != 0)
{
胜者: @(winner == 1 ? "黑子" : "白子")
重新开始
}
如此点击“重置得分”按钮即可将得分归零。
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,通常做法是让一方(如白子)由 AI 自动落子。实现策略如下:
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:可以先采用简单的随机落子,后续可拓展为更智能的算法。
在玩家落子后自动触发 AI 落子:使用 StateHasChanged() 刷新界面,必要时使用 await Task.Delay() 添加落子延迟。
以下是具体实现方法(以白子为 AI):
@page "/"
五子棋
五子棋游戏
当前玩家:
@(currentPlayer == 1 ? "黑子" : "白子(电脑)")
黑子得分:
@blackScore
白子得分:
@whiteScore
重置得分
@if (winner != 0)
{
胜者: @(winner == 1 ? "黑子" : "白子(电脑)")
重新开始
}
@for (int y = 0; y < BoardSize; y++)
{
@for (int x = 0; x < BoardSize; x++)
{
int _x = x;
int _y = y;
}
}
@onclick="@(() => PlacePiece(_x, _y))">
@if (board[x, y] == 1)
{
●
}
else if (board[x, y] == 2)
{
●
}
@code {
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();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++;
else
break;
}
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)下棋后自动触发 AI(白子)下棋。
AI 采取随机空位下棋,简易直观,未来可升级为更智能的算法。
若要让 AI 先手,只需将 currentPlayer = 2 并在 OnInitialized 或 Restart 时调用 AITurnAsync()。
[此处为图片1]
用是可以用了, 只是这个AI太初级了, 需要进一步优化
要优化五子棋 AI 的下棋策略,可以使用“优先级评分法”来增加挑战性。基本思路如下:
首先考虑可以直接获胜的位置(例如 AI 连成五子)。
阻止对手获胜(例如对手有四连,AI 必须封堵)。
优先进攻(例如自己有三连、二连)。
其次防守(例如对手有三连、二连)。
否则随机选择或选择评分最高的位置。
以下是一个简单的评分法实现,AI 会优先选择能赢、能防、能攻的位置:
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();
}
// 简单评估策略:首要取胜、阻击对手、发起攻势
(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攻势
score = Math.Max(score, EvaluatePoint(x, y, 1)); // 阻挡
if (score > maxScore)
{
maxScore = score;
bestMoves.Clear();
bestMoves.Add((x, y));
}
else if (score == maxScore)
{
bestMoves.Add((x, y));
}
}
}
// 若有多个最佳点则随机选取
return bestMoves[rand.Next(bestMoves.Count)];
}
// 评估函数:根据实际情况调整权重
int EvaluatePoint(int x, int y, int player)
{
int score = 0;
int opponent = player == 1 ? 2 : 1;
// 检查连续四个、三个、两个等
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; // 直接胜出
else if (count == 4) score += 1000;
else if (count == 3) score += 100;
else if (count == 2) score += 10;
// 防守得分
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;
}
集成方式:
将你的 AITurnAsync 方法替换为上述实现。
在 @code 区域加入 FindBestMove 和 EvaluatePoint 方法。
可依据实际效果调整评分权重。
功能描述:
AI 将首先选择能够取胜的位置,其次是阻止玩家形成四连,再次是考虑攻击和防御三连、二连。
这种评估策略简洁且高效,能显著提高 AI 的挑战性。
若需增加难度,可以进一步实现“活三”、“活四”识别、双向评估、乃至 Minimax 算法。
image
9. 添加难度切换按钮
添加三种难度选项按钮及切换人机对战按钮
以下是实现“三个难度选择按钮(简易、标准、困难)”和“人机/人人对战切换按钮”的完整方法。
难度通过调节 AI 的评分权重来实现,人机切换通过 isHumanVsAI 控制。请直接替换你的 Home.razor 文件内容:
@page "/"
五子棋
五子棋游戏
难度:
简易
标准
困难
模式:
@(isHumanVsAI ? "人机对决" : "人人对决")
当前玩家:
@(currentPlayer == 1 ? "黑棋" : (isHumanVsAI ? "白棋(电脑)" : "白棋"))
黑棋得分:
@blackScore
白棋得分:
@whiteScore
重置得分
@if (winner != 0)
{
胜者: @(winner == 1 ? "黑子" : (isHumanVsAI ? "白子(电脑)" : "白子"))
重新开始
}
@for (int y = 0; y < BoardSize; y++)
{
@for (int x = 0; x < BoardSize; x++)
{
int _x = x;
int _y = y;
}
}
@onclick="@(() => PlacePiece(_x, _y))">
@if (board[x, y] == 1)
{
●
}
else if (board[x, y] == 2)
{
