Android下SDL2实现五子棋游戏
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-oFiveFive.cFiveData.cFiveData.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 charszBackGroundFile[]="Resource/BackGround.jpg";//棋盘背景图文件 charszBlackFile[]="Resource/BlackPiece.jpg";//黑棋子图文件(背景色:白色) charszWhiteFile[]="Resource/WhitePiece.jpg";//白棋子图文件(背景色:白色) charszFontFile[]="Resource/DroidSansFallback.ttf";//字体文件 //字符串常量 charszTitle[]="五子棋"; charszBlack[]="黑方"; charszWhite[]="白方"; charszGameTips[]="第%d手,轮到%s落子"; charszGameOver[]="%s取得本局胜利,请按键继续"; _BoolOnKeyUp(intx,inty,intnSpacing); voidDrawBoard(SDL_Renderer*pRenderer,intnSpacing,SDL_Color*pColor); voidDrawPieces(SDL_Renderer*pRenderer,intnSpacing,SDL_Texture*pBlackTexture,SDL_Texture*pWhiteTexture); voidPrintString(SDL_Renderer*pRenderer,intnSpacing,char*szString,TTF_Font*pFont,SDL_Color*pColor); voidFillCircle(SDL_Renderer*pRenderer,intx,inty,intr,SDL_Color*pColor); SDL_Texture*GetImageTexture(SDL_Renderer*pRenderer,char*szFile,_BoolbTransparent,SDL_Color*pBackGroundColor); SDL_Texture*GetStringTexture(SDL_Renderer*pRenderer,TTF_Font*pFont,char*szString,SDL_Color*pColor); #undefmain intmain(intargc,char**argv) { intnWindowWidth,nWindowHeight;//屏幕尺寸 intnSpacing;//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_Eventevent;//事件 _BoolbRun=1;//持续等待事件控制循环标识 charszString[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 return1; } //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 gotolabel_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 gotolabel_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 gotolabel_error; } //重置棋局数据,等待事件 Five_ResetData(); while(bRun&&SDL_WaitEvent(&event)) { switch(event.type) { caseSDL_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 caseSDL_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; caseSDL_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(); return0; } //响应落子按键 //参数:(x,y)=被点击的窗口坐标,nSpacing=棋盘线距 _BoolOnKeyUp(intx,inty,intnSpacing) { //计算落点棋盘坐标 intm=(x-0.5*nSpacing)/nSpacing; intn=(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); return1; } return0; } //画棋盘 //参数:pRenderer=渲染器,nSpacing=棋盘线距,pColor=颜色(默认黑色) voidDrawBoard(SDL_Renderer*pRenderer,intnSpacing,SDL_Color*pColor) { SDL_Colorc; intr,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(inti=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 voidDrawPieces(SDL_Renderer*pRenderer,intnSpacing,SDL_Texture*pBlackTexture,SDL_Texture*pWhiteTexture) { intr=0.4*nSpacing;//棋子半径 SDL_Rectrt={0,0,2*r,2*r}; if(g_nHands<=0) return; for(inti=0;i<MAX_LINES;i++) { for(intj=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); elseif(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) voidPrintString(SDL_Renderer*pRenderer,intnSpacing,char*szString,TTF_Font*pFont,SDL_Color*pColor) { SDL_Texture*pTextTexture; SDL_Rectrt; 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,_BoolbTransparent,SDL_Color*pBackGroundColor) { SDL_Texture*pTexture; SDL_Surface*pSurface; intr,g,b; if((pSurface=IMG_Load(szFile))==NULL) returnNULL; 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); returnpTexture; } //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_Colorc; if(pColor==NULL) c.r=c.g=c.b=0; else c=*pColor; if((pSurface=TTF_RenderUTF8_Blended(pFont,szString,c))==NULL) returnNULL; pTexture=SDL_CreateTextureFromSurface(pRenderer,pSurface); SDL_FreeSurface(pSurface); returnpTexture; } //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 voidFillCircle(SDL_Renderer*pRenderer,intx,inty,intr,SDL_Color*pColor) { SDL_Rectrt={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 intg_nHands;//总手数 intg_nLastCrossing;//100*x+y,(x,y)为最后一手的坐标 enumen_COLORg_iWho;//轮到哪方落子:0不可落子状态,1黑方,2白方 intg_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 _BoolFive_isFive(void) { inti,j,nCount,x,y; if(g_nLastCrossing<0) return0; 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) return1; //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) return1; //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) return1; //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) return1; return0; } //重置对局数据 voidFive_ResetData(void) { for(inti=0;i<MAX_LINES;i++) for(intj=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 voidFive_AddPiece(intx,inty,enumen_COLORc) { 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 enumen_COLOR//棋子颜色 { NONE=0,//无子 BLACK,//黑子 WHITE//白子 }; //棋局 #defineMAX_LINES15//棋盘线数 externintg_nHands;//总手数 externintg_nLastCrossing;//100*x+y,(x,y)为最后一手的坐标 externenumen_COLORg_iWho;//轮到哪方落子:0不可落子状态,1黑方,2白方 externintg_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_BoolFive_isFive(void); //重置对局数据 externvoidFive_ResetData(void); //记录一个落子数据 //参数:x,y=棋子坐标,c=棋子颜色 externvoidFive_AddPiece(intx,inty,enumen_COLORc); #endif
以上就是本文的全部内容,希望对大家的学习有所帮助。