Android under SDL2 implementation Gobang game _android

Source: Internet
Author: User
Tags goto sprintf

This article introduces an example of Android with SDL2 to achieve a simple gobang game, to share with you for your reference, the specific contents are as follows

1. five.c

FIVE.C//SDL2 Gobang//gcc-mwindows-o Five five.c fivedata.c Fivedata.h-lsdl2-lsdl2main-lsdl2_image-lsdl2_ttf #define _DEBUG_ #include <stdio.h> #include <string.h> #include <SDL2/SDL.h> #include <sdl2/sdl_ image.h> #include <SDL2/SDL_ttf.h> #include "fivedata.c"//resource file char szbackgroundfile[] = "Resource/background  . jpg ";  Checkerboard Background Map file char szblackfile[] = "resource/blackpiece.jpg";  Black piece diagram file (background color: white) char szwhitefile[] = "resource/whitepiece.jpg"; White piece diagram file (background color: white) char szfontfile[] = "Resource/droidsansfallback.ttf";
Font file//string constant char sztitle[] = "Gobang";
Char szblack[] = "Black side";
Char szwhite[] = "White square";
Char szgametips[] = "%d hand, turn to%s drop";
 
Char szgameover[] = "%s win this Council, please press to continue";
_bool OnKeyUp (int x, int y, int nspacing);
void Drawboard (sdl_renderer *prenderer, int nspacing, Sdl_color *pcolor);
void Drawpieces (sdl_renderer *prenderer, int nspacing, sdl_texture *pblacktexture, sdl_texture *pWhiteTexture); void Printstring (Sdl_Renderer *prenderer, int nspacing, char *szstring, Ttf_font *pfont, Sdl_color *pcolor);
void Fillcircle (Sdl_renderer *prenderer, int x, int y, int r, Sdl_color *pcolor);
Sdl_texture *getimagetexture (sdl_renderer *prenderer, Char *szfile, _bool btransparent, Sdl_color *pBackGroundColor);
 
Sdl_texture *getstringtexture (sdl_renderer *prenderer, Ttf_font *pfont, Char *szstring, Sdl_color *pColor);  #undef main int main (int argc, char **argv) {int nwindowwidth, nwindowheight;            Screen size int nspacing; Checkerboard Line distance Sdl_window *pwindow = NULL; main window Sdl_renderer *prenderer = NULL; Main Window renderer sdl_texture *pbacktexture = NULL; Checkerboard Background Map texture sdl_texture *pblacktexture = NULL; Black piece map Texture sdl_texture *pwhitetexture = NULL; White pieces Figure texture ttf_font *pfont = NULL;         Prompt text font sdl_event Event;           Event _bool BRun = 1;
 
  Keep waiting for event control loop to identify Char szstring[256]; Initialize if (Sdl_init (sdl_init_everything) ==-1 | | Img_init (img_init_jpg) ==-1 | | Ttf_init () ==-1) {#ifdEF _debug_ fprintf (stderr, "%s", Sdl_geterror ());
  #endif return 1; //Create the main window and its renderer if (sdl_createwindowandrenderer (0, 0, Sdl_window_fullscreen, &pwindow, &prenderer) ==-1) {#if
def _debug_ fprintf (stderr, "%s", Sdl_geterror ());
  #endif goto Label_error;
  } sdl_setwindowtitle (Pwindow, szTitle);
  Sdl_getwindowsize (Pwindow, &nwindowwidth, &nwindowheight);
 
