自定义view(二)五子棋

前段时间在慕课网上看了hyman大神的五子棋视频,发现下面没有提供源代码,然后自己跟着编写了一份,梳理了一下思路,用作总结

画棋盘

首先自定义view的四部曲
1,在attrs中申明自定义的属性
2,在View的构造方法中获得我们自定义的属性
3,重写onMeasure方法
4,重写ondraw方法
五子棋的自定义属性我都写死了,也可以不写死,写在attrs中动态的改变,这样都可以

生成构造方法

public WuZiQiView(Context context, AttributeSet attrs) {

    super(context, attrs);
    //设置一个背景颜色用来区分我们自定义的view的大小最后的时候去掉
   setBackgroundColor(0x44ff0000);
     init();
}
//棋盘的线条数
 private int maxline = 10;
 //棋盘的宽度
    private int mpanelWidth;
    //每一行的高度
    private float mLineHeight;
    //新建一只画棋盘的画笔
     private Paint mPaint = new Paint();

重写onmeasure方法

 @Override
    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
        int heightSize = MeasureSpec.getSize(heightMeasureSpec);
        int heightMode = MeasureSpec.getMode(heightMeasureSpec);
        int widthSize = MeasureSpec.getSize(widthMeasureSpec);
        int widthMode = MeasureSpec.getMode(widthMeasureSpec);
        //取view的宽度
        int width = Math.min(widthSize, heightSize);
        if (heightMode == MeasureSpec.UNSPECIFIED) {
        //测量模式为不确定的时候也取view的宽度
            width = widthSize;
        } else if (widthMode == MeasureSpec.UNSPECIFIED) {
            width = heightSize;
        }
        //设置自定义view的宽度和高度
        setMeasuredDimension(width, width);
    }

获取棋盘的高度

     @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
            super.onSizeChanged(w, h, oldw, oldh);
            //设置view的宽度为棋盘的宽度
            mpanelWidth = w;
            //获取每一行的宽度=棋盘的宽度/行数
            mLineHeight = mpanelWidth * 1.0f / maxline;
        }

重写ondraw方法

    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        //画棋盘
        doawBoard(canvas);

    }
  //初始化画笔
      private void init() {
      //设置颜色
        mPaint.setColor(0x88000000);
        //抗锯齿
        mPaint.setAntiAlias(true);
        //防抖动 
        mPaint.setDither(true);
        //Paint.Style.STROKE 仅描边
        mPaint.setStyle(Paint.Style.STROKE);

    }

  private void doawBoard(Canvas canvas) {
        int w = mpanelWidth;
        int LineHeight = (int) mLineHeight;
        for (int i = 0; i < maxline; i++) {
         //不能从起点开始画,因为我们还需要放置旗子,所以这里取行宽的2分之1
            int startX = (int) (mLineHeight / 2);
            int endX = (int) (w - mLineHeight / 2);
            //Y坐标根据行数进行变化
            int y = (int) ((0.5 + i) * LineHeight);
            canvas.drawLine(startX, y, endX, y, mPaint);
            canvas.drawLine(y, startX, y, endX, mPaint);
        }
    }

到这里棋盘就绘制完了,效果图如下
这里写图片描述

画棋子

首先在网上找俩张资源图,棋子的,放在drawble中
首先初始化它

  private void init() {
        mPaint.setColor(0x88000000);
        mPaint.setAntiAlias(true);
        mPaint.setDither(true);
        mPaint.setStyle(Paint.Style.STROKE);
        //根据资源文件获取白棋黑棋对应的bitmap
        mWhitePiece = BitmapFactory.decodeResource(getResources(), R.drawable.stone_w2);
        mBlancPiece = BitmapFactory.decodeResource(getResources(), R.drawable.stone_b1);
    }

画棋子大概的思路如下
俩个list用来存取2种颜色的棋子的坐标,用一个常量区分当前是下白子还是黑子,重写ontouchevent方法,在手势抬起的时候绘制棋子,之所以不是手势按下就绘制就考虑到玩家按下后平移,但是发现棋子已经绘制好了,所以把棋子的绘制放在手势抬起的时候

//白棋
 private Bitmap mWhitePiece;
 //黑棋
    private Bitmap mBlancPiece;
    //百分比用来设置棋子的宽度
    private float ratioPieceOfLineHeight = 1.0f * 3 / 4;
    //常量用来区分当前的状态
    private boolean meisWhite = false;
    //存放白棋坐标的list
    private ArrayList<Point> mWhiteList = new ArrayList<>();
    //存放黑棋坐标的list
    private ArrayList<Point> mBlackList = new ArrayList<>();

