編輯:關於Android編程
最近學習了五子棋的課程,感覺挺不錯。然後自己寫了個關於五子棋的android程序,從中還是能夠學習到很多東西的。現在我們開始今天五子棋程序的編寫歷程。程序的源碼請參見友情鏈接:
好了,我們現在開始一步步的構建出項目來,首先是如下的項目結構圖:
運行的效果圖:
一些前期做准備的代碼
1、 主活動類MainActivity,在菜單中加入了再來一局的功能:
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(); // 再來一局 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; } }
2、常量類便於維護管理:Constants
public class Constants { // 五子連珠 public final static int MAX_COUNT_IN_LINE = 5; // 棋盤的行數 final static int MAX_LINE = 15; // 檢查的方向 final static int HORIZONTAL = 0; final static int VERTICAL = 1; final static int LEFT_DIAGONAL = 2; final static int RIGHT_DIAGONAL = 4; }
3、activity_main.xml中增加了自定義棋盤的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>
4、menu_main.xml中定義再來一局的菜單:
<?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="再來一局" android:orderInCategory="100" android:showAsAction="never" tools:ignore="AppCompatResource" /> </menu>
自定義棋盤的View
ChessBoardView類,是整個程序比較核心的部分。
1、初始化工作,程序中用到的變量也放在下面的代碼中:
// 棋盤的寬度,也是長度 private int mViewWidth; // 棋盤每格的長度 private float maxLineHeight; private Paint paint = new Paint(); // 定義黑白棋子的Bitmap private Bitmap mwhitePiece, mblackPiece; private float ratioPieceOfLineHeight = 3 * 1.0f / 4; // 判斷當前落下的棋子是否是白色的 private boolean mIsWhite = true; // 記錄黑白棋子位置的列表 private ArrayList<Point> mwhiteArray = new ArrayList<>(); private ArrayList<Point> mblackArray = new ArrayList<>(); // 游戲是否結束 private boolean mIsGameOver; // 游戲結束,是否是白色方勝利 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); }
2、onMeasure方法,測量View的大小,使View的長寬一致。
@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); }
2、onSizeChanged方法在布局的階段,如果View的大小發生改變,此方法得到調用。
@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); }
4、onTouchEvent方法中處理我們下棋子的位置:
@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; }
5、在onDraw方法做棋盤的繪制工作:
@Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); // 繪制棋盤的網格 drawBoard(canvas); // 繪制棋盤的黑白棋子 drawPieces(canvas); // 檢查游戲是否結束 checkGameOver(); }
6、接下來,我們按上面的流程,一個個的做詳細的解釋:
繪制棋盤的網格:
// 繪制棋盤的網線 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); } }
繪制棋盤的黑白棋子:
// 根據黑白棋子的數組繪制棋子 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); } }
檢查游戲是否已經結束:
// 檢查游戲是否結束 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 ? "白棋勝利" : "黑棋勝利"; Toast.makeText(getContext(), text, Toast.LENGTH_SHORT).show(); } }
保存殘局並恢復棋局
1、 保存殘局,例如切換橫堅屏時:
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; }
2、 從bundle中恢復棋局:
@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); }
3、 增加再來一局游戲的邏輯:
// 再來一局 public void start() { mwhiteArray.clear(); mblackArray.clear(); mIsGameOver = false; mIsWhiteWinner = false; invalidate(); }
判斷游戲是否結束的算法
在CheckWinner中,對棋盤中的棋子做”米“字型的檢查是否五子連珠:
1、 check方法中,針對不同的方向,做判斷:
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; }
2、 做四個方向檢查:
// 橫向判斷 private boolean checkHorizontal(int x, int y, List<Point> points) { checkModel = Constants.HORIZONTAL; return check(x, y, points, checkModel); } // 豎向判斷 private boolean checkVertical(int x, int y, List<Point> points) { checkModel = Constants.VERTICAL; return check(x, y, points, checkModel); } // 左斜判斷 private boolean checkLeftDiagonal(int x, int y, List<Point> points) { checkModel = Constants.LEFT_DIAGONAL; return check(x, y, points, checkModel); } // 右斜判斷 private boolean checkRighttDiagonal(int x, int y, List<Point> points) { checkModel = Constants.RIGHT_DIAGONAL; return check(x, y, points, checkModel); }
3、 做具體的判斷,是否游戲結束:
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; }
源碼下載:Android五子棋游戲程序
以上就是本文的全部內容,希望對大家學習Android軟件編程有所幫助。
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