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Android下SDL2实现五子棋游戏

2020-04-11 10:50:37
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本文实例介绍了Android下用SDL2实现一个简单的五子棋游戏,分享给大家供大家参考,具体内容如下

1. Five.c

// Five.c // SDL2 五子棋// gcc -mwindows -o Five Five.c FiveData.c FiveData.h -lSDL2 -lSDL2main -lSDL2_image -lSDL2_ttf //#define _DEBUG_ #include <stdio.h>#include <string.h>#include <SDL2/SDL.h>#include <SDL2/SDL_image.h>#include <SDL2/SDL_ttf.h>#include "FiveData.c" // 资源文件char szBackGroundFile[] = "Resource/BackGround.jpg";  // 棋盘背景图文件char szBlackFile[]   = "Resource/BlackPiece.jpg";  // 黑棋子图文件(背景色:白色)char szWhiteFile[]   = "Resource/WhitePiece.jpg";  // 白棋子图文件(背景色:白色)char szFontFile[]    = "Resource/DroidSansFallback.ttf"; // 字体文件// 字符串常量char szTitle[]  = "五子棋";char szBlack[]  = "黑方";char szWhite[]  = "白方";char szGameTips[] = "第 %d 手,轮到 %s 落子";char szGameOver[] = "%s 取得本局胜利,请按键继续"; _Bool OnKeyUp(int x, int y, int nSpacing);void DrawBoard(SDL_Renderer *pRenderer, int nSpacing, SDL_Color *pColor);void DrawPieces(SDL_Renderer *pRenderer, int nSpacing, SDL_Texture *pBlackTexture, SDL_Texture *pWhiteTexture);void PrintString(SDL_Renderer *pRenderer, int nSpacing, char *szString, TTF_Font *pFont, SDL_Color *pColor);void FillCircle(SDL_Renderer *pRenderer, int x, int y, int r, SDL_Color *pColor);SDL_Texture *GetImageTexture(SDL_Renderer *pRenderer, char *szFile, _Bool bTransparent, SDL_Color *pBackGroundColor);SDL_Texture *GetStringTexture(SDL_Renderer *pRenderer, TTF_Font *pFont, char *szString, SDL_Color *pColor); #undef mainint main(int argc, char **argv){  int nWindowWidth, nWindowHeight;  // 屏幕尺寸  int nSpacing;            // 棋盘线距  SDL_Window  *pWindow    = NULL; // 主窗口  SDL_Renderer *pRenderer   = NULL; // 主窗口渲染器  SDL_Texture *pBackTexture = NULL; // 棋盘背景图纹理  SDL_Texture *pBlackTexture = NULL; // 黑棋子图纹理  SDL_Texture *pWhiteTexture = NULL; // 白棋子图纹理  TTF_Font   *pFont     = NULL; // 提示文字字体  SDL_Event  event;         // 事件  _Bool bRun = 1;           // 持续等待事件控制循环标识  char szString[256];   // 初始化  if(SDL_Init(SDL_INIT_EVERYTHING)==-1 || IMG_Init(IMG_INIT_JPG)==-1 || TTF_Init()==-1)  {#ifdef _DEBUG_    fprintf(stderr, "%s", SDL_GetError());#endif    return 1;  }  // 创建主窗口及其渲染器  if(SDL_CreateWindowAndRenderer(0, 0, SDL_WINDOW_FULLSCREEN, &pWindow, &pRenderer)==-1)  {#ifdef _DEBUG_    fprintf(stderr, "%s", SDL_GetError());#endif    goto label_error;  }  SDL_SetWindowTitle(pWindow, szTitle);  SDL_GetWindowSize(pWindow, &nWindowWidth, &nWindowHeight);  nSpacing = SDL_min(nWindowWidth, nWindowHeight)/(MAX_LINES+2);   // 加载图片文件  if(NULL==(pBackTexture = GetImageTexture(pRenderer, szBackGroundFile, 0, NULL))      || NULL==(pBlackTexture = GetImageTexture(pRenderer, szBlackFile, 1, NULL))      || NULL==(pWhiteTexture = GetImageTexture(pRenderer, szWhiteFile, 1, NULL)))  {#ifdef _DEBUG_    