//获取棋子的宽度
   @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mpanelWidth = w;
        mLineHeight = mpanelWidth * 1.0f / maxline;
        //棋子的宽度去行宽的3/4
        int pipcewidth = (int) (mLineHeight * ratioPieceOfLineHeight);
        //根据棋子的宽度重新定制棋子的大小和尺寸
        mWhitePiece = Bitmap.createScaledBitmap(mWhitePiece, pipcewidth, pipcewidth, false);
        mBlancPiece = Bitmap.createScaledBitmap(mBlancPiece, pipcewidth, pipcewidth, false);
    }

  @Override
    public boolean onTouchEvent(MotionEvent event) {
        if (mIsGameOver) {
            return false;
        }
        int action = event.getAction();
        if (action == MotionEvent.ACTION_UP) {
        //记录手势的坐标并且将坐标存在list中
            int x = (int) event.getX();
            int y = (int) event.getY();
             //使用系统自带的point类,用来存放x,y
            Point p = getVaildPoint(x, y);
            //避免重复绘制
            if (mWhiteList.contains(p) || mBlackList.contains(p)) {
                return false;
            }
            //用一个常量来区分当前下的棋子是白色还是黑色
            if (meisWhite) {
                mWhiteList.add(p);
            } else {
                mBlackList.add(p);
            }
            //刷新界面
            invalidate();
            //每次都取反,这样白子和黑子一人一轮
            meisWhite = !meisWhite;
        }
        return true;


    }
    //获取棋子的坐标
  private Point getVaildPoint(int x, int y) {

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




    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);

        doawBoard(canvas);
        //画棋子
        drawPiece(canvas);

    }


 private void drawPiece(Canvas canvas) {
 //根据存放的list的大小绘制棋子
        for (int i = 0; i < mWhiteList.size(); i++) {
            Point whitePoint = mWhiteList.get(i);
            //画棋子,棋子的坐标加上行宽的1/8,保持绘制的棋子处于线条交叉正中心的位置
            canvas.drawBitmap(mWhitePiece, (whitePoint.x + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight, (whitePoint.y + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight, null);
        }
        for (int i = 0; i < mBlackList.size(); i++) {
            Point mBlackPoint = mBlackList.get(i);
            canvas.drawBitmap(mBlancPiece, (mBlackPoint.x + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight, (mBlackPoint.y + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight, null);
        }
    }

接下来看下效果
这里写图片描述

检查游戏是否结束

最后检查游戏的结束状态

    //是否是白棋胜利
 private boolean misWhiteWinner;
 //游戏是否结束
    private boolean mIsGameOver;
    //同色的相邻棋子最大数
    private int MaxCountLine = 5;
 @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);

        doawBoard(canvas);
        drawPiece(canvas);
        /检查游戏是否结束
        checkGameOver();
    }

    private void checkGameOver() {
    //检查的逻辑算法
        boolean whiteWin = checkFiveInLine(mWhiteList);
        boolean blackWin = checkFiveInLine(mBlackList);
        if (whiteWin || blackWin) {
            mIsGameOver = true;
            misWhiteWinner = whiteWin;
            //弹出toast
            String text = misWhiteWinner ? "白棋胜利" : "黑期胜利";
            Toast.makeText(getContext(), text, Toast.LENGTH_SHORT).show();
            //游戏结束后弹出对话框,
            AlertDialog.Builder alertDialog = new AlertDialog.Builder(getContext());
            alertDialog.setTitle("游戏结束").setMessage("在来一局吗").setPositiveButton("确定", new DialogInterface.OnClickListener() {
                @Override
                public void onClick(DialogInterface dialog, int which) {
                //重置游戏
                    reStart();
                }
            }).setNegativeButton("取消", new DialogInterface.OnClickListener() {
                @Override
                public void onClick(DialogInterface dialog, int which) {
                }
            }).show();

        }
    }

检查的逻辑算法:再用户当前放置棋子的坐标开始判断,横,竖,左斜,右斜,进行5次循环判断,判断list中是否存在有相邻的棋子,如果有则用index++,当index达到5的时候代表游戏结束

  private boolean checkFiveInLine(List<Point> points) {
        for (Point point : points) {
            int x = point.x;
            int y = point.y;
            boolean horizontalwin = checkHorizontal(x, y, points);
            boolean verticalwin = checkvertical(x, y, points);
            boolean leftwin = checkleftDiagonal(x, y, points);
            boolean rightwin = checkRightDigonal(x, y, points);
            if (horizontalwin || verticalwin || leftwin || rightwin) {
                return true;
            }
        }
        return false;
    }

   private boolean checkvertical(int x, int y, List<Point> points) {

        int count = 1;
        for (int i = 1; i < MaxCountLine; i++) {
            if (points.contains(new Point(x, y + i))) {
                count++;
            } else {
                break;
            }

        }

        if (count == MaxCountLine) {
            return true;
        }

        for (int i = 1; i < MaxCountLine; i++) {
            if (points.contains(new Point(x, y - i))) {
                count++;
            } else {
                break;
            }

        }
        if (count == MaxCountLine) {
            return true;
        }
        return false;
    }

    private boolean checkleftDiagonal(int x, int y, List<Point> points) {

        int count = 1;
        for (int i = 1; i < MaxCountLine; i++) {
            if (points.contains(new Point(x - i, y + i))) {
                count++;
            } else {
                break;
            }

        }

        if (count == MaxCountLine) {
            return true;
        }

        for (int i = 1; i < MaxCountLine; i++) {
            if (points.contains(new Point(x + i, y - i))) {
                count++;
            } else {
                break;
            }

        }
        if (count == MaxCountLine) {
            return true;
        }
        return false;
    }

    private boolean checkRightDigonal(int x, int y, List<Point> points) {

        int count = 1;
        for (int i = 1; i < MaxCountLine; i++) {
            if (points.contains(new Point(x + i, y + i))) {
                count++;
            } else {
                break;
            }

        }

        if (count == MaxCountLine) {
            return true;
        }

        for (int i = 1; i < MaxCountLine; i++) {
            if (points.contains(new Point(x - i, y - i))) {
                count++;
            } else {
                break;
            }

        }
        if (count == MaxCountLine) {
            return true;
        }
        return false;
    }

    /**
     * 检查横向的是否胜利
     *
     * @param x
     * @param y
     * @param points
     */
    private boolean checkHorizontal(int x, int y, List<Point> points) {
        int count = 1;
        //左边
        for (int i = 1; i < MaxCountLine; i++) {
            if (points.contains(new Point(x - i, y))) {
                count++;
            } else {
                break;
            }

        }

        if (count == MaxCountLine) {
            return true;
        }

        for (int i = 1; i < MaxCountLine; i++) {
            if (points.contains(new Point(x + i, y))) {
                count++;
            } else {
                break;
            }

        }
        if (count == MaxCountLine) {
            return true;
        }
        return false;
    }

重置的代码

  public void reStart() {
  //清楚所有的list
        mWhiteList.clear();
        mBlackList.clear();
        //标识位恢复
        mIsGameOver = false;
        misWhiteWinner = false;
        invalidate();
    }

屏幕状态改变后,保存当前的棋盘信息

   private static final String INSTANCE = "instance";//主标识,用来存放super
   //存放游戏是否结束
    private static final String INSTANCE_GAME_OVER = "instance_game_over";
    //存放当前轮到什么颜色的棋子下
    private static final String INSTANCE_ME_ISWHITE = "instance_me_iswhite";
    //存放白棋的list
    private static final String INSTANCE_WHITE_ARRAY = "instance_white_array";
    private static final String INSTANCE_BLACK_ARRAY = "instance_black_array";

    //重写,存储
    @Override
    protected Parcelable onSaveInstanceState() {
        Bundle bundle = new Bundle();
        bundle.putParcelable(INSTANCE, super.onSaveInstanceState());
        bundle.putBoolean(INSTANCE_GAME_OVER, mIsGameOver);
        bundle.putBoolean(INSTANCE_ME_ISWHITE, meisWhite);
        bundle.putParcelableArrayList(INSTANCE_WHITE_ARRAY, mWhiteList);
        bundle.putParcelableArrayList(INSTANCE_BLACK_ARRAY, mBlackList);
        return bundle;
    }
    //恢复
    @Override
    protected void onRestoreInstanceState(Parcelable state) {
        if (state instanceof Bundle) {
            Bundle bundle = (Bundle) state;
            mIsGameOver = bundle.getBoolean(INSTANCE_GAME_OVER);
            mBlackList = bundle.getParcelableArrayList(INSTANCE_BLACK_ARRAY);
            mWhiteList = bundle.getParcelableArrayList(INSTANCE_WHITE_ARRAY);
            meisWhite = bundle.getBoolean(INSTANCE_ME_ISWHITE);
            super.onRestoreInstanceState(bundle.getParcelable(INSTANCE));
            return;
        }
        super.onRestoreInstanceState(state);
    }

最后的效果
这里写图片描述

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