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android五子棋的实现

android五子棋的实现

作者: BlueSocks | 来源:发表于2022-10-09 21:53 被阅读0次

    一些前期做准备的代码

    一、 主活动类MainActivity,在菜单中加入了再来一局的功能:

    public class MainActivity extends AppCompatActivity {
        private ChessBoardView chessBoardView;
    
        @Override
        protected void onCreate(Bundle savedInstanceState) {
            super.onCreate(savedInstanceState);
            setContentView(R.layout.activity_main);
            chessBoardView = (ChessBoardView) findViewById(R.id.boardView);
        }
    
        @Override
        public boolean onOptionsItemSelected(MenuItem item) {
            int id = item.getItemId();
            // 再来一局
            if (id == R.id.action_setting) {
                chessBoardView.start();
                return true;
            }
            return super.onOptionsItemSelected(item);
        }
    
        @Override
        public boolean onCreateOptionsMenu(Menu menu) {
            getMenuInflater().inflate(R.menu.menu_main, menu);
            return true;
        }
    }
    

    二、 常量类便于维护管理:Constants

    public class Constants {
        // 五子连珠
        public final static int MAX_COUNT_IN_LINE = 5;
        // 棋盘的行数
        final static int MAX_LINE = 15;
    
        // 检查的方向
        final static int HORIZONTAL = 0;
        final static int VERTICAL = 1;
        final static int LEFT_DIAGONAL = 2;
        final static int RIGHT_DIAGONAL = 4;
    }
    

    三、 activity_main.xml中增加了自定义棋盘的View:

    <?xml version="1.0" encoding="utf-8"?>
    <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
        xmlns:tools="http://schemas.android.com/tools"
        android:layout_width="match_parent"
        android:layout_height="match_parent"
        android:background="@mipmap/bg"
        tools:context="com.example.linux.mygobang.MainActivity">
    
        <com.example.linux.mygobang.ChessBoardView
            android:id="@+id/boardView"
            android:layout_centerInParent="true"
            android:layout_width="match_parent"
            android:layout_height="match_parent" />
    </RelativeLayout>
    

    四、 menu_main.xml中定义再来一局的菜单:

    <?xml version="1.0" encoding="utf-8"?>
    <menu xmlns:tools="http://schemas.android.com/tools"
        xmlns:android="http://schemas.android.com/apk/res/android">
    
        <item android:id="@+id/action_setting"
            android:title="再来一局"
            android:orderInCategory="100"
            android:showAsAction="never"
            tools:ignore="AppCompatResource" />
    </menu>
    

    自定义棋盘的View

    ChessBoardView类,是整个程序比较核心的部分。

    一、 初始化工作,程序中用到的变量也放在下面的代码中:

    // 棋盘的宽度,也是长度
    private int mViewWidth;
    // 棋盘每格的长度
    private float maxLineHeight;
    private Paint paint = new Paint();
    // 定义黑白棋子的Bitmap
    private Bitmap mwhitePiece, mblackPiece;
    private float ratioPieceOfLineHeight = 3 * 1.0f / 4;
    
    // 判断当前落下的棋子是否是白色的
    private boolean mIsWhite = true;
    // 记录黑白棋子位置的列表
    private ArrayList<Point> mwhiteArray = new ArrayList<>();
    private ArrayList<Point> mblackArray = new ArrayList<>();
    
    // 游戏是否结束
    private boolean mIsGameOver;
    // 游戏结束,是否是白色方胜利
    private boolean mIsWhiteWinner;
    
    public ChessBoardView(Context context, AttributeSet attrs) {
        super(context, attrs);
        init();
    }
    private void init() {
        paint.setColor(0x88000000);
        paint.setAntiAlias(true);
        paint.setDither(true);
        paint.setStyle(Paint.Style.STROKE);
    
        mwhitePiece = BitmapFactory.decodeResource(getResources(), R.mipmap.stone_w2);
        mblackPiece = BitmapFactory.decodeResource(getResources(), R.mipmap.stone_b1);
    }
    

    二、 onMeasure方法,测量View的大小,使View的长宽一致。

    @Override
    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
        int widthSize = MeasureSpec.getSize(widthMeasureSpec);
        int widthModel = MeasureSpec.getMode(widthMeasureSpec);
    
        int heightSize = MeasureSpec.getSize(heightMeasureSpec);
        int heightModel = MeasureSpec.getMode(heightMeasureSpec);
    
        int width = Math.min(widthSize, heightSize);
        if (widthModel == MeasureSpec.UNSPECIFIED) {
            width = heightSize;
        } else if (heightModel == MeasureSpec.UNSPECIFIED) {
            width = widthSize;
        }
        setMeasuredDimension(width, width);
    }
    

