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Android开发的斗地主牌桌实现代码

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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:289302487@qq.com   
    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);  
    }  
}  

标签:斗地主,游戏开发,Android

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