棋盘的绘制
棋盘是10*10的风格,使用自定义View来对棋盘的线进行绘制
话不多说,直接上代码
WuZiQiPanel类继承View,重写构造函数,onMesure(),onSizeChanged(),onDraw()。
public class WuZiQiPanel extends View {
private int mPanelwidth;//棋盘的宽高
private float mLineheight; //每一行的高度
private int MAX_LINE =10;//十行的棋
private int MAX_COUNT_IN_LINE =5;//棋子五个数
Paint paint = new Paint();
private Bitmap mWhitePiece;
private Bitmap mBlackPiece;
private boolean mIsWhitePice = true;//判断是否是白旗
private float PieceOfLineHeight=3*1.f/4;//每个棋子站3/4的LineHeight
private boolean mWhiteWinner;
private boolean IsGameOver;
private List<Point> mWhitePieceList = new ArrayList<>();
private List<Point> mBlackPieceList = new ArrayList<>();
public WuZiQiPanel(Context context, AttributeSet attrs) {
super(context, attrs);
setBackgroundColor(0x44ff0000);
init();
}
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
//通过widthMeasureSpec拿到宽度尺寸大小
//widthMeasureSpec,heightMeasureSpec 模式和尺寸组合在一起的数值
int widthSize = MeasureSpec.getSize(widthMeasureSpec);//得到宽尺寸
int widthMode = MeasureSpec.getMode(widthMeasureSpec);//等到宽模式
int heightSize = MeasureSpec.getSize(heightMeasureSpec);
int heightMode = MeasureSpec.getMode(heightMeasureSpec);
/**
* mode共有三种情况,取值分别为MeasureSpec.UNSPECIFIED, MeasureSpec.EXACTLY, MeasureSpec.AT_MOST。
MeasureSpec.EXACTLY是精确尺寸,当我们将控件的layout_width或layout_height指定为具体数值时如andorid:layout_width="50dip",或者为FILL_PARENT是,都是控件大小已经确定的情况,都是精确尺寸。
MeasureSpec.AT_MOST是最大尺寸,当控件的layout_width或layout_height指定为WRAP_CONTENT时,控件大小一般随着控件的子空间或内容进行变化,此时控件尺寸只要不超过父控件允许的最大尺寸即可。因此,此时的mode是AT_MOST,size给出了父控件允许的最大尺寸。
MeasureSpec.UNSPECIFIED是未指定尺寸,这种情况不多,一般都是父控件是AdapterView,通过measure方法传入的模式。
*/
int width = Math.min(widthSize,heightSize);//正方形
if(widthMode == MeasureSpec.UNSPECIFIED){
width = heightSize;
}else if(heightMode == MeasureSpec.UNSPECIFIED){
width = widthSize;
}
setMeasuredDimension(width,width);//设置实际大小
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
Log.d("onSizeChanged w",w+"");
mPanelwidth = w;
mLineheight = mPanelwidth*1.0f/MAX_LINE;//转化成浮点数后分为10,求出每个方格的高度
int pieceSize =(int) (mLineheight*PieceOfLineHeight);
mWhitePiece = Bitmap.createScaledBitmap(mWhitePiece,pieceSize,pieceSize,false);//设置宽高
mBlackPiece = Bitmap.createScaledBitmap(mBlackPiece,pieceSize,pieceSize,false);//设置宽高
}
/**
* 绘制视图
* @param canvas
*/
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
drawBoard(canvas);
drawPiece(canvas);
cheakGameOver();
}
/**
* 判断游戏结束,核心算法
*/
private void cheakGameOver() {
boolean whiteWin = cheakWinner(mWhitePieceList);//检查白子的五子
boolean blackWin = cheakWinner(mBlackPieceList);
if(whiteWin||blackWin){
IsGameOver = true;
mWhiteWinner = whiteWin;
String text = mWhiteWinner?"白棋":"黑棋";
Toast.makeText(getContext(),text,Toast.LENGTH_SHORT).show();
}
}
/**
* 判断白子是否有五子
* @param point
* @return
*/
private boolean cheakWinner(List<Point> point) {
for(Point p:point){
int x =p .x;
int y = p.y;
boolean win = checkHorizontal(x,y,point);
if(win) return true;
win =checkLeft(x,y,point);
if(win) return true;
win =checkRight(x,y,point);
if(win) return true;
win =checkVertical(x,y,point);
if(win) return true;
}
return false;
}
/**
* 判断横向棋子是否五子连珠
* @param x
* @param y
* @param point
* @return
*/
private boolean checkHorizontal(int x, int y, List<Point> point) {
int count =1;
//判断左边的棋子
for(int i = 1;i<MAX_COUNT_IN_LINE;i++){
if(point.contains(new Point(x-i,y))){
count++;
}else{
break;
}
}
//判断右边
for(int i=1;i<MAX_COUNT_IN_LINE;i++){
if(point.contains(new Point(x+i,y))){
count++;
}else{
break;
}
}
if(count==MAX_COUNT_IN_LINE)
return true;
return false;
}
/**
* 纵向
* @param x
* @param y
* @param point
