下面分析//牌的张数大于等于5张的类型判断,原代码如下:
int GameScene::PaIDuanPaiXing(){ //对出的牌进行排序 PlayerOutPaiXu(m_arrPlayerOut); //牌型判断 int lengh = m_arrPlayerOut->count(); PaiXing px; //牌的张数少于5张类型判断 单,对,三张,四张 if(lengh<5 && lengh>0){ Poker* pk = (Poker *)m_arrPlayerOut->objectAtIndex(0); Poker* pk1 = (Poker *)m_arrPlayerOut->objectAtIndex(lengh-1); if(pk->getNum() == pk1->getNum()) return lengh; //三带一 pk1 = (Poker *)m_arrPlayerOut->objectAtIndex(lengh-2); if(pk->getNum() == pk1->getNum() && lengh == 4) return THREE_ONE_CARD; //双鬼 if(pk->getHuaSe()==Gui && pk1->getHuaSe()==Gui) return BOMB_CARD; } //牌的张数大于等于5张的类型判断 if(lengh>=5) { //是否为连牌牌型(单) if(IslianPai()) return CONNECT_CARD; if(IslianDui()) //判断连对 return COMPANY_CARD; //判断飞机类型 return IsFeiJi(); } return ERROR_CARD; }首先看一下IslianPai()这个代码,这个是判断是否为连牌,比如34567.下面贴上代码:
bool GameScene::IslianPai(){ int lengh = m_arrPlayerOut->count(); CCArray * arr = m_arrPlayerOut; //所有牌值必须小于2 CCObject* object; CCARRAY_FOREACH(arr,object){ if (((Poker *)object)->getNum() >= 12)//12代表牌值2,下面解释为什么 return false; } //必须是连续的(前一张牌值加1是否等于后一张牌值) for(int i=0; i<lengh-1; ++i){ Poker* pk = (Poker *)arr->objectAtIndex(i); Poker* pk1 = (Poker *)arr->objectAtIndex(i+1); if(pk->getNum()+1 != pk1->getNum()) return false; } return true;}大家一定会对上面的12数值感到疑惑,下面截个图来解释:
牌值我是从0开始设置的,比如3的牌值为0,4为1。。。。。。
接下来放上判断是否是连对 IslianDui() 代码:
bool GameScene::IslianDui(){ int lengh = m_arrPlayerOut->count(); CCArray * arr = m_arrPlayerOut; //所有牌值必须小于2 CCObject* object; CCARRAY_FOREACH(arr,object){ if (((Poker *)object)->getNum() >= 12) return false; } //大于等于6张牌并且数量为偶数 if(lengh < 6 && lengh%2 != 0) return false; //必须是连续的 for(int i=0; i<lengh-2; i+=2){ Poker* pk = (Poker *)arr->objectAtIndex(i); Poker* pk1 = (Poker *)arr->objectAtIndex(i+2); if(pk->getNum()+1 != pk1->getNum()) return false; } return true;}判断飞机类型 IsFeiJi()代码,函数名取的有点不合适,它返回的是一种飞机的类型,而不是bool值,所以很抱歉:
int GameScene::IsFeiJi(){ int lengh = m_arrPlayerOut->count(); CRAD_INDEX card_index = FenXiFeiJi();//分析牌是否是飞机,下面解释 //判断三带二 if(card_index.three_index.size()*3+card_index.duble_index.size()*2==lengh && card_index.three_index.size()==1 && card_index.duble_index.size()==1) return THREE_TWO_CARD; //判断飞机 if(card_index.three_index.size()>1 && card_index.four_index.empty() && IsFeiJilian(card_index.three_index)){ //飞机不带 if(card_index.three_index.size()*3 == lengh && card_index.duble_index.size()+card_index.single_index.size() == 0) return AIRCRAFT_CARD; //飞机带单 if(card_index.three_index.size()*3+card_index.single_index.size() == lengh && card_index.duble_index.size() == 0) return AIRCRAFT_SINGLE_CARD; //飞机带双 if(card_index.three_index.size()*3+card_index.duble_index.size()*2 == lengh && card_index.single_index.size() == 0) return AIRCRAFT_dobulE_CARD; } //判断四带 if(card_index.three_index.empty() && !card_index.four_index.empty() && lengh%2 == 0) { //四带单 if(card_index.four_index.size()*4+card_index.single_index.size() == lengh && card_index.four_index.size()==1 && card_index.single_index.size()==2) return BOMB_TWO_CARD; //四带对 if(card_index.four_index.size()*4+card_index.duble_index.size()*2 == lengh && card_index.four_index.size()==1 && card_index.duble_index.size()==1) return BOMB_TWOOO_CARD; } return ERROR_CARD;}这里注意CRAD_INDEX card_index = FenXiFeiJi(); 这句代码。
CRAD_INDEX为一种结构体:
struct CRAD_INDEX//分析飞机{ std::vector<int> single_index;//单张 std::vector<int> duble_index;//双张 std::vector<int> three_index;//三张 std::vector<int> four_index;//四张};以上的结构体是为了 对出的牌进行分类用,下面看看是如何对牌分类的,下面是FenXiFeiJi()的代码:
CRAD_INDEX GameScene::FenXiFeiJi(){ //分析牌型结构 CCArray* arr = m_arrPlayerOut; //飞机的类型 CRAD_INDEX m_cardindex; for(int i=0; i<arr->count();) { int time = 0;//相同牌的个数 Poker* pk = (Poker *)arr->objectAtIndex(i); //找出相同牌 for(int j=i; j<arr->count(); ++j) { Poker* pk1 = (Poker *)arr->objectAtIndex(j); if(pk->getNum() == pk1->getNum()){ ++time; ++i; } } //单张 if(time == 1) m_cardindex.single_index.push_back(pk->getNum()); else if(time == 2) m_cardindex.duble_index.push_back(pk->getNum()); else if(time == 3) m_cardindex.three_index.push_back(pk->getNum()); else if(time == 4) m_cardindex.four_index.push_back(pk->getNum()); } return m_cardindex;}
本章至此结束,下面就可以判断玩家(人)出的牌是否合法了。
源码请往前三章下载!
总结以上是内存溢出为你收集整理的cocos2dx《单机斗地主》源码解剖之六 玩家(人)的出牌(2)全部内容,希望文章能够帮你解决cocos2dx《单机斗地主》源码解剖之六 玩家(人)的出牌(2)所遇到的程序开发问题。
如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。
欢迎分享,转载请注明来源:内存溢出
评论列表(0条)