IOS游戏开发之五子棋OC版
内容摘要
先上效果图
- 功能展示
- 初高级棋盘切换效果
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{
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- 功能展示
- 初高级棋盘切换效果
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{
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文章正文
先上效果图
- 功能展示
- 初高级棋盘切换效果
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!
代码注释