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IOS游戲開發之五子棋OC版

2020-07-26 03:16:53
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先上效果圖

- 功能展示

- 初高級棋盤切換效果

實現思路及主要代碼詳解

1.繪制棋盤

利用Quartz2D繪制棋盤.代碼如下

- (void)drawBackground:(CGSize)size{         self.gridWidth = (size.width - 2 * kBoardSpace) / self.gridCount;         //1.開啟圖像上下文    UIGraphicsBeginImageContext(size);    //2.獲取上下文    CGContextRef ctx = UIGraphicsGetCurrentContext();         CGContextSetLineWidth(ctx, 0.8f);    //3.1 畫16條豎線    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 畫16條橫線    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.獲取生成的圖片    UIImage *image=UIGraphicsGetImageFromCurrentImageContext();    //5.顯示生成的圖片到imageview    UIImageView * imageView = [[UIImageView alloc]initWithImage:image];    [self addSubview:imageView];    UIGraphicsEndImageContext();}

2.點擊棋盤落子

     1)根據落子位置求出該棋子的行號與列號.

     2)判斷落子位置是否已經有棋子,有則不能下.如果沒有,將棋子保存在字典中,以列號和行號組合起來的字符串為key值.

代碼如下:

//點擊棋盤,下棋  - (void)tapBoard:(UITapGestureRecognizer *)tap{       CGPoint point = [tap locationInView:tap.view];    //計算下子的列號行號    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;      //檢查游戲結果      [self checkResult:col andRow:row andColor:self.isBlack];      self.isBlack = !self.isBlack;    }  }

3.檢測游戲結果

每落一個棋子就要多游戲結果進行一次檢查,判斷四個方向上是否有大于等于5個同色的棋子連成一線,有則提示游戲輸贏結果,無則游戲繼續.算法為,從當前棋子位置向前遍歷,直到遇到與自己不同色的棋子,累加同色棋子的個數,再往后遍歷,直到遇到與自己不同色的棋子,累加同色棋子的個數.得到該方向相連同色棋子的總個數

代碼如下

//判斷是否大于等于五個同色相連  - (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) {      //水平方向檢查結果      case GmkHorizontal:{        //向前遍歷        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]];        }        //向后遍歷        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:{        //向前遍歷        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]];        }        //向后遍歷        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:{                 //向前遍歷        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]];        }        //向后遍歷        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:{        //向前遍歷        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]];        }        //向后遍歷        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;  }

對外提供,重新開始,悔棋,切換初高級棋盤的三個接口

重新開始

- (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!!!" : @"請先落子!!!";      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;  }

切換初高級鍵盤

//改變鍵盤級別  - (void)changeBoardLevel{         for (UIView * view in self.subviews) {      [view removeFromSuperview];    }    [self newGame];    self.isHighLevel = !self.isHighLevel;    [self drawBackground:self.bounds.size];  }

Demo中的一個小技巧

用字典存放棋子,以棋子的列號和行號組合起來的字符串為key值,value值為棋子view.這樣處理,在判斷某行某列是否有棋子就非常簡單了。

總結

以上就是iOS游戲開發之五子棋OC版的全部內容,希望本文對大家開發IOS有所幫助,如果本文有不足之處,歡迎大家提供建議和指點!

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