在這裡判斷輸贏主要就是判斷有沒有在橫向、縱向、左斜向、右斜向四個方向有五個同一種顏色的棋子連在一起,判斷的思路就是掃描二維數組,看在著這個方向上有沒有連續的同一個顏色的棋子,如果判斷到某一方勝利的話,應該禁止再繼續下棋,此時應鎖掉螢幕,讓程式對觸摸事件不響應。
//判斷棋子的輸贏private boolean checkWin(int chessFlag){for(int i=0;i<GRID_NUM;i++){for(int j=0;j<GRID_NUM;j++){//判斷縱向if(i+4<GRID_NUM && chess[i][j] == chessFlag && chess[i+1][j] == chessFlag && chess[i+2][j] == chessFlag && chess[i+3][j] == chessFlag && chess[i+4][j] == chessFlag )return true;
//判斷橫向if(j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i][j+1] == chessFlag && chess[i][j+2] == chessFlag && chess[i][j+3] == chessFlag && chess[i][j+4] == chessFlag)return true;
//判斷左斜向if(i+4<GRID_NUM && j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i+1][j+1] == chessFlag && chess[i+2][j+2] == chessFlag && chess[i+3][j+3] == chessFlag && chess[i+4][j+4] == chessFlag)return true;
//判斷右斜向if(i-4>0 && j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i-1][j+1] == chessFlag && chess[i-2][j+2] == chessFlag && chess[i-3][j+3] == chessFlag && chess[i-4][j+4] == chessFlag)return true;}}return false;}//判斷旗下滿了的情況,即出現平局的情況private boolean checkFull(){for(int i=0;i<GRID_NUM;i++){for(int j=0;j<GRID_NUM;j++){if(chess[i][j] == 0)return false;}}return true;}
然後可以設定一個標誌,用來判斷下載正在下棋還是已經贏了的情況,如果是贏了的話,每次在觸控螢幕幕的時候就不需要再重繪了,節省資源,盡量不要在繪圖中做判斷,只用屏蔽invalidate()函數就可以了。
下面把完整的代碼貼上來:
public class GameView extends View {//螢幕的寬和高private int screenWidth = 0;private int screenHeight = 0;//畫棋盤的起始位置private int startX = 0;private int startY = 0;//棋盤中每個格子的高和寬private int GRID_WIDTH = 40;private int GRID_NUM = 12;//要畫的棋盤中的線數private Paint paint = null;//表示棋子的二維數組,其中數組中的每一個元素代表棋盤上的一個點private int[][] chess = new int[GRID_NUM][GRID_NUM];private int CHESS_BLACK = 1;//表示棋子的顏色,1代表黑色,2代表白色,0達標沒有棋子private int CHESS_WHITE = 2;private int chess_flag = 0;//用於記錄上一次下的棋子的顏色,1為黑色,2為白色,0是剛開始下棋,上一次沒下棋子private boolean winFlag = false;//判斷輸贏的標誌 public GameView(Context context) {super(context);this.setFocusable(true);//擷取焦點,以感知觸屏事件paint = new Paint();//執行個體化一個畫筆paint.setAntiAlias(true);//設定畫筆去鋸齒,沒有此語句,畫的線或圖片周圍不圓滑}@Overrideprotected void onDraw(Canvas canvas) {//重寫View中的該方法,該方法主要承擔繪圖的工作,每重新整理一次,就調用一次該方法super.onDraw(canvas);screenWidth = this.getWidth();screenHeight = this.getHeight();startX = (screenWidth - GRID_WIDTH*(GRID_NUM-1))/2;startY = (screenHeight -GRID_WIDTH*(GRID_NUM-1))/2;System.out.println(".screenWidth.."+screenWidth+"...startX.."+startX);canvas.drawColor(0xffffd700);//把螢幕的底色繪成黃色,此處不僅僅是起把螢幕繪成這種顏色的作用,還有刷屏的作用,對以前繪製的進行清除paint.setColor(0xff458b00);//此處是把畫筆變成綠色,是繪製的棋盤變成綠色for(int i=0;i<GRID_NUM;i++){//畫橫線canvas.drawLine(startX, startY+i*GRID_WIDTH,startX+(GRID_NUM-1)*GRID_WIDTH , startY+i*GRID_WIDTH, paint);//畫縱線canvas.drawLine(startX+i*GRID_WIDTH, startY,startX+i*GRID_WIDTH , startY+(GRID_NUM-1)*GRID_WIDTH, paint);}//繪製棋子for(int i=0;i<GRID_NUM;i++){for(int