●
}
@code {
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;
board[x, y] = currentPlayer;
if (CheckWin(x, y, currentPlayer))
{
winner = currentPlayer;
if (winner == 1)
blackScore++;
else if (winner == 2)
whiteScore++;
}
else
{
currentPlayer = 3 - currentPlayer;
if (isHumanVsAI && currentPlayer == 2 && winner == 0)
{
StateHasChanged();
_ = AITurnAsync();
}
}
}
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();
}
(int, int) FindBestMove()
{
if (aiLevel == 0)
{
// 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));
return empty[rand.Next(empty.Count)];
}
else
{
// 中等/困难:评分法
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);
score = Math.Max(score, EvaluatePoint(x, y, 1));
if (score > maxScore)
{
maxScore = score;
bestMoves.Clear();
bestMoves.Add((x, y));
}
else if (score == maxScore)
{
bestMoves.Add((x, y));
}
}
}
return bestMoves[rand.Next(bestMoves.Count)];
}
}
int EvaluatePoint(int x, int y, int player)
{
int score = 0;
int opponent = player == 1 ? 2 : 1;
```
// 各种难度的权重值
int[] winWeight = { 100, 10000, 10000 };
int[] fourWeight = { 10, 1000, 3000 };
int[] threeWeight = { 5, 100, 500 };
int[] twoWeight = { 2, 10, 50 };
int[] blockWinWeight = { 90, 9000, 9000 };
int[] blockFourWeight = { 9, 900, 2500 };
int[] blockThreeWeight = { 4, 90, 400 };
int[] blockTwoWeight = { 1, 9, 40 };
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 += winWeight[aiLevel];
else if (count == 4) score += fourWeight[aiLevel];
else if (count == 3) score += threeWeight[aiLevel];
else if (count == 2) score += twoWeight[aiLevel];
int oppCount = 1 + CountDirection(x, y, dir.Item1, dir.Item2, opponent)
+ CountDirection(x, y, -dir.Item1, -dir.Item2, opponent);
if (oppCount >= 5) score += blockWinWeight[aiLevel];
else if (oppCount == 4) score += blockFourWeight[aiLevel];
else if (oppCount == 3) score += blockThreeWeight[aiLevel];
else if (oppCount == 2) score += blockTwoWeight[aiLevel];
}
return score;
}
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++;
else
break;
}
return count;
}
void Restart()
{
board = new int[BoardSize, BoardSize];
currentPlayer = 1;
winner = 0;
if (isHumanVsAI && currentPlayer == 2)
{
_ = AITurnAsync();
}
}
void ResetScore()
{
blackScore = 0;
whiteScore = 0;
}
void SetAILevel(int level)
{
aiLevel = level;
Restart();
}
void ToggleMode()
{
isHumanVsAI = !isHumanVsAI;
Restart();
}
string GetCellBg(int x, int y)
{
return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";
}
}
说明:
“简易”AI为随机放置,“中等/复杂”AI为评分方法,复杂级别权重更大,更具有挑战性。
“人机对抗”时白子代表AI,“双人对战”时双方均为参与者。
更改难度或模式将自动重启棋局。
您可根据需求调整权重数组来微调难度。
10. 最后附上完整代码
@page "/"
五子棋
五子棋游戏
难度:
简易
中等
复杂
模式:
@(isHumanVsAI ? "人机对抗" : "双人对战")
当前参与者:
@(currentPlayer == 1 ? "黑子" : (isHumanVsAI ? "白子(计算机)" : "白子"))
黑子得分:
@blackScore
白子得分:
@whiteScore
重置得分
@if (winner != 0)
{
胜者: @(winner == 1 ? "黑子" : (isHumanVsAI ? "白子(计算机)" : "白子"))
重新开始
}
@for (int y = 0; y < BoardSize; y++)
