刚看到flex做的东西的时候,一下子很怀念当年用applet编程的日子,applet真的算是互联网的美好时光之一,可惜在主流浏览器的绞杀下 最终烟消云散,过了10年,adobe又把这东西拾起来做成了flex,而我,在羡慕adobe flash 98%的用户装机量的同时,也不得不选择了用flex来开发一些自己的应用,能信任silverlight吗,连微软都要风传收购adobe的时候?你能 信任javafx吗,他自己历时10年都掌握不了主流的互联网浏览器,很意外oracle为什么不把firefox一起收购了。这样,。。这样。
Hello,wolrd是所有程序员的开始,五子棋游戏应该也算是所有联机游戏开发的开始吧,我今天用这个游戏来练练手,了解一下flex的主要功能,换肤技术等,力求用最真实的开发过程来展示开发中的问题与思考。
1) 巧妇难为无米之炊,先画一个棋盘吧,,我斩时希望这个棋盘基本素质是,横,竖 一些线条,另外,在每个线杀的交叉点上有一个默认的棋子。额外的素质是,1,棋盘的线条多少是可变的,2)棋子的点击半径是可变的。棋子的颜色是可变的。
好了。画棋盘。。
1) 五子棋棋盘
//棋子直径
private var radios:int=22;
//边间隔
private var padding:int=20;
//线条的多少,代表了五子棋的难度
private var totalsize:int=15;
//棋子的数组
private var boardArray:Array;
//默认的颜色,与背景色同,
private const DEFAULT_COLOR:SolidColor=new SolidColor(0xeeeeee,0);
//黑棋
private const BLACK_COLOR:SolidColor=new SolidColor(0x000000,1);
//白棋
private const WHITE_COLOR:SolidColor=new SolidColor(0xffffff,1);
//玩家一
private const PLAYER_RONE_TURN:int=0;
//玩家二
private const PLAYER_TWO_TURN:int=1;
//当前玩家
private var turn:int;
//y 轴的线条
for (var i:int=0;i<=totalsize;i++)
{
var line:Line=new Line();
line.xFrom=0+padding;
line.xTo=board.width-padding;
line.y=i*(board.height-2*padding)/totalsize+padding;
line.stroke=new SolidColorStroke(0x000000,1,1,false);
board.addElement(line);
}
//x 轴的线条
for (var j:int=0;j<=totalsize;j++)
{
var line2:Line=new Line();
line2.yFrom=0+padding;
line2.yTo=board.height-padding;
line2.x=j*(board.width-2*padding)/totalsize+padding;
line2.stroke=new SolidColorStroke(0x000000,1,1,false);
board.addElement(line2);
}
//默认的棋子,
for (var x:int=0;x<=totalsize;x++)
{
for (var y:int=0;y<=totalsize;y++)
{
var ellipse:Ellipse=new Ellipse();
ellipse.width=radios;
ellipse.height=radios;
ellipse.x=x*(board.width-2*padding)/totalsize-radios/2+padding;
ellipse.y=y*(board.height-2*padding)/totalsize-radios/2+padding;
ellipse.fill=DEFAULT_COLOR;
board.addElement(ellipse);
boardArray[x][y]=ellipse;
}
}
棋盘的mxml文件中
画出来的效果如图
2 五子棋事件
现在已经有锅了,开始上米,给棋盘添加点击事件,逻辑就是当用户点中上面的黑色的圆框时,我们就让这个圆框根据用户的角色变颜色。形成自己的棋子。点击后就将游戏当前玩家交给另一方。将上面那个棋盘的测试黑棋换成背景色就可以开始了。
protected function boardClick(event:MouseEvent):void{
var posx:int=event.localX;
var posy:int=event.localY;
var clickEllipse:Ellipse;
for (var x:int=0;x<=totalsize;x++)
{
for (var y:int=0;y<=totalsize;y++)
{
var ellipse:Ellipse=boardArray[x][y] as Ellipse;
if (posx>=ellipse.x && posx<=(ellipse.x+radios)&&posy>=ellipse.y &&posy<=(ellipse.y+radios))
{
clickEllipse=ellipse;
break;
}
}
}
if (clickEllipse==null) return;
if (clickEllipse.fill!=DEFAULT_COLOR) return;
if (turn==PLAYER_RONE_TURN)
{
clickEllipse.fill=BLACK_COLOR;
turn=PLAYER_TWO_TURN;
}
else
{
clickEllipse.fill=WHITE_COLOR;
turn=PLAYER_RONE_TURN;
}
}
效果如图。
3)五子棋胜负判断
现在,你如果跟你朋友下这个棋盘的话,把子填满也是分出胜负的,我们得加上一些判断胜负的条件,对于一个联机游戏,不涉及人工智能是比较简单的,当用户投子后我们只要判断用户的横,竖,斜4个方向是否有五个子连成一条线,有的话就表示用户胜利了。
在click事件的后部加上
if (isWinner())
{
mx.controls.Alert.show("玩家"+turn+"记得比赛");
initBoard();
}
然 后专心做isWinner()函数。我们可以通过暴力的方式获得当前ellipse的坐标值,但显然,代码就不容易让人理解,为了把视图与逻辑进行分离, 我们需要引入另一个数组来定位用户下的棋的一个点,这个点包括四个值,x丝标,y坐标,棋子所属的玩家,还有一个圆。就命名为Qizhi吧。
public class Qizhi
{
public var x:int;
public var y:int;
public var turn:int;
public var ellipse:Ellipse;
public function Qizhi(x:int,y:int,turn:int,ellipse:Ellipse)
{
this.x=x;
this.y=y;
this.turn=turn;
this.ellipse=ellipse;
}
}
click后的函数的第一次重构
protected function boardClick(event:MouseEvent):void{
var posx:int=event.localX;
var posy:int=event.localY;
var clickQizhi:Qizhi;
for (var x:int=0;x<=totalsize;x++)
{
for (var y:int=0;y<=totalsize;y++)
{
var qizhi:Qizhi=boardArray[x][y] as Qizhi;
var ellipse:Ellipse=qizhi.ellipse as Ellipse;
if (posx>=ellipse.x && posx<=(ellipse.x+radios)&&posy>=ellipse.y &&posy<=(ellipse.y+radios))
{
clickQizhi=qizhi;
break;
}
}
}
if (clickQizhi==null) return;
var clickEllipse:Ellipse=clickQizhi.ellipse as Ellipse;
if (clickQizhi.turn!=PLAYER_NONE) return;
if (turn==PLAYER_ONE_TURN)
{
clickQizhi.turn=PLAYER_ONE_TURN;
clickEllipse.fill=BLACK_COLOR;
}
else
{
clickQizhi.turn=PLAYER_TWO_TURN;
clickEllipse.fill=WHITE_COLOR;
}
if (isWinner(clickQizhi))
{
mx.controls.Alert.show("玩家 "+turn+" 赢得比赛","恭喜你!");
if (winArray.length>0)
{
for each(var item:Qizhi in winArray)
{
item.ellipse.fill=RED_COLOR;
}
}
board.removeEventListener(MouseEvent.CLICK,boardClick);
btnstart.enabled=true;
btnlose.enabled=false;
return;
}
if (turn==PLAYER_ONE_TURN)
{
turn=PLAYER_TWO_TURN;
}
else
{
turn=PLAYER_ONE_TURN;
}
}
判断胜负的寒素
private function isWinner(clickQizhi:Qizhi):Boolean {
//判断横向
if (xWinner(clickQizhi)) return true;
//判断横向
if (yWinner(clickQizhi)) return true;
//判断斜向
if (xy13Winner(clickQizhi)) return true;
if (xy24Winner(clickQizhi)) return true;
return false;
}
private function xWinner(clickQizhi:Qizhi):Boolean{
winArray=new ArrayCollection();
for (var xRight:int=clickQizhi.x+1;(xRight<=totalsize&&xRight
var qizhiRight:Qizhi=boardArray[xRight][clickQizhi.y] as Qizhi;
if (qizhiRight.turn==clickQizhi.turn)
{
winArray.addItem(qizhiRight);
}
else
{
break;
}
}
for (var xLeft:int=clickQizhi.x-1;(xLeft>=0&&xLeft>clickQizhi.x-5);xLeft--)
