1. 程式人生 > >Android五子棋遊戲原始碼詳解

Android五子棋遊戲原始碼詳解

最近看了鴻洋大牛的五子棋教程,受益匪淺,講的非常好,關於五子棋的遊戲原理非常清楚,並且學到了不少知識,在這裡感謝鴻洋大神的分享。我覺得我的原始碼註釋寫的非常清楚了,希望能給你帶來不少的收穫。
佈局

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout 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" android:paddingTop="80dp" android:orientation="vertical" tools:context="com.yaodan.fivechessdemo.MainActivity">
<com.yaodan.fivechessdemo.view.ChessView android:id="@+id/custon_chess_main" android:layout_width
="match_parent" android:layout_height="match_parent" />
<Button android:id="@+id/bt_restart" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" android:text="再來一局"/> </LinearLayout>

自定義View的工具類

package com.yaodan.fivechessdemo.view;

import android.app.AlertDialog;
import android.content.Context;
import android.content.DialogInterface;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Point;
import android.os.Bundle;
import android.os.Parcelable;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;

import com.yaodan.fivechessdemo.R;
import com.yaodan.fivechessdemo.contral.IsChessWin;

import java.util.ArrayList;

/**
 * Created by swk on 2016/12/5.
 */
public class ChessView extends View {
    private int mPanelWith; //棋盤的寬度(棋盤使方形的)
    private float mLineHeigth;  //棋盤每一個空格的高度
    private int MAX_LINE = 10;    //棋盤的行數
    private Paint mPint = new Paint();    //建立畫筆
    private Bitmap wPieces;     //白棋
    private Bitmap bPieces;     //黑棋
    private ArrayList<Point> wPoints = new ArrayList<>();   //白棋座標的集合
    private ArrayList<Point> bPoints = new ArrayList<>();   //黑棋座標的集合
    private float radioPoeces = 1.0f * 3 / 4;    //棋子與棋格的大小比例
    private boolean mIsWitch = true;  //判斷是否白子畫在棋盤上
    private boolean isGameOver = false;  //判讀是否遊戲結束
    private Context mContext;
    private IsChessWin isChessWin;  //一個用來處理勝利與否的邏輯
    private String TAG = "CHESSVIEW";

    public ChessView(Context context) {
        super(context);
        mContext = context;
        init();
    }


    public ChessView(Context context, AttributeSet attrs) {
        super(context, attrs);
        mContext = context;
        init();
    }

    public ChessView(Context context, AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
        mContext = context;
        init();
    }

    /**
     * 再來一局方法
     */
    public void myreStart() {
        wPoints.clear();
        bPoints.clear();
        isGameOver = false;
        Log.i(TAG, "myreStart: " + wPoints.size() + ":::" + bPoints.size());
        invalidate();

    }

    /**
     * 初始化
     */
    public void init() {
        //設定畫筆的顏色
        mPint.setColor(Color.BLACK);
        //設定抗鋸齒功能(影象邊緣相對清晰一點,鋸齒痕跡不那麼明顯)
        mPint.setAntiAlias(true);
        //設定防抖動功能(使影象更柔和一點)
        mPint.setDither(true);
        //設定畫筆的風格為空心
        mPint.setStyle(Paint.Style.STROKE);

        //獲取棋子的資原始檔
        wPieces = BitmapFactory.decodeResource(getResources(), R.drawable.stone_w2);
        bPieces = BitmapFactory.decodeResource(getResources(), R.drawable.stone_b1);
    }

    @Override
    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
        super.onMeasure(widthMeasureSpec, heightMeasureSpec);
        /**
         * 獲取view的寬度和mode
         * mode分為:
         * EXACTLY:EXACTLY是精確尺寸,當我們將控制元件的layout_width或layout_height指定為具體數值時如andorid:layout_width="50dip",或者為FILL_PARENT是,都是控制元件大小已經確定的情況,都是精確尺寸。
         * AT_MOST:最大尺寸,當控制元件的layout_width或layout_height指定為WRAP_CONTENT時,控制元件大小一般隨著控制元件的子空間或內容進行變化,此時控制元件尺寸只要不超過父控制元件允許的最大尺寸即可。因此,此時的mode是AT_MOST,size給出了父控制元件允許的最大尺寸。
         * UNSPECIFIED:未指定尺寸,這種情況不多,一般都是父控制元件是AdapterView,通過measure方法傳入的模式
         */
        int widthSize = MeasureSpec.getSize(widthMeasureSpec);
        int widthMode = MeasureSpec.getMode(widthMeasureSpec);
        int heightSize = MeasureSpec.getSize(heightMeasureSpec);
        int heightMode = MeasureSpec.getMode(heightMeasureSpec);
        //由於棋盤是正方形,所以要從長和寬選取最短的
        int width = Math.min(widthSize, heightSize);

