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 Android教程網 >> Android技術 >> 關於Android編程 >> android-五子棋項目

android-五子棋項目

編輯:關於Android編程

主要實現簡單的互動

主要代碼:

package com.adolph.wuzhiqi;

import android.content.Context;
import android.content.pm.ProviderInfo;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Point;
import android.text.style.TtsSpan;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import android.widget.Toast;

import java.util.ArrayList;
import java.util.List;

/**
 * Created by Administrator on 2016/9/25.
 */

public class WuzhiqiPanel extends View{

    private int mPanelWidth;
    private float mlineHeight;

    private int MAX_LINE = 10;
    private  int MAX_COUNT_IN_LINE=5;

    private Paint mPaint = new Paint();//得到畫筆

    //BitMap代表一張位圖
    private Bitmap mWhitePiece;
    private Bitmap mBlackPiece;

    private float ratioPieceOfLineHeight = 3 * 1.0f /4;//設置棋子比例

    //白棋先下
    private boolean mIsWite = true;//標志那個棋子在下
    private List mWiteArray = new ArrayList<>();
    private List mBlackArray = new ArrayList<>();

    private boolean mIsGameOver;
    private boolean mIsWhiteWinner;

    public WuzhiqiPanel(Context context, AttributeSet attrs){
        super(context,attrs);
        setBackgroundColor(0x44ff0000);
        init();

    }

    //初始化畫筆
    private void init(){
        //初始化棋盤
        mPaint.setColor(0x8800000);//設置畫筆顏色
        mPaint.setAntiAlias(true);//設置畫筆的鋸齒效果
        mPaint.setDither(true);//設定是否使用圖像抖動處理,會使繪制出來的圖片顏色更加平滑和飽滿,圖像更加清晰
        mPaint.setStyle(Paint.Style.STROKE);//設置畫筆風格,空心或者實心。

        //初始化棋子,得到圖片
        mWhitePiece = BitmapFactory.decodeResource(getResources(),R.drawable.stone_w2);
        mBlackPiece = BitmapFactory.decodeResource(getResources(),R.drawable.stone_b1);
    }


    //當控件的父元素正要放置該控件時調用,測量
    /*支持match_parent*/
    protected void onMeasure(int widthMeasureSpec,int heightMeasureSpec)
    {

        //邊界參數——widthMeasureSpec和heightMeasureSpec ,效率的原因以整數的方式傳入。
        //在它們使用之前,首先要做的是使用MeasureSpec類的靜態方法getMode和getSize來譯解
        int widthSize = MeasureSpec.getSize(widthMeasureSpec);
        int widthMode = MeasureSpec.getMode(widthMeasureSpec);

        int heightSize = MeasureSpec.getSize(heightMeasureSpec);
        int heightMode = MeasureSpec.getMode(heightMeasureSpec);

        int width = Math.min(widthSize,heightSize);//保證是正方形,取最小值作邊

        /*如果寬等於0就取高的值,如果高等於0就取寬的值*/
        if (widthMode == MeasureSpec.UNSPECIFIED){
            width = heightSize;
        }else if (heightMode == MeasureSpec.UNSPECIFIED){
            width = widthSize;
        }

        setMeasuredDimension(width,width);
    }

    //寬和高發生改變時調用
    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mPanelWidth =w;
        mlineHeight = mPanelWidth * 1.0f /MAX_LINE;//行高

        //設定棋子的尺寸隨控件大小變化
        int pieceWidth = (int)(mlineHeight * ratioPieceOfLineHeight);
        mWhitePiece = Bitmap.createScaledBitmap(mWhitePiece,pieceWidth,pieceWidth,false);
        mBlackPiece = Bitmap.createScaledBitmap(mBlackPiece,pieceWidth,pieceWidth,false);
    }

    //觸發執行,繪制棋子
    @Override
    public boolean onTouchEvent(MotionEvent event) {
        //游戲結束,表示不感興趣
        if (mIsGameOver) return false;
        //得到這個事件
        int action = event.getAction();
        /*ACTION_UP,ACTION_DOWN,ACTION_CANCEL,ACTION_MOVE*/
        if (action == MotionEvent.ACTION_UP){
            //得到點擊的坐標
            int x = (int)event.getX();
            int y = (int)event.getY();

            //處理點擊誤差
            Point p = getValidPoint(x,y);

            //判斷當前位置是否有棋子
            if (mWiteArray.contains(p)||mBlackArray.contains(p)){
                return false;
            }

            //Point p = new Point(x,y);
            if (mIsWite){
                mWiteArray.add(p);
            }else {
                mBlackArray.add(p);
            }
            //重繪
            invalidate();
            mIsWite = !mIsWite;
        }
        return true;//表明對事件感興趣
    }

    private Point getValidPoint(int x, int y) {
        return new Point((int)(x/mlineHeight),(int)(y/mlineHeight));
    }

    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        drawBoard(canvas);
        drawPieces(canvas);
        CheckGameOvwe();
    }

    private void CheckGameOvwe() {
        //判斷白棋是否贏了
        boolean whiteWin = checkFiveInLine(mWiteArray);
        //判斷黑棋是否贏了
        boolean blackWin = checkFiveInLine(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();
        }
    }

    private boolean checkFiveInLine(List points) {
        for (Point p : points){
            int x = p.x;
            int y = p.y;
            boolean win;
            win = checkHorizontal(x,y,points);
            if (win) return true;
            win = checkLeftDiagonal(x,y,points);
            if (win) return true;
            win = checkRightDiagonal(x,y,points);
            if (win) return true;
            win = checkVertical(x,y,points);
            if (win) return true;
        }
        return false;
    }

    //判斷橫向相鄰五個是否相同棋子
    private boolean checkHorizontal(int x, int y, List points) {
        int count =1;
        //檢查是否達到五個
        for (int i=1; i points) {
        int count =1;
        //檢查是否達到五個
        for (int i=1; i points) {
        int count =1;
        //檢查是否達到五個
        for (int i=1; i points) {
        int count =1;
        //檢查是否達到五個
        for (int i=1; i
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