象棋,很多人多接触过,学者写了一个,大神可以指点一下~直接上代码:
贴出主要代码,想要Demo的点击下载:中国象棋Demo
package wyf.ytl;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.media.MediaPlayer;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
/**
* 该类是整个程序最主要的类,是主游戏的界面
* 该界面继承自SurfaceView并实现了SurfaceHolder.Callback接口
* 其中包含了一个刷帧的线程类
*
*/
public class GameView extends SurfaceView implements SurfaceHolder.Callback{
private TutorialThread thread;//刷帧的线程
TimeThread timeThread ;
ChessActivity activity;//声明Activity的引用
Bitmap qiPan;//棋盘
Bitmap qizibackground;//棋子的背景图片
Bitmap win;//胜利的图片
Bitmap lost;//失败的图片
Bitmap ok;//确定按钮
Bitmap vs;//黑方红方VS的图片
Bitmap right;//向右的指针
Bitmap left;//向左的指针
Bitmap current;//“当前”文字
Bitmap exit2;//退出按钮图片
Bitmap sound2;//声音按钮图片
Bitmap sound3;//当前是否播放了声音
Bitmap time;//冒号
Bitmap redtime;//红色冒号
Bitmap background;//背景图片
MediaPlayer go;//下棋声音
Paint paint;//画笔
boolean caiPan = true;//是否为玩家走棋
boolean focus = false;//当前是否有选中的棋子
int selectqizi = 0; //当然选中的棋子
int startI, startJ;//记录当前棋子的开始位置
int endI, endJ;//记录当前棋子的目标位置
Bitmap[] heiZi = new Bitmap[7];//黑子的图片数组
Bitmap[] hongZi = new Bitmap[7];//红子的图片数组
Bitmap[] number = new Bitmap[10];//数字的图片数组,用于显示时间
Bitmap[] redNumber = new Bitmap[10];//红色数字的图片,用于显示时间
GuiZe guiZe;//规则类
int status = 0;//游戏状态。0游戏中,1胜利, 2失败
int heiTime = 0;//黑方总共思考时间
int hongTime = 0;//红方总共思考时间
int[][] qizi = new int[][]{//棋盘
{2,3,6,5,1,5,6,3,2},
{0,0,0,0,0,0,0,0,0},
{0,4,0,0,0,0,0,4,0},
{7,0,7,0,7,0,7,0,7},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{14,0,14,0,14,0,14,0,14},
{0,11,0,0,0,0,0,11,0},
{0,0,0,0,0,0,0,0,0},
{9,10,13,12,8,12,13,10,9},
};
public GameView(Context context,ChessActivity activity) {//构造器
super(context);
this.activity = activity;//得到Activity的引用
getHolder().addCallback(this);
go = MediaPlayer.create(this.getContext(), R.raw.go);//加载下棋的声音
this.thread = new TutorialThread(getHolder(), this);//初始化刷帧线程
this.timeThread = new TimeThread(this);//初始化思考时间的线程
init();//初始化所需资源
guiZe = new GuiZe();//初始化规则类
}
public void init(){//初始化方法
paint = new Paint();//初始化画笔
qiPan = BitmapFactory.decodeResource(getResources(), R.drawable.qipan);//棋盘图片
qizibackground = BitmapFactory.decodeResource(getResources(), R.drawable.qizi);//棋子的背景
win = BitmapFactory.decodeResource(getResources(), R.drawable.win);//胜利的图片
lost = BitmapFactory.decodeResource(getResources(), R.drawable.lost);//失败的图片
ok = BitmapFactory.decodeResource(getResources(), R.drawable.ok);//确定按钮图片
vs = BitmapFactory.decodeResource(getResources(), R.drawable.vs);//vs字样的图片
right = BitmapFactory.decodeResource(getResources(), R.drawable.right);//向右的指针
left = BitmapFactory.decodeResource(getResources(), R.drawable.left);//向左的指针
current = BitmapFactory.decodeResource(getResources(), R.drawable.current);//文字“当前”
exit2 = BitmapFactory.decodeResource(getResources(), R.drawable.exit2);//退出按钮图片
sound2 = BitmapFactory.decodeResource(getResources(), R.drawable.sound2);//声音按钮图片
