Android--中国象棋

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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0number[1] = BitmapFactory.decodeResource(getResources(), R.drawable.number1);//黑色数字1number[2] = BitmapFactory.decodeResource(getResources(), R.drawable.number2);//黑色数字2number[3] = BitmapFactory.decodeResource(getResources(), R.drawable.number3);//黑色数字3number[4] = BitmapFactory.decodeResource(getResources(), R.drawable.number4);//黑色数字4number[5] = BitmapFactory.decodeResource(getResources(), R.drawable.number5);//黑色数字5number[6] = BitmapFactory.decodeResource(getResources(), R.drawable.number6);//黑色数字6number[7] = BitmapFactory.decodeResource(getResources(), R.drawable.number7);//黑色数字7number[8] = BitmapFactory.decodeResource(getResources(), R.drawable.number8);//黑色数字8number[9] = BitmapFactory.decodeResource(getResources(), R.drawable.number9);//黑色数字9redNumber[0] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber0);//红色数字0redNumber[1] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber1);//红色数字1redNumber[2] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber2);//红色数字2redNumber[3] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber3);//红色数字3redNumber[4] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber4);//红色数字4redNumber[5] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber5);//红色数字5redNumber[6] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber6);//红色数字6redNumber[7] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber7);//红色数字7redNumber[8] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber8);//红色数字8redNumber[9] = BitmapFactory.decodeResource(getResources(), R.drawable.rednumber9);//红色数字9background = 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0timeStr = "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0timeStr2 = "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 */@Overridepublic 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falseChessMove 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                }            }}}}


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