fprintf(stderr, "%s", SDL_GetError());#endif    goto label_error;  }  // 加载字体文件  if(NULL == (pFont = TTF_OpenFont(szFontFile, 20))) // 这个 20 是字体大小  {#ifdef _DEBUG_    fprintf(stderr, "%s", SDL_GetError());#endif    goto label_error;  }   // 重置棋局数据,等待事件  Five_ResetData();  while(bRun && SDL_WaitEvent(&event))  {    switch(event.type)    {    case SDL_FINGERUP :  // 触摸弹起      if(g_iWho != NONE)      {        if(OnKeyUp(event.tfinger.x*nWindowWidth, event.tfinger.y*nWindowHeight, nSpacing) && Five_isFive())          g_iWho = NONE;      }      else        Five_ResetData();      // 这里没有 break; 往下坠落重绘窗口     case SDL_WINDOWEVENT :   // 有窗口消息需重绘窗口      SDL_RenderClear(pRenderer);      SDL_RenderCopyEx(pRenderer, pBackTexture, NULL, NULL, 0, NULL, SDL_FLIP_NONE);      DrawBoard(pRenderer, nSpacing, NULL);      DrawPieces(pRenderer, nSpacing, pBlackTexture, pWhiteTexture);      if(g_iWho == NONE)        sprintf(szString, szGameOver, g_nHands%2==1 ? szBlack : szWhite);      else        sprintf(szString, szGameTips, g_nHands+1, g_iWho==BLACK ? szBlack : szWhite);      PrintString(pRenderer, nSpacing, szString, pFont, NULL);      SDL_RenderPresent(pRenderer);      break;     case SDL_QUIT :      bRun = 0;      break;     default :      break;    }  } label_error:// 清理  if(pBackTexture != NULL) SDL_DestroyTexture(pBackTexture);  if(pBlackTexture != NULL) SDL_DestroyTexture(pBlackTexture);  if(pWhiteTexture != NULL) SDL_DestroyTexture(pWhiteTexture);  if(pFont != NULL)     TTF_CloseFont(pFont);  TTF_Quit();  IMG_Quit();  SDL_Quit();  return 0;} // 响应落子按键// 参数:(x,y) = 被点击的窗口坐标,nSpacing = 棋盘线距_Bool OnKeyUp(int x, int y, int nSpacing){  // 计算落点棋盘坐标  int m = (x - 0.5*nSpacing)/nSpacing;  int n = (y - 0.5*nSpacing)/nSpacing;  // 处理有效落点  if(m>=0 && m<MAX_LINES && n>=0 && n<MAX_LINES && g_iBoard[m][n]==NONE)  {    Five_AddPiece(m, n, g_iWho);    return 1;  }  return 0;} // 画棋盘// 参数:pRenderer = 渲染器,nSpacing = 棋盘线距,pColor = 颜色(默认黑色)void DrawBoard(SDL_Renderer *pRenderer, int nSpacing, SDL_Color *pColor){  SDL_Color c;  int r, x, y, z;   if(pColor == NULL)    c.r = c.g = c.b = 0;  else    c = *pColor;   // 棋盘线  SDL_SetRenderDrawColor(pRenderer, c.r, c.g, c.b, SDL_ALPHA_OPAQUE);  for(int i = 1; i <= MAX_LINES; i++)  {    SDL_RenderDrawLine(pRenderer, nSpacing, i*nSpacing, MAX_LINES*nSpacing, i*nSpacing);    SDL_RenderDrawLine(pRenderer, i*nSpacing, nSpacing, i*nSpacing, MAX_LINES*nSpacing);  }   // 星位  r = nSpacing*0.2;        // 星半径  x = nSpacing*4;         // 第四线  y = nSpacing*(MAX_LINES+1)/2;  // 中线  z = nSpacing*(MAX_LINES-3);   // 倒数第四线  FillCircle(pRenderer, x, x, r, &c);  FillCircle(pRenderer, y, x, r, &c);  FillCircle(pRenderer, z, x, r, &c);  FillCircle(pRenderer, x, y, r, &c);  FillCircle(pRenderer, y, y, r, &c);  FillCircle(pRenderer, z, y, r, &c);  FillCircle(pRenderer, x, z, r, &c);  