    三、 onSizeChanged方法在布局的阶段,如果View的大小发生改变,此方法得到调用。

    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mViewWidth = w;
        maxLineHeight = mViewWidth * 1.0f / Constants.MAX_LINE;
    
        int pieceWidth = (int) (maxLineHeight * ratioPieceOfLineHeight);
        mwhitePiece = Bitmap.createScaledBitmap(mwhitePiece, pieceWidth, pieceWidth, false);
        mblackPiece = Bitmap.createScaledBitmap(mblackPiece, pieceWidth, pieceWidth, false);
    }
    

    四、 onTouchEvent方法中处理我们下棋子的位置:

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        if (mIsGameOver) {
            return false;
        }
        int action = event.getAction();
        if (action == MotionEvent.ACTION_UP) {
            int x = (int) event.getX();
            int y = (int) event.getY();
    
            Point point = getValidPoint(x, y);
            if (mwhiteArray.contains(point) || mblackArray.contains(point)) {
                return false;
            }
            if (mIsWhite) {
                mwhiteArray.add(point);
            } else {
                mblackArray.add(point);
            }
            invalidate();
            mIsWhite = !mIsWhite;
        }
        return true;
    }
    

    五、 在onDraw方法做棋盘的绘制工作:

    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        // 绘制棋盘的网格
        drawBoard(canvas);
        // 绘制棋盘的黑白棋子
        drawPieces(canvas);
        // 检查游戏是否结束
        checkGameOver();
    }
    

    六、 接下来,我们按上面的流程,一个个的做详细的解释:

    绘制棋盘的网格:

    // 绘制棋盘的网线
    private void drawBoard(Canvas canvas) {
        int w = mViewWidth;
        float lineHeight = maxLineHeight;
    
        for (int i = 0; i < Constants.MAX_LINE; i++) {
            int startX = (int) (lineHeight / 2);
            int endX = (int) (w - lineHeight / 2);
    
            int y = (int) ((0.5 + i) * lineHeight);
            canvas.drawLine(startX, y, endX, y, paint);
            canvas.drawLine(y, startX, y, endX, paint);
        }
    }
    

    绘制棋盘的黑白棋子:

    // 根据黑白棋子的数组绘制棋子
    private void drawPieces(Canvas canvas) {
        for (int i = 0, n = mwhiteArray.size(); i < n; i++) {
            Point whitePoint = mwhiteArray.get(i);
            float left = (whitePoint.x + (1 - ratioPieceOfLineHeight) / 2) * maxLineHeight;
            float top = (whitePoint.y + (1 - ratioPieceOfLineHeight) / 2) * maxLineHeight;
    
            canvas.drawBitmap(mwhitePiece, left, top, null);
        }
    
        for (int i = 0, n = mblackArray.size(); i < n; i++) {
            Point blackPoint = mblackArray.get(i);
            float left = (blackPoint.x + (1 - ratioPieceOfLineHeight) / 2) * maxLineHeight;
            float top = (blackPoint.y + (1 - ratioPieceOfLineHeight) / 2) * maxLineHeight;
    
            canvas.drawBitmap(mblackPiece, left, top, null);
        }
    }
    

    检查游戏是否已经结束:

    // 检查游戏是否结束
    private void checkGameOver() {
        CheckWinner checkWinner = new CheckWinner();
        boolean whiteWin = checkWinner.checkFiveInLineWinner(mwhiteArray);
        boolean blackWin = checkWinner.checkFiveInLineWinner(mblackArray);
    
        if (whiteWin || blackWin) {
            mIsGameOver = true;
            mIsWhiteWinner = whiteWin;
            String text = mIsWhiteWinner ? "白棋胜利" : "黑棋胜利";
            Toast.makeText(getContext(), text, Toast.LENGTH_SHORT).show();
        }
    }
    

    保存残局并恢复棋局

    一、 保存残局,例如切换横坚屏时:

    private static final String INSTANCE = "instance";
    private static final String INSTANCE_GAME_OVER = "instance_game_over";
    private static final String INSTANCE_WHITE_ARRAY = "instance_white_array";
    private static final String INSTANCE_BLACK_ARRAY = "instance_black_array";
    