{
var qizhiLeft:Qizhi=boardArray[xLeft][clickQizhi.y] as Qizhi;
if (qizhiLeft.turn==clickQizhi.turn)
{
winArray.addItem(qizhiLeft);
}
else
{
break;
}
}
if (winArray.length>=4)
{
winArray.addItem(clickQizhi);
return true;
}
return false;
}
private function yWinner(clickQizhi:Qizhi):Boolean{
winArray=new ArrayCollection();
var length:int=1;
for (var yRight:int=clickQizhi.y+1;(yRight<=totalsize&&yRight
var qizhiBottom:Qizhi=boardArray[clickQizhi.x][yRight] as Qizhi;
if (qizhiBottom.turn==clickQizhi.turn)
{
winArray.addItem(qizhiBottom);
}
else
{
break;
}
}
for (var yLeft:int=clickQizhi.y-1;(yLeft>=0&&yLeft>clickQizhi.y-5);yLeft--)
{
var qizhiTop:Qizhi=boardArray[clickQizhi.x][yLeft] as Qizhi;
if (qizhiTop.turn==clickQizhi.turn)
{
winArray.addItem(qizhiTop);
}
else
{
break;
}
}
if (winArray.length>=4)
{
winArray.addItem(clickQizhi);
return true;
}
return false;
}
private function xy24Winner(clickQizhi:Qizhi):Boolean{
winArray=new ArrayCollection();
//第四象限
for (var yRight:int=clickQizhi.y+1;(yRight<=totalsize&&yRight
if (clickQizhi.x+(yRight-clickQizhi.y)<=totalsize)
{
var qizhiRight:Qizhi=boardArray[clickQizhi.x+(yRight-clickQizhi.y)][yRight] as Qizhi;
if (qizhiRight.turn==clickQizhi.turn)
{
winArray.addItem(qizhiRight);
}
else
{
break;
}
}
else
{
break;
}
}
//第二象限
for (var yLeft:int=clickQizhi.y-1;(yLeft>=0&&yLeft>clickQizhi.y-5);yLeft--)
{
if (clickQizhi.x-yLeft>=0)
{
var qizhiLeft:Qizhi=boardArray[clickQizhi.x-(clickQizhi.x-yLeft)][yLeft] as Qizhi;
if (qizhiLeft.turn==clickQizhi.turn)
{
winArray.addItem(qizhiLeft);
}
else
{
break;
}
}
else
{
break;
}
}
if (winArray.length>=4)
{
winArray.addItem(clickQizhi);
return true;
}
return false;
}
private function xy13Winner(clickQizhi:Qizhi):Boolean{
winArray=new ArrayCollection();
//第三象限
for (var yRight:int=clickQizhi.y+1;(yRight<=totalsize&&yRight
if (clickQizhi.x-(yRight-clickQizhi.y)>=0)
{
var qizhiBottom:Qizhi=boardArray[clickQizhi.x-(yRight-clickQizhi.y)][yRight] as Qizhi;
if (qizhiBottom.turn==clickQizhi.turn)
{
winArray.addItem(qizhiBottom);
}
else
{
break;
}
}
else
{
break;
}
}
//第一象限
for (var yLeft:int=clickQizhi.y-1;(yLeft>=0&&yLeft>clickQizhi.y-5);yLeft--)
{
if (clickQizhi.x+(clickQizhi.y-yLeft)<=totalsize)
{
var qizhiTop:Qizhi=boardArray[clickQizhi.x+(clickQizhi.y-yLeft)][yLeft] as Qizhi;
if (qizhiTop.turn==clickQizhi.turn)
{
winArray.addItem(qizhiTop);
}
else
{
break;
}
}
else
{
break;
}
}
if (winArray.length>=4)
{
winArray.addItem(clickQizhi);
return true;
}
return false;
}