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Android开发实现的简单五子棋游戏示例
时间:2022-06-25 23:08:13 编辑:袖梨 来源:一聚教程网
本文实例讲述了Android开发实现的简单五子棋游戏。分享给大家供大家参考,具体如下:
我刚刚在Android上写的一个五子棋的小程序,在这里跟大家分享一下。
写完以后感觉Android的SDK,虽然也是使用Java的,但是跟Java ME还是有很大不一样。
首先就是Android的SDK没有实现所有的Java ME标准,原来运行在KJava上的应用程序是不能在Android上直接跑的。
另外就是Android的SDK有大量的API是Android自己的,需要开发人员去了解。
Android的开发框架也跟别的不一样,需要学习一下。
这个五子棋游戏是我参照Android 的Snake这个Demo还有别的例子,加上自己的需求写出来的。
其中实现了棋盘、下棋、判断输赢、重新开局等功能。目前暂时没有实现机器智能走棋子的功能。
Android的触屏功能是比较好用的,前一段时间见人演示的G1,触屏很好用,而且Android的“Window” 窗、"Shade"帘加上触摸,显得很炫。
呃,这个五子棋,也是用触摸屏实现走棋的。点一下棋盘的位子,把棋子落到棋盘上。
先贴个图看看效果吧。
好了,下面直接贴代码:
/* * Five In a Row. (五子棋) * 这是一个简单的五子棋程序,是我自己的一个练习,贴出来跟大家分享。 * 希望跟大家一起多交流。 我的GoogleTalk: lixinsogmail.com * * */ //---------------------- //TBD:AI,悔棋 //--------------------- package lixinsong.game.gobang; import android.app.Activity; import android.os.Bundle; import android.util.Log; import android.view.View; import android.widget.TextView; //这是主程序,继承自Activity,实现onCreate方法。: public class gobang extends Activity { GobangView gbv; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); gbv = (GobangView)this.findViewById(R.id.gobangview); gbv.setTextView((TextView)this.findViewById(R.id.text)); }
里面的R.id.gobangview
是在res中定义的View。
五子棋的View
package lixinsong.game.gobang; import android.content.Context; import android.content.res.Resources; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.Paint.Style; import android.graphics.drawable.Drawable; import android.util.AttributeSet; import android.util.Log; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.widget.TextView; /*棋盘一共10×10格 * 棋盘居中 * * * */ //public class GobangView extends View implements Runnable { public class GobangView extends View{ protected static int GRID_SIZE = 10; protected static int GRID_; // 棋盘格的宽度 protected static int CHESS_DIAMETER = 26; // 棋的直径 protected static int mStartX;// 棋盘定位的左上角X protected static int mStartY;// 棋盘定位的左上角Y private Bitmap[] mChessBW; // 黑棋和白棋 private static int[][] mGridArray; // 网格 boolean key = false; int wbflag = 1; //该下白棋了=2,该下黑棋了=1. 这里先下黑棋(黑棋以后设置为机器自动下的棋子) int mLevel = 1; //游戏难度 int mWinFlag = 0; private final int BLACK=1; private final int WHITE=2; int mGameState = GAMESTATE_RUN; //游戏阶段:0=尚未游戏,1=正在进行游戏,2=游戏结束 static final int GAMESTATE_PRE = 0; static final int GAMESTATE_RUN = 1; static final int GAMESTATE_PAUSE = 2; static final int GAMESTATE_END = 3; //private TextView mStatusTextView; // 根据游戏状态设置显示的文字 public TextView mStatusTextView; // 根据游戏状态设置显示的文字 private Bitmap btm1; private final Paint mPaint = new Paint(); CharSequence mText; CharSequence STRING_WIN = "White win! /n Press Fire Key to start new game."; CharSequence STRING_LOSE = "Black win! /n Press Fire Key to start new game."; CharSequence STRING_EQUAL = "Cool! You are equal! /n Press Fire Key to start new Game."; public GobangView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); } public GobangView(Context context, AttributeSet attrs) { //好像调用的是这个构造函数,为什么不是前面的呢 super(context, attrs); this.setFocusable(true); //20090530 this.setFocusableInTouchMode(true); init(); } //这里画棋子后来没有用图片画,而是直接画了圆。因为我做的图片不好看。 // 初始化黑白棋的Bitmap public void init() { mGameState = 1; //设置游戏为开始状态 wbflag = BLACK; //初始为先下黑棋 mWinFlag = 0; //清空输赢标志。 mGridArray = new int[GRID_SIZE-1][GRID_SIZE-1]; mChessBW = new Bitmap[2]; Bitmap bitmap = Bitmap.createBitmap(CHESS_DIAMETER, CHESS_DIAMETER, Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(bitmap); Resources r = this.getContext().getResources(); Drawable tile = r.getDrawable(R.drawable.chess1); tile.setBounds(0, 0, CHESS_DIAMETER, CHESS_DIAMETER); tile.draw(canvas); mChessBW[0] = bitmap; tile = r.getDrawable(R.drawable.chess2); tile.setBounds(0, 0, CHESS_DIAMETER, CHESS_DIAMETER); tile.draw(canvas); mChessBW[1] = bitmap; } public void setTextView(TextView tv){ mStatusTextView =tv; mStatusTextView.setVisibility(View.INVISIBLE); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { mStartX = w / 2 - GRID_SIZE * GRID_WIDTH / 2; mStartY = h / 2 - GRID_SIZE * GRID_WIDTH / 2; } @Override public boolean onTouchEvent(MotionEvent event){ switch (mGameState) { case GAMESTATE_PRE: break; case GAMESTATE_RUN: { int x; int y; float x0 = GRID_WIDTH - (event.getX() - mStartX) % GRID_WIDTH; float y0 = GRID_WIDTH - (event.getY() - mStartY) % GRID_WIDTH; if (x0 < GRID_WIDTH / 2) { x = (int) ((event.getX() - mStartX) / GRID_WIDTH); } else { x = (int) ((event.getX() - mStartX) / GRID_WIDTH) - 1; } if (y0 < GRID_WIDTH / 2) { y = (int) ((event.getY() - mStartY) / GRID_WIDTH); } else { y = (int) ((event.getY() - mStartY) / GRID_WIDTH) - 1; } if ((x >= 0 && x < GRID_SIZE - 1) && (y >= 0 && y < GRID_SIZE - 1)) { if (mGridArray[x][y] == 0) { if (wbflag == BLACK) { putChess(x, y, BLACK); //this.mGridArray[x][y] = 1; if(checkWin(BLACK)){ //如果是黑棋赢了 mText = STRING_LOSE; mGameState = GAMESTATE_END; showTextView(mText); }else if(checkFull()){//如果棋盘满了 mText = STRING_EQUAL; mGameState = GAMESTATE_END; showTextView(mText); } wbflag = WHITE; } else if (wbflag == WHITE) { putChess(x, y, WHITE); //this.mGridArray[x][y] = 2; if(checkWin(WHITE)){ mText = STRING_WIN; mGameState = GAMESTATE_END; showTextView(mText); }else if(checkFull()){//如果棋盘满了 mText = STRING_EQUAL; mGameState = GAMESTATE_END; showTextView(mText); } wbflag = BLACK; } } } } break; case GAMESTATE_PAUSE: break; case GAMESTATE_END: break; } this.invalidate(); return true; } @Override public boolean onKeyDown(int keyCode, KeyEvent msg) { Log.e("KeyEvent.KEYCODE_DPAD_CENTER", " " + keyCode); if(keyCode == KeyEvent.KEYCODE_DPAD_CENTER){ switch(mGameState){ case GAMESTATE_PRE: break; case GAMESTATE_RUN: break; case GAMESTATE_PAUSE: break; case GAMESTATE_END: {//游戏结束后,按CENTER键继续 Log.e("Fire Key Pressed:::", "FIRE"); mGameState = GAMESTATE_RUN; this.setVisibility(View.VISIBLE); this.mStatusTextView.setVisibility(View.INVISIBLE); this.init(); this.invalidate(); } break; } } return super.onKeyDown(keyCode, msg); } @Override public void onDraw(Canvas canvas) { canvas.drawColor(Color.YELLOW); // 画棋盘 { Paint paintRect = new Paint(); paintRect.setColor(Color.GRAY); paintRect.setStrokeWidth(2); paintRect.setStyle(Style.STROKE); for (int i = 0; i < GRID_SIZE; i++) { for (int j = 0; j < GRID_SIZE; j++) { int