失眠网,内容丰富有趣,生活中的好帮手!
失眠网 > 400行代码实现双人对战五子棋(适合新手入门)

400行代码实现双人对战五子棋(适合新手入门)

时间:2018-10-28 16:54:11

相关推荐

400行代码实现双人对战五子棋(适合新手入门)

400行代码实现双人对战五子棋(适合新手入门)

跟上一篇博客一样,都是看了慕课网的视频之后写的学习记录,记录一下实现的思路,大部分内容比较简单,但也从中学到了很多东西.

按惯例首先看一下效果:(素材都是用的慕课网给的)

顺便也贴一下这个视频的连接,也推荐新手多上慕课看视频,能学到很多东西,质量也很好:Android-五子连珠

下面就一步步来实现吧

一:首先看到的是全屏的Activity,没有状态栏,在Android中要实现全屏我知道的有两种方式,推荐第二种因为第一种存在问题,下面就一一介绍一下:

1.第一种全屏方式:Manifest中设置要全屏的Activity的主题为@android:style/Theme.NoTitleBar.Fullscreen,同时需要更改Activity继承的父类为Activity,否则无法启动,如下:

<application android:allowBackup="true"android:icon="@mipmap/ic_launcher"android:label="@string/app_name"android:supportsRtl="true"android:theme="@style/AppTheme"><activity android:name=".MainActivity"android:label="@string/app_name"android:theme="@android:style/Theme.NoTitleBar.Fullscreen"><intent-filter><action android:name="android.intent.action.MAIN" /><category android:name="android.intent.category.LAUNCHER" /></intent-filter></activity></application>

Activity

public class MainActivity extends Activity {...

缺点:正是因为这种方法更改了Activity的主题和所继承的父类,相应的会引起其他很多问题,如下:

1.修改了Activity主题,会使得在此Activity内显示的组件在4.0+设备和5.0+设备下使用同样的资源文件,如下图:

在5.1版本的设备上进行测试,本应该显示的Dialog是这样的:

结果设置了上文的主题之后却是这样的:

2.第二种问题相对于第一种就显得不是那么明显,由于这种全屏方式更换了当前Activity的父类,且默认生成的父类应该是AppCompatActivity,更换之后如果之前使用的FragmentManager对象,那么原本的获取方式是getSupportFragmentManager(),换成Activity之后就只有getFragmentManager(),目前遇到的问题只是这样.

2.第二种全屏方式:获取ActivityWindow对象,添加全屏的flag,如下:

Window window = getWindow();window.addFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN);

两种方式的效果是一样的,都是示例图中的全屏状态,第二种更为方便,简单,推荐第二种.

二.主要的布局只有一个自定义的棋盘Panel组件,父组件是RelativeLayout,有一个背景图,布局文件如下:

<?xml version="1.0" encoding="utf-8"?><LinearLayout xmlns:android="/apk/res/android"android:layout_width="match_parent"android:layout_height="match_parent"android:background="@drawable/bg"><com.brioal.gobang.view.Panel android:id="@+id/main_panel"android:layout_width="match_parent"android:layout_height="match_parent"android:layout_gravity="center"android:layout_marginBottom="40dp" /></LinearLayout>

由于游戏结束之后设置显示的Dialog不想遮挡最后的棋盘,所以将棋盘设置了一个layout_marginBottom使棋盘整体向上移动了40dp

自定义的Panel封装了棋盘线的绘制,棋盘点击事件的处理,棋子的绘制,棋子点的存储,胜负情况的判断等,给外部的接口只是游戏的结果和重新开始游戏的方法.

三.自定义棋盘的代码书写.

1创建Panelclass文件,继承View,并添加两个构造方法,只需要处理两个参数的构造方法,单个参数的是在代码中创建View时候调用的,两个参数的是在布局文件中定义时候调用的,如下:

public class Panel extends View {public Panel(Context context) {this(context, null);}public Panel(Context context, AttributeSet attrs) {super(context, attrs);}}

