【Android 2d游戏开发(1)】——五子棋

功能:

双人对战五子棋

效果:

开始界面


游戏界面


结束界面


基础知识:

  1. View组件自带绘图方法onDraw(Canvas canvas),利用invalidate()方法可以刷新onDraw(Canvas canvas)方法
  2. View组件自带响应事件方法onTouchEvent(MotionEvent event),在里面可以直接写事件逻辑
  3. 游戏相当于一帧一帧的动画拼合在一起,每一个画面显示什么由你决定,大多数游戏都遵循这样的流程:逻辑——绘图——逻辑——绘图。。。,不停的循环就可以展现一个完整的游戏

思路:

  1. 游戏内容简单,利用View视图框架
  2. 利用点击事件触发绘图逻辑
  3. 抽象出一个Chess类,Chess包括3种状态:黑,白,无,棋盘有多少个坐标点就实例化多少个Chess,一开始Chess集合的状态都为无,当点击某一个Chess是就改变它的状态为黑或白,这样就可以逻辑和绘图分离开来,在绘图方法中只需要根据Chess的状态画相应的棋子,而逻辑方法中只需要改变Chess的状态即可
  4. 划分游戏状态,根据不同的游戏状态,执行不同的逻辑和绘图方法

**

代码结构:

**

这里写图片描述

**

完整代码:

MainActivity:

package com.next.gobang;

import android.os.Bundle;
import android.support.v7.app.AppCompatActivity;
import android.view.Window;
import android.view.WindowManager;

public class MainActivity extends AppCompatActivity {

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        //无标题
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        //全屏
    getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
        setContentView(new GameView(this));
    }
}

Chess:

package com.next.gobang;

/**
 * Created by Administrator on 2016/3/12 0012.
 */
public class Chess {
    public static final int STATUS_NULL = 0;
    public static final int STATUS_BLACK = 1;
    public static final int STATUS_WHITE = -1;
    //棋子的相对坐标和状态
    private int x, y, status;

    public Chess(int x, int y) {
        this.x = x;
        this.y = y;
        this.status = this.STATUS_NULL;
    }

    public Chess(int x, int y, int status) {
        this.x = x;
        this.y = y;
        this.status = status;
    }

    public int getX() {
        return x;
    }

    public void setX(int x) {
        this.x = x;
    }

    public int getY() {
        return y;
    }

    public void setY(int y) {
        this.y = y;
    }

    public int getStatus() {
        return status;
    }

    public void setStatus(int status) {
        this.status = status;
    }
}

GameView:

package com.next.gobang;

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.MotionEvent;
import android.view.View;

/**
 * Created by Next on 2016/3/12 0012.
 * weixin:xinshouit
 */
public class GameView extends View {
    //划分游戏状态
    enum GameState{
        Menu,
        Playing,
        Over
    }
    GameState gameState = GameState.Menu;
    static final int MAX_X = 15;//棋盘列数
    static final int MAX_Y = 15;//棋盘行数
    int cWidth;//棋子宽度
    int scrW;//屏幕宽
    int scrH;//屏幕高
    int offsetX;//偏移x
    int offsetY;//偏移y,用于调整棋盘在屏幕中的位置
    Paint paint;
    Chess[][] chesses;//棋盘上所有棋子的矩阵
    Chess touchChess;//点击的棋子
    int turn;

    public GameView(Context context) {
        super(context);
        scrW = ((MainActivity)context).getWindowManager().getDefaultDisplay().getWidth();
        scrH = ((MainActivity) context).getWindowManager().getDefaultDisplay().getHeight();
        cWidth = scrW / MAX_X;
        offsetX = 0;
        offsetY = (scrH - scrW)/2;//使棋盘位于屏幕中央
        paint = new Paint();
        chesses = new Chess[MAX_X][MAX_Y];
        setKeepScreenOn(true);//保持屏幕常亮
    }

    //初始化游戏
    private void newGame() {
        for (int x = 0; x < MAX_X; x++) {
            for (int y = 0; y < MAX_Y; y++) {
                chesses[x][y] = new Chess(x, y, Chess.STATUS_NULL);
            }
        }
        turn = Chess.STATUS_WHITE;//白先黑后你懂的
    }

    @Override
    protected void onDraw(Canvas canvas) {
        switch (gameState) {
            case Menu:
                menuDraw(canvas);
                break;
            case Playing:
                playingDraw(canvas);
                break;
            case Over:
                overDraw(canvas);
                break;
            default:
                break;
        }
    }

    private void menuDraw(Canvas canvas) {
        canvas.drawColor(Color.GRAY);
        paint.setColor(Color.BLACK);
        paint.setTextSize(200);
        paint.setTextAlign(Paint.Align.CENTER);
        canvas.drawText("五子棋", scrW/2, scrH/4, paint);
        canvas.drawText("点击开始", scrW / 2, scrH / 2, paint);
    }