time = BitmapFactory.decodeResource(getResources(), R.drawable.time);//黑色冒号
redtime = BitmapFactory.decodeResource(getResources(), R.drawable.redtime);//红色冒号
sound3 = BitmapFactory.decodeResource(getResources(), R.drawable.sound3);
heiZi[0] = BitmapFactory.decodeResource(getResources(), R.drawable.heishuai);//黑帅
heiZi[1] = BitmapFactory.decodeResource(getResources(), R.drawable.heiju);//黑车
heiZi[2] = BitmapFactory.decodeResource(getResources(), R.drawable.heima);//黑马
heiZi[3] = BitmapFactory.decodeResource(getResources(), R.drawable.heipao);//黑炮
heiZi[4] = BitmapFactory.decodeResource(getResources(), R.drawable.heishi);//黑士
heiZi[5] = BitmapFactory.decodeResource(getResources(), R.drawable.heixiang);//黑象
heiZi[6] = BitmapFactory.decodeResource(getResources(), R.drawable.heibing);//黑兵
hongZi[0] = BitmapFactory.decodeResource(getResources(), R.drawable.hongjiang);//红将
hongZi[1] = BitmapFactory.decodeResource(getResources(), R.drawable.hongju);//红车
hongZi[2] = BitmapFactory.decodeResource(getResources(), R.drawable.hongma);//红马
hongZi[3] = BitmapFactory.decodeResource(getResources(), R.drawable.hongpao);//红砲
hongZi[4] = BitmapFactory.decodeResource(getResources(), R.drawable.hongshi);//红仕
hongZi[5] = BitmapFactory.decodeResource(getResources(), R.drawable.hongxiang);//红相
hongZi[6] = BitmapFactory.decodeResource(getResources(), R.drawable.hongzu);//红卒
number[0] = BitmapFactory.decodeResource(getResources(), R.drawable.number0);//黑色数字0
number[1] = BitmapFactory.decodeResource(getResources(), R.drawable.number1);//黑色数字1
number[2] = BitmapFactory.decodeResource(getResources(), R.drawable.number2);//黑色数字2
number[3] = BitmapFactory.decodeResource(getResources(), R.drawable.number3);//黑色数字3
number[4] = BitmapFactory.decodeResource(getResources(), R.drawable.number4);//黑色数字4
number[5] = BitmapFactory.decodeResource(getResources(), R.drawable.number5);//黑色数字5
number[6] = BitmapFactory.decodeResource(getResources(), R.drawable.number6);//黑色数字6
number[7] = BitmapFactory.decodeResource(getResources(), R.drawable.number7);//黑色数字7
number[8] = BitmapFactory.decodeResource(getResources(), R.drawable.number8);//黑色数字8
number[9] = BitmapFactory.decodeResource(getResources(), R.drawable.number9);//黑色数字9
redNumber[0] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber0);//红色数字0
redNumber[1] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber1);//红色数字1
redNumber[2] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber2);//红色数字2
redNumber[3] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber3);//红色数字3
redNumber[4] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber4);//红色数字4
redNumber[5] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber5);//红色数字5
redNumber[6] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber6);//红色数字6
redNumber[7] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber7);//红色数字7
