在这里判断输赢主要就是判断有没有在横向、纵向、左斜向、右斜向四个方向有五个同一种颜色的棋子连在一起,判断的思路就是扫描二维数组,看在着这个方向上有没有连续的同一个颜色的棋子,如果判断到某一方胜利的话,应该禁止再继续下棋,此时应锁掉屏幕,让程序对触摸事件不响应。
//判断棋子的输赢
private boolean checkWin(int chessFlag)
{
for(int i=0;i<GRID_NUM;i++)
{
for(int j=0;j<GRID_NUM;j++)
{//判断纵向
if(i+4<GRID_NUM && chess[i][j] == chessFlag && chess[i+1][j] == chessFlag && chess[i+2][j] == chessFlag && chess[i+3][j] == chessFlag && chess[i+4][j] == chessFlag )
return true;
//判断横向
if(j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i][j+1] == chessFlag && chess[i][j+2] == chessFlag && chess[i][j+3] == chessFlag && chess[i][j+4] == chessFlag)
return true;
//判断左斜向
if(i+4<GRID_NUM && j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i+1][j+1] == chessFlag && chess[i+2][j+2] == chessFlag && chess[i+3][j+3] == chessFlag && chess[i+4][j+4] == chessFlag)
return true;
//判断右斜向
if(i-4>0 && j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i-1][j+1] == chessFlag && chess[i-2][j+2] == chessFlag && chess[i-3][j+3] == chessFlag && chess[i-4][j+4] == chessFlag)
return true;
}
}
return false;
}
//判断旗下满了的情况,即出现平局的情况
private boolean checkFull()
{
for(int i=0;i<GRID_NUM;i++)
{
for(int j=0;j<GRID_NUM;j++)
{
if(chess[i][j] == 0)
return false;
}
}
return true;
}
然后可以设置一个标志,用来判断下载正在下棋还是已经赢了的情况,如果是赢了的话,每次在触摸屏幕的时候就不需要再重绘了,节省资源,尽量不要在绘图中做判断,只用屏蔽invalidate()函数就可以了。
下面把完整的代码贴上来:
public class GameView extends View {
//屏幕的宽和高
private int screenWidth = 0;
private int screenHeight = 0;
//画棋盘的起始位置
private int startX = 0;
private int startY = 0;
//棋盘中每个格子的高和宽
private int GRID_WIDTH = 40;
private int GRID_NUM = 12;//要画的棋盘中的线数
private Paint paint = null;
//表示棋子的二维数组,其中数组中的每一个元素代表棋盘上的一个点
private int[][] chess = new int[GRID_NUM][GRID_NUM];
private int CHESS_BLACK = 1;//表示棋子的颜色,1代表黑色,2代表白色,0达标没有棋子
private int CHESS_WHITE = 2;
private int chess_flag = 0;//用于记录上一次下的棋子的颜色,1为黑色,2为白色,0是刚开始下棋,上一次没下棋子
private boolean winFlag = false;//判断输赢的标志
public GameView(Context context) {
super(context);
this.setFocusable(true);//获取焦点,以感知触屏事件
paint = new Paint();//实例化一个画笔
paint.setAntiAlias(true);//设置画笔去锯齿,没有此语句,画的线或图片周围不圆滑
}
@Override
protected void onDraw(Canvas canvas) {//重写View中的该方法,该方法主要承担绘图的工作,每刷新一次,就调用一次该方法
super.onDraw(canvas);
screenWidth = this.getWidth();
screenHeight = this.getHeight();
startX = (screenWidth - GRID_WIDTH*(GRID_NUM-1))/2;
startY = (screenHeight -GRID_WIDTH*(GRID_NUM-1))/2;
System.out.println(".screenWidth.."+screenWidth+"...startX.."+startX);
canvas.drawColor(0xffffd700);//把屏幕的底色绘成黄色,此处不仅仅是起把屏幕绘成这种颜色的作用,还有刷屏的作用,对以前绘制的进行清除
paint.setColor(0xff458b00);//此处是把画笔变成绿色,是绘制的棋盘变成绿色
for(int i=0;i<GRID_NUM;i++)
{
//画横线
canvas.drawLine(startX, startY+i*GRID_WIDTH,startX+(GRID_NUM-1)*GRID_WIDTH , startY+i*GRID_WIDTH, paint);
//画纵线
canvas.drawLine(startX+i*GRID_WIDTH, startY,startX+i*GRID_WIDTH , startY+(GRID_NUM-1)*GRID_WIDTH, paint);
}
//绘制棋子
for(int i=0;i<GRID_NUM;i++)
{