        //如果上方有一個是UNSPECIFIED,相對應的有一個尺寸是0,如果有一個是0,那麼width就是0顯示不出來
        if (widthMode == MeasureSpec.UNSPECIFIED) {
            width = heightSize;
        } else if (heightMode == MeasureSpec.UNSPECIFIED) {
            width = widthSize;
        }
        //設定實際的長和寬設定上去
        setMeasuredDimension(width, width);
    }

    /**
     * 當view的尺寸改變時,會回掉這個方法
     *
     * @param w
     * @param h
     * @param oldw
     * @param oldh
     */
    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mPanelWith = w;
        mLineHeigth = mPanelWith * 1.0f / MAX_LINE;

        int piecesWidth = (int) (mLineHeigth * radioPoeces);
        //按照以前存在的點陣圖按照一定的比例構建一個新的點陣圖
        wPieces = Bitmap.createScaledBitmap(wPieces, piecesWidth, piecesWidth, true);
        bPieces = Bitmap.createScaledBitmap(bPieces, piecesWidth, piecesWidth, true);
    }

    /**
     * 獲取座標的集合
     *
     * @param event
     * @return
     */
    @Override
    public boolean onTouchEvent(MotionEvent event) {
        isGameOver = isChessWin.isGameOverMethod(wPoints, bPoints);
        if (isGameOver) {
            showDialog();
            return false;
        }
        int action = event.getAction();
        if (action == MotionEvent.ACTION_UP) {
            int x = (int) event.getX();
            int y = (int) event.getY();
            Point point = getSimulatePoint(x, y);
            //如果黑棋的集合或者白棋的集合包含這個座標,那麼返回false
            //contains和eequals比較的不是記憶體空間的地址,而是x,y值是否一致
            if (wPoints.contains(point) || bPoints.contains(point)) {
                return false;
            }
            if (mIsWitch) {
                wPoints.add(point);
            } else {
                bPoints.add(point);
            }
            mIsWitch = !mIsWitch;
            //重新整理View
            invalidate();
            return true;
        }
        return true;
    }

    /**
     * 根據真實的座標模擬出絕對值座標
     *
     * @param x
     * @param y
     * @return
     */
    public Point getSimulatePoint(int x, int y) {
        return new Point((int) (x / mLineHeigth), (int) (y / mLineHeigth));
    }

    /**
     * 顯示白棋或者黑棋獲勝的提示的對話方塊
     */
    public void showDialog() {
        String successText = isChessWin.isWhiteWinFlag() ? "白棋獲勝!" : "黑棋獲勝!";
        new AlertDialog.Builder(mContext)
                .setMessage("恭喜" + successText + ",是否再來一局?")
                .setCancelable(false)
                .setPositiveButton("確定", new DialogInterface.OnClickListener() {
                    @Override
                    public void onClick(DialogInterface dialogInterface, int i) {
                        myreStart();
                    }
                })
                .setNegativeButton("取消", new DialogInterface.OnClickListener() {
                    @Override
                    public void onClick(DialogInterface dialogInterface, int i) {
                    }
                })
                .show();

    }

    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        drawBoard(canvas);
        drawPieces(canvas);
        //下面的例項用來判斷是否勝利
        isChessWin = new IsChessWin(mContext);
        isGameOver = isChessWin.isGameOverMethod(wPoints, bPoints);
        //判斷是否結束遊戲
        if(isGameOver){
            showDialog();
        }

    }

    /**
     * 畫棋盤的線
     *
     * @param canvas
     */
    public void drawBoard(Canvas canvas) {
        int w = mPanelWith;
        float lineHeight = mLineHeigth;
        //畫十條線
        for (int i = 0; i < MAX_LINE; i++) {
            //設定起點橫座標為半個棋盤空格的寬度
            int startX = (int) (lineHeight / 2);
            //設定終點X橫座標為寬度減去半個lineHeight(棋盤空格寬度)
            int endX = (int) (w - lineHeight / 2);
            int y = (int) ((0.5 + i) * lineHeight);
            //畫橫線
            canvas.drawLine(startX, y, endX, y, mPint);
            //畫縱線,座標反過來
            canvas.drawLine(y, startX, y, endX, mPint);
        }
    }

    /**
     * 畫棋子
     */
    public void drawPieces(Canvas canvas) {
        Log.i(TAG, "drawPieces: " + wPoints.size() + ":::" + bPoints.size());
        for (int i = 0; i < wPoints.size(); i++) {
            Point point = wPoints.get(i);
            //drawBitmap是將圖片的右下角為座標
            canvas.drawBitmap(wPieces, ((point.x + (1 - radioPoeces) / 2) * mLineHeigth), (point.y + (1 - radioPoeces) / 2) * mLineHeigth, null);
        }
        for (int i = 0; i < bPoints.size(); i++) {
            Point point = bPoints.get(i);
            canvas.drawBitmap(bPieces, ((point.x + (1 - radioPoeces) / 2) * mLineHeigth), (point.y + (1 - radioPoeces) / 2) * mLineHeigth, null);
        }
    }

    private static final String INSTANCE = "instance";
    private static final String INSTANCE_GAMEOVER = "instance_gameover";
    private static final String INSTANCE_WHITEARRAY = "instance_whitearray";
    private static final String INSTANCE_BLACKARRAY = "instance_blackarray";

    /**
     * 當view因為某種原因(比如系統回收)銷燬時,儲存狀態
     *
     * @return
     */
    @Override
    protected Parcelable onSaveInstanceState() {
        Bundle bundle = new Bundle();
        //儲存系統預設狀態
        bundle.putParcelable(INSTANCE, super.onSaveInstanceState());
        //儲存是否遊戲結束的值
        bundle.putBoolean(INSTANCE_GAMEOVER, isGameOver);
        //儲存白棋的子數
        bundle.putParcelableArrayList(INSTANCE_WHITEARRAY, wPoints);
        //儲存黑棋的子數
        bundle.putParcelableArrayList(INSTANCE_BLACKARRAY, bPoints);
        return bundle;
    }

    /**
     * 取出儲存的值
     *
     * @param state
     */
    @Override
    protected void onRestoreInstanceState(Parcelable state) {

        if (state instanceof Bundle) {
            Bundle bundle = (Bundle) state;
            isGameOver = bundle.getBoolean(INSTANCE_GAMEOVER);
            wPoints = bundle.getParcelableArrayList(INSTANCE_WHITEARRAY);
            bPoints = bundle.getParcelableArrayList(INSTANCE_BLACKARRAY);
            super.onRestoreInstanceState(bundle.getParcelable(INSTANCE));
            return;
        }
        super.onRestoreInstanceState(state);
    }
}

判斷是否勝利的類

package com.yaodan.fivechessdemo.contral;

import android.content.Context;
import android.graphics.Point;

import java.util.List;

/**
 * Created by swk on 2016/12/5.
 * 判斷是否勝利類
 */
public class IsChessWin {
    private boolean isGameOver = false;   //判斷是否遊戲結束
    private boolean isWhiteWin;     //判斷是否白棋勝
    private int MAX_NUMWIN = 5;  //設定5子連在一起勝利
    private int CURRENT_NUM = 0;
    private Context mContext;
    private boolean isRestart=false;
    public IsChessWin(Context context) {
        super();
        mContext = context;
    }

    /**
     * 判斷是否勝利
     * @param whitePoints
     * @param blackPoints
     * @return
     */
    public boolean isGameOverMethod(List<Point> whitePoints, List<Point> blackPoints) {
        boolean whiteWin = isWhiteWin(whitePoints);
        boolean blackWin = isBlackWin(blackPoints);

        if (whiteWin || blackWin) {
            isGameOver = true;
            isWhiteWin = whiteWin;
        }
        return isGameOver;
    }

    /**
     * 返回是否白棋取勝
     * @return
     */
    public boolean isWhiteWinFlag(){
        return isWhiteWin;
    }

    /**
     * 判斷是否白棋取勝
     * @param points
     * @return
     */
    private boolean isWhiteWin(List<Point> points) {
        if (isFiveConnect(points)) {
            return true;
        }
        return false;
    }

    /**
     * 判斷是否黑棋取勝
     * @param points
     * @return
     */
    private boolean isBlackWin(List<Point> points) {
        if (isFiveConnect(points)) {
            return true;
        }
        return false;
    }

    /**
     * 判斷是否五子連珠
     * @param points
     * @return
     */
    private boolean isFiveConnect(List<Point> points) {
        for (Point p : points) {
            int x = p.x;
            int y = p.y;
            if (isHorizontalFive(x, y, points)) {
                return true;
            } else if (isVerticalFive(x, y, points)) {
                return true;
            } else if (isSkewFive(x, y, points)) {
                return true;
            }
        }
        return false;
    }

