大方大斜
- 前言
- 一、直接上图
- 二、游戏主要代码
- 1.界面绘制代码
- 2.游戏触摸事件代码
- 最后
前言
安卓制作棋类游戏,小时候和发小在地上画棋盘,有树叶或者树枝做棋子。一、直接上图
二、游戏主要代码
1.界面绘制代码
双人界面绘制,主要代码代码如下(示例):
private void redraw() {Canvas mCanvas = surfaceHolder.lockCanvas();if(steps>3){steps=3;}//背景background.setBounds(0,0,(int)WIDTH,(int)HEIGHT);background.draw(mCanvas);//蓝方认输按钮btn_blue_fail.setBounds((int) blue_fail_minX, (int) blue_fail_minY,(int)blue_fail_maxX,(int) blue_fail_maxY);btn_blue_fail.draw(mCanvas);//红方认输按钮btn_red_fail.setBounds((int)red_fail_minX,(int)red_fail_minY,(int)red_fail_maxX,(int)red_fail_maxY);btn_red_fail.draw(mCanvas);Paint paint=new Paint();paint.setColor(Color.BLACK);paint.setStrokeWidth(3);for(int i=0;i<ROW;i++){for(int j=0;j<COL;j++){//横线mCanvas.drawLine(DistanceLeft,j*Spacing+DistanceTop,length+DistanceLeft,j*Spacing+DistanceTop,paint);//竖线mCanvas.drawLine(i*Spacing+DistanceLeft,DistanceTop,i*Spacing+DistanceLeft,DistanceTop+length,paint);Paint paint1=new Paint();paint1.setTextSize(55f);if(play==0){paint1.setARGB(240,188,43,63);mCanvas.drawText("红方"+steps+"步",DistanceLeft+Spacing*3/2,DistanceTop+length+Spacing,paint1);mCanvas.drawCircle(DistanceLeft+Spacing,DistanceTop+length+Spacing,50,paint1);if(RewardSteps!=0){mCanvas.drawText("红方奖励"+RewardSteps+"步",DistanceLeft+Spacing*3/2,DistanceTop+length+Spacing*3/2,paint1);}}else if(play==1){paint1.setARGB(240,0,150,136);xSteps=(int) (DistanceLeft+length-Spacing*23/8);ySteps=(int) (DistanceTop-Spacing*2/3);switch (steps){case 1:blue_1.setBounds( xSteps,ySteps, (int) (xSteps+Spacing),ySteps+55);blue_1.draw(mCanvas);break;case 2:blue_2.setBounds( xSteps,ySteps, (int) (xSteps+Spacing),ySteps+55);blue_2.draw(mCanvas);break;case 3:blue_3.setBounds( xSteps,ySteps, (int) (xSteps+Spacing),ySteps+55);blue_3.draw(mCanvas);break;}mCanvas.drawCircle(DistanceLeft+length-Spacing,DistanceTop-Spacing,50,paint1);if(RewardSteps!=0){xSteps= (int)(DistanceLeft+length-Spacing*23/8);ySteps= (int)(DistanceTop-Spacing);switch (RewardSteps){case 1:add_blue_1.setBounds(xSteps,ySteps, (int) (xSteps+Spacing*5/4),ySteps+55);add_blue_1.draw(mCanvas);break;case 2:add_blue_2.setBounds(xSteps,ySteps, (int) (xSteps+3*Spacing/2),ySteps+55);add_blue_2.draw(mCanvas);break;case 3:add_blue_3.setBounds(xSteps,ySteps, (int) (xSteps+3*Spacing/2),ySteps+55);add_blue_3.draw(mCanvas);break;}}}}}int size=touchXYList.size();if(size>0) {for(int i=0;i<size;i++){int k=i;if(k+1==size){mCanvas =drawPiece.draw(mCanvas,startPoint,Spacing,touchXYList.get(i),1);}else {mCanvas =drawPiece.draw(mCanvas,startPoint,Spacing,touchXYList.get(i),-1);}}}if (mCanvas != null){//释放canvas对象并提交画布surfaceHolder.unlockCanvasAndPost(mCanvas);}}
2.游戏触摸事件代码
点击坐标处理处代码如下(示例):
private Point getFormat(float x,float y) {float tempX = -1;float tempY = -1;if(x> minX&&x<maxX &&y>minY &&y<maxY) {for (float X : XList) {if (x >= X - ValidClickAreaLength && x < X + ValidClickAreaLength) {tempX = X;}}for (float Y : YList) {if (y >= Y - ValidClickAreaLength && y < Y + ValidClickAreaLength) {tempY = Y;}}}return new Point(tempX,tempY);}
代码浅显易懂,就不具体说明了
双人游戏点击事件处理 代码如下(示例):
public boolean onTouch(View v, MotionEvent event) {float x=event.getX();float y=event.getY();if(event.getAction()==MotionEvent.ACTION_DOWN){mSoundPool.start(0);return true;}if (event.getAction()==MotionEvent.ACTION_UP){if(x> minX&&x<maxX &&y>minY &&y<maxY){Point tempPoint = getFormat(x, y);if(tempPoint.x!=-1&&tempPoint.y!=-1){Point newpoint= new Point((tempPoint.x-startPoint.x)/Spacing,(tempPoint.y-startPoint.y)/Spacing);TouchXY touchXY = new TouchXY(newpoint, play);if(!TouchList.Contains(touchXYList,newpoint)){touchXYList.add(touchXY);steps--;//初始化奖励步数RewardSteps=0;//判断是否符合加步数条件ConditionalJudgment cj=new ConditionalJudgment(newpoint,touchXYList,play,0);if(cj.getSteps()>0){steps+=cj.getSteps();mSoundPool.start(1);}RewardSteps=cj.getSteps();play= changePiece.getChange(steps,play);if(steps==0){steps=1;}int WINCODE=JudgmentWin.JudgmentWin(touchXYList);if(WINCODE> WINSTATUS.NO_END){mDialog mDialog=new mDialog(context,WINCODE);mDialog.DialogShow();initGame();}new Thread(this::run).start();}else{Toast.makeText(context,"这个地方已经由棋子了",Toast.LENGTH_SHORT).show();}}else {Toast.makeText(context,"棋子要下在交点上",Toast.LENGTH_SHORT).show();}}else {if(x>=red_fail_minX&&x<=red_fail_maxX && y>=red_fail_minY && y<=red_fail_maxY){mDialog mDialog=new mDialog(context,WINSTATUS.BLUE_WIN);mDialog.DialogShow();initGame();new Thread(this::run).start();}else if(x>blue_fail_minX && x<=blue_fail_maxX && y>=blue_fail_minY && y<=blue_fail_maxY) {mDialog mDialog = new mDialog(context, WINSTATUS.RED_WIN);mDialog.DialogShow();initGame();new Thread(this::run).start();}else {Toast.makeText(context,"请点击棋盘内",Toast.LENGTH_SHORT).show();}}}return true;}
最后
制作棋类游戏最难的就是Ai算法,让电脑厉害一点点,完整源码[gitee地址]。第一次写这个,没有过多介绍代码思路,主要是因为,源码一看就能懂,写的比较简单。(https://gitee.com/liuyixuan51122/Game_DaFangDaXie.git)