    private void playingDraw(Canvas canvas) {
        canvas.drawColor(Color.GRAY);
        //画棋盘
        paint.setColor(Color.BLACK);
        paint.setStrokeWidth(10);
        for (int x = 0; x < MAX_X; x++) {
            canvas.drawLine(offsetX+x*cWidth+cWidth/2, offsetY+cWidth/2, offsetX+x*cWidth+cWidth/2, offsetY+cWidth*MAX_Y-cWidth/2, paint);
        }
        for (int y = 0; y < MAX_Y; y++) {
            canvas.drawLine(offsetX+cWidth/2, offsetY+y*cWidth+cWidth/2, offsetX+MAX_X*cWidth-cWidth/2, offsetY+y*cWidth+cWidth/2, paint);
        }
        //画棋子
        for (int x = 0; x < MAX_X; x++) {
            for (int y = 0; y < MAX_Y; y++) {
                if (chesses[x][y].getStatus() == Chess.STATUS_NULL) {
                    continue;
                }
                if (chesses[x][y].getStatus() == Chess.STATUS_BLACK) {
                    paint.setColor(Color.BLACK);
                }
                if (chesses[x][y].getStatus() == Chess.STATUS_WHITE) {
                    paint.setColor(Color.WHITE);
                }
                canvas.drawCircle(offsetX+x*cWidth+cWidth/2, offsetY+y*cWidth+cWidth/2, cWidth/2, paint);
            }
        }
    }

    private void overDraw(Canvas canvas) {
        canvas.drawColor(Color.GRAY);
        paint.setColor(Color.BLACK);
        paint.setTextAlign(Paint.Align.CENTER);
        paint.setTextSize(100);
        if (touchChess.getStatus() == Chess.STATUS_BLACK){
            canvas.drawText("黑棋胜", scrW/2, scrH/4, paint);
        }else {
            canvas.drawText("白棋胜", scrW/2, scrH/4, paint);
        }
        canvas.drawText("点击重新开始", scrW/2, scrH/2, paint);
    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        switch (gameState) {
            case Menu:
                menuLogic(event);
                break;
            case Playing:
                playLogic(event);
                break;
            case Over:
                overLogic(event);
                break;
        }
        return super.onTouchEvent(event);
    }

    private void menuLogic(MotionEvent event) {
        if (event.getX() > 0) {
            gameState = GameState.Playing;
            newGame();
            invalidate();
        }
    }

    private void playLogic(MotionEvent event) {
        int x = (int) event.getX();
        int y = (int) event.getY();
        if (x > offsetX && x < offsetX+MAX_X*cWidth && y > offsetY && y< offsetY+MAX_Y*cWidth) {
            int touchX = (x - offsetX)/cWidth;
            int touchY = (y - offsetY)/cWidth;
            touchChess = chesses[touchX][touchY];
            if (touchChess.getStatus() == Chess.STATUS_NULL) {
                if (turn == Chess.STATUS_BLACK) {
                    touchChess.setStatus(Chess.STATUS_BLACK);
                    turn = Chess.STATUS_WHITE;
                }else {
                    touchChess.setStatus(Chess.STATUS_WHITE);
                    turn = Chess.STATUS_BLACK;
                }
                invalidate();//刷新界面
                judgeOver();//判断输赢
            }
        }
    }

    private void overLogic(MotionEvent event) {
        if (event.getX() > 0) {
            gameState = GameState.Playing;
            newGame();
            invalidate();
        }
    }

    private void judgeOver() {
        //遍历横向是否连成五子
        int fiveCount = 0;
        for (int x = 0;x < MAX_X;x++){
            if (chesses[x][touchChess.getY()].getStatus() == touchChess.getStatus()){
                fiveCount++;
                if (fiveCount == 5){
                    gameState = GameState.Over;
                    return;
                }
            }else {
                fiveCount=0;
            }
        }
        //遍历纵向
        fiveCount = 0;
        for (int y = 0;y < MAX_Y;y++){
            if (chesses[touchChess.getX()][y].getStatus() == touchChess.getStatus()){
                fiveCount++;
                if (fiveCount == 5){
                    gameState = GameState.Over;
                    return;
                }
            }else {
                fiveCount=0;
            }
        }
        //遍历右下斜向
        fiveCount = 0;
        int f = touchChess.getY() - touchChess.getX();
        for (int x = 0;x < MAX_X;x++){
            if (f+x < 0 || f+x > MAX_Y-1){
                continue;
            }
            if (chesses[x][f+x].getStatus() == touchChess.getStatus()){
                fiveCount++;
                if (fiveCount == 5){
                    gameState = GameState.Over;
                    return;
                }
            }
            else {
                fiveCount = 0;
            }
        }
        //遍历右上斜向
        fiveCount = 0;
        f = touchChess.getX() + touchChess.getY();
        for (int x = 0;x < MAX_X;x++){
            if (f-x < 0 || f-x > MAX_Y-1){
                continue;
            }
            if (chesses[x][f-x].getStatus() == touchChess.getStatus()){
                fiveCount++;
                if (fiveCount == 5){
                    gameState = GameState.Over;
                    return;
                }
            }
            else {
                fiveCount = 0;
            }
        }

    }
}

**

最后说两句:

由于心情不好,所以界面都是黑白灰。。。
第一个小游戏,尽可能逻辑清晰,但水平有限有些方法可能实现的不够简单,尽力了。。。
游戏的核心还是算法,这里只实现了双人对战的五子棋,本来应该做人机对战的,但,我要去吃饭了。。。
下次可能写2048,更新我会在公众号(xinshouit)通知,大家支持一下
**

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