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Android自定義View實(shí)現(xiàn)五子棋游戲

 更新時(shí)間:2019年11月03日 11:46:44   作者:HelloWord-  
這篇文章主要為大家詳細(xì)介紹了Android自定義View實(shí)現(xiàn)五子棋游戲,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

本文實(shí)例為大家分享了Android五子棋游戲的具體代碼,供大家參考,具體內(nèi)容如下

1、效果圖:

2、GobangPanel棋盤(pán)面板:

public class GobangPanel extends View {

 private int mPanelWidth;//棋盤(pán)的寬度
 private float mLineHeight;//行,高要為float
 private int MAX_LINE = 15;//棋盤(pán)行數(shù)
 private int MAX_COUNT_IN_LINE = 5;//設(shè)置贏棋子個(gè)數(shù)(6子棋設(shè)置為6)

 private Paint mPaint = new Paint();//畫(huà)筆
 private Bitmap mWhitePiece;//白色棋子
 private Bitmap mBlackPiece;//黑色棋子

 private float ratioPieceOfLineHeight = 3 * 1.0f / 4;//2個(gè)棋子間3/4距離

 //白旗先手,當(dāng)前輪到白棋了
 private boolean mIsWhite = true;
 private ArrayList<Point> mWhiteArray = new ArrayList<>();//白棋數(shù)組
 private List<Point> mBlackArray = new ArrayList<>();//黑騎數(shù)組

 private boolean mIsGameOver;//游戲是否結(jié)束
 private boolean mIsWhiteWinner;//白色棋子贏 true白子贏,false黑色贏

 public GobangPanel(Context context, AttributeSet attrs) {
  super(context, attrs);
  init();
 }

 /**
  * 初始化畫(huà)筆參數(shù)
  */
 private void init() {
  mPaint.setColor(0x88000000);//Paint顏色 半透明灰色
  mPaint.setAntiAlias(true);//抗鋸齒(邊界明顯變模糊)
  mPaint.setDither(true);//設(shè)置防抖動(dòng)(圖片柔和)
  mPaint.setStyle(Paint.Style.STROKE);//樣式
  //黑、白棋資源圖片
  mWhitePiece = BitmapFactory.decodeResource(getResources(), R.mipmap.white_bg);
  mBlackPiece = BitmapFactory.decodeResource(getResources(), R.mipmap.black_bg);
 }

 /**
  * 自定義View尺寸的規(guī)則
  */
 protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
  //寬和高
  int widthSize = MeasureSpec.getSize(widthMeasureSpec);
  int widthMode = MeasureSpec.getMode(widthMeasureSpec);

  int heightSize = MeasureSpec.getSize(heightMeasureSpec);
  int heightMode = MeasureSpec.getMode(heightMeasureSpec);
  int width = Math.max(widthSize, heightSize); //最大值

  if (widthMode == MeasureSpec.UNSPECIFIED) {
   width = heightSize;
  } else if (heightMode == MeasureSpec.UNSPECIFIED) {
   width = widthSize;
  }
  setMeasuredDimension(width, width);
 }

 /**
  * 控件大小發(fā)生改變時(shí)調(diào)用
  */
 protected void onSizeChanged(int w, int h, int oldw, int oldh) {
  super.onSizeChanged(w, h, oldw, oldh);
  mPanelWidth = w;//棋盤(pán)的寬高
  mLineHeight = mPanelWidth * 1.0f / MAX_LINE;

  int pieceWidth = (int) (mLineHeight * ratioPieceOfLineHeight); //比例
  mWhitePiece = Bitmap.createScaledBitmap(mWhitePiece, pieceWidth, pieceWidth, false);//棋子跟隨控件變化
  mBlackPiece = Bitmap.createScaledBitmap(mBlackPiece, pieceWidth, pieceWidth, false);
 }

