用GridView做国际象棋

     最近写了一个国际象棋,写之前一直参考网上的例子,发现基本上都是运用画布,画笔等工具写的。自己也试了一试,但是因为自己本身是一名软件行业的新手,能力有限,并没有成功,见笑了。。。

    最后痛定思痛,捋清思路,运用GridView成功的写了出来,集思广益,有些不严谨的地方或者有bug希望指出来,直接上代码。

    首先将每个国际象棋的黑白格看作是一个item,那么势必需要一个适配器,所以这里我写了一个ChessAdapter,数据源是List<ChessPiece>,然后每个种类的棋子类作为子类并继承这个象棋类(ChessPiece)的父类(具体的看代码,一看便懂)。

   我们在ChessActivity中定义一个集合作为adapter的数据源,并进行数据的加载,分别存放黑白棋的标识、棋子图片、每个棋子独有的标识、是否移动过的标识(因国际象棋规则需要)。

/**
 * 加载数据
 */
private void loadData() {
    chessPieceList.add(new ChessPiece("1", R.drawable.blackrook, 1, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackknight, 2, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackbishop, 3, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackqueen, 4, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackking, 5, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackbishop, 3, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackknight, 2, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackrook, 1, 0));

    chessPieceList.add(new ChessPiece("1", R.drawable.blackpawn, 101, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackpawn, 102, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackpawn, 103, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackpawn, 104, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackpawn, 105, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackpawn, 106, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackpawn, 107, 0));
    chessPieceList.add(new ChessPiece("1", R.drawable.blackpawn, 108, 0));

    for (int i = 0; i < 32; i++) {
        chessPieceList.add(new ChessPiece("0", 22, 0, 0));
    }

    chessPieceList.add(new ChessPiece("2", R.drawable.whitepawn, 201, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitepawn, 202, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitepawn, 203, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitepawn, 204, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitepawn, 205, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitepawn, 206, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitepawn, 207, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitepawn, 208, 0));

    chessPieceList.add(new ChessPiece("2", R.drawable.whiterook, 6, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whiteknight, 7, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitebishop, 8, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitequeen, 9, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whiteking, 10, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whitebishop, 8, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whiteknight, 7, 0));
    chessPieceList.add(new ChessPiece("2", R.drawable.whiterook, 6, 0));
}

之后在item的点击事件里分别记下选择棋子和确定落子时的坐标StartX,StartY,endX,endY并找到他们与position之间的关系

startY = position / 8;
startX = position - 8 * startY;

并分别将坐标值StartX,StartY传递到象棋的子类中去

mPawn.startCoordinate(startX, startY);
mKnight.startCoordinate(startX, startY);
mBishop.startCoordinate(startX, startY);
mQueen.startCoordinate(startX, startY);
mRook.startCoordinate(startX, startY);
mKing.startCoordinate(startX, startY);
mChessAdapter.notifyDataSetChanged();

同理将endX,endY传递进去

mPawn.endCoordinate(endX, endY);
mQueen.endCoordinate(endX, endY);
mKnight.endCoordinate(endX, endY);
mBishop.endCoordinate(endX, endY);
mRook.endCoordinate(endX, endY);
mKing.endCoordinate(endX, endY);

这时我们需要针对不同棋子的规则进行编写,分别车,马,象,兵,王和王后

车:

public boolean guize() {
    if (startY - endY == 0) {//横着走
        return true;
    } else if (startX - endX == 0) {//竖着走
        return true;
    }
    return false;
}

马(不象中国象棋有蹩腿的限制,会简单一些):

public boolean guize() {
    //马走日
    if (Math.abs(startX - endX) == 2 && Math.abs(startY - endY) == 1) {
        return true;
    } else if (Math.abs(startX - endX) == 1 && Math.abs(startY - endY) == 2) {
        return true;
    }
    return false;
}

象:

public boolean guize() {
    if (Math.abs(startX - endX) == Math.abs(startY - endY)) {//斜着走
        return true;
    }
    return false;
}

兵(兵相对麻烦了写,因为走棋和吃子的方式时不同,但也觉得代码能更简单一些,不过有些短路,希望有更好的意见):

//白色兵走棋的规则
public boolean guizeWhiteFirst() {
    //白兵是第一次走的时候
    if ((startX - endX == 0) && (StartY - endY <= 2)) {//兵的走法
        return true;
    }
    return false;
}

//白色兵走棋的规则
public boolean guizeWhite() {
    //白兵移动过
    if ((startX - endX == 0) && (StartY - endY == 1)) {//兵的走法
        return true;
    }
    return false;
}

//白色兵吃子的规则
public boolean guizeWhiteEat() {
    if (Math.abs(startX - endX) == 1 && (StartY - endY == 1)) {
        return true;
    }
    return false;
}

//黑色兵走棋的规则
public boolean guizeBlackFirst() {
    //黑兵是第一次走的时候
    if ((startX - endX == 0) && (endY - StartY <= 2)) {
        return true;
    }
    return false;
}

//黑色兵走棋的规则
public boolean guizeBlack() {
    //黑兵移动过
    if ((startX - endX == 0) && (endY - StartY == 1)) {
        return true;
    }
    return false;
}

//黑色兵吃子的规则
public boolean guizeBlackEat() {
    if (Math.abs(startX - endX) == 1 && (endY - StartY == 1)) {
        return true;
    }
    return false;
}

王(包含长短易位):

public boolean guize() {
    if (startY - endY == 0 && Math.abs(startX - endX) == 1) {//横着走
        return true;
    } else if (startX - endX == 0 && Math.abs(startY - endY) == 1) {//竖着走
        return true;
    } else if (Math.abs(startX - endX) == Math.abs(startY - endY) && Math.abs(startX - endX) == 1 && Math.abs(startY - endY) == 1) {//斜着走
        return true;
    }
    return false;
}

//车王易位(长易位)
public boolean longTranslocation() {
    if (startY - endY == 0 && startX - endX == 2) {
        return true;
    }
    return false;
}

//车王易位(短易位)
public boolean shortTranslocation() {
    if (startY - endY == 0 && endX - startX == 2) {
        return true;
    }
    return false;
}

王后(公认最厉害的棋子,看来国王也是妻管严):

public boolean guize() {
    if (Math.abs(startX - endX) == Math.abs(startY - endY)) {//斜着走
        flage = 1;
        return true;
    } else if (startY - endY == 0) {//横着走
        flage = 2;
        return true;
    } else if (startX - endX == 0) {//竖着走
        flage = 2;
        return true;
    }
    return false;
}

规则写好了,就要让棋子来按照规则进行移动了(包含了很多的判断,其中吃过路兵这个特殊走法比较复杂)

//落子
private boolean luozi(int position) {
    //黑色兵
    if (chessPieceList.get(oldPosition).getChessPieceColor() == "1" && chessPieceList.get(oldPosition).getFlage() > 100 && chessPieceList.get(oldPosition).getFlage() < 200) {
        if (!(chessPieceList.get(position).getFlage() == 0)) {//有子
            if (mPawn.guizeBlackEat()) {//黑兵吃子
                pawnOrRookOrKing(oldPosition, position);
                return true;
            }
        } else if (chessPieceList.get(position).getFlage() == 0) {//无子
            int positionLeft = 8 * 4 + (startX - 1);
            int positionRight = 8 * 4 + (startX + 1);
            if (chessPieceList.get(positionLeft).getFlage() > 200 && whitePawnFlage == 1 && oldPosition == mWhitePosition + 1) {
                if (startX - endX == 1 && mPawn.guizeBlackEat()) {//黑兵吃左侧过路兵
                    pawnOrRookOrKing(oldPosition, position);

                    chessPieceList.get(positionLeft).setDrawable(22);//移除左侧白兵
                    chessPieceList.get(positionLeft).setChessPieceColor("0");
                    chessPieceList.get(positionLeft).setFlage(0);
                    whitePawnFlage = 0;
                    return true;
                }
            } else if (chessPieceList.get(positionRight).getFlage() > 200 && whitePawnFlage == 1 && oldPosition == mWhitePosition - 1) {
                if (endX - startX == 1 && mPawn.guizeBlackEat()) {//黑兵吃右侧过路兵
                    pawnOrRookOrKing(oldPosition, position);

                    chessPieceList.get(positionRight).setDrawable(22);//移除右侧白兵
                    chessPieceList.get(positionRight).setChessPieceColor("0");
                    chessPieceList.get(positionRight).setFlage(0);
                    whitePawnFlage = 0;
                    return true;
                }
            }
            //黑兵是否是第一次移动
            if (this.Pawn() && mPawn.guizeBlackFirst() && chessPieceList.get(oldPosition).getPawnFlage() == 0) {//当前兵的位置没移动过
                pawnOrRookOrKing(oldPosition, position);
                return true;
            } else if (mPawn.guizeBlack() && chessPieceList.get(oldPosition).getPawnFlage() == 1) {
                pawnOrRookOrKing(oldPosition, position);
                return true;
            }
        }
    }

    //白色兵
    if (chessPieceList.get(oldPosition).getChessPieceColor() == "2" && chessPieceList.get(oldPosition).getFlage() > 200) {
        if (!(chessPieceList.get(position).getFlage() == 0)) {//有子
            if (mPawn.guizeWhiteEat()) {//白兵吃子
                pawnOrRookOrKing(oldPosition, position);
                return true;
            }
        } else if (chessPieceList.get(position).getFlage() == 0) {//无子
            int positionLeft = 8 * 3 + (startX - 1);
            int positionRight = 8 * 3 + (startX + 1);
            if (
                    chessPieceList.get(positionLeft).getFlage() > 100 && chessPieceList.get(positionLeft).getFlage() < 200 && blackPawnFlage == 1 && oldPosition == mBlackPosition + 1) {
                if (startX - endX == 1 && mPawn.guizeWhiteEat()) {//白兵吃左侧过路兵
                    pawnOrRookOrKing(oldPosition, position);

                    chessPieceList.get(positionLeft).setDrawable(22);//移除左侧黑兵
                    chessPieceList.get(positionLeft).setChessPieceColor("0");
                    chessPieceList.get(positionLeft).setFlage(0);
                    blackPawnFlage = 0;
                    return true;
                }
            } else if (chessPieceList.get(positionRight).getFlage() > 100 && chessPieceList.get(positionRight).getFlage() < 200 && blackPawnFlage == 1 && oldPosition == mBlackPosition - 1) {
                if (endX - startX == 1 && mPawn.guizeWhiteEat()) {//白兵吃右侧过路兵
                    pawnOrRookOrKing(oldPosition, position);

                    chessPieceList.get(positionRight).setDrawable(22);//移除右侧黑兵
                    chessPieceList.get(positionRight).setChessPieceColor("0");
                    chessPieceList.get(positionRight).setFlage(0);
                    blackPawnFlage = 0;
                    return true;
                }
            }
            //白兵是否是第一次移动
            if (this.Pawn() && mPawn.guizeWhiteFirst() && chessPieceList.get(oldPosition).getPawnFlage() == 0) {
                pawnOrRookOrKing(oldPosition, position);
                return true;
            } else if (mPawn.guizeWhite() && chessPieceList.get(oldPosition).getPawnFlage() == 1) {
                pawnOrRookOrKing(oldPosition, position);
                return true;
            }
        }
    }

    //车
    if (chessPieceList.get(oldPosition).getFlage() == 1 || chessPieceList.get(oldPosition).getFlage() == 6) {

        if (mRook.guize()) {
            if (this.verticallyAndHorizontally()) {
                pawnOrRookOrKing(oldPosition, position);
                return true;
            }
        }
    }

    //马
    if (chessPieceList.get(oldPosition).getFlage() == 2 || chessPieceList.get(oldPosition).getFlage() == 7) {
        if (mKnight.guize()) {
            knightOrbishopOrqueen(oldPosition, position);
            return true;
        }
    }

    //象
    if (chessPieceList.get(oldPosition).getFlage() == 3 || chessPieceList.get(oldPosition).getFlage() == 8) {
        if (mBishop.guize()) {
            if (this.oblique()) {
                knightOrbishopOrqueen(oldPosition, position);
                return true;
            }
        }
    }

    //王后
    if (chessPieceList.get(oldPosition).getFlage() == 4 || chessPieceList.get(oldPosition).getFlage() == 9) {
        if (mQueen.guize()) {
            if (mQueen.flage == 1 && this.oblique()) {
                knightOrbishopOrqueen(oldPosition, position);
                return true;
            } else if (mQueen.flage == 2 && this.verticallyAndHorizontally()) {
                knightOrbishopOrqueen(oldPosition, position);
                return true;
            }
        }
    }

    //王
    if (chessPieceList.get(oldPosition).getFlage() == 5 || chessPieceList.get(oldPosition).getFlage() == 10) {
        if (mKing.guize()) {
            pawnOrRookOrKing(oldPosition, position);
            return true;
        } else if (mKing.longTranslocation() && chessPieceList.get(oldPosition).getPawnFlage() == 0 && chessPieceList.get(56).getPawnFlage() == 0) {//长易位且王没有移动过
            if (this.longTranslocation()) {
                pawnOrRookOrKing(oldPosition, position);

                int oldRookPosition = 8 * startY + startX - 4;
                int newRookPosition = 8 * startY + startX - 1;

                int rookDrawable = chessPieceList.get(oldRookPosition).getDrawable();//原来车的图片
                chessPieceList.get(oldRookPosition).setDrawable(22);//原来车的图片为空
                chessPieceList.get(newRookPosition).setDrawable(rookDrawable);//车的图片设置到本次newRookPosition上

                int rookFlage = chessPieceList.get(oldRookPosition).getFlage();//上一次位置的标记
                chessPieceList.get(newRookPosition).setFlage(rookFlage);
                chessPieceList.get(oldRookPosition).setFlage(0);//设置上一次位置的标记为0

                String rookColor = chessPieceList.get(oldRookPosition).getChessPieceColor();//上一次位置的棋子颜色
                chessPieceList.get(oldRookPosition).setChessPieceColor("0");//设置上一次位置的棋子颜色
                chessPieceList.get(newRookPosition).setChessPieceColor(rookColor);

                chessPieceList.get(oldRookPosition).setPawnFlage(0);//设置上一次位置的标记为0
                chessPieceList.get(newRookPosition).setPawnFlage(1);//设置本次位置的标记为1,证明车移动过了
                return true;
            }
        } else if (mKing.shortTranslocation() && chessPieceList.get(oldPosition).getPawnFlage() == 0 && chessPieceList.get(63).getPawnFlage() == 0) {//短易位且王没有移动过
            if (this.shortTranslocation()) {
                pawnOrRookOrKing(oldPosition, position);

                int oldRookPosition = 8 * startY + startX + 3;
                int newRookPosition = 8 * startY + startX + 1;

                int rookDrawable = chessPieceList.get(oldRookPosition).getDrawable();//原来车的图片
                chessPieceList.get(oldRookPosition).setDrawable(22);//原来车的图片为空
                chessPieceList.get(newRookPosition).setDrawable(rookDrawable);//车的图片设置到本次newRookPosition上

                int rookFlage = chessPieceList.get(oldRookPosition).getFlage();//上一次位置的标记
                chessPieceList.get(newRookPosition).setFlage(rookFlage);
                chessPieceList.get(oldRookPosition).setFlage(0);//设置上一次位置的标记为0

                String rookColor = chessPieceList.get(oldRookPosition).getChessPieceColor();//上一次位置的棋子颜色
                chessPieceList.get(oldRookPosition).setChessPieceColor("0");//设置上一次位置的棋子颜色
                chessPieceList.get(newRookPosition).setChessPieceColor(rookColor);

                chessPieceList.get(oldRookPosition).setPawnFlage(0);//设置上一次位置的标记为0
                chessPieceList.get(newRookPosition).setPawnFlage(1);//设置本次位置的标记为1,证明车移动过了
                return true;
            }
        }
    }
    return false;
}

那么在符合了规则的前提下又要进一步的判断(比如车走的时候前面是否有棋子之类,没有了这个限制,车就变成了中国象棋里的炮了)

//纵横方向有无子的判断
private boolean verticallyAndHorizontally() {
    //竖直方向
    if (startX == endX) {
        if (endY > startY) {
            Toast.makeText(ChessActivity.this, "上至下", Toast.LENGTH_SHORT).show();
            if (startY + 1 == endY) {
                verticallyAndHorizontally = true;
            }
            for (int i = startY + 1; i < endY; i++) {
                int positionMiddle = 8 * i + endX;
                if (!"0".equals(chessPieceList.get(positionMiddle).getChessPieceColor())) {//有棋子
                    Toast.makeText(ChessActivity.this, "上至下,此路不通" + " " + chessPieceList.get(positionMiddle).getChessPieceColor(), Toast.LENGTH_SHORT).show();
                    verticallyAndHorizontally = false;
                    break;
                } else {
                    verticallyAndHorizontally = true;
                }
            }
        } else if (endY < startY) {
            Toast.makeText(ChessActivity.this, "下至上", Toast.LENGTH_SHORT).show();
            if (endY + 1 == startY) {
                verticallyAndHorizontally = true;
            }
            for (int i = endY + 1; i < startY; i++) {
                int positionMiddle = 8 * i + endX;
                if (!"0".equals(chessPieceList.get(positionMiddle).getChessPieceColor())) {//有棋子
                    Toast.makeText(ChessActivity.this, "下至上,此路不通" + " " + chessPieceList.get(positionMiddle).getChessPieceColor(), Toast.LENGTH_SHORT).show();
                    verticallyAndHorizontally = false;
                    break;
                } else {
                    verticallyAndHorizontally = true;
                }
            }
        }
    } else if (startY == endY) {//水平方向
        if (endX > startX) {
            if (startX + 1 == endX) {
                verticallyAndHorizontally = true;
            }
            Toast.makeText(ChessActivity.this, "左至右", Toast.LENGTH_SHORT).show();
            for (int i = startX + 1; i < endX; i++) {
                int positionMiddle = 8 * endY + i;
                if (!"0".equals(chessPieceList.get(positionMiddle).getChessPieceColor())) {//有棋子
                    Toast.makeText(ChessActivity.this, "左至右,此路不通" + " " + chessPieceList.get(positionMiddle).getChessPieceColor(), Toast.LENGTH_SHORT).show();
                    verticallyAndHorizontally = false;
                    break;
                } else {
                    verticallyAndHorizontally = true;
                }
            }
        } else if (endX < startX) {
            if (endX + 1 == startX) {
                verticallyAndHorizontally = true;
            }
            Toast.makeText(ChessActivity.this, "右至左", Toast.LENGTH_SHORT).show();
            for (int i = endX + 1; i < startX; i++) {
                int positionMiddle = 8 * endY + i;
                if (!"0".equals(chessPieceList.get(positionMiddle).getChessPieceColor())) {//有棋子
                    Toast.makeText(ChessActivity.this, "右至左,此路不通" + " " + chessPieceList.get(positionMiddle).getChessPieceColor(), Toast.LENGTH_SHORT).show();
                    verticallyAndHorizontally = false;
                    break;
                } else {
                    verticallyAndHorizontally = true;
                }
            }
        }
    }
    return verticallyAndHorizontally;
}

依次类推还有象的,王后的和车王易位(长易位和短易位)

这里就不一一贴出了。。。


另外我们在吃对方棋子或者是走棋的时候都将它看作时吃子的过程(这里提炼出个方法,分别引用,减少代码量,看着更简洁些)

//兵、车、王
private void pawnOrRookOrKing(int oldPosition, int position) {
    int drawable = chessPieceList.get(oldPosition).getDrawable();//上一次位置的图片
    chessPieceList.get(oldPosition).setDrawable(22);//设置上一次位置图片为空
    chessPieceList.get(position).setDrawable(drawable);//将上次位置的图片设置到本次position上

    int flage = chessPieceList.get(oldPosition).getFlage();//上一次位置的标记
    chessPieceList.get(oldPosition).setFlage(0);//设置上一次位置的标记为0
    chessPieceList.get(position).setFlage(flage);

    String chessPieceColor = chessPieceList.get(oldPosition).getChessPieceColor();//上一次位置的棋子颜色
    chessPieceList.get(oldPosition).setChessPieceColor("0");//设置上一次位置的棋子颜色
    chessPieceList.get(position).setChessPieceColor(chessPieceColor);

    chessPieceList.get(oldPosition).setPawnFlage(0);//设置上一次位置的兵标记为0
    chessPieceList.get(position).setPawnFlage(1);//设置本次位置的兵标记为1,证明兵移动过了
}


//马、象、王后
private void knightOrbishopOrqueen(int oldPosition, int position) {
    int drawable = chessPieceList.get(oldPosition).getDrawable();//上一次位置的图片
    chessPieceList.get(oldPosition).setDrawable(22);//设置上一次位置图片为空
    chessPieceList.get(position).setDrawable(drawable);//将上次位置的图片设置到本次position上

    int flage = chessPieceList.get(oldPosition).getFlage();//上一次位置的标记
    chessPieceList.get(oldPosition).setFlage(0);//设置上一次位置的标记为0
    chessPieceList.get(position).setFlage(flage);

    String chessPieceColor = chessPieceList.get(oldPosition).getChessPieceColor();//上一次位置的棋子颜色
    chessPieceList.get(oldPosition).setChessPieceColor("0");//设置上一次位置的棋子颜色
    chessPieceList.get(position).setChessPieceColor(chessPieceColor);

    chessPieceList.get(oldPosition).setPawnFlage(0);//设置上一次位置的兵标记为0
    chessPieceList.get(position).setPawnFlage(1);//设置本次位置的兵标记为1,证明兵移动过了
}

最后,既然是国际象棋就要有输有赢并且黑白之间交替走

//黑白棋交替并判断输赢
if ("1".equals(chessPieceList.get(oldPosition).getChessPieceColor())) {//黑棋
    if (blackFlage == 0 && beforehand == 0 || whiteFlage == 1 && blackFlage == 1 || blackFlage == 1 && whiteFlage == 0 && beforehand > 0) {//白棋没走完
        Toast.makeText(ChessActivity.this, "轮到白棋了...", Toast.LENGTH_SHORT).show();
        blackFlage = 2;
    } else {//判断输赢
        if (chessPieceList.get(position).getFlage() == 10) {
            piece = "黑棋";
            yesOrNoDialog = new YesOrNoDialog(ChessActivity.this, "提示", piece + "获胜," + "再来一局!");
            yesOrNoDialog.show();
            dialog();
            return;
        } else {
            if (luozi(position)) {
                blackPawm(oldPosition, position);
                blackFlage = 2;
                whiteFlage = 0;
            } else {
                blackFlage = 1;
            }
        }
    }
} else if ("2".equals(chessPieceList.get(oldPosition).getChessPieceColor())) {//白棋
    if (whiteFlage == 1 && blackFlage == 1 || whiteFlage == 1 && blackFlage == 0 && beforehand > 0) {//黑棋没走完
        Toast.makeText(ChessActivity.this, "轮到黑棋了...", Toast.LENGTH_SHORT).show();
        whiteFlage = 2;
    } else {//判断输赢
        if (chessPieceList.get(position).getFlage() == 5) {
            piece = "白棋";
            yesOrNoDialog = new YesOrNoDialog(ChessActivity.this, "提示", piece + "获胜," + "再来一局!");
            yesOrNoDialog.show();
            dialog();
            return;
        } else {
            if (luozi(position)) {
                whitePawn(oldPosition, position);
                beforehand++;
                whiteFlage = 2;
                blackFlage = 0;
            } else {
                whiteFlage = 1;
            }
        }
    }
}

这里我做了三个变量,分别是beforehand,whiteFlage,blackFlage,意义分别是让执白棋的先行,和黑白棋的两个标识,判断条件是我Debug一遍测试加理论实验出来的,有些绕口,一时也说不清,希望能看懂。

最后胜利的时候会提示一个自定义的Dialog。

以上就是对于国际象棋简单的总结,有兴趣的小伙伴可以下载下源码看看,我还是个新手,如果有问题希望能提出,大家一起进步,请多多指教=.=

转载请说明出处:

源码http://download.csdn.net/download/qq_38179135/10105988


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