• 【源码分享】iOS-OC版五子棋


    五子棋是程序猿比较熟悉的一款小游戏,相信很多人大学时期就用多种语言写过五子棋小游戏,笔者工作闲暇之余,试着用OC实现了一下,在这里给大家分享一下。有不足之处,欢迎大家提供建议和指点!

    GitHub源码链接https://github.com/HelloYeah/Gomoku-Game

    先上效果图

    - 功能展示

    1470646790229343.gif

    - 初高级棋盘切换效果

    1470646801959748.gif

    实现思路及主要代码详解

    1.绘制棋盘

    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。

    GitHub源码地址:https://github.com/HelloYeah/Gomoku-Game

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  • 原文地址:https://www.cnblogs.com/Free-Thinker/p/5908512.html
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