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
- }
- }
- }
- }
- }
转载:http://blog.csdn.net/chaoyu168/article/details/51426882