 //觸摸焦點(diǎn)
 public boolean onTouchEvent(MotionEvent event) {

  if (mIsGameOver) 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 (mWhiteArray.contains(p) || mBlackArray.contains(p)) {
    return false;
   }
   if (mIsWhite) {
    mWhiteArray.add(p);
   } else {
    mBlackArray.add(p);
   }
   invalidate();//重繪棋子
   mIsWhite = !mIsWhite;
  }
  return true;//感興趣交給其處理
 }

 private Point getValidPoint(int x, int y) {
  return new Point((int) (x / mLineHeight), (int) (y / mLineHeight));
 }

 protected void onDraw(Canvas canvas) {
  super.onDraw(canvas);
  drawBoard(canvas);
  drawPieces(canvas);
  checkGameOver();
 }

 private static final String TAG = "GobangPanel";
 /**
  * 游戲結(jié)束方法
  */
 public void checkGameOver() {
  boolean whiteWin = checkFiveInLine(mWhiteArray);
  boolean blackWin = checkFiveInLine(mBlackArray);
  //黑棋或白棋贏游戲結(jié)束
  if (whiteWin || blackWin) {
   mIsGameOver = true;
   mIsWhiteWinner = whiteWin;
   if (null != listener) {
    listener.onFinish(mIsWhiteWinner);
    Log.e(TAG, "checkGameOver: 111111" );
   }
   Log.e(TAG, "checkGameOver: 222222" );
  }
 }

 /**
  * 判斷棋子是否5個(gè)相鄰【5個(gè)相連只有4中情況分別是:水平、垂直、左斜和右斜】
  */
 private boolean checkFiveInLine(List<Point> points) {

  for (Point p : points) {
   int x = p.x;
   int y = p.y;
   boolean win = checkLevel(x, y, points);
   if (win) return true;
   win = checkVetical(x, y, points);
   if (win) return true;
   win = checkLeftWin(x, y, points);
   if (win) return true;
   win = checkRightWin(x, y, points);
   if (win) return true;
  }
  return false;
 }

 /**
  * 判斷x,y位置的棋子是否【水平】有相鄰的五個(gè)一致
  */
 private boolean checkLevel(int x, int y, List<Point> points) {
  int count = 1;
  //橫向左邊棋子個(gè)數(shù)
  for (int i = 1; i < MAX_COUNT_IN_LINE; i++) {
   //如果有加1,沒(méi)有重新計(jì)算是否有五個(gè),否者中斷
   if (points.contains(new Point(x - i, y))) {
    count++;
   } else {
    break;
   }
  }
  //有5個(gè)時(shí)則贏
  if (count == MAX_COUNT_IN_LINE) return true;

  //橫向右邊棋子個(gè)數(shù)
  for (int i = 1; i < MAX_COUNT_IN_LINE; i++) {
   //如果有加1,沒(méi)有重新計(jì)算是否有五個(gè),否者中斷
   if (points.contains(new Point(x + i, y))) {
    count++;
   } else {
    break;
   }
  }
  //有5個(gè)時(shí)則贏
  if (count == MAX_COUNT_IN_LINE) return true;
  return false;
 }

 /**
  * 判斷x,y位置的棋子是否[垂直]有相鄰的五個(gè)一致
  */
 private boolean checkVetical(int x, int y, List<Point> points) {
  int count = 1;
  //上下棋子個(gè)數(shù)
  for (int i = 1; i < MAX_COUNT_IN_LINE; i++) {
   //如果有加1,沒(méi)有重新計(jì)算是否有五個(gè),否者中斷
   if (points.contains(new Point(x, y - i))) {
    count++;
   } else {
    break;
   }
  }
  //有5個(gè)時(shí)則贏,return true;
  if (count == MAX_COUNT_IN_LINE) return true;

  for (int i = 1; i < MAX_COUNT_IN_LINE; i++) {
   //如果有加1,沒(méi)有重新計(jì)算是否有五個(gè),否者中斷
   if (points.contains(new Point(x, y + i))) {
    count++;
   } else {
    break;
   }
  }
  //有5個(gè)時(shí)則贏
  if (count == MAX_COUNT_IN_LINE) return true;