    @Override
    protected Parcelable onSaveInstanceState() {
        Bundle bundle = new Bundle();
        bundle.putParcelable(INSTANCE, super.onSaveInstanceState());
        bundle.putBoolean(INSTANCE_GAME_OVER, mIsGameOver);
    
        bundle.putParcelableArrayList(INSTANCE_BLACK_ARRAY, mblackArray);
        bundle.putParcelableArrayList(INSTANCE_WHITE_ARRAY, mwhiteArray);
        return bundle;
    }
    

    二、 从bundle中恢复棋局:

    @Override
    protected void onRestoreInstanceState(Parcelable state) {
        if (state instanceof Bundle) {
            Bundle bundle = (Bundle) state;
            mIsGameOver = bundle.getBoolean(INSTANCE_GAME_OVER);
            mwhiteArray = bundle.getParcelableArrayList(INSTANCE_WHITE_ARRAY);
            mblackArray = bundle.getParcelableArrayList(INSTANCE_BLACK_ARRAY);
            super.onRestoreInstanceState(bundle.getParcelable(INSTANCE));
            return;
        }
        super.onRestoreInstanceState(state);
    }
    

    三、 增加再来一局游戏的逻辑:

    // 再来一局
    public void start() {
        mwhiteArray.clear();
        mblackArray.clear();
        mIsGameOver = false;
        mIsWhiteWinner = false;
        invalidate();
    }
    

    判断游戏是否结束的算法

    在CheckWinner中,对棋盘中的棋子做”米“字型的检查是否五子连珠:

    一、 check方法中,针对不同的方向,做判断:

    private boolean check(int x, int y, List<Point> points, int checkOri) {
        int count = 1;
        for (int i = 1; i < Constants.MAX_COUNT_IN_LINE; i++) {
            switch (checkOri) {
                case Constants.HORIZONTAL:
                    point1 = new Point(x - i, y);
                    break;
                case Constants.VERTICAL:
                    point1 = new Point(x, y - i);
                    break;
                case Constants.LEFT_DIAGONAL:
                    point1 = new Point(x - i, y + i);
                    break;
                case Constants.RIGHT_DIAGONAL:
                    point1 = new Point(x + i, y + i);
                    break;
            }
            if (points.contains(point1)) {
                count++;
            } else {
                break;
            }
        }
        for (int i = 1; i < Constants.MAX_COUNT_IN_LINE; i++) {
            switch (checkOri) {
                case Constants.HORIZONTAL:
                    point2 = new Point(x + i, y);
                    break;
                case Constants.VERTICAL:
                    point2 = new Point(x, y + i);
                    break;
                case Constants.LEFT_DIAGONAL:
                    point2 = new Point(x + i, y - i);
                    break;
                case Constants.RIGHT_DIAGONAL:
                    point2 = new Point(x - i, y - i);
                    break;
            }
            if (points.contains(point2)) {
                count++;
            } else {
                break;
            }
        }
    
        if (count == Constants.MAX_COUNT_IN_LINE) {
            return true;
        }
        return false;
    }
    

    二、 做四个方向检查:

    // 横向判断
    private boolean checkHorizontal(int x, int y, List<Point> points) {
        checkModel = Constants.HORIZONTAL;
        return check(x, y, points, checkModel);
    }
    
    // 竖向判断
    private boolean checkVertical(int x, int y, List<Point> points) {
        checkModel = Constants.VERTICAL;
        return check(x, y, points, checkModel);
    }
    
    // 左斜判断
    private boolean checkLeftDiagonal(int x, int y, List<Point> points) {
        checkModel = Constants.LEFT_DIAGONAL;
        return check(x, y, points, checkModel);
    }
    
    // 右斜判断
    private boolean checkRighttDiagonal(int x, int y, List<Point> points) {
        checkModel = Constants.RIGHT_DIAGONAL;
        return check(x, y, points, checkModel);
    }
    

    三、 做具体的判断,是否游戏结束:

    private Point point1, point2;
    private int checkModel = -1;
    
    public boolean checkFiveInLineWinner(List<Point> points) {
        for (Point point : points) {
            int x = point.x;
            int y = point.y;
    
            if (checkHorizontal(x, y, points)) {
                return true;
            } else if (checkVertical(x, y, points)) {
                return true;
            } else if (checkLeftDiagonal(x, y, points)) {
                return true;
            } else if (checkRighttDiagonal(x, y, points)) {
                return true;
            }
        }
        return false;
    }
    

    原文:https://www.cnblogs.com/huhx/p/MyAndroidgobang.html

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