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Android五子棋游戏程序完整实例分析

2019年07月24日  | 移动技术网IT编程  | 我要评论

陈艾琳是个富家女,古城热线首页,梁光烈主动退赃

最近学习了五子棋的课程,感觉挺不错。然后自己写了个关于五子棋的android程序,从中还是能够学习到很多东西的。现在我们开始今天五子棋程序的编写历程。程序的源码请参见友情链接:

好了,我们现在开始一步步的构建出项目来,首先是如下的项目结构图:

运行的效果图:

一些前期做准备的代码

1、 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;
 }
}

2、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;
}

3、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>

4、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。

1、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);
}

2、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);
} 

2、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);
} 

4、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;
} 

5、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();
}

 

6、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

1、 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;
}

2、 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);
} 

3、 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:

1、 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;
}

2、 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);
} 

3、 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;
}

源码下载:

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