  return false;
 }

 /**
  * 判斷x,y位置的棋子是否【左斜和右斜】有相鄰的五個(gè)一致
  */
 private boolean checkLeftWin(int x, int y, List<Point> points) {
  int count = 1;
  //橫向上下棋子個(gè)數(shù)
  for (int i = 1; i < MAX_COUNT_IN_LINE; i++) {
   //如果有加1,沒(méi)有重新計(jì)算是否有五個(gè),否者中斷
   if (points.contains(new Point(x - i, y + i))) {
    count++;
   } else {
    break;
   }
  }
  //有5個(gè)時(shí)則贏,return true;
  if (count == MAX_COUNT_IN_LINE) return true;

  for (int i = 1; i < MAX_COUNT_IN_LINE; i++) {
   //如果有加1,沒(méi)有重新計(jì)算是否有五個(gè),否者中斷
   if (points.contains(new Point(x + i, y - i))) {
    count++;
   } else {
    break;
   }
  }
  //有5個(gè)時(shí)則贏
  if (count == MAX_COUNT_IN_LINE) return true;

  return false;
 }

 /**
  * 判斷x,y位置的棋子是否【右斜】有相鄰的五個(gè)一致
  */
 private boolean checkRightWin(int x, int y, List<Point> points) {

  int count = 1;
  //橫向上下棋子個(gè)數(shù)
  for (int i = 1; i < MAX_COUNT_IN_LINE; i++) {
   //如果有加1,沒(méi)有重新計(jì)算是否有五個(gè),否者中斷
   if (points.contains(new Point(x - i, y - i))) {
    count++;
   } else {
    break;
   }
  }
  //有5個(gè)時(shí)則贏,return true;
  if (count == MAX_COUNT_IN_LINE) return true;

  for (int i = 1; i < MAX_COUNT_IN_LINE; i++) {
   //如果有加1,沒(méi)有重新計(jì)算是否有五個(gè),否者中斷
   if (points.contains(new Point(x + i, y + i))) {
    count++;
   } else {
    break;
   }
  }
  //有5個(gè)時(shí)則贏
  if (count == MAX_COUNT_IN_LINE) return true;

  return false;
 }

 private void drawPieces(Canvas canvas) {
  //白色棋子
  for (int i = 0, n = mWhiteArray.size(); i < n; i++) {
   Point whitePoint = mWhiteArray.get(i);
   canvas.drawBitmap(mWhitePiece,
     (whitePoint.x + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight,
     (whitePoint.y + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight, null);
  }
  //黑色棋子
  for (int i = 0, n = mBlackArray.size(); i < n; i++) {
   Point blackPoint = mBlackArray.get(i);
   canvas.drawBitmap(mBlackPiece,
     (blackPoint.x + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight,
     (blackPoint.y + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight, null);
  }
 }

 /**
  * 畫(huà)格子棋盤(pán)
  */
 private void drawBoard(Canvas canvas) {
  int w = mPanelWidth;
  float lineHeight = mLineHeight;
  for (int i = 0; i < MAX_LINE; i++) {
   int startx = (int) (lineHeight / 2);//橫坐標(biāo)起點(diǎn),終點(diǎn)
   int endX = (int) (w - lineHeight / 2);
   int y = (int) ((0.5 + i) * lineHeight);
   canvas.drawLine(startx, y, endX, y, mPaint);
   canvas.drawLine(y, startx, y, endX, mPaint);
  }
 }

 /**
  * 再來(lái)一局
  */
 public void start() {
  if (null != mWhiteArray && null != mBlackArray) {
   mWhiteArray.clear();//清除數(shù)據(jù)
   mBlackArray.clear();
  }
  mIsGameOver = false;
  mIsWhiteWinner = false;
  invalidate(); //再次調(diào)用
 }

 /**
  * 后臺(tái)運(yùn)行時(shí),調(diào)用此方法,防止數(shù)據(jù)丟失
  */
 private static final String INSTANCE = "instance";
 private static final String INSTANCE_GAME_OVER = "instance_game_over"; //游戲結(jié)束
 private static final String INSTANCE_WHITE_ARRAY = "instance_white_array"; //白
 private static final String INSTANCE_BLACK_ARRAY = "instance_black_array";

