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IOS游戏开发之五子棋OC版

2019-10-21 18:53:15
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先上效果图

- 功能展示

ios五子棋代码,ios,五子棋源码,五子棋c语言代码

- 初高级棋盘切换效果

ios五子棋代码,ios,五子棋源码,五子棋c语言代码

实现思路及主要代码详解

1.绘制棋盘

利用Quartz2D绘制棋盘.代码如下

- (void)drawBackground:(CGSize)size{         self.gridWidth = (size.width - 2 * kBoardSpace) / self.gridCount;         //1.开启图像上下文    UIGraphicsBeginImageContext(size);    //2.获取上下文    CGContextRef ctx = UIGraphicsGetCurrentContext();         CGContextSetLineWidth(ctx, 0.8f);    //3.1 画16条竖线    for (int i = 0; i <= self.gridCount; i ++) {      CGContextMoveToPoint(ctx, kBoardSpace + i * self.gridWidth , kBoardSpace);      CGContextAddLineToPoint(ctx, kBoardSpace + i * self.gridWidth , kBoardSpace + self.gridCount * self.gridWidth);    }    //3.1 画16条横线    for (int i = 0; i <= self.gridCount; i ++) {      CGContextMoveToPoint(ctx, kBoardSpace, kBoardSpace + i * self.gridWidth );      CGContextAddLineToPoint(ctx, kBoardSpace + self.gridCount * self.gridWidth , kBoardSpace + i * self.gridWidth);    }    CGContextStrokePath(ctx);         //4.获取生成的图片    UIImage *image=UIGraphicsGetImageFromCurrentImageContext();    //5.显示生成的图片到imageview    UIImageView * imageView = [[UIImageView alloc]initWithImage:image];    [self addSubview:imageView];    UIGraphicsEndImageContext();}

2.点击棋盘落子

     1)根据落子位置求出该棋子的行号与列号.

     2)判断落子位置是否已经有棋子,有则不能下.如果没有,将棋子保存在字典中,以列号和行号组合起来的字符串为key值.

代码如下:

//点击棋盘,下棋  - (void)tapBoard:(UITapGestureRecognizer *)tap{       CGPoint point = [tap locationInView:tap.view];    //计算下子的列号行号    NSInteger col = (point.x - kBoardSpace + 0.5 * self.gridWidth) / self.gridWidth;    NSInteger row = (point.y - kBoardSpace + 0.5 * self.gridWidth) / self.gridWidth;    NSString * key = [NSString stringWithFormat:@"%ld-%ld",col,row];    if (![self.chessmanDict.allKeys containsObject:key]) {      UIView * chessman = [self chessman];      chessman.center = CGPointMake(kBoardSpace + col * self.gridWidth, kBoardSpace + row * self.gridWidth);      [self addSubview:chessman];      [self.chessmanDict setValue:chessman forKey:key];      self.lastKey = key;      //检查游戏结果      [self checkResult:col andRow:row andColor:self.isBlack];      self.isBlack = !self.isBlack;    }  }

3.检测游戏结果

每落一个棋子就要多游戏结果进行一次检查,判断四个方向上是否有大于等于5个同色的棋子连成一线,有则提示游戏输赢结果,无则游戏继续.算法为,从当前棋子位置向前遍历,直到遇到与自己不同色的棋子,累加同色棋子的个数,再往后遍历,直到遇到与自己不同色的棋子,累加同色棋子的个数.得到该方向相连同色棋子的总个数