  nspacing = Sdl_min (nwindowwidth, Nwindowheight)/(max_lines+2); Load picture file if (null== (pbacktexture = Getimagetexture (prenderer, szbackgroundfile, 0, NULL)) | | null== (pblacktexture = Getimagetexture (Prenderer, Szblackfile, 1, NULL)) | | null== (pwhitetexture = Getimagetexture (Prenderer, Szwhitefile, 1, NULL)) {#ifdef _debug_ fprintf (stderr, "%s", SDL
_geterror ());
  #endif goto Label_error; ///Load Font file if (NULL = Pfont = Ttf_openfont (Szfontfile, 20))//This 20 is the font size {#ifdef _debug_ fprintf (stderr, "
%s ", Sdl_geterror ());
  #endif goto Label_error; }//HeavyPlace chess data, wait for event five_resetdata (); while (BRun && sdl_waitevent (&event)) {switch (event.type) {case Sdl_fingerup://Touch Bounce I F (g_iwho!= NONE) {if OnKeyUp (Event.tfinger.x*nwindowwidth, Event.tfinger.y*nwindowheight, nspacing) && Amp
      Five_isfive ()) g_iwho = NONE;
      else Five_resetdata (); There is no break;
      Fall down redraw the window case sdl_windowevent://Windows message needs redrawing window sdl_renderclear (prenderer);
      Sdl_rendercopyex (prenderer, pbacktexture, NULL, NULL, 0, NULL, sdl_flip_none);
      Drawboard (Prenderer, nspacing, NULL);
      Drawpieces (Prenderer, nspacing, Pblacktexture, pwhitetexture);
      if (g_iwho = NONE) sprintf (szstring, Szgameover, g_nhands%2==1? szblack:szwhite);
      else sprintf (szstring, Szgametips, g_nhands+1, g_iwho==black? szblack:szwhite);
      Printstring (Prenderer, nspacing, szstring, Pfont, NULL);
      Sdl_renderpresent (Prenderer);
 
    Break Case Sdl_quiT:brun = 0;
 
    Break
    Default:break;
  } label_error://scavenging if (pbacktexture!= NULL) sdl_destroytexture (pbacktexture);
  if (pblacktexture!= NULL) sdl_destroytexture (pblacktexture);
  if (pwhitetexture!= NULL) sdl_destroytexture (pwhitetexture);
  if (Pfont!= NULL) Ttf_closefont (Pfont);
  Ttf_quit ();
  Img_quit ();
  Sdl_quit ();
return 0; //Response drop key//Parameters: (x,y) = clicked window coordinates, nspacing = Checkerboard Line distance _bool OnKeyUp (int x, int y, int nspacing) {//Calculate the placement board coordinates int m = (
  x-0.5*nspacing)/nspacing;
  int n = (y-0.5*nspacing)/nspacing; Processing effective placement if (m>=0 && m<max_lines && n>=0 && n<max_lines && g_iboard[m][n]==n
    One) {five_addpiece (M, N, g_iwho);
  return 1;
return 0; ///Draw chessboard//Parameters: Prenderer = renderer, nspacing = Checkerboard line, Pcolor = Color (default black) void Drawboard (Sdl_renderer *prenderer, int nspacing, S
  Dl_color *pcolor) {Sdl_color C;
 
  int r, x, Y, Z;
  if (Pcolor = = NULL) C.R = C.G = c.b = 0; else C = *pcolor;
  Chessboard Line Sdl_setrenderdrawcolor (Prenderer, C.R, C.G, C.B, Sdl_alpha_opaque); for (int i = 1; I <= max_lines i++) {sdl_renderdrawline (Prenderer, nspacing, i*nspacing, max_lines*nspacing, I*n
    Spacing);
  Sdl_renderdrawline (Prenderer, i*nspacing, nspacing, i*nspacing, max_lines*nspacing);        }//Star bit r = nspacing*0.2;         Star radius x = nspacing*4;  Fourth line y = nspacing* (max_lines+1)/2;   Midline z = nspacing* (max_lines-3);
  The penultimate fourth line fillcircle (Prenderer, x, X, R, &c);
  Fillcircle (Prenderer, y, X, R, &c);
  Fillcircle (Prenderer, z, x, R, &c);
  Fillcircle (Prenderer, x, Y, R, &c);
  Fillcircle (Prenderer, y, y, R, &c);
  Fillcircle (Prenderer, z, y, R, &c);
  Fillcircle (Prenderer, X, Z, R, &c);
  Fillcircle (Prenderer, Y, Z, R, &c);
Fillcircle (Prenderer, Z, Z, R, &c); ///Draw pieces//parameters: Prenderer = renderer, nspacing = Checkerboard line, pblacktexture = sunspot texture, pwhitetexture = white sub texture void drawpieces (Sdl_renderer *p Renderer, int nspacing, Sdl_texture *pblacktexture, sdl_texture *pwhitetexture) {int r = 0.4*nspacing;//Pawn radius sdl_rect rt = {0, 0, 2*r, 2*r
 