FillCircle(pRenderer, y, z, r, &c);  FillCircle(pRenderer, z, z, r, &c);} // 画棋子// 参数:pRenderer = 渲染器,nSpacing = 棋盘线距,pBlackTexture = 黑子纹理,pWhiteTexture = 白子纹理void DrawPieces(SDL_Renderer *pRenderer, int nSpacing, SDL_Texture *pBlackTexture, SDL_Texture *pWhiteTexture){  int r = 0.4*nSpacing; // 棋子半径  SDL_Rect rt = {0, 0, 2*r, 2*r};   if(g_nHands <= 0)    return;   for(int i=0; i<MAX_LINES; i++)  {    for(int j=0; j<MAX_LINES; j++)    {      rt.x = (i+1)*nSpacing - r;      rt.y = (j+1)*nSpacing - r;      if(g_iBoard[i][j] == BLACK)        SDL_RenderCopyEx(pRenderer, pBlackTexture, NULL, &rt, 0, NULL, SDL_FLIP_NONE);      else if(g_iBoard[i][j] == WHITE)        SDL_RenderCopyEx(pRenderer, pWhiteTexture, NULL, &rt, 0, NULL, SDL_FLIP_NONE);    }  }} // 提示文字// 参数:szString = 文字内容,pFont = 字体,pColor = 文字颜色(默认黑色)void PrintString(SDL_Renderer *pRenderer, int nSpacing, char *szString, TTF_Font *pFont, SDL_Color *pColor){  SDL_Texture *pTextTexture;  SDL_Rect rt;   rt.x = nSpacing;  rt.y = nSpacing*(MAX_LINES+1);  rt.w = nSpacing*strlen(szString)/4;   // 这个 4 和字体大小有关  rt.h = nSpacing;   if((pTextTexture = GetStringTexture(pRenderer, pFont, szString, pColor)) != NULL)  {    SDL_RenderCopyEx(pRenderer, pTextTexture, NULL, &rt, 0, NULL, SDL_FLIP_NONE);    SDL_DestroyTexture(pTextTexture);  }} // 取得图片文件纹理// 参数:szFile = 图片文件名,bTransparent = 是否透明处理,pBackGroundColor = 背景色(默认白色)// 返回值:纹理指针SDL_Texture *GetImageTexture(SDL_Renderer *pRenderer, char *szFile, _Bool bTransparent, SDL_Color *pBackGroundColor){  SDL_Texture *pTexture;  SDL_Surface *pSurface;  int r, g, b;   if((pSurface = IMG_Load(szFile)) == NULL)    return NULL;  if(bTransparent)  {    if(pBackGroundColor == NULL)    {      r = g = b = 255;    }    else    {      r = pBackGroundColor->r;      g = pBackGroundColor->g;      b = pBackGroundColor->b;    }    SDL_SetColorKey(pSurface, 1, SDL_MapRGB(pSurface->format, r, g, b));  }  pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);   SDL_FreeSurface(pSurface);  return pTexture;} // 取得字符串纹理// 参数:szString = 字符串内容,pFont = 字体,pColor = 文字颜色(默认黑色)// 返回值:纹理指针SDL_Texture *GetStringTexture(SDL_Renderer *pRenderer, TTF_Font *pFont, char *szString, SDL_Color *pColor){  SDL_Texture *pTexture;  SDL_Surface *pSurface;  SDL_Color c;   if(pColor == NULL)    c.r = c.g = c.b = 0;  else    c = *pColor;   if((pSurface = TTF_RenderUTF8_Blended(pFont, szString, c)) == NULL)    return NULL;  pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);   SDL_FreeSurface(pSurface);  return pTexture;} // 画圆(SDL2 没有画圆的函数,先用矩形框代替吧)// 参数:pRenderer = 渲染器,(x,y) = 圆心坐标,r = 半径, pCOlor = 填充色void FillCircle(SDL_Renderer *pRenderer, int x, int y, int r, SDL_Color *pColor){  SDL_Rect rt = {x-r, y-r, 2*r, 2*r};   SDL_SetRenderDrawColor(pRenderer, pColor->r, pColor->g, pColor->b, SDL_ALPHA_OPAQUE);  SDL_RenderFillRect(pRenderer, &rt);}