{
@for (int x = 0; x < BoardSize; x++)
{
int _x = x;
int _y = y;
}
}
@onclick="@(() => PlacePiece(_x, _y))">
@if (board[x, y] == 1)
{
●
}
else if (board[x, y] == 2)
{
●
}
@code {
const int BoardSize = 15;
int[,] board = new int[BoardSize, BoardSize];
int currentPlayer = 1; // 1: 黑子, 2: 白子(计算机/参与者)
int winner = 0;
int blackScore = 0;
int whiteScore = 0;
Random rand = new();
bool isHumanVsAI = true;
int aiLevel = 1; // 0:简易 1:中等 2:复杂
void PlacePiece(int x, int y)
{
if (winner != 0 || board[x, y] != 0)
return;
// 人机模式下,仅当轮到参与者时才可放置
if (isHumanVsAI && 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 = 3 - currentPlayer;
if (isHumanVsAI && currentPlayer == 2 && winner == 0)
{
StateHasChanged();
_ = AITurnAsync();
}
}
}
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();
}
(int, int) FindBestMove()
{
if (aiLevel == 0)
{
// 简易:随机放置
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));
return empty[rand.Next(empty.Count)];
}
else
{
// 中等/复杂:评分方法
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);
score = Math.Max(score, EvaluatePoint(x, y, 1));
if (score > maxScore)
{
maxScore = score;
bestMoves.Clear();
bestMoves.Add((x, y));
}
else if (score == maxScore)
{
bestMoves.Add((x, y));
}
}
}
return bestMoves[rand.Next(bestMoves.Count)];
}
}
int EvaluatePoint(int x, int y, int player)
{
int score = 0;
int adversary = player == 1 ? 2 : 1;
// 各种难度下的权重
int[] winWeight = { 100, 10000, 10000 };
int[] fourWeight = { 10, 1000, 3000 };
int[] threeWeight = { 5, 100, 500 };
int[] twoWeight = { 2, 10, 50 };
int[] blockWinWeight = { 90, 9000, 9000 };
int[] blockFourWeight = { 9, 900, 2500 };
int[] blockThreeWeight = { 4, 90, 400 };
int[] blockTwoWeight = { 1, 9, 40 };
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 += winWeight[aiLevel];
else if (count == 4) score += fourWeight[aiLevel];
else if (count == 3) score += threeWeight[aiLevel];
else if (count == 2) score += twoWeight[aiLevel];
int oppCount = 1 + CountDirection(x, y, dir.Item1, dir.Item2, adversary)
+ CountDirection(x, y, -dir.Item1, -dir.Item2, adversary);
if (oppCount >= 5) score += blockWinWeight[aiLevel];
else if (oppCount == 4) score += blockFourWeight[aiLevel];
else if (oppCount == 3) score += blockThreeWeight[aiLevel];
else if (oppCount == 2) score += blockTwoWeight[aiLevel];
}
return score;
}
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++;
else
break;
}
return count;
}
void Restart()
{
board = new int[BoardSize, BoardSize];
currentPlayer = 1;
winner = 0;
if (isHumanVsAI && currentPlayer == 2)
{
_ = AITurnAsync();
}
}
void ResetScore()
{
blackScore = 0;
whiteScore = 0;
}
void SetAILevel(int level)
{
aiLevel = level;
Restart();
}
void ToggleMode()
{
isHumanVsAI = !isHumanVsAI;
Restart();
}
string GetCellBg(int x, int y)
{
return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";
}


雷达卡


京公网安备 11010802022788号