  };
 
  if (g_nhands <= 0) return;
      for (int i=0; i<max_lines; i++) {for (int j=0; j<max_lines; J + +) {rt.x = (i+1) *nspacing-r;
      Rt.y = (j+1) *nspacing-r;
      if (g_iboard[i][j] = black) Sdl_rendercopyex (prenderer, pblacktexture, NULL, &AMP;RT, 0, NULL, sdl_flip_none); else if (g_iboard[i][j] = = white) Sdl_rendercopyex (prenderer, pwhitetexture, NULL, &AMP;RT, 0, NULL, sdl_flip_n
    one); }}//Prompt text//parameter: szstring = text content, Pfont = font, Pcolor = text color (default black) void Printstring (Sdl_renderer *prenderer, int Nspac
  ING, char *szstring, Ttf_font *pfont, Sdl_color *pcolor) {sdl_texture *ptexttexture;
 
  Sdl_rect RT;
  Rt.x = nspacing;
  Rt.y = nspacing* (max_lines+1);   RT.W = Nspacing*strlen (szstring)/4;
 
  This 4 is concerned with the font size rt.h = nspacing; if (ptexttexture = Getstringtexture (Prenderer, Pfont, szstring, PcoloR)!= null) {Sdl_rendercopyex (prenderer, ptexttexture, NULL, &AMP;RT, 0, NULL, sdl_flip_none);
  Sdl_destroytexture (ptexttexture); //Get picture file texture//Parameters: Szfile = picture filename, btransparent = transparent processing, Pbackgroundcolor = background color (default white)//return value: Texture pointer sdl_texture *getimag Etexture (Sdl_renderer *prenderer, Char *szfile, _bool btransparent, Sdl_color *pbackgroundcolor) {SDL_Texture *pTexture
  ;
  Sdl_surface *psurface;
 
  int R, G, B;
  if ((Psurface = Img_load (szfile)) = = null) return null;
    if (btransparent) {if (Pbackgroundcolor = = NULL) {r = G = b = 255;
      else {r = pbackgroundcolor->r;
      g = pbackgroundcolor->g;
    b = pbackgroundcolor->b;
  Sdl_setcolorkey (psurface, 1, Sdl_maprgb (Psurface->format, R, G, b));
 
  } ptexture = Sdl_createtexturefromsurface (Prenderer, psurface);
  Sdl_freesurface (psurface);
return ptexture; //Get string texture//Parameters: Szstring = string content, Pfont = font, Pcolor = text color (default black)//return value: Texture pointer sdl_texture *getstrIngtexture (Sdl_renderer *prenderer, Ttf_font *pfont, Char *szstring, Sdl_color *pcolor) {sdl_texture *pTexture;
  Sdl_surface *psurface;
 
  Sdl_color C;
  if (Pcolor = = NULL) C.R = C.G = c.b = 0;
 
  else C = *pcolor;
  if ((Psurface = ttf_renderutf8_blended (Pfont, szstring, c)) = = null) return null;
 
  Ptexture = Sdl_createtexturefromsurface (Prenderer, psurface);
  Sdl_freesurface (psurface);
return ptexture; ///Draw Circle (SDL2 does not draw a circle function, first use rectangular box instead of bar)//parameter: Prenderer = renderer, (x,y) = center coordinates, r = radius, Pcolor = fill color void fillcircle (Sdl_renderer *pre
 
  nderer, int x, int y, int r, Sdl_color *pcolor) {Sdl_rect RT = {x-r, y-r, 2*r, 2*r};
  Sdl_setrenderdrawcolor (Prenderer, Pcolor->r, Pcolor->g, Pcolor->b, Sdl_alpha_opaque);
Sdl_renderfillrect (Prenderer, &AMP;RT); }

