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 Android教程網 >> Android技術 >> 關於Android編程 >> Android五子棋游戲程序完整實例分析

Android五子棋游戲程序完整實例分析

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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