redNumber[8] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber8);//红色数字8
redNumber[9] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber9);//红色数字9
background = BitmapFactory.decodeResource(getResources(), R.drawable.bacnground);
}
/**
* 该方法是自己定义的并非重写的
* 该方法是死的,只根据数据绘制屏幕
*/
public void onDraw(Canvas canvas){//自己写的绘制方法
canvas.drawColor(Color.WHITE);
canvas.drawBitmap(background, 0,0, null);//清背景
canvas.drawBitmap(qiPan, 10, 10, null);//绘制棋盘
for(int i=0; i<qizi.length; i++){
for(int j=0; j<qizi[i].length; j++){//绘制棋子
if(qizi[i][j] != 0){
canvas.drawBitmap(qizibackground, 9+j*34, 10+i*35, null);//绘制棋子的背景
if(qizi[i][j] == 1){//为黑帅时
canvas.drawBitmap(heiZi[0], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 2){//为黑车时
canvas.drawBitmap(heiZi[1], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 3){//为黑马时
canvas.drawBitmap(heiZi[2], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 4){//为黑炮时
canvas.drawBitmap(heiZi[3], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 5){//为黑士时
canvas.drawBitmap(heiZi[4], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 6){//为黑象时
canvas.drawBitmap(heiZi[5], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 7){//为黑兵时
canvas.drawBitmap(heiZi[6], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 8){//为红将时
canvas.drawBitmap(hongZi[0], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 9){//为红车时
canvas.drawBitmap(hongZi[1], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 10){//为红马时
canvas.drawBitmap(hongZi[2], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 11){//为红砲时
canvas.drawBitmap(hongZi[3], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 12){//为红仕时
canvas.drawBitmap(hongZi[4], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 13){//为红相时
canvas.drawBitmap(hongZi[5], 12+j*34, 13+i*35, paint);
}
else if(qizi[i][j] == 14){//为红卒时
canvas.drawBitmap(hongZi[6], 12+j*34, 13+i*35, paint);
}
}
}
}
canvas.drawBitmap(vs, 10, 360, paint);//绘制VS背景图
//绘制黑方的时间
canvas.drawBitmap(time, 81, 411, paint);//绘制冒号
int temp = this.heiTime/60;//换算时间
String timeStr = temp+"";//转换成字符串
if(timeStr.length()<2){//当不足两位时前面填0
timeStr = "0" + timeStr;
}
for(int i=0;i<2;i++){//循环绘制时间
int tempScore=timeStr.charAt(i)-'0';
canvas.drawBitmap(number[tempScore], 65+i*7, 412, paint);
}
//画分钟
temp = this.heiTime%60;
timeStr = temp+"";//转换成字符串
if(timeStr.length()<2){
timeStr = "0" + timeStr;//当长度小于2时在前面添加一个0
}
for(int i=0;i<2;i++){//循环
int tempScore=timeStr.charAt(i)-'0';
canvas.drawBitmap(number[tempScore], 85+i*7, 412, paint);//绘制
}
//开始绘制红方时间
canvas.drawBitmap(this.redtime, 262, 410, paint);//红方的冒号
int temp2 = this.hongTime/60;//换算时间
String timeStr2 = temp2+"";//转换成字符串
if(timeStr2.length()<2){//当不足两位时前面填0
timeStr2 = "0" + timeStr2;
}
for(int i=0;i<2;i++){//循环绘制时间
int tempScore=timeStr2.charAt(i)-'0';
canvas.drawBitmap(redNumber[tempScore], 247+i*7, 411, paint);//绘制
}
//画分钟
temp2 = this.hongTime%60;//求出当前的秒数
timeStr2 = temp2+"";//转换成字符串
if(timeStr2.length()<2){//不足两位时前面用0补
timeStr2 = "0" + timeStr2;
}
for(int i=0;i<2;i++){//循环绘制
int tempScore=timeStr2.charAt(i)-'0';
canvas.drawBitmap(redNumber[tempScore], 267+i*7, 411, paint);//绘制时间数字
}
if(caiPan == true){//当该玩家走棋时,即红方走棋
canvas.drawBitmap(right, 155, 420, paint);//绘制向右的指针
}
else{//黑方走棋,即电脑走棋时
canvas.drawBitmap(left, 120, 420, paint);//绘制向左的指针
}
canvas.drawBitmap(current, 138, 445, paint);//绘制当前文字
canvas.drawBitmap(sound2, 10, 440, paint);//绘制声音
if(activity.isSound){//如果正在播放声音
canvas.drawBitmap(sound3, 80, 452, paint);//绘制
}
canvas.drawBitmap(exit2, 250, 440, paint);//绘制退出按钮
if(status == 1){//当胜利时
canvas.drawBitmap(win, 85, 150, paint);//绘制胜利图片
canvas.drawBitmap(ok, 113, 240, paint);
}
if(status == 2){//失败后
canvas.drawBitmap(lost, 85, 150, paint);//绘制失败界面
canvas.drawBitmap(ok, 113, 236, paint);
}
}
/**
* 该方法是游戏主要逻辑接口
* 接受玩家输入
* 根据点击的位置和当前的游戏状态做出相应的处理
* 而当需要切换View时,通过给Activity发送Handler消息来处理
* 注意的是只取屏幕被按下的事件
*/
@Override
public boolean onTouchEvent(MotionEvent event) {//重写的屏幕监听
if(event.getAction() == MotionEvent.ACTION_DOWN){//只取鼠标按下的事件
if(event.getX()>10&&event.getX()<10+sound2.getWidth()
&& event.getY()>440 && event.getY()<440+sound2.getHeight()){//按下了声音按钮
activity.isSound = !activity.isSound;//声音取反
if(activity.isSound){//当需要放声音时
if(activity.gamesound != null){//gamesound不为空时
if(!activity.gamesound.isPlaying()){//当前没有音乐时
activity.gamesound.start();//播放音乐
}
}
}
else{
if(activity.gamesound != null){//gamesound不为空时
if(activity.gamesound.isPlaying()){//当前有音乐时
activity.gamesound.pause();//停止音乐
}
}
}
}//end 按下了声音按钮
if(event.getX()>250&&event.getX()<250+exit2.getWidth()
&& event.getY()>440 && event.getY()<440+exit2.getHeight()){//按下了退出按钮
activity.myHandler.sendEmptyMessage(1);//发送消息,切换到MenuView
}
if(status == 1){//胜利后
if(event.getX()>135&&event.getX()<190
&& event.getY()>249 && event.getY()<269){//点击了确定按钮
activity.myHandler.sendEmptyMessage(1);//发送消息,切换到MenuView
}
}
else if(status == 2){//失败后
if(event.getX()>135&&event.getX()<190
&& event.getY()>245 && event.getY()<265){//点击了确定按钮
activity.myHandler.sendEmptyMessage(1);//发送消息,切换到MenuView
}
}
/**
* 游戏过程中的逻辑处理
* 当点击棋盘时,先判断当前是否为玩家走棋,
* 然后再判断当然玩家是否已经有选中的棋子,如果没有则选中
* 如果之前有选中的棋子,再判断点击的位置是空地、对方棋子还是自己的棋子
* 是空地判断是否可走
* 是对方棋子同样判断是否可以走,能走自然吃子
* 是自己的棋子则选中该棋子
*/
else if(status == 0){//游戏中时
if(event.getX()>10&&event.getX()<310
&& event.getY()>10 && event.getY()<360){//点击的位置在棋盘内时
if(caiPan == true){//如果是该玩家走棋
int i = -1, j = -1;
int[] pos = getPos(event);//根据坐标换算成所在的行和列
i = pos[0];
j = pos[1];
if(focus == false){//之前没有选中的棋子
if(qizi[i][j] != 0){//点击的位置有棋子
if(qizi[i][j] > 7){//点击的是自己的棋子。即下面的黑色棋子
selectqizi = qizi[i][j];//将该棋子设为选中的棋子
focus = true;//标记当前有选中的棋子
startI = i;
startJ = j;
}
}
}
else{//之前选中过棋子
if(qizi[i][j] != 0){//点击的位置有棋子
if(qizi[i][j] > 7){//如果是自己的棋子.