for(int j=0;j<GRID_NUM;j++)
{
//定义绘制输赢文字的位置
int textX = screenWidth/2-50;
int textY = screenHeight - 60;
if(chess[i][j] == CHESS_BLACK)
{
paint.setColor(0xff000000);//黑色画笔,画黑棋
canvas.drawCircle(startX+i*GRID_WIDTH,startY+j*GRID_WIDTH , 15, paint);
if(checkWin(CHESS_BLACK))
{
paint.setColor(0xffCD00CD);//绘制文字是画笔的颜色
paint.setTextSize(16);//设置绘出的字体的大小
canvas.drawText("黑方胜,白方跪!", textX, textY, paint);
winFlag = true;
}
}
if(chess[i][j] == CHESS_WHITE)
{
paint.setColor(0xffffffff);//白色画笔,画白棋
canvas.drawCircle(startX+i*GRID_WIDTH,startY+j*GRID_WIDTH , 15, paint);
if(checkWin(CHESS_WHITE))
{
paint.setColor(0xffCD00CD);
paint.setTextSize(16);
canvas.drawText("白方胜,黑方跪!", textX, textY, paint);
winFlag = true;
}
}
}
}
}
//重写View的监听触摸事件的方法
@Override
public boolean onTouchEvent(MotionEvent event) {
float touchX = event.getX();
float touchY = event.getY();
if(touchX < startX || touchX>startX+(GRID_NUM-1)*GRID_WIDTH || touchY < startY || touchY>startY+(GRID_NUM-1)*GRID_WIDTH)
{//点击到棋盘以外的位置
System.out.println("......哥们点跑偏了,呵呵");
}
else
{
//根据点击的位置,从而获知在棋盘上的哪个位置,即是数组的脚标
int index_x = Math.round((touchX-startX)/GRID_WIDTH);
int index_y = Math.round((touchY-startY)/GRID_WIDTH);
System.out.println("..."+index_x+"..."+index_y);
System.out.println("...startX"+startX+"...touchX"+touchX);
if(chess_flag == 0)
{//此句表示在最开始下棋的时候每次都是黑棋先下
chess[index_x][index_y] = CHESS_BLACK;
chess_flag = CHESS_BLACK;
}else if( chess_flag == CHESS_BLACK && chess[index_x][index_y] == 0)
{
chess[index_x][index_y] = CHESS_WHITE;
chess_flag = CHESS_WHITE;
}else if(chess_flag == CHESS_WHITE && chess[index_x][index_y] == 0)
{
chess[index_x][index_y] = CHESS_BLACK;
chess_flag = CHESS_BLACK;
}
}
if(!winFlag || checkFull())//没有平棋或赢的时候开始刷新
{
invalidate();//点击完成后,通知重绘即再次执行onDraw方法
}
return super.onTouchEvent(event);
}
//判断棋子的输赢
private boolean checkWin(int chessFlag)
{
for(int i=0;i<GRID_NUM;i++)
{
for(int j=0;j<GRID_NUM;j++)
{
if(i+4<GRID_NUM && chess[i][j] == chessFlag && chess[i+1][j] == chessFlag && chess[i+2][j] == chessFlag && chess[i+3][j] == chessFlag && chess[i+4][j] == chessFlag )
return true;
if(j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i][j+1] == chessFlag && chess[i][j+2] == chessFlag && chess[i][j+3] == chessFlag && chess[i][j+4] == chessFlag)
return true;
if(i+4<GRID_NUM && j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i+1][j+1] == chessFlag && chess[i+2][j+2] == chessFlag && chess[i+3][j+3] == chessFlag && chess[i+4][j+4] == chessFlag)
return true;
if(i-4>0 && j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i-1][j+1] == chessFlag && chess[i-2][j+2] == chessFlag && chess[i-3][j+3] == chessFlag && chess[i-4][j+4] == chessFlag)
return true;
}
}
return false;
}
//判断旗下满了的情况,即出现平局的情况
private boolean checkFull()
{
for(int i=0;i<GRID_NUM;i++)
{
for(int j=0;j<GRID_NUM;j++)
{
if(chess[i][j] == 0)
return false;
}
}
return true;
}
}
下面看看每种情况赢的样子: