安卓做的棋类游戏


前言

安卓制作棋类游戏,小时候和发小在地上画棋盘,有树叶或者树枝做棋子。

一、直接上图

主页面
单人
双人

二、游戏主要代码

1.界面绘制代码

双人界面绘制,主要代码代码如下(示例):

private void redraw() {
        Canvas mCanvas = surfaceHolder.lockCanvas();
        if(steps>3){
            steps=3;
        }
        //背景
        background.setBounds(0,0,(int)WIDTH,(int)HEIGHT);
        background.draw(mCanvas);
        //蓝方认输按钮
        btn_blue_fail.setBounds((int) blue_fail_minX, (int) blue_fail_minY,
                (int)blue_fail_maxX,(int) blue_fail_maxY);
        btn_blue_fail.draw(mCanvas);
        //红方认输按钮
        btn_red_fail.setBounds((int)red_fail_minX,(int)red_fail_minY,
                (int)red_fail_maxX,(int)red_fail_maxY);
        btn_red_fail.draw(mCanvas);

        Paint paint=new Paint();
        paint.setColor(Color.BLACK);
        paint.setStrokeWidth(3);

        for(int i=0;i<ROW;i++){
            for(int j=0;j<COL;j++){
                //横线
                mCanvas.drawLine(DistanceLeft,j*Spacing+DistanceTop,length+DistanceLeft,j*Spacing+DistanceTop,paint);
                //竖线
                mCanvas.drawLine(i*Spacing+DistanceLeft,DistanceTop,i*Spacing+DistanceLeft,DistanceTop+length,paint);
                Paint paint1=new Paint();
                paint1.setTextSize(55f);
                if(play==0){
                    paint1.setARGB(240,188,43,63);
                    mCanvas.drawText("红方"+steps+"步",DistanceLeft+Spacing*3/2,DistanceTop+length+Spacing,paint1);
                    mCanvas.drawCircle(DistanceLeft+Spacing,DistanceTop+length+Spacing,50,paint1);
                    if(RewardSteps!=0){
                        mCanvas.drawText("红方奖励"+RewardSteps+"步",DistanceLeft+Spacing*3/2,DistanceTop+length+Spacing*3/2,paint1);
                    }
                }else if(play==1){
                    paint1.setARGB(240,0,150,136);
                    xSteps=(int) (DistanceLeft+length-Spacing*23/8);
                    ySteps=(int) (DistanceTop-Spacing*2/3);
                    switch (steps){
                        case 1:
                            blue_1.setBounds( xSteps,ySteps, (int) (xSteps+Spacing),ySteps+55);
                            blue_1.draw(mCanvas);
                            break;
                        case 2:
                            blue_2.setBounds( xSteps,ySteps, (int) (xSteps+Spacing),ySteps+55);
                            blue_2.draw(mCanvas);
                            break;
                        case 3:
                            blue_3.setBounds( xSteps,ySteps, (int) (xSteps+Spacing),ySteps+55);
                            blue_3.draw(mCanvas);
                            break;
                    }
                    mCanvas.drawCircle(DistanceLeft+length-Spacing,DistanceTop-Spacing,50,paint1);
                    if(RewardSteps!=0){
                        xSteps=  (int)(DistanceLeft+length-Spacing*23/8);
                        ySteps= (int)(DistanceTop-Spacing);
                        switch (RewardSteps){
                            case 1:
                                add_blue_1.setBounds(xSteps,ySteps, (int) (xSteps+Spacing*5/4),ySteps+55);
                                add_blue_1.draw(mCanvas);
                                break;
                            case 2:
                                add_blue_2.setBounds(xSteps,ySteps, (int) (xSteps+3*Spacing/2),ySteps+55);
                                add_blue_2.draw(mCanvas);
                                break;
                            case 3:
                                add_blue_3.setBounds(xSteps,ySteps, (int) (xSteps+3*Spacing/2),ySteps+55);
                                add_blue_3.draw(mCanvas);
                                break;
                        }
                    }
                }

            }
        }
        int size=touchXYList.size();
        if(size>0) {
            for(int i=0;i<size;i++){
                int k=i;
                if(k+1==size){
                    mCanvas =drawPiece.draw(mCanvas,startPoint,Spacing,touchXYList.get(i),1);
                }else {
                    mCanvas =drawPiece.draw(mCanvas,startPoint,Spacing,touchXYList.get(i),-1);
                }

            }
        }
        if (mCanvas != null){
            //释放canvas对象并提交画布
            surfaceHolder.unlockCanvasAndPost(mCanvas);
        }
    }

2.游戏触摸事件代码

点击坐标处理处代码如下(示例):

private Point getFormat(float x,float y) {
        float tempX = -1;
        float tempY = -1;
        if(x> minX&&x<maxX &&y>minY &&y<maxY) {
            for (float X : XList) {
                if (x >= X - ValidClickAreaLength && x < X + ValidClickAreaLength) {
                    tempX = X;
                }
            }
            for (float Y : YList) {
                if (y >= Y - ValidClickAreaLength && y < Y + ValidClickAreaLength) {
                    tempY = Y;
                }
            }
        }
        return new Point(tempX,tempY);
    }

代码浅显易懂,就不具体说明了

双人游戏点击事件处理 代码如下(示例):

 public boolean onTouch(View v, MotionEvent event) {
        float x=event.getX();
        float y=event.getY();
        if(event.getAction()==MotionEvent.ACTION_DOWN){
            mSoundPool.start(0);
            return true;
        }
        if (event.getAction()==MotionEvent.ACTION_UP){
            if(x> minX&&x<maxX &&y>minY &&y<maxY){
                Point tempPoint = getFormat(x, y);
                if(tempPoint.x!=-1&&tempPoint.y!=-1){
                    Point newpoint= new Point((tempPoint.x-startPoint.x)/Spacing,(tempPoint.y-startPoint.y)/Spacing);
                    TouchXY touchXY = new TouchXY(newpoint, play);
                    if(!TouchList.Contains(touchXYList,newpoint)){
                        touchXYList.add(touchXY);
                        steps--;
                        //初始化奖励步数
                        RewardSteps=0;
                        //判断是否符合加步数条件

                        ConditionalJudgment cj=new ConditionalJudgment(newpoint,touchXYList,play,0);
                        if(cj.getSteps()>0){
                            steps+=cj.getSteps();
                            mSoundPool.start(1);
                        }
                        RewardSteps=cj.getSteps();
                        play= changePiece.getChange(steps,play);
                        if(steps==0){
                            steps=1;
                        }
                        int WINCODE=JudgmentWin.JudgmentWin(touchXYList);
                        if(WINCODE> WINSTATUS.NO_END){
                            mDialog mDialog=new mDialog(context,WINCODE);
                            mDialog.DialogShow();
                           initGame();
                        }
                        new Thread(this::run).start();

                    }else{
                        Toast.makeText(context,"这个地方已经由棋子了",Toast.LENGTH_SHORT).show();
                    }

                }else {
                    Toast.makeText(context,"棋子要下在交点上",Toast.LENGTH_SHORT).show();
                }

            }else {
                if(x>=red_fail_minX&&x<=red_fail_maxX && y>=red_fail_minY && y<=red_fail_maxY){
                    mDialog mDialog=new mDialog(context,WINSTATUS.BLUE_WIN);
                    mDialog.DialogShow();
                    initGame();
                    new Thread(this::run).start();
                }else if(x>blue_fail_minX && x<=blue_fail_maxX && y>=blue_fail_minY && y<=blue_fail_maxY) {
                    mDialog mDialog = new mDialog(context, WINSTATUS.RED_WIN);
                    mDialog.DialogShow();
                    initGame();
                    new Thread(this::run).start();
                }else {
                    Toast.makeText(context,"请点击棋盘内",Toast.LENGTH_SHORT).show();
                }

            }
        }
        return true;
    }

最后

制作棋类游戏最难的就是Ai算法,让电脑厉害一点点,完整源码[gitee地址]。第一次写这个,没有过多介绍代码思路,主要是因为,源码一看就能懂,写的比较简单。(https://gitee.com/liuyixuan51122/Game_DaFangDaXie.git)

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