mLeft = i * GRID_WIDTH + mStartX; int mTop = j * GRID_WIDTH + mStartY; int mRright = mLeft + GRID_WIDTH; int mBottom = mTop + GRID_WIDTH; canvas.drawRect(mLeft, mTop, mRright, mBottom, paintRect); } } //画棋盘的外边框 paintRect.setStrokeWidth(4); canvas.drawRect(mStartX, mStartY, mStartX + GRID_WIDTH*GRID_SIZE, mStartY + GRID_WIDTH*GRID_SIZE, paintRect); } //画棋子 for (int i = 0; i < GRID_SIZE-1; i++) { for (int j = 0; j < GRID_SIZE-1; j++) { if(mGridArray[i][j] == BLACK){ //通过图片来画 //canvas.drawBitmap(mChessBW[0], mStartX + (i+1) * GRID_WIDTH - CHESS_DIAMETER/2 , mStartY + (j+1)* GRID_WIDTH - CHESS_DIAMETER/2 , mPaint); //通过圆形来画 { Paint paintCircle = new Paint(); paintCircle.setColor(Color.BLACK); canvas.drawCircle(mStartX + (i+1) * GRID_WIDTH, mStartY + (j+1)* GRID_WIDTH, CHESS_DIAMETER/2, paintCircle); } }else if(mGridArray[i][j] == WHITE){ //通过图片来画 //canvas.drawBitmap(mChessBW[1], mStartX + (i+1) * GRID_WIDTH - CHESS_DIAMETER/2 , mStartY + (j+1)* GRID_WIDTH - CHESS_DIAMETER/2 , mPaint); //通过圆形来画 { Paint paintCircle = new Paint(); paintCircle.setColor(Color.WHITE); canvas.drawCircle(mStartX + (i+1) * GRID_WIDTH, mStartY + (j+1)* GRID_WIDTH, CHESS_DIAMETER/2, paintCircle); } } } } } public void putChess(int x, int y, int blackwhite){ mGridArray[x][y] = blackwhite; } public boolean checkWin(int wbflag){ for(int i = 0; i < GRID_SIZE - 1 ; i++ ) //i表示列(根据宽度算出来的) for(int j = 0; j < GRID_SIZE - 1; j++){//i表示行(根据高度算出来的) //检测横轴五个相连 if(((i+4) < (GRID_SIZE - 1))&& (mGridArray[i][j] == wbflag) && (mGridArray[i+1][j] == wbflag)&& (mGridArray[i + 2][j] == wbflag) && (mGridArray[i + 3][j] == wbflag) && (mGridArray[i + 4][j] == wbflag)){ Log.e("check win or loss:", wbflag + "win"); mWinFlag = wbflag; } //纵轴5个相连 if(((j+4) < (GRID_SIZE - 1))&& (mGridArray[i][j] == wbflag) && (mGridArray[i][j+1] == wbflag)&& (mGridArray[i ][j+ 2] == wbflag) && (mGridArray[i ][j+ 3] == wbflag) && (mGridArray[i ][j+ 4] == wbflag)){ Log.e("check win or loss:", wbflag + "win"); mWinFlag = wbflag; } //左上到右下5个相连 if(((j+4) < (GRID_SIZE - 1))&& ((i+4) < (GRID_SIZE - 1)) && (mGridArray[i][j] == wbflag) && (mGridArray[i+1][j+1] == wbflag)&& (mGridArray[i + 2 ][j+ 2] == wbflag) && (mGridArray[i + 3][j+ 3] == wbflag) && (mGridArray[i + 4 ][j+ 4] == wbflag)){ Log.e("check win or loss:", wbflag + "win"); mWinFlag = wbflag; } //右上到左下5个相连 if(((i-4) >= 0)&& ((j+4) < (GRID_SIZE - 1)) && (mGridArray[i][j] == wbflag) && (mGridArray[i-1][j+1] == wbflag)&& (mGridArray[i - 2 ][j+ 2] == wbflag) && (mGridArray[i - 3][j+ 3] == wbflag) && (mGridArray[i - 4 ][j+ 4] == wbflag)){ Log.e("check win or loss:", wbflag + "win"); mWinFlag = wbflag; } } if( mWinFlag == wbflag){ return true; }else return false; } public boolean checkFull(){ int mNotEmpty = 0; for(int i = 0; i < GRID_SIZE -1; i ++) for(int j = 0; j < GRID_SIZE - 1; j ++){ if(mGridArray[i][j] != 0) mNotEmpty +=1; } if(mNotEmpty == (GRID_SIZE-1)*(GRID_SIZE-1)) return true; else return false; } public void showTextView(CharSequence mT){ this.mStatusTextView.setText(mT); mStatusTextView.setVisibility(View.VISIBLE); } }
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