最近一直在研究关于游戏编程,人在深圳,工作不好找啊!
发一个斗地主游戏的牌桌实现。
为了节约内存资源,每张扑克牌都是剪切形成的,当然这也是当前编程的主流方法。
1、主Activity
package com.bison;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
/**
* 求某公司包养
*
* @author Bison
*
*/
public class PukeActivity extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// 这个事隐藏标题栏,不解释
requestWindowFeature(Window.FEATURE_NO_TITLE);
// 隐藏状态栏,你懂的
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
/*
* 开始有考虑使屏幕上扑克的排列随屏幕的分辨率变动 结果貌似不好做,注释掉了 Display display =
* getWindowManager().getDefaultDisplay(); int screenWidth =
* display.getWidth(); int screenHeight = display.getHeight();
*/
// 使用代码锁定横屏
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
// setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);这个是竖屏
setContentView(new GameView(this));
}
}
2、牌桌页面
package com.bison;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Rect;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import com.bison.utils.Person;
/**
* 牌桌,会被老婆骂,最好不要上去,你懂的
*
* 扑克图片来源,和牌桌背景在文章的下面。 扑克背面图等我没上传,玩家自行百度
*
* @author Bison
*
*/
public class GameView extends SurfaceView implements SurfaceHolder.Callback {
private FlushThread thread = null;// 刷帧线程
private Bitmap sourceBitmap = null;// 扑克图片来源
private Bitmap backgroundDesk = null;// 牌桌背景
private Bitmap backgroundPuke = null;// 扑克背面
private final Person person;
private int pukeWidth = 0;// 扑克的宽
private int pukeHeight = 0;// 扑克的高
private int deskWidth = 0;// 牌桌的宽
private int deskHeight = 0;// 牌桌的高
private int left = 0;// 我自己首张牌左距离
public GameView(Context context) {
super(context);
getHolder().addCallback(this);
this.thread = new FlushThread(getHolder(), this);// 实例化线程
initBitmap();// 实例化图片
this.person = new Person();// 实例化Person类
this.left = deskWidth / 2 - (16 * 25 + pukeWidth) / 2;// 左距开始时赋值
}
private void initBitmap() {// 初始化图片
sourceBitmap = BitmapFactory.decodeResource(getResources(),
R.drawable.smallcard);
pukeWidth = sourceBitmap.getWidth() / 14;// 每张扑克的宽高
pukeHeight = sourceBitmap.getHeight() / 4;
backgroundDesk = BitmapFactory.decodeResource(getResources(),
R.drawable.gameback2);
deskWidth = backgroundDesk.getWidth();// 牌桌的宽高
deskHeight = backgroundDesk.getHeight();
backgroundPuke = BitmapFactory.decodeResource(getResources(),
R.drawable.cardback);
}
@Override
protected void onDraw(Canvas canvas) {
// 绘制牌桌
canvas.drawBitmap(backgroundDesk, 0, 0, null);
personPaint(canvas, pukeWidth, pukeHeight);
deskthreePukes(canvas, pukeWidth, pukeHeight);
}
/** 绘制每个玩家手里的牌 */
public void personPaint(Canvas c, int pukeWidth, int pukeHeight) {
Rect src = new Rect();
Rect dst = new Rect();
// 遍历数组
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 17; j++) {
if (i == 0) {// 左手边玩家,不用绘出正面
// src = person.cardRect(person.person1[j], pukeWidth,
// pukeHeight);
// dst.set(10, j * 20, 10 + pukeWidth, j * 20 + pukeHeight);
c.drawBitmap(backgroundPuke, 35, 85, null);
}
if (i == 1) {// 自己
src = person.cardRect(person.person2[j], pukeWidth,
pukeHeight);
dst.set(left + j * 25, this.deskHeight - 20 - pukeHeight,
left + j * 25 + pukeWidth, deskHeight - 20);
c.drawBitmap(sourceBitmap, src, dst, null);
}
if (i == 2) {// 右手边玩家,同样不用绘出正面
// src = person.cardRect(person.person3[j], pukeWidth,
// pukeHeight);
// dst.set(this.screenWidth - 10 - pukeWidth, j * 20,
// this.screenWidth - 10, j * 20 + pukeHeight);
c.drawBitmap(backgroundPuke, deskWidth - 35 - pukeWidth,
85, null);
}
}
}
}
/** 绘制三张底牌 */
private void deskthreePukes(Canvas c, int pukeWidth, int pukeHeight) {
Rect src = new Rect();
Rect dst = new Rect();
for (int i = 0; i < 3; i++) {