2.接下来定义一下需要用到的参数,由于要绘制棋盘的线条,棋子,等,所以需要定义的参数如下:

private int MAX_LINE = 10; // 格子的数量private int MAX_IN_LINE = 5; //胜利的条件public static int WHITE_WIN = 0; //白子胜利的标志public static int BLACK_WIN = 1; // 黑子胜利的标志private int panleWidth; // 棋盘的宽度private float lineHeight; // 方格的高度private Paint mPaint; // 用于绘制线的画笔private Paint mPaint_point; // 用于绘制点的画笔private Bitmap mWhite; // 白色棋子private Bitmap mBlack;//黑色棋子private int pieceWidth; // 棋子要显示的高度private int offset; // 棋盘离组件边界的偏移private List<Point> mWhites; // 存储棋盘上的白子private List<Point> mBlacks; // 存储棋盘上的黑子private boolean isWhite = false; // 存储是否是白子 , 默认黑子先行private boolean isGameOver = false; // 存储游戏是否已经结束private onGameListener onGameListener; // 供外部调用的接口参数private int mUnder; // 组件的底部的位置 , 用于确定Dialog的显示位置public interface onGameListener {// 用于回调的接口void onGameOVer(int i);}

3.下一步是获取棋盘的尺寸,棋盘是正方形的,并且是以棋盘的宽度为准的,一般尺寸的获取是在onSizeChanged里面获取的,这个方法会在进行绘制之前调用,且只调用一次,并且会在屏幕尺寸发生改变的时候调用,如屏幕旋转,对尺寸参数进行处理的代码如下:

@Overrideprotected void onSizeChanged(int w, int h, int oldw, int oldh) {super.onSizeChanged(w, h, oldw, oldh);panleWidth = w; // 获取棋盘的宽度mUnder = h - (h - panleWidth) / 2;lineHeight = panleWidth * 1.0f / MAX_LINE; // 获取格子的高度 10行,则直线有10条 ,格子只有9个offset = (int) (lineHeight / 2);pieceWidth = (int) (lineHeight * 3 / 4); // 棋子的高度为格子高度的3/4mWhite = Bitmap.createScaledBitmap(mWhite, pieceWidth, pieceWidth, false); // 根据棋子宽度进行缩放mBlack = Bitmap.createScaledBitmap(mBlack, pieceWidth, pieceWidth, false); //根据棋子宽度进行缩放}

4.尺寸处理完之后就需要绘制棋盘了,看示例图可以直到,棋盘线距离组件的边界都有一个偏移量,并且已经在onSizeChanged内处理过了,绘制棋盘很简单,就是一个循环就能完成全部的绘制工作.

绘制之前需要先初始化画笔,这里我们就将绘制线和绘制棋子的画笔都初始化一下,细节都在注释里面:

mPaint = new Paint();mPaint.setColor(0x88000000); // 设置画笔的颜色mPaint.setAntiAlias(true); // 画笔设置抗锯齿mPaint.setDither(true); // 画笔设置图像抖动处理,使图像更加平滑mPaint.setStyle(Paint.Style.STROKE); // 设置绘制方式mPaint.setStrokeWidth(2); // 设置画笔的边界宽度mPaint_point = new Paint();mPaint.setAntiAlias(true);mPaint.setDither(true);mWhite = BitmapFactory.decodeResource(getResources(), R.drawable.stone_w2); // 获取白棋的资源文件mBlack = BitmapFactory.decodeResource(getResources(), R.drawable.stone_b1); // 获取黑棋的资源文件mWhites = new ArrayList<>();mBlacks = new ArrayList<>();

接下来绘制棋盘,观察棋盘可以知道,横线的起点为偏移量,终点为宽度减去偏移量,起始Y坐标与终止Y坐标相同,都为行高与当前序号的乘积,竖线绘制的参数与横线的参数完全相同,不同的只是与横线的x,y刚好相反,代码如下:

//绘制棋盘private void drawBoard(Canvas canvas) {int start_x = offset; // 起始 x坐标int end_x = panleWidth - offset; // 终止x坐标for (int i = 0; i < MAX_LINE; i++) {float start_y = i * lineHeight + offset; // 起始的y坐标float end_y = i * lineHeight + offset; // 终止的y坐标canvas.drawLine(start_x, start_y, end_x, end_y, mPaint); // 绘制横向的canvas.drawLine(start_y, start_x, end_y, end_x, mPaint); // 纵向只需要把 横向的xy交换就行}}

然后在onDraw内调用drawBoard即完成了棋盘的绘制,效果如下:

5.我们之前处理了白子黑子的资源文件,接下来应该处理点击事件,并且将棋子显示到棋盘上

首先我们使用List<Point>来存储棋子的位置,Point类为系统自带,在onTouch方法中对点击的位置进行计算,生成横纵坐标是棋子在棋盘中的相对位置的Point,然后添加到对应的List<Point>中去,代码如下,详细的都在注释当中:

@Overridepublic boolean onTouchEvent(MotionEvent event) {if (isGameOver) {return false;}int action = event.getAction();if (action == MotionEvent.ACTION_DOWN) {Point point = new Point((int) ((event.getX() - offset) / lineHeight), (int) ((event.getY() - offset) / lineHeight));if (!mWhites.contains(point) && !mBlacks.contains(point)) { // 如果没有点if (isWhite) {mWhites.add(point); // 存入白子isWhite = false;} else {mBlacks.add(point); //存入黑子isWhite = true;}}invalidate();return true;}return super.onTouchEvent(event);}

获取到了要显示的点,接下来就是遍历List,将点绘制到画布当中去,如下:

//绘制棋子private void drawPoints(Canvas canvas) {for (Point point : mWhites) {canvas.drawBitmap(mWhite, offset + point.x * lineHeight - pieceWidth / 2, offset + point.y * lineHeight - pieceWidth / 2, mPaint_point);}for (Point point : mBlacks) {canvas.drawBitmap(mBlack, offset + point.x * lineHeight - pieceWidth / 2, offset + point.y * lineHeight - pieceWidth / 2, mPaint_point);}}

6.能通过点击交替生成棋子之后需要的就是对游戏结束条件的判断,同时调用接口将结果传出,判断胜利比较麻烦,基本原理是对白子和黑子中的每一个点进行四个方向上的判断,判断是否连成5个或者是连成4个且至少存在两个空白位置,代码如下:

//判断是否游戏结束,在onDraw方法内调用public void checkGameOver() {boolean whiteWin = checkFiveInLine(mWhites);boolean blackWin = checkFiveInLine(mBlacks);if (whiteWin || blackWin) {isGameOver = true;if (onGameListener != null) {onGameListener.onGameOVer(whiteWin ? WHITE_WIN : BLACK_WIN);}}}private boolean checkFiveInLine(List<Point> points) {for (Point point : points) {int x = point.x;int y = point.y;//水平方向的检查boolean isWin1 = checkHorizontal(x, y, points);//检查垂直方向boolean isWin2 = checkVertical(x, y, points);//左斜方向的检查boolean isWin3 = checkDiagonalLeft(x, y, points);//右斜方向的检查boolean isWin4 = checkDiagonalRight(x, y, points);//任意方向五子连珠 , 游戏结束if (isWin1 || isWin2 || isWin3 || isWin4) {return true;}}return false;}private boolean checkDiagonalRight(int x, int y, List<Point> points) {int count = 1;int emptyCount = 0;//往右上方向的判断for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x + i, y - i);if (points.contains(point)) {count++;} else {if (!mWhites.contains(point) && !mBlacks.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}//往左下方向的判断for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x - i, y + i);if (points.contains(point)) {count++;} else {if (!mWhites.contains(point) && !mBlacks.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}return false;}private boolean checkVertical(int x, int y, List<Point> points) {int count = 1;int emptyCount = 0;//往上遍历for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x, y - i);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}Log.i(TAG, "checkDiagonalLeft: " + count + ":" + emptyCount);if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}//往下遍历for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x, y + i);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}Log.i(TAG, "checkDiagonalLeft: " + count + ":" + emptyCount);if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}return false;}//左斜方向的判断private boolean checkDiagonalLeft(int x, int y, List<Point> points) {int count = 1;//往左上方向遍历int emptyCount = 0;for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x - i, y - i);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}//往右下方向的判断for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x + i, y + i);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}return false;}//检查水平方向private boolean checkHorizontal(int x, int y, List<Point> points) {int count = 1;int emptyCount = 0;//往左遍历for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x - i, y);if (points.contains(point)) { // 是否包含点count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}//往右遍历for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x + i, y);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}return false;}

7.对重新开始一局游戏的处理,如下:

//重新开始游戏public void reStartGame() {mWhites.clear(); // 清理白子mBlacks.clear(); // 清理黑子isGameOver = false; // 游戏未结束isWhite = false; // 黑子先手invalidate(); // 重绘}

8.暴露回调接口:

public void setOnGameListener(Panel.onGameListener onGameListener) {this.onGameListener = onGameListener;}

9,返回棋盘的底部坐标:

public int getUnder() {return mUnder;}

自定义棋盘View就完成了,接下来是Activity中的处理,如下:

设置Dialog的位置:

