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IOS游戲開發之五子棋OC版

編輯:IOS開發綜合

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於等於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,再往後遍歷,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

//判斷是否大於等於五個同色相連
  - (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]];
        }
        //向後遍歷
        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]];
        }
        //向後遍歷
        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]];
        }
        //向後遍歷
        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]];
        }
        //向後遍歷
        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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