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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imageviewUIImageView * 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!