Android自定義View實(shí)現(xiàn)五子棋游戲
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棋盤面板:
public class GobangPanel extends View {
private int mPanelWidth;//棋盤的寬度
private float mLineHeight;//行,高要為float
private int MAX_LINE = 15;//棋盤行數(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);
}
}
/**
* 畫格子棋盤
*/
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,是否重新開始?" : "黑棋勝利,是否重新開始?")
//.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。
- Android實(shí)現(xiàn)五子棋游戲(局域網(wǎng)版)
- android自定義View實(shí)現(xiàn)簡(jiǎn)單五子棋游戲
- Android自定義view之圍棋動(dòng)畫效果的實(shí)現(xiàn)
- 基于android實(shí)現(xiàn)五子棋開發(fā)
- Android自定義View實(shí)現(xiàn)五子棋小游戲
- android簡(jiǎn)單自定義View實(shí)現(xiàn)五子棋
- Android自定義View實(shí)現(xiàn)五子棋游戲
- Android開發(fā)實(shí)現(xiàn)的簡(jiǎn)單五子棋游戲示例
- Android游戲開發(fā)之黑白棋
- Android實(shí)現(xiàn)中國(guó)象棋游戲(局域網(wǎng)版)
相關(guān)文章
Android中Progress的簡(jiǎn)單實(shí)例
這篇文章主要介紹了Android中Progress的簡(jiǎn)單實(shí)例的相關(guān)資料,需要的朋友可以參考下2017-05-05
Android編輯框EditText與焦點(diǎn)變更監(jiān)視器及文本變化監(jiān)視器實(shí)現(xiàn)流程詳解
這篇文章主要介紹了Android編輯框EditText與焦點(diǎn)變更監(jiān)視器及文本變化監(jiān)視器實(shí)現(xiàn)流程,文中通過示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來(lái)一起學(xué)習(xí)吧2022-09-09
Android矢量圖之VectorDrawable類自由填充色彩
這篇文章主要介紹了Android矢量圖之VectorDrawable類自由填充色彩的相關(guān)資料,感興趣的小伙伴們可以參考一下2016-05-05
Android編程實(shí)現(xiàn)網(wǎng)絡(luò)圖片查看器和網(wǎng)頁(yè)源碼查看器實(shí)例
這篇文章主要介紹了Android編程實(shí)現(xiàn)網(wǎng)絡(luò)圖片查看器和網(wǎng)頁(yè)源碼查看器,結(jié)合實(shí)例形式分析了Android針對(duì)網(wǎng)絡(luò)圖片及網(wǎng)頁(yè)的相關(guān)操作技巧,具有一定參考借鑒價(jià)值,需要的朋友可以參考下2016-01-01
Android 仿余額寶數(shù)字跳動(dòng)動(dòng)畫效果完整代碼
這篇文章主要介紹了Android 仿余額寶數(shù)字跳動(dòng)動(dòng)畫效果完整代碼,需要的朋友可以參考下2017-11-11
Android studio 引用aar 進(jìn)行java開發(fā)的操作步驟
這篇文章主要介紹了Android studio 引用aar 進(jìn)行java開發(fā)的操作步驟,本文給大家介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或工作具有一定的參考借鑒價(jià)值,需要的朋友可以參考下2023-09-09
android開機(jī)自啟動(dòng)原理與實(shí)現(xiàn)案例(附源碼)
完成一下步驟后,啟動(dòng)一次程序,完成注冊(cè)。等下次手機(jī)開機(jī)時(shí),該軟件即會(huì)自動(dòng)啟動(dòng),具體實(shí)現(xiàn)如下,感興趣的朋友可以參考下哈2013-06-06