代码如下

//判断是否大于等于五个同色相连  - (BOOL)checkResult:(NSInteger)col andRow:(NSInteger)row andColor:(BOOL)isBlack andDirection:(GmkDirection)direction{       if (self.sameChessmanArray.count >= 5) {      return YES;    }    UIColor * currentChessmanColor = [self.chessmanDict[[NSString stringWithFormat:@"%ld-%ld",col,row]] backgroundColor];    [self.sameChessmanArray addObject:self.chessmanDict[self.lastKey]];    switch (direction) {      //水平方向检查结果      case GmkHorizontal:{        //向前遍历        for (NSInteger i = col - 1; i > 0; i --) {          NSString * key = [NSString stringWithFormat:@"%ld-%ld",i,row];          if (![self.chessmanDict.allKeys containsObject:key] || [self.chessmanDict[key] backgroundColor] != currentChessmanColor) break;          [self.sameChessmanArray addObject:self.chessmanDict[key]];        }        //向后遍历        for (NSInteger i = col + 1; i < kGridCount; i ++) {          NSString * key = [NSString stringWithFormat:@"%ld-%ld",i,row];          if (![self.chessmanDict.allKeys containsObject:key] || [self.chessmanDict[key] backgroundColor] != currentChessmanColor) break;          [self.sameChessmanArray addObject:self.chessmanDict[key]];        }        if (self.sameChessmanArray.count >= 5) {          [self alertResult];          return YES;        }        [self.sameChessmanArray removeAllObjects];               }        break;      case GmkVertical:{        //向前遍历        for (NSInteger i = row - 1; i > 0; i --) {          NSString * key = [NSString stringWithFormat:@"%ld-%ld",col,i];          if (![self.chessmanDict.allKeys containsObject:key] || [self.chessmanDict[key] backgroundColor] != currentChessmanColor) break;          [self.sameChessmanArray addObject:self.chessmanDict[key]];        }        //向后遍历        for (NSInteger i = row + 1; i < kGridCount; i ++) {          NSString * key = [NSString stringWithFormat:@"%ld-%ld",col,i];          if (![self.chessmanDict.allKeys containsObject:key] || [self.chessmanDict[key] backgroundColor] != currentChessmanColor) break;          [self.sameChessmanArray addObject:self.chessmanDict[key]];        }        if (self.sameChessmanArray.count >= 5) {          [self alertResult];          return YES;        }        [self.sameChessmanArray removeAllObjects];               }        break;      case GmkObliqueDown:{                 //向前遍历        NSInteger j = col - 1;        for (NSInteger i = row - 1; i >= 0; i--,j--) {          NSString * key = [NSString stringWithFormat:@"%ld-%ld",j,i];          if (![self.chessmanDict.allKeys containsObject:key] || [self.chessmanDict[key] backgroundColor] != currentChessmanColor || j < 0) break;          [self.sameChessmanArray addObject:self.chessmanDict[key]];        }        //向后遍历        j = col + 1;        for (NSInteger i = row + 1 ; i < kGridCount; i++,j++) {          NSString * key = [NSString stringWithFormat:@"%ld-%ld",j,i];          if (![self.chessmanDict.allKeys containsObject:key] || [self.chessmanDict[key] backgroundColor] != currentChessmanColor || j > kGridCount) break;          [self.sameChessmanArray addObject:self.chessmanDict[key]];        }        if (self.sameChessmanArray.count >= 5) {          [self alertResult];          return YES;        }        [self.sameChessmanArray removeAllObjects];                      }        break;      case GmkObliqueUp:{        //向前遍历        NSInteger j = col + 1;        for (NSInteger i = row - 1; i >= 0; i--,j++) {          NSString * key = [NSString stringWithFormat:@"%ld-%ld",j,i];          if (![self.chessmanDict.allKeys containsObject:key] || [self.chessmanDict[key] backgroundColor] != currentChessmanColor || j > kGridCount) break;          [self.sameChessmanArray addObject:self.chessmanDict[key]];        }        //向后遍历        j = col - 1;        for (NSInteger i = row + 1 ; i < kGridCount; i++,j--) {          NSString * key = [NSString stringWithFormat:@"%ld-%ld",j,i];          if (![self.chessmanDict.allKeys containsObject:key] || [self.chessmanDict[key] backgroundColor] != currentChessmanColor || j < 0) break;          [self.sameChessmanArray addObject:self.chessmanDict[key]];        }        if (self.sameChessmanArray.count >= 5) {          [self alertResult];          return YES;        }        [self.sameChessmanArray removeAllObjects];               }        break;    }    return NO;  }

对外提供,重新开始,悔棋,切换初高级棋盘的三个接口

重新开始

- (void)newGame{         self.isOver = NO;    self.lastKey = nil;    [self.sameChessmanArray removeAllObjects];    self.userInteractionEnabled = YES;    [self.chessmanDict removeAllObjects];    for (UIView * view in self.subviews) {      if ([view isKindOfClass:[UIImageView class]]) {        continue;      }      [view removeFromSuperview];    }    self.isBlack = NO;  }

悔棋

//撤回至上一步棋  - (void)backOneStep:(UIButton *)sender{       if(self.isOver) return;         if (self.lastKey == nil) {      sender.enabled = NO;      CGFloat width = SCREEN_WIDTH * 0.4 * SCREEN_WIDTH_RATIO;      UIView * tip = [[UIView alloc]initWithFrame:CGRectMake(0, 0, width, 0.6 * width)];      tip.backgroundColor = [UIColor colorWithWhite:1 alpha:0.8];      tip.layer.cornerRadius = 8.0f;      [self addSubview:tip];      tip.center = CGPointMake(self.width * 0.5, self.height * 0.5);      UILabel * label = [[UILabel alloc]init];      label.text = self.chessmanDict.count > 0 ? @"只能悔一步棋!!!" : @"请先落子!!!";      label.font = [UIFont systemFontOfSize:15];      [label sizeToFit];      label.center = CGPointMake(tip.width * 0.5, tip.height * 0.5);      [tip addSubview:label];             self.userInteractionEnabled = NO;      dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{        self.userInteractionEnabled = YES;        sender.enabled = YES;        [tip removeFromSuperview];               });      return;    }    [self.chessmanDict removeObjectForKey:self.lastKey];    [self.subviews.lastObject removeFromSuperview];    self.isBlack = !self.isBlack;    self.lastKey = nil;  }

切换初高级键盘

//改变键盘级别  - (void)changeBoardLevel{         for (UIView * view in self.subviews) {      [view removeFromSuperview];    }    [self newGame];    self.isHighLevel = !self.isHighLevel;    [self drawBackground:self.bounds.size];  }

Demo中的一个小技巧

用字典存放棋子,以棋子的列号和行号组合起来的字符串为key值,value值为棋子view.这样处理,在判断某行某列是否有棋子就非常简单了。

总结

以上就是iOS游戏开发之五子棋OC版的全部内容,希望本文对大家开发IOS有所帮助,如果本文有不足之处,欢迎大家提供建议和指点!


注:相关教程知识阅读请移步到IOS开发频道。
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