Android斗地主游戏的牌桌实现详解编程语言

发一个Android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);   
}   
}   

斗地主还是可以做成很复杂的。相关图片
Android斗地主游戏的牌桌实现详解编程语言
Android斗地主游戏的牌桌实现详解编程语言

原创文章,作者:ItWorker,如若转载,请注明出处:https://blog.ytso.com/10365.html

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