src = person.cardRect(person.threePukes[i], pukeWidth, pukeHeight);
dst.set(280 + i * pukeWidth, 12, 280 + (i + 1) * pukeWidth,
12 + pukeHeight);
c.drawBitmap(sourceBitmap, src, dst, null);
}
}
@Override
public boolean onTouchEvent(MotionEvent event) {
// 正在研究点击弹出相应的扑克
return super.onTouchEvent(event);
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
this.thread.setFlag(true);
this.thread.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
this.thread.setFlag(false);
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
// 刷帧线程,这个不解释,实在看不懂,M我:[email protected]
class FlushThread extends Thread {
private boolean flag = false;
private final int span = 500;
private final GameView gameView;
private final SurfaceHolder holder;
public FlushThread(SurfaceHolder holder, GameView gameView) {
this.gameView = gameView;
this.holder = holder;
}
@Override
public void run() {
Canvas canvas;
while (this.flag) {
canvas = null;
try {
canvas = this.holder.lockCanvas(null);
synchronized (this.holder) {
this.gameView.onDraw(canvas);
}
} finally {
if (canvas != null) {
this.holder.unlockCanvasAndPost(canvas);
}
}
try {
Thread.sleep(span);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public boolean isFlag() {
return flag;
}
public void setFlag(boolean flag) {
this.flag = flag;
}
}
}
3、相关实体类
扑克牌类:
package com.bison.utils;
import java.util.Random;
/**
* 生成一副洗好的牌,并且 设计为单例模式
*
* @author Bison
*
*/
public class Cards {
// 声明一副扑克牌
public int[] pukes = new int[54];
private static Cards cardsInstance = null;
private Cards() {
setPuke();
shuffle();
}
public static Cards getInstance() {
if (cardsInstance == null) {
cardsInstance = new Cards();
}
return cardsInstance;
}
/** 给54张扑克牌赋值 :1~54 */
private void setPuke() {
for (int i = 0; i < 54; i++) {
pukes[i] = i + 1;
}
}
/** 洗牌 */
private void shuffle() {
Random rdm = new Random();
for (int i = 0; i < 54; i++) {
// random.nextInt();是个前闭后开的方法:0~53
int rdmNo = rdm.nextInt(54);
int temp = pukes[i];
pukes[i] = pukes[rdmNo];
pukes[rdmNo] = temp;
}
}
}
玩家类:
package com.bison.utils;
import android.graphics.Rect;
/**
* 这个是玩家的实体类
*
* @author Bison
*
*/
public class Person {
private final Cards mCards = Cards.getInstance();
public int[] person1 = new int[17];
public int[] person2 = new int[17];
public int[] person3 = new int[17];
// 余下三张属于地主的
public int[] threePukes = new int[3];
public Person() {
personHold(mCards.pukes);
}
/** 分牌 */
private void personHold(int[] pukes) {
int k = 0;
for (int i = 0; i < 3; i++) {
if (i == 0) {
for (int j = 0; j < 17; j++) {
person1[j] = pukes[k++];
}
// 将其排序
sort(person1);
}
if (i == 1) {
for (int j = 0; j < 17; j++) {
person2[j] = pukes[k++];
}
// 将其排序
sort(person2);
}
if (i == 2) {
for (int j = 0; j < 17; j++) {
person3[j] = pukes[k++];
}
// 将其排序
sort(person3);
}
}
threePukes[0] = pukes[51];
threePukes[1] = pukes[52];
threePukes[2] = pukes[53];
}
/** 对每个玩家手里的牌排序:使用冒泡排序 */
private void sort(int[] ary) {
for (int i = 0; i < ary.length; i++) {
for (int j = 0; j < ary.length - i - 1; j++) {
if (ary[j] > ary[j + 1]) {
int temp = ary[j];
ary[j] = ary[j + 1];
ary[j + 1] = temp;
}
}
}
}
/**
* 对应扑克所在图片上的位置
* 1 5 9 ………… 53
* 2 6 10 ………… 54
* 3 7 11
* 4 8 12
*/
public Rect cardRect(int cardValue, int width, int height) {
int x = 0, y = 0;
if (cardValue % 4 == 0) {
x = cardValue / 4 - 1;
y = 4;
} else {
x = cardValue / 4;
y = cardValue % 4;
}
int left = x * width;
int top = (y - 1) * height;
int right = (x + 1) * width;
int bottom = (y) * height;
return new Rect(left, top, right, bottom);
}
}
PS:斗地主还是可以做成很复杂的。相关图片