Android开发-一个简单的五子棋游戏

分类:移动应用Android游戏 7207人阅读 评论(24) 收藏 举报 android layout string 游戏 class resources

我刚刚在Android上写的一个五子棋的小程序,在这里跟大家分享一下。

写完以后感觉Android的SDK,虽然也是使用Java的,但是跟Java ME还是有很大不一样。

首先就是Android的SDK没有实现所有的Java ME标准,原来运行在KJava上的应用程序是不能在Android上直接跑的。

另外就是Android的SDK有大量的API是Android自己的,需要开发人员去了解。

Android的开发框架也跟别的不一样,需要学习一下。

这个五子棋游戏是我参照Android 的Snake这个Demo还有别的例子,加上自己的需求写出来的。

其中实现了棋盘、下棋、判断输赢、重新开局等功能。目前暂时没有实现机器智能走棋子的功能。

Android的触屏功能是比较好用的,前一段时间见人演示的G1,触屏很好用,而且Android的“Window” 窗、"Shade"帘加上触摸,显得很炫。

呃,这个五子棋,也是用触摸屏实现走棋的。点一下棋盘的位子,把棋子落到棋盘上。

先贴个图看看效果吧。

好了,下面直接贴代码:

/*
* Five In a Row. (五子棋)
* 这是一个简单的五子棋程序,是我自己的一个练习,贴出来跟大家分享。
* 希望跟大家一起多交流。 我的GoogleTalk: lixinso <at> gmail.com
*
*
*/



//----------------------
//TBD:AI,悔棋
//---------------------

package lixinsong.game.gobang;

import android.app.Activity;
import android.os.Bundle;
import android.util.Log;
import android.view.View;
import android.widget.TextView;
//这是主程序,继承自Activity,实现onCreate方法。:


public class gobang extends Activity {
GobangView gbv;

/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);

setContentView(R.layout.main);


gbv = (GobangView)this.findViewById(R.id.gobangview);
gbv.setTextView((TextView)this.findViewById(R.id.text));

}

里面的R.id.gobangview是在res中定义的View。

<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent">

<lixinsong.game.gobang.GobangView android:id="@+id/gobangview"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:text="aaaaa" tileSize="24" />

<RelativeLayout
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerInParent="true" >

<TextView
android:id="@+id/text"
android:text="hahahhaha"
android:visibility="visible"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerInParent="true"
android:gravity="center_horizontal"
android:textColor="#ffff0000"
android:textStyle="bold"
android:textSize="24sp" />

</RelativeLayout>

</FrameLayout>

//五子棋的View

package lixinsong.game.gobang;

import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.widget.TextView;

/*棋盘一共10×10格
* 棋盘居中
*
*
*
*/
//public class GobangView extends View implements Runnable {
public class GobangView extends View{


protected static int GRID_SIZE = 10;
protected static int GRID_WIDTH = 30; // 棋盘格的宽度
protected static int CHESS_DIAMETER = 26; // 棋的直径
protected static int mStartX;// 棋盘定位的左上角X
protected static int mStartY;// 棋盘定位的左上角Y

private Bitmap[] mChessBW; // 黑棋和白棋
private static int[][] mGridArray; // 网格

boolean key = false;

int wbflag = 1; //该下白棋了=2,该下黑棋了=1. 这里先下黑棋(黑棋以后设置为机器自动下的棋子)
int mLevel = 1; //游戏难度
int mWinFlag = 0;
private final int BLACK=1;
private final int WHITE=2;

int mGameState = GAMESTATE_RUN; //游戏阶段:0=尚未游戏,1=正在进行游戏,2=游戏结束
static final int GAMESTATE_PRE = 0;
static final int GAMESTATE_RUN = 1;
static final int GAMESTATE_PAUSE = 2;
static final int GAMESTATE_END = 3;

//private TextView mStatusTextView; // 根据游戏状态设置显示的文字
public TextView mStatusTextView; // 根据游戏状态设置显示的文字

private Bitmap btm1;
private final Paint mPaint = new Paint();

CharSequence mText;
CharSequence STRING_WIN = "White win! /n Press Fire Key to start new game.";
CharSequence STRING_LOSE = "Black win! /n Press Fire Key to start new game.";
CharSequence STRING_EQUAL = "Cool! You are equal! /n Press Fire Key to start new Game.";

public GobangView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}

public GobangView(Context context, AttributeSet attrs) { //好像调用的是这个构造函数,为什么不是前面的呢
super(context, attrs);
this.setFocusable(true); //20090530
this.setFocusableInTouchMode(true);

init();
}


//这里画棋子后来没有用图片画,而是直接画了圆。因为我做的图片不好看。
// 初始化黑白棋的Bitmap
public void init() {
mGameState = 1; //设置游戏为开始状态
wbflag = BLACK; //初始为先下黑棋
mWinFlag = 0; //清空输赢标志。
mGridArray = new int[GRID_SIZE-1][GRID_SIZE-1];

mChessBW = new Bitmap[2];

Bitmap bitmap = Bitmap.createBitmap(CHESS_DIAMETER, CHESS_DIAMETER, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
Resources r = this.getContext().getResources();

Drawable tile = r.getDrawable(R.drawable.chess1);
tile.setBounds(0, 0, CHESS_DIAMETER, CHESS_DIAMETER);
tile.draw(canvas);
mChessBW[0] = bitmap;

tile = r.getDrawable(R.drawable.chess2);
tile.setBounds(0, 0, CHESS_DIAMETER, CHESS_DIAMETER);
tile.draw(canvas);
mChessBW[1] = bitmap;
}


public void setTextView(TextView tv){
mStatusTextView =tv;
mStatusTextView.setVisibility(View.INVISIBLE);
}

@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
mStartX = w / 2 - GRID_SIZE * GRID_WIDTH / 2;
mStartY = h / 2 - GRID_SIZE * GRID_WIDTH / 2;
}

@Override
public boolean onTouchEvent(MotionEvent event){
switch (mGameState) {
case GAMESTATE_PRE:
break;
case GAMESTATE_RUN: {
int x;
int y;
float x0 = GRID_WIDTH - (event.getX() - mStartX) % GRID_WIDTH;
float y0 = GRID_WIDTH - (event.getY() - mStartY) % GRID_WIDTH;
if (x0 < GRID_WIDTH / 2) {
x = (int) ((event.getX() - mStartX) / GRID_WIDTH);
} else {
x = (int) ((event.getX() - mStartX) / GRID_WIDTH) - 1;
}
if (y0 < GRID_WIDTH / 2) {
y = (int) ((event.getY() - mStartY) / GRID_WIDTH);
} else {
y = (int) ((event.getY() - mStartY) / GRID_WIDTH) - 1;
}
if ((x >= 0 && x < GRID_SIZE - 1)
&& (y >= 0 && y < GRID_SIZE - 1)) {
if (mGridArray[x][y] == 0) {
if (wbflag == BLACK) {
putChess(x, y, BLACK);
//this.mGridArray[x][y] = 1;
if(checkWin(BLACK)){ //如果是黑棋赢了
mText = STRING_LOSE;
mGameState = GAMESTATE_END;
showTextView(mText);
}else if(checkFull()){//如果棋盘满了
mText = STRING_EQUAL;
mGameState = GAMESTATE_END;
showTextView(mText);
}

wbflag = WHITE;
} else if (wbflag == WHITE) {
putChess(x, y, WHITE);
//this.mGridArray[x][y] = 2;
if(checkWin(WHITE)){
mText = STRING_WIN;
mGameState = GAMESTATE_END;
showTextView(mText);
}else if(checkFull()){//如果棋盘满了
mText = STRING_EQUAL;
mGameState = GAMESTATE_END;
showTextView(mText);
}
wbflag = BLACK;
}
}
}
}

break;
case GAMESTATE_PAUSE:
break;
case GAMESTATE_END:
break;
}

this.invalidate();
return true;

}

@Override
public boolean onKeyDown(int keyCode, KeyEvent msg) {
Log.e("KeyEvent.KEYCODE_DPAD_CENTER", " " + keyCode);

if(keyCode == KeyEvent.KEYCODE_DPAD_CENTER){
switch(mGameState){
case GAMESTATE_PRE:
break;
case GAMESTATE_RUN:
break;
case GAMESTATE_PAUSE:
break;
case GAMESTATE_END:
{//游戏结束后,按CENTER键继续

Log.e("Fire Key Pressed:::", "FIRE");
mGameState = GAMESTATE_RUN;
this.setVisibility(View.VISIBLE);
this.mStatusTextView.setVisibility(View.INVISIBLE);
this.init();
this.invalidate();


}
break;
}
}

return super.onKeyDown(keyCode, msg);
}

@Override
public void onDraw(Canvas canvas) {

canvas.drawColor(Color.YELLOW);

// 画棋盘
{
Paint paintRect = new Paint();
paintRect.setColor(Color.GRAY);
paintRect.setStrokeWidth(2);
paintRect.setStyle(Style.STROKE);

for (int i = 0; i < GRID_SIZE; i++) {
for (int j = 0; j < GRID_SIZE; j++) {
int mLeft = i * GRID_WIDTH + mStartX;
int mTop = j * GRID_WIDTH + mStartY;
int mRright = mLeft + GRID_WIDTH;
int mBottom = mTop + GRID_WIDTH;
canvas.drawRect(mLeft, mTop, mRright, mBottom, paintRect);
}
}

//画棋盘的外边框
paintRect.setStrokeWidth(4);
canvas.drawRect(mStartX, mStartY, mStartX + GRID_WIDTH*GRID_SIZE, mStartY + GRID_WIDTH*GRID_SIZE, paintRect);
}

//画棋子

for (int i = 0; i < GRID_SIZE-1; i++) {
for (int j = 0; j < GRID_SIZE-1; j++) {
if(mGridArray[i][j] == BLACK){
//通过图片来画
//canvas.drawBitmap(mChessBW[0], mStartX + (i+1) * GRID_WIDTH - CHESS_DIAMETER/2 , mStartY + (j+1)* GRID_WIDTH - CHESS_DIAMETER/2 , mPaint);

//通过圆形来画
{
Paint paintCircle = new Paint();
paintCircle.setColor(Color.BLACK);
canvas.drawCircle(mStartX + (i+1) * GRID_WIDTH, mStartY + (j+1)* GRID_WIDTH, CHESS_DIAMETER/2, paintCircle);
}

}else if(mGridArray[i][j] == WHITE){
//通过图片来画
//canvas.drawBitmap(mChessBW[1], mStartX + (i+1) * GRID_WIDTH - CHESS_DIAMETER/2 , mStartY + (j+1)* GRID_WIDTH - CHESS_DIAMETER/2 , mPaint);

//通过圆形来画
{
Paint paintCircle = new Paint();
paintCircle.setColor(Color.WHITE);
canvas.drawCircle(mStartX + (i+1) * GRID_WIDTH, mStartY + (j+1)* GRID_WIDTH, CHESS_DIAMETER/2, paintCircle);
}
}
}
}
}

public void putChess(int x, int y, int blackwhite){
mGridArray[x][y] = blackwhite;
}

public boolean checkWin(int wbflag){
for(int i = 0; i < GRID_SIZE - 1 ; i++ ) //i表示列(根据宽度算出来的)
for(int j = 0; j < GRID_SIZE - 1; j++){//i表示行(根据高度算出来的)
//检测横轴五个相连
if(((i+4) < (GRID_SIZE - 1))&&
(mGridArray[i][j] == wbflag) && (mGridArray[i+1][j] == wbflag)&& (mGridArray[i + 2][j] == wbflag) && (mGridArray[i + 3][j] == wbflag) && (mGridArray[i + 4][j] == wbflag)){
Log.e("check win or loss:", wbflag + "win");

mWinFlag = wbflag;
}

//纵轴5个相连
if(((j+4) < (GRID_SIZE - 1))&&
(mGridArray[i][j] == wbflag) && (mGridArray[i][j+1] == wbflag)&& (mGridArray[i ][j+ 2] == wbflag) && (mGridArray[i ][j+ 3] == wbflag) && (mGridArray[i ][j+ 4] == wbflag)){
Log.e("check win or loss:", wbflag + "win");

mWinFlag = wbflag;
}

//左上到右下5个相连
if(((j+4) < (GRID_SIZE - 1))&& ((i+4) < (GRID_SIZE - 1)) &&
(mGridArray[i][j] == wbflag) && (mGridArray[i+1][j+1] == wbflag)&& (mGridArray[i + 2 ][j+ 2] == wbflag) && (mGridArray[i + 3][j+ 3] == wbflag) && (mGridArray[i + 4 ][j+ 4] == wbflag)){
Log.e("check win or loss:", wbflag + "win");

mWinFlag = wbflag;
}

//右上到左下5个相连
if(((i-4) >= 0)&& ((j+4) < (GRID_SIZE - 1)) &&
(mGridArray[i][j] == wbflag) && (mGridArray[i-1][j+1] == wbflag)&& (mGridArray[i - 2 ][j+ 2] == wbflag) && (mGridArray[i - 3][j+ 3] == wbflag) && (mGridArray[i - 4 ][j+ 4] == wbflag)){
Log.e("check win or loss:", wbflag + "win");

mWinFlag = wbflag;
}
}

if( mWinFlag == wbflag){
return true;
}else
return false;


}

public boolean checkFull(){
int mNotEmpty = 0;
for(int i = 0; i < GRID_SIZE -1; i ++)
for(int j = 0; j < GRID_SIZE - 1; j ++){
if(mGridArray[i][j] != 0) mNotEmpty +=1;
}

if(mNotEmpty == (GRID_SIZE-1)*(GRID_SIZE-1)) return true;
else return false;
}

public void showTextView(CharSequence mT){
this.mStatusTextView.setText(mT);
mStatusTextView.setVisibility(View.VISIBLE);

}

}

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