Window dialogWindow = dialog.getWindow();WindowManager.LayoutParams params = new WindowManager.LayoutParams();params.x = 0;//设置x坐标params.y =panel.getUnder();//设置y坐标dialogWindow.setAttributes(params);

余下的内容没有什么需要细说的,就直接上代码:

private Panel panel; // 棋盘VIewprivate AlertDialog.Builder builder; //Dialog构建@Overrideprotected void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);setContentView(R.layout.activity_main);Window window = getWindow();window.addFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN); // 设置全屏builder = new AlertDialog.Builder(MainActivity.this);builder.setTitle("游戏结束"); // 设置Dialog的标题builder.setNegativeButton("退出", new DialogInterface.OnClickListener() {@Overridepublic void onClick(DialogInterface dialog, int which) { // 设置退出按钮和点击事件MainActivity.this.finish();}});builder.setPositiveButton("再来一局", new DialogInterface.OnClickListener() {@Overridepublic void onClick(DialogInterface dialog, int which) { // 设置再来一局的按钮和点击事件panel.reStartGame();}});panel = (Panel) findViewById(R.id.main_panel);panel.setOnGameListener(new Panel.onGameListener() {@Overridepublic void onGameOVer(int i) { // 设置监听器String text = "";if (i == Panel.WHITE_WIN) {//白子胜利text = "白子胜利";} else if (i == Panel.BLACK_WIN) {//黑子胜利text = "黑子胜利";}builder.setMessage(text); // 设置Dialog内容builder.setCancelable(false); // 设置不可返回键取消AlertDialog dialog = builder.create(); // 构建DialogWindow dialogWindow = dialog.getWindow(); WindowManager.LayoutParams params = new WindowManager.LayoutParams();params.x = 0;//设置x坐标params.y = panel.getUnder();//设置y坐标dialogWindow.setAttributes(params); // 设置新的LayoutParamsdialog.setCanceledOnTouchOutside(false); // 设置点击外部不取消dialog.show(); // 显示Dialog}});}

至此所有代码就完成了,下面贴一下MainActivityPanel的全部代码,注释较全面.

MainActivity

import android.app.AlertDialog;import android.content.DialogInterface;import android.os.Bundle;import android.support.v7.app.AppCompatActivity;import android.view.Window;import android.view.WindowManager;import com.brioal.gobang.view.Panel;public class MainActivity extends AppCompatActivity {private Panel panel; // 棋盘VIewprivate AlertDialog.Builder builder; //Dialog构建@Overrideprotected void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);setContentView(R.layout.activity_main);Window window = getWindow();window.addFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN); // 设置全屏builder = new AlertDialog.Builder(MainActivity.this);builder.setTitle("游戏结束"); // 设置Dialog的标题builder.setNegativeButton("退出", new DialogInterface.OnClickListener() {@Overridepublic void onClick(DialogInterface dialog, int which) { // 设置退出按钮和点击事件MainActivity.this.finish();}});builder.setPositiveButton("再来一局", new DialogInterface.OnClickListener() {@Overridepublic void onClick(DialogInterface dialog, int which) { // 设置再来一局的按钮和点击事件panel.reStartGame();}});panel = (Panel) findViewById(R.id.main_panel);panel.setOnGameListener(new Panel.onGameListener() {@Overridepublic void onGameOVer(int i) { // 设置监听器String text = "";if (i == Panel.WHITE_WIN) {//白子胜利text = "白子胜利";} else if (i == Panel.BLACK_WIN) {//黑子胜利text = "黑子胜利";}builder.setMessage(text); // 设置Dialog内容builder.setCancelable(false); // 设置不可返回键取消AlertDialog dialog = builder.create(); // 构建DialogWindow dialogWindow = dialog.getWindow();WindowManager.LayoutParams params = new WindowManager.LayoutParams();params.x = 0;//设置x坐标params.y = panel.getUnder();//设置y坐标dialogWindow.setAttributes(params); // 设置新的LayoutParamsdialog.setCanceledOnTouchOutside(false); // 设置点击外部不取消dialog.show(); // 显示Dialog}});}}