j=0;j<GRID_NUM;j++){//定義繪製輸贏文字的位置int textX = screenWidth/2-50;int textY = screenHeight - 60;if(chess[i][j] == CHESS_BLACK){paint.setColor(0xff000000);//黑色畫筆,畫黑棋canvas.drawCircle(startX+i*GRID_WIDTH,startY+j*GRID_WIDTH , 15, paint);if(checkWin(CHESS_BLACK)){paint.setColor(0xffCD00CD);//繪製文字是畫筆的顏色paint.setTextSize(16);//設定繪出的字型的大小canvas.drawText("黑方勝,白方跪!", textX, textY, paint);winFlag = true;}}if(chess[i][j] == CHESS_WHITE){paint.setColor(0xffffffff);//白色畫筆,畫白棋canvas.drawCircle(startX+i*GRID_WIDTH,startY+j*GRID_WIDTH , 15, paint);if(checkWin(CHESS_WHITE)){paint.setColor(0xffCD00CD);paint.setTextSize(16);canvas.drawText("白方勝,黑方跪!", textX, textY, paint);winFlag = true;}}}}}//重寫View的監聽觸摸事件的方法@Overridepublic boolean onTouchEvent(MotionEvent event) {float touchX = event.getX();float touchY = event.getY();if(touchX < startX || touchX>startX+(GRID_NUM-1)*GRID_WIDTH || touchY < startY || touchY>startY+(GRID_NUM-1)*GRID_WIDTH){//點擊到棋盤以外的位置System.out.println("......哥們點跑偏了,呵呵");}else{//根據點擊的位置,從而獲知在棋盤上的哪個位置,即是數組的腳標int index_x = Math.round((touchX-startX)/GRID_WIDTH);int index_y = Math.round((touchY-startY)/GRID_WIDTH);System.out.println("..."+index_x+"..."+index_y);System.out.println("...startX"+startX+"...touchX"+touchX);if(chess_flag == 0){//此句表示在最開始下棋的時候每次都是黑棋先下chess[index_x][index_y] = CHESS_BLACK;chess_flag = CHESS_BLACK;}else if( chess_flag == CHESS_BLACK && chess[index_x][index_y] == 0){chess[index_x][index_y] = CHESS_WHITE;chess_flag = CHESS_WHITE;}else if(chess_flag == CHESS_WHITE && chess[index_x][index_y] == 0){chess[index_x][index_y] = CHESS_BLACK;chess_flag = CHESS_BLACK;}}if(!winFlag || checkFull())//沒有平棋或贏的時候開始重新整理{invalidate();//點擊完成後,通知重繪即再次執行onDraw方法}return super.onTouchEvent(event);}//判斷棋子的輸贏private boolean checkWin(int chessFlag){for(int i=0;i<GRID_NUM;i++){for(int j=0;j<GRID_NUM;j++){if(i+4<GRID_NUM && chess[i][j] == chessFlag && chess[i+1][j] == chessFlag && chess[i+2][j] == chessFlag && chess[i+3][j] == chessFlag && chess[i+4][j] == chessFlag )return true;if(j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i][j+1] == chessFlag && chess[i][j+2] == chessFlag && chess[i][j+3] == chessFlag && chess[i][j+4] == chessFlag)return true;if(i+4<GRID_NUM && j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i+1][j+1] == chessFlag && chess[i+2][j+2] == chessFlag && chess[i+3][j+3] == chessFlag && chess[i+4][j+4] == chessFlag)return true;if(i-4>0 && j+4<GRID_NUM && chess[i][j] == chessFlag && chess[i-1][j+1] == chessFlag && chess[i-2][j+2] == chessFlag && chess[i-3][j+3] == chessFlag && chess[i-4][j+4] == chessFlag)return true;}}return false;}//判斷旗下滿了的情況,即出現平局的情況private boolean checkFull(){for(int i=0;i<GRID_NUM;i++){for(int j=0;j<GRID_NUM;j++){if(chess[i][j] == 0)return false;}}return true;}}
下面看看每種情況贏的樣子: