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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