2.fivedata.c     

FIVEDATA.C//Gobang: Data processing module #include "FiveData.h"//public variable int g_nhands;  Total number of hands int g_nlastcrossing;  100*x+y, (x,y) for the last hand of the coordinate enum En_color g_iwho;  Turn to which side drop: 0 drop state, 1 black square, 2 white square int g_iboard[max_lines][max_lines]; Chessboard intersection data: 0 No son, 1 sunspots, 2 white son//judge whether the last hand of the five-child alignment//return value: 1 = form Five sub-alignments, 0 = not formed five-child alignment _bool five_isfive (void) {int I, J, Ncou
 
  NT, x, y;
  if (g_nlastcrossing < 0) return 0;
  x = g_nlastcrossing/100;
 
  y = g_nlastcrossing%100;
  Horizontal line count ncount = 1;   i = x-1;
    Left while (i>=0 && g_iboard[x][y]==g_iboard[i][y]) {ncount++;
  i--;   } i = x + 1;
    Right while (I<max_lines && g_iboard[x][y]==g_iboard[i][y]) {ncount++;
  i++;
 
  } if (ncount >= 5) return 1;
  Vertical bar count ncount = 1;   j = y-1;
    On while (j>=0 && g_iboard[x][y]==g_iboard[x][j]) {ncount++;
  j--;   } j = y + 1;
    The next while (J<max_lines && g_iboard[x][y]==g_iboard[x][j]) {ncount++;
  j + +; }
  if (ncount >= 5) return 1;
  Left slash count ncount = 1;   i = x-1;
  Top Left j = y-1;
    while (i>=0 && j>=0 && g_iboard[x][y]==g_iboard[i][j]) {ncount++;
    i--;
  j--;   } i = x + 1;
  lower Right J = y + 1;
    while (I<max_lines && j<max_lines && g_iboard[x][y]==g_iboard[i][j]) {ncount++;
    i++;
  j + +;
 
  } if (ncount >= 5) return 1;
  Right slash count ncount = 1;   i = x + 1;
  Top Right J = y-1;
    while (I<max_lines && j>=0 && g_iboard[x][y]==g_iboard[i][j]) {ncount++;
    i++;
  j--;   } i = X-1;
  lower Left J = y + 1;
    while (i>=0 && j<max_lines && g_iboard[x][y]==g_iboard[i][j]) {ncount++;
    i--;
  j + +;
 
  } if (ncount >= 5) return 1;
return 0;
      //Reset game data void Five_resetdata (void) {for (int i=0; i<max_lines; i++) for (int j=0; j<max_lines; j + +)
  G_IBOARD[I][J] = NONE;
  g_nhands = 0;
  g_nlastcrossing =-1; G_iwho = black;
  //Record a drop Data//parameter: x,y = Pawn coordinates, c = pawn color void five_addpiece (int x, int y, enum En_color c) {g_iboard[x][y] = C;
  g_nhands++;
  g_nlastcrossing = 100*x + y; g_iwho = (g_iwho = black?)
White:black);
 }

3.fivedata.h

FiveData.h
 
//Gobang: Data Processing Module external interface
 
#ifndef _five_data_h
#define _FIVE_DATA_H
 
 
enum En_color  //Pawn Color
{
  none = 0,//    No Child black
  ,     //Sunspot
  white      //Bai Zi
};
 
Chess
#define Max_lines    //Checkerboard line number
extern int g_nhands;      Total hand number
extern int g_nlastcrossing;  100*x+y, (x,y) for the last hand coordinates
extern enum En_color g_iwho;  Turn to which side drop: 0 drop state, 1 black, 2 white
extern int g_iboard[max_lines][max_lines];//Chessboard intersection data: 0 No Child, 1 sunspots, 2 white
 
 
//Judge whether the last hand chess is formed Five sub-alignment
//return value: 1 = form five children, 0 = not formed five children alignment
extern _bool five_isfive (void);
 
Resets the on
-data extern void five_resetdata (void);
 
Record a drop data
//parameter: x,y = Pawn coordinates, c = pawn color
extern void five_addpiece (int x, int y, enum en_color c);
 
 
#endif

The above is the entire content of this article, I hope to help you learn.

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