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 } } } } }
以上就是本文的全部内容,好好玩吧,希望对大家的学习也有帮助。