Panel.java

package com.brioal.gobang.view;import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.graphics.Canvas;import android.graphics.Paint;import android.graphics.Point;import android.util.AttributeSet;import android.util.Log;import android.view.MotionEvent;import android.view.View;import com.brioal.gobang.R;import java.util.ArrayList;import java.util.List;public class Panel extends View {private static final String TAG = "PanelInfo";private int MAX_LINE = 10; // 格子的数量private int MAX_IN_LINE = 5; //胜利的条件public static int WHITE_WIN = 0; //白子胜利的标志public static int BLACK_WIN = 1; // 黑子胜利的标志private int panleWidth; // 棋盘的宽度private float lineHeight; // 方格的高度private Paint mPaint; // 用于绘制线的画笔private Paint mPaint_point; // 用于绘制点的画笔private Bitmap mWhite; // 白色棋子private Bitmap mBlack;//黑色棋子private int pieceWidth; // 棋子要显示的高度private int offset; // 棋盘离组件边界的偏移private List<Point> mWhites; // 存储棋盘上的白子private List<Point> mBlacks; // 存储棋盘上的黑子private boolean isWhite = false; // 存储是否是白子 , 默认黑子先行private boolean isGameOver = false; // 存储游戏是否已经结束private onGameListener onGameListener; // 供外部调用的接口参数private int mUnder; // 组件的底部的位置 , 用于确定Dialog的显示文职public interface onGameListener {// 用于回调的接口void onGameOVer(int i);}public Panel(Context context) {this(context, null);}public Panel(Context context, AttributeSet attrs) {super(context, attrs);init();}public void setOnGameListener(Panel.onGameListener onGameListener) {this.onGameListener = onGameListener;}public int getUnder() {return mUnder;}//重新开始游戏public void reStartGame() {mWhites.clear(); // 清理白子mBlacks.clear(); // 清理黑子isGameOver = false; // 游戏未结束isWhite = false; // 黑子先手invalidate(); // 重绘}private void init() {mPaint = new Paint();mPaint.setColor(0x88000000); // 设置画笔的颜色mPaint.setAntiAlias(true); // 画笔设置抗锯齿mPaint.setDither(true); // 画笔设置图像抖动处理,使图像更加平滑mPaint.setStyle(Paint.Style.STROKE); // 设置绘制方式mPaint.setStrokeWidth(2); // 设置画笔的边界宽度mPaint_point = new Paint();mPaint.setAntiAlias(true);mPaint.setDither(true);mWhite = BitmapFactory.decodeResource(getResources(), R.drawable.stone_w2); // 获取白棋的资源文件mBlack = BitmapFactory.decodeResource(getResources(), R.drawable.stone_b1); // 获取黑棋的资源文件mWhites = new ArrayList<>();mBlacks = new ArrayList<>();}//判断是否游戏结束,在onDraw方法内调用public void checkGameOver() {boolean whiteWin = checkFiveInLine(mWhites);boolean blackWin = checkFiveInLine(mBlacks);if (whiteWin || blackWin) {isGameOver = true;if (onGameListener != null) {onGameListener.onGameOVer(whiteWin ? WHITE_WIN : BLACK_WIN);}}}private boolean checkFiveInLine(List<Point> points) {for (Point point : points) {int x = point.x;int y = point.y;//水平方向的检查boolean isWin1 = checkHorizontal(x, y, points);//检查垂直方向boolean isWin2 = checkVertical(x, y, points);//左斜方向的检查boolean isWin3 = checkDiagonalLeft(x, y, points);//右斜方向的检查boolean isWin4 = checkDiagonalRight(x, y, points);//任意方向五子连珠 , 游戏结束if (isWin1 || isWin2 || isWin3 || isWin4) {return true;}}return false;}private boolean checkDiagonalRight(int x, int y, List<Point> points) {int count = 1;int emptyCount = 0;//往右上方向的判断for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x + i, y - i);if (points.contains(point)) {count++;} else {if (!mWhites.contains(point) && !mBlacks.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}//往左下方向的判断for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x - i, y + i);if (points.contains(point)) {count++;} else {if (!mWhites.contains(point) && !mBlacks.