2.FiveData.c    

// FiveData.c // 五子棋:数据处理模块 #include "FiveData.h"  // 公共变量int g_nHands;      // 总手数int g_nLastCrossing;  // 100*x+y,(x,y)为最后一手的坐标enum en_COLOR g_iWho;  // 轮到哪方落子:0 不可落子状态,1 黑方,2 白方int g_iBoard[MAX_LINES][MAX_LINES];  // 棋盘交叉点数据:0 无子,1 黑子,2 白子  // 判断最后一手棋是否形成五子连珠// 返回值:1 = 形成五子连珠, 0 = 未形成五子连珠_Bool Five_isFive(void){  int i, j, nCount, x, y;   if(g_nLastCrossing < 0)    return 0;  x = g_nLastCrossing/100;  y = g_nLastCrossing%100;   // 横线计数  nCount = 1;  i = x - 1;   // 左  while(i>=0 && g_iBoard[x][y]==g_iBoard[i][y])  {    nCount++;    i--;  }  i = x + 1;   // 右  while(i<MAX_LINES && g_iBoard[x][y]==g_iBoard[i][y])  {    nCount++;    i++;  }  if(nCount >= 5)    return 1;   // 竖线计数  nCount = 1;  j = y - 1;   // 上  while(j>=0 && g_iBoard[x][y]==g_iBoard[x][j])  {    nCount++;    j--;  }  j = y + 1;   // 下  while(j<MAX_LINES && g_iBoard[x][y]==g_iBoard[x][j])  {    nCount++;    j++;  }  if(nCount >= 5)    return 1;   // 左斜线计数  nCount = 1;  i = x - 1;   // 左上  j = y - 1;  while(i>=0 && j>=0 && g_iBoard[x][y]==g_iBoard[i][j])  {    nCount++;    i--;    j--;  }  i = x + 1;   // 右下  j = y + 1;  while(i<MAX_LINES && j<MAX_LINES && g_iBoard[x][y]==g_iBoard[i][j])  {    nCount++;    i++;    j++;  }  if(nCount >= 5)    return 1;   // 右斜线计数  nCount = 1;  i = x + 1;   // 右上  j = y - 1;  while(i<MAX_LINES && j>=0 && g_iBoard[x][y]==g_iBoard[i][j])  {    nCount++;    i++;    j--;  }  i = x - 1;   // 左下  j = y + 1;  while(i>=0 && j<MAX_LINES && g_iBoard[x][y]==g_iBoard[i][j])  {    nCount++;    i--;    j++;  }  if(nCount >= 5)    return 1;   return 0;} // 重置对局数据void Five_ResetData(void){  for(int i=0; i<MAX_LINES; i++)    for(int j=0; j<MAX_LINES; j++)      g_iBoard[i][j] = NONE;  g_nHands = 0;  g_nLastCrossing = -1;  g_iWho = BLACK;} // 记录一个落子数据// 参数:x,y = 棋子坐标,c = 棋子颜色void Five_AddPiece(int x, int y, enum en_COLOR c){  g_iBoard[x][y] = c;  g_nHands++;  g_nLastCrossing = 100*x + y;  g_iWho = (g_iWho == BLACK ? WHITE : BLACK);}

3.FiveData.h  

// FiveData.h // 五子棋:数据处理模块对外接口 #ifndef _FIVE_DATA_H#define _FIVE_DATA_H  enum en_COLOR  // 棋子颜色{  NONE = 0,    // 无子  BLACK,     // 黑子  WHITE      // 白子}; // 棋局#define MAX_LINES   15    // 棋盘线数extern int g_nHands;      // 总手数extern int g_nLastCrossing;  // 100*x+y,(x,y)为最后一手的坐标extern enum en_COLOR g_iWho;  // 轮到哪方落子:0 不可落子状态,1 黑方,2 白方extern int g_iBoard[MAX_LINES][MAX_LINES]; // 棋盘交叉点数据:0 无子,1 黑子,2 白子  // 判断最后一手棋是否形成五子连珠// 返回值:1 = 形成五子连珠, 0 = 未形成五子连珠extern _Bool Five_isFive(void); // 重置对局数据extern void Five_ResetData(void); // 记录一个落子数据// 参数:x,y = 棋子坐标,c = 棋子颜色extern void Five_AddPiece(int x, int y, enum en_COLOR c);  #endif

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