 /**
  * 保存數(shù)據(jù)
  */
 protected Parcelable onSaveInstanceState() {
  Bundle bundle = new Bundle();
  bundle.putParcelable(INSTANCE, super.onSaveInstanceState());
  bundle.putBoolean(INSTANCE_GAME_OVER, mIsGameOver);
  bundle.putParcelableArrayList(INSTANCE_WHITE_ARRAY, mWhiteArray);
  bundle.putParcelableArrayList(INSTANCE_BLACK_ARRAY, mWhiteArray);
  return bundle;
 }

 /**
  * 恢復(fù)時(shí)調(diào)用
  */
 protected void onRestoreInstanceState(Parcelable state) {
  if (state instanceof Bundle) {
   Bundle bundle = (Bundle) state;
   mIsGameOver = bundle.getBoolean(INSTANCE_GAME_OVER);
   mWhiteArray = bundle.getParcelableArrayList(INSTANCE_WHITE_ARRAY);
   mBlackArray = bundle.getParcelableArrayList(INSTANCE_BLACK_ARRAY);
   super.onRestoreInstanceState(bundle.getParcelable(INSTANCE));
   return;
  }
  super.onRestoreInstanceState(state);
 }

 /**
  * 游戲結(jié)束回調(diào)
  */
 public OnFinishListener listener;

 public void setListener(OnFinishListener listener) {
  this.listener = listener;
 }

 public interface OnFinishListener {

  void onFinish(boolean mIsWhiteWinner);
 }
}

3、使用MainActivity

public class MainActivity extends AppCompatActivity {

 private GobangPanel panel;

 protected void onCreate(Bundle savedInstanceState) {
  super.onCreate(savedInstanceState);
  setContentView(R.layout.activity_main);
  panel = this.findViewById(R.id.gobang_panel);
  panel.setListener(new GobangPanel.OnFinishListener() {
   @Override
   public void onFinish(boolean mIsWhiteWinner) {
    initDialog(mIsWhiteWinner);
   }
  });
 }

 /**
  * 初始化彈框
  */
 private void initDialog(boolean mIsWhiteWinner) {
  AlertDialog dialog = new AlertDialog.Builder(this)
    //.setTitle("這是標(biāo)題")
    .setMessage(mIsWhiteWinner ? "白棋勝利,是否重新開(kāi)始?" : "黑棋勝利,是否重新開(kāi)始?")
    //.setIcon(R.mipmap.ic_launcher)
    .setPositiveButton("確定", new DialogInterface.OnClickListener() {//添加"Yes"按鈕
     @Override
     public void onClick(DialogInterface dialogInterface, int i) {
      panel.start();
     }
    })
//    .setNegativeButton("取消", new DialogInterface.OnClickListener() {//添加取消
//     @Override
//     public void onClick(DialogInterface dialogInterface, int i) {
//      Toast.makeText(MainActivity.this, "這是取消按鈕", Toast.LENGTH_SHORT).show();
//     }
//    })
    //方法一:setCanceledOnTouchOutside(false);按對(duì)話(huà)框以外的地方不起作用。按返回鍵起作用
    //方法二:setCanceleable(false);按對(duì)話(huà)框以外的地方不起作用。按返回鍵也不起作用
    .setCancelable(false)
    .create();
  dialog.show();
 }
}

對(duì)應(yīng)布局文件:activity_main:

<HorizontalScrollView 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="#fff"
 tools:context=".MainActivity">

 <ScrollView
  android:layout_width="match_parent"
  android:layout_height="match_parent">
  <com.helloworld.game.GobangPanel
   android:id="@+id/gobang_panel"
   android:layout_width="1000dp"
   android:layout_height="1000dp"
   android:layout_centerInParent="true" />
 </ScrollView>
</HorizontalScrollView>

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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