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}return false;}private boolean checkVertical(int x, int y, List<Point> points) {int count = 1;int emptyCount = 0;//往上遍历for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x, y - i);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}Log.i(TAG, "checkDiagonalLeft: " + count + ":" + emptyCount);if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}//往下遍历for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x, y + i);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}Log.i(TAG, "checkDiagonalLeft: " + count + ":" + emptyCount);if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}return false;}//左斜方向的判断private boolean checkDiagonalLeft(int x, int y, List<Point> points) {int count = 1;//往左上方向遍历int emptyCount = 0;for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x - i, y - i);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}//往右下方向的判断for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x + i, y + i);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}return false;}//检查水平方向private boolean checkHorizontal(int x, int y, List<Point> points) {int count = 1;int emptyCount = 0;//往左遍历for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x - i, y);if (points.contains(point)) { // 是否包含点count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}//往右遍历for (int i = 1; i < MAX_IN_LINE; i++) {Point point = new Point(x + i, y);if (points.contains(point)) {count++;} else {if (!mBlacks.contains(point) && !mWhites.contains(point)) {emptyCount++;}break;}}if ((count == MAX_IN_LINE - 1 && emptyCount > 0) || count == MAX_IN_LINE) {return true;}return false;}@Overrideprotected void onSizeChanged(int w, int h, int oldw, int oldh) {super.onSizeChanged(w, h, oldw, oldh);panleWidth = w; // 获取棋盘的宽度mUnder = h - (h - panleWidth) / 2;lineHeight = panleWidth * 1.0f / MAX_LINE; // 获取格子的高度 10行,则直线有10条 ,格子只有9个offset = (int) (lineHeight / 2);pieceWidth = (int) (lineHeight * 3 / 4); // 棋子的高度为格子高度的3/4mWhite = Bitmap.createScaledBitmap(mWhite, pieceWidth, pieceWidth, false); // 根据棋子宽度进行缩放mBlack = Bitmap.createScaledBitmap(mBlack, pieceWidth, pieceWidth, false); //根据棋子宽度进行缩放}@Overridepublic boolean onTouchEvent(MotionEvent event) {if (isGameOver) {return false;}int action = event.getAction();if (action == MotionEvent.ACTION_DOWN) {Point point = new Point((int) ((event.getX() - offset) / lineHeight), (int) ((event.getY() - offset) / lineHeight));if (!mWhites.contains(point) && !mBlacks.contains(point)) { // 如果没有点if (isWhite) {mWhites.add(point); // 存入白子isWhite = false;} else {mBlacks.add(point); //存入黑子isWhite = true;}}invalidate();return true;}return super.onTouchEvent(event);}@Overrideprotected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {super.onMeasure(widthMeasureSpec, heightMeasureSpec);int widthSize = MeasureSpec.getSize(widthMeasureSpec); // 获取宽度int widthMode = MeasureSpec.getMode(widthMeasureSpec); // 获取宽度的类型int heightSize = MeasureSpec.getSize(heightMeasureSpec); // 获取高度int heightMode = MeasureSpec.getMode(heightMeasureSpec); // 获取高度的类型int width = Math.min(widthMeasureSpec, heightMeasureSpec);//取宽高的最小值if (widthMode == MeasureSpec.UNSPECIFIED) { //如果宽度是wrap_content , 则最终宽度置高度width = heightSize;} else if (heightMode == MeasureSpec.UNSPECIFIED) { //如果高度是wrap_content , 最终宽度置宽度width = widthSize;}setMeasuredDimension(width, width); //设置值}@Overrideprotected void onDraw(Canvas canvas) {super.onDraw(canvas);drawBoard(canvas);drawPoints(canvas);checkGameOver();}//绘制棋子private void drawPoints(Canvas canvas) {for (Point point : mWhites) {canvas.drawBitmap(mWhite, offset + point.x * lineHeight - pieceWidth / 2, offset + point.y * lineHeight - pieceWidth / 2, mPaint_point);}for (Point point : mBlacks) {canvas.drawBitmap(mBlack, offset + point.x * lineHeight - pieceWidth / 2, offset + point.y * lineHeight - pieceWidth / 2, mPaint_point);}}//绘制棋盘private void drawBoard(Canvas canvas) {int start_x = offset; // 起始 x坐标int end_x = panleWidth - offset; // 终止x坐标for (int i = 0; i < MAX_LINE; i++) {float start_y = i * lineHeight + offset; // 起始的y坐标float end_y = i * lineHeight + offset; // 终止的y坐标canvas.drawLine(start_x, start_y, end_x, end_y, mPaint); // 绘制横向的canvas.drawLine(start_y, start_x, end_y, end_x, mPaint); // 纵向只需要把 横向的xy交换就行}}}

代码已分享到GitHub欢迎下载查看:GoBang夜深了,晚安.zzzz

如果觉得《400行代码实现双人对战五子棋(适合新手入门)》对你有帮助,请点赞、收藏,并留下你的观点哦!

本内容不代表本网观点和政治立场,如有侵犯你的权益请联系我们处理。
网友评论
网友评论仅供其表达个人看法,并不表明网站立场。