    /**
     * 判斷是否橫向五子連珠
     * @param x
     * @param y
     * @param points
     * @return
     */
    private boolean isHorizontalFive(int x, int y, List<Point> points) {
        //判斷橫向向右是否練成5子,points裡面存的值為int型別,所以可以進行加一或者減一的運算
        for (int i = 0; i < MAX_NUMWIN; i++) {
            if (points.contains(new Point(x + i, y))) {
                CURRENT_NUM++;
            } else {
                break;
            }
        }
        if (MAX_NUMWIN == CURRENT_NUM) {
            return true;
        } else {
            CURRENT_NUM = 0;
        }
        //判斷橫向向左是否連成5子
        for (int i = 0; i < MAX_NUMWIN; i++) {
            if (points.contains(new Point(x - i, y))) {
                CURRENT_NUM++;
            } else {
                break;
            }
        }
        if (MAX_NUMWIN == CURRENT_NUM) {
            return true;
        } else {
            CURRENT_NUM = 0;
        }
        return false;
    }

    /**
     * 判斷是否豎直五子連珠
     * @param x
     * @param y
     * @param points
     * @return
     */
    private boolean isVerticalFive(int x, int y, List<Point> points) {
        for (int i = 0; i < MAX_NUMWIN; i++) {
            //判斷向下是否5子連珠
            if (points.contains(new Point(x, y + i))) {
                CURRENT_NUM++;
            } else {
                break;
            }
        }
        if (MAX_NUMWIN == CURRENT_NUM) {
            return true;
        } else {
            CURRENT_NUM = 0;
        }
        //判斷向上是否5子連珠
        for (int i = 0; i < MAX_NUMWIN; i++) {
            if (points.contains(new Point(x, y - i))) {
                CURRENT_NUM++;
                if (5 == CURRENT_NUM) {
                    return true;
                }
            } else {
                CURRENT_NUM = 0;
                break;
            }
        }
        if (MAX_NUMWIN == CURRENT_NUM) {
            return true;
        } else {
            CURRENT_NUM = 0;
        }
        return false;
    }

    /**
     * 判斷斜著是否五子連珠
     * @param x
     * @param y
     * @param points
     * @return
     */
    private boolean isSkewFive(int x, int y, List<Point> points) {
        //判斷左斜下是否5子連珠
        for (int i = 0; i < MAX_NUMWIN; i++) {
            if (points.contains(new Point(x - i, y + i))) {
                CURRENT_NUM++;
            } else {
                break;
            }
        }
        if (MAX_NUMWIN == CURRENT_NUM) {
            return true;
        } else {
            CURRENT_NUM = 0;
        }
        //判斷左上是否5子連珠
        for (int i = 0; i < MAX_NUMWIN; i++) {
            if (points.contains(new Point(x - i, y - i))) {
                CURRENT_NUM++;
            } else {
                break;
            }
        }
        if (MAX_NUMWIN == CURRENT_NUM) {
            return true;
        } else {
            CURRENT_NUM = 0;
        }
        //判斷右上是否5子連珠
        for (int i = 0; i < MAX_NUMWIN; i++) {
            if (points.contains(new Point(x + i, y - i))) {
                CURRENT_NUM++;
            } else {
                break;
            }
        }
        if (MAX_NUMWIN == CURRENT_NUM) {
            return true;
        } else {
            CURRENT_NUM = 0;
        }
        //判斷右斜上是否5子連珠
        for (int i = 0; i < MAX_NUMWIN; i++) {
            if (points.contains(new Point(x + i, y - i))) {
                CURRENT_NUM++;
            } else {
                break;
            }
        }
        if(MAX_NUMWIN==CURRENT_NUM){
            return true;
        }else{
            CURRENT_NUM=0;
        }
        //判斷右斜下是否5子連珠
        for (int i = 0; i < MAX_NUMWIN; i++) {
            if (points.contains(new Point(x + i, y + i))) {
                CURRENT_NUM++;
            } else {
                break;
            }
        }
        if(MAX_NUMWIN==CURRENT_NUM){
            return true;
        }else{
            CURRENT_NUM=0;
        }
        return false;
    }
}

主方法的呼叫

package com.yaodan.fivechessdemo;

import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;

import com.yaodan.fivechessdemo.view.ChessView;

public class MainActivity extends AppCompatActivity implements View.OnClickListener {
    private Button btn_reatart;
    private ChessView chessView;
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
        btn_reatart = (Button) findViewById(R.id.bt_restart);
        chessView= (ChessView) findViewById(R.id.custon_chess_main);
        btn_reatart.setOnClickListener(this);
    }

    @Override
    public void onClick(View view) {
        switch (view.getId()) {
            case R.id.bt_restart:
                chessView.myreStart();
                break;
        }
    }
}