selectqizi = qizi[i][j];//将该棋子设为选中的棋子
startI = i;
startJ = j;
}
else{//如果是对方的棋子
endI = i;
endJ = j;//保存该点
boolean canMove = guiZe.canMove(qizi, startI, startJ, endI, endJ);
if(canMove){//如果可以移动过去
caiPan = false;//不让玩家走了
if(qizi[endI][endJ] == 1 || qizi[endI][endJ] == 8){//如果是“帅”或“将”
this.success();//胜利了
}
else{
if(activity.isSound){
go.start();//播放下棋声音
}
qizi[endI][endJ] = qizi[startI][startJ];//移动棋子
qizi[startI][startJ] = 0;//将原来处设空
startI = -1;
startJ = -1;
endI = -1;
endJ = -1;//还原保存点
focus = false;//标记当前没有选中棋子
ChessMove cm = guiZe.searchAGoodMove(qizi);//根据当前局势查询一个最好的走法
if(activity.isSound){
go.start();//播放下棋声音
}
qizi[cm.toX][cm.toY] = qizi[cm.fromX][cm.fromY];//移动棋子
qizi[cm.fromX][cm.fromY] = 0;
caiPan = true;//恢复玩家响应
}
}
}
}//end点击的位置有棋子
else{//如果点击的位置没有棋子
endI = i;
endJ = j;
boolean canMove = guiZe.canMove(qizi, startI, startJ, endI, endJ);//查看是否可走
if(canMove){//如果可以移动
caiPan = false;//不让玩家走了
if(activity.isSound){
go.start();//播放下棋声音
}
qizi[endI][endJ] = qizi[startI][startJ];//移动棋子
qizi[startI][startJ] = 0;//将原来处置空
startI = -1;
startJ = -1;
endI = -1;
endJ = -1;//还原保存点
focus = false;//标志位设false
ChessMove cm = guiZe.searchAGoodMove(qizi);//得到一步走法
if(qizi[cm.toX][cm.toY] == 8){//电脑吃了您的将
status = 2;//切换游戏状态为失败
}
if(activity.isSound){//需要播放声音时
go.start();//播放下棋声音
}
qizi[cm.toX][cm.toY] = qizi[cm.fromX][cm.fromY];//移动棋子
qizi[cm.fromX][cm.fromY] = 0;
caiPan = true;//恢复玩家响应
}
}
}//end 之前选中过棋子
}
}//end点击的位置在棋盘内时
}//end游戏中时
}
return super.onTouchEvent(event);
}
public int[] getPos(MotionEvent e){//将坐标换算成数组的维数
int[] pos = new int[2];
double x = e.getX();//得到点击位置的x坐标
double y = e.getY();//得到点击位置的y坐标
if(x>10 && y>10 && x<10+qiPan.getWidth() && y<10+qiPan.getHeight()){//点击的是棋盘时
pos[0] = Math.round((float)((y-21)/36));//取得所在的行
pos[1] = Math.round((float)((x-21)/35));//取得所在的列
}
else{//点击的位置不是棋盘时
pos[0] = -1;//将位置设为不可用
pos[1] = -1;
}
return pos;//将坐标数组返回
}
public void success(){//胜利了
status = 1;//切换到胜利状态
}
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
public void surfaceCreated(SurfaceHolder holder) {//重写的
this.thread.setFlag(true);
this.thread.start();//启动刷帧线程
timeThread.setFlag(true);
timeThread.start();//启动思考时间的线程
}
public void surfaceDestroyed(SurfaceHolder holder) {//view被释放时调用的
boolean retry = true;
thread.setFlag(false);//停止刷帧线程
timeThread.setFlag(false);//停止思考时间线程
while (retry) {
try {
thread.join();
timeThread.join();//等待线程结束
retry = false;//设置循环标志位为false
}
catch (InterruptedException e) {//不断地循环,直到等待的线程结束
}
}
}
class TutorialThread extends Thread{//刷帧线程
private int span = 300;//睡眠的毫秒数
private SurfaceHolder surfaceHolder;//SurfaceHolder的引用
private GameView gameView;//gameView的引用
private boolean flag = false;//循环标志位
public TutorialThread(SurfaceHolder surfaceHolder, GameView gameView) {//构造器
this.surfaceHolder = surfaceHolder;//得到SurfaceHolder引用
this.gameView = gameView;//得到GameView的引用
}
public void setFlag(boolean flag) {//设置循环标记
this.flag = flag;
}
public void run() {//重写的方法
Canvas c;//画布
while (this.flag) {//循环绘制
c = null;
try {
c = this.surfaceHolder.lockCanvas(null);
synchronized (this.surfaceHolder) {
gameView.onDraw(c);//调用绘制方法
}
} finally {//用finally保证下面代码一定被执行
if (c != null) {
//更新屏幕显示内容
this.surfaceHolder.unlockCanvasAndPost(c);
}
}
try{
Thread.sleep(span);//睡眠span毫秒
}catch(Exception e){//不会异常信息
e.printStackTrace();//打印异常堆栈信息
}
}
}
}
}