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
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)