* @return
*/
private boolean checkVertical(int x, int y, List<Point> point) {
int count =1;
for(int i = 1;i<MAX_COUNT_IN_LINE;i++){
if(point.contains(new Point(x,y+i))){
count++;
}else{
break;
}
}
for(int i=1;i<MAX_COUNT_IN_LINE;i++){
if(point.contains(new Point(x,y-i))){
count++;
}else{
break;
}
}
if(count==MAX_COUNT_IN_LINE)
return true;
return false;
}
/**
* 左斜
* @param x
* @param y
* @param point
* @return
*/
private boolean checkLeft(int x, int y, List<Point> point) {
int count =1;
//判断上的棋子
for(int i = 1;i<MAX_COUNT_IN_LINE;i++){
if(point.contains(new Point(x-i,y+i))){
count++;
}else{
break;
}
}
//判断右边
for(int i=1;i<MAX_COUNT_IN_LINE;i++){
if(point.contains(new Point(x+i,y-i))){
count++;
}else{
break;
}
}
if(count==MAX_COUNT_IN_LINE)
return true;
return false;
}
/**
* 右斜
* @param x
* @param y
* @param point
* @return
*/
private boolean checkRight(int x, int y, List<Point> point) {
int count =1;
//判断上的棋子
for(int i = 1;i<MAX_COUNT_IN_LINE;i++){
if(point.contains(new Point(x-i,y-i))){
count++;
}else{
break;
}
}
//判断右边
for(int i=1;i<MAX_COUNT_IN_LINE;i++){
if(point.contains(new Point(x+i,y+i))){
count++;
}else{
break;
}
}
if(count==MAX_COUNT_IN_LINE)
return true;
return false;
}
/**
* 绘制棋子
* (1-PieceOfLineHeight)/2 是棋子两边距离LineHeight的长度
* @param canvas
*/
private void drawPiece(Canvas canvas) {
for(int i=0;i<mWhitePieceList.size();i++){
Point white = mWhitePieceList.get(i);
canvas.drawBitmap(mWhitePiece,(white.x+(1-PieceOfLineHeight)/2)*mLineheight,(white.y+(1-PieceOfLineHeight)/2)*mLineheight,null);
}
for(int i=0;i<mBlackPieceList.size();i++){
Point black = mBlackPieceList.get(i);
canvas.drawBitmap(mBlackPiece,(black.x+(1-PieceOfLineHeight)/2)*mLineheight,(black.y+(1-PieceOfLineHeight)/2)*mLineheight,null);
}
}
/**
* 绘制棋盘
* @param canvas
*/
private void drawBoard(Canvas canvas) {
int w = mPanelwidth;//拿到棋盘宽度
float lineheight = mLineheight;
for(int i=0;i<MAX_LINE;i++){
int starx = (int)(lineheight/2);//x轴起点
int endx = (int)(w-lineheight/2);//x轴终点
int y = (int)((0.5+i)*lineheight);//y
// Log.d("y",y+"");
canvas.drawLine(starx,y,endx,y,paint);
canvas.drawLine(y,starx,y,endx,paint);
}
}
/**
* 复写onTouchEvent事件对用户点击事件进行处理
* @param event
* @return
*/
@Override
public boolean onTouchEvent(MotionEvent event) {
if(IsGameOver) //游戏结束就不再落子
return false;
int action = event.getAction();
if(action == MotionEvent.ACTION_UP){
int x = (int) event.getX();
int y = (int) event.getY();
Point p = getValidPoint(x,y);
if(mBlackPieceList.contains(p)||mWhitePieceList.contains(p)){
return false;
}
//加入List中
if(mIsWhitePice){
mWhitePieceList.add(p);
}else{
mBlackPieceList.add(p);
}
mIsWhitePice = !mIsWhitePice;
invalidate();//重绘
}
return true;//表示事件被消费
}
/**
* 处理点击事件的取值,防止图片偏移
* @param x
* @param y
* @return
*/
private Point getValidPoint(int x, int y) {
return new Point((int)(x/mLineheight), (int) (y/mLineheight));
}
/**
* 初始化方法
*
*/
private void init(){
paint.setColor(0x88000000);//半透明灰色
paint.setAntiAlias(true);//防锯齿
paint.setDither(true);//防抖动
paint.setStyle(Paint.Style.STROKE);//画线
mWhitePiece = BitmapFactory.decodeResource(getResources(),R.drawable.stone_w2);
mBlackPiece = BitmapFactory.decodeResource(getResources(),R.drawable.stone_b1);
}
@Override
protected void onFinishInflate() {
super.onFinishInflate();
Log.d("onFinishInflate","onFinishInflate");
}
}
思路流程
makedown流程图
st=>start: 下棋(绘制棋盘填充图片)
e=>end: 游戏结束
op1=>operation: 响应用户onTouchEvent事件,每次响应都更新View
op2=>operation: onDraw()中要不断画View,判断是否有五子连珠
st->op1->op2->e
感觉还是挺方便的,分支的话还没有写,不过看看啦,代码就这些,会传到本人的Github上
游戏
[Github下载地址](https://github.com/w77996/WuZiQi)