基本信息
源码名称:android 象棋游戏源码下载
源码大小:4.52M
文件格式:.zip
开发语言:Java
更新时间:2016-01-19
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源码介绍
大屏幕手机测试 有布局错乱,可参考其编码逻辑
大屏幕手机测试 有布局错乱,可参考其编码逻辑
package com.xiangqi;
import java.util.ArrayList;//引入包
import java.util.List;
public class GuiZe {
boolean isRedGo = false;//是否红方走棋
public boolean canMove(int[][] qizi, int fromY, int fromX, int toY, int toX){
int i = 0;
int j = 0;
int qiID;//起始位置的棋子类型
int muID;//目标位置
if(toX<0){//左边出界
return false;
}
if(toX>8){//右边出界
return false;
}
if(toY<0){//上边出界
return false;
}
if(toY>9){//下边出界
return false;
}
if(fromX==toX && fromY==toY){//目标位置与起始位置相同,
return false;
}
qiID = qizi[fromY][fromX];//起始棋子
muID = qizi[toY][toX];
if(isSameSide(qiID,muID)){//一伙的
return false;
}
switch(qiID){
case 1://黑帅
if(toY>2||toX<3||toX>5){//出了九宫格
return false;
}
if((Math.abs(fromY-toY) Math.abs(toX-fromX))>1){//只能走一步
return false;
}
break;
case 5://黑士
if(toY>2||toX<3||toX>5){//出了九宫格
return false;
}
if(Math.abs(fromY-toY) != 1 || Math.abs(toX-fromX) != 1){//走斜线
return false;
}
break;
case 6://黑象
if(toY>4){//不过河
return false;
}
if(Math.abs(fromX-toX) != 2 || Math.abs(fromY-toY) != 2){//相走田
return false;
}
if(qizi[(fromY toY)/2][(fromX toX)/2] != 0){
return false;
}
break;
case 7://黑兵
if(toY < fromY){//不回头
return false;
}
if(fromY<5 && fromY == toY){//过河前只能直走
return false;
}
if(toY - fromY Math.abs(toX-fromX) > 1){//只走一步直线
return false;
}
break;
case 8://红将
if(toY<7||toX>5||toX<3){//出了九宫格
return false;
}
if((Math.abs(fromY-toY) Math.abs(toX-fromX))>1){//只走一步
return false;
}
break;
case 2://黑车
case 9://红车
if(fromY != toY && fromX != toX){//只走直线
return false;
}
if(fromY == toY){//走横线
if(fromX < toX){//向右走
for(i = fromX 1; i < toX; i ){//循环
if(qizi[fromY][i] != 0){
return false;//返回false
}
}
}
else{//向左走
for(i = toX 1; i < fromX; i ){//循环
if(qizi[fromY][i] != 0){
return false;//返回false
}
}
}
}
else{//走的是竖线
if(fromY < toY){//向右走
for(j = fromY 1; j < toY; j ){
if(qizi[j][fromX] != 0)
return false;//返回false
}
}
else{//想左走
for(j= toY 1; j < fromY; j ){
if(qizi[j][fromX] != 0)
return false;//返回false
}
}
}
break;
case 10://红马
case 3://黑马
if(!((Math.abs(toX-fromX)==1 && Math.abs(toY-fromY)==2)
|| (Math.abs(toX-fromX)==2 && Math.abs(toY-fromY)==1))){
return false;//不是日字时
}
if(toX-fromX==2){//向右
i=fromX 1;//移动
j=fromY;
}
else if(fromX-toX==2){//向左
i=fromX-1;
j=fromY;
}
else if(toY-fromY==2){//向下
i=fromX;
j=fromY 1;
}
else if(fromY-toY==2){//向上
i=fromX;
j=fromY-1;
}
if(qizi[j][i] != 0)
return false;//绊马腿
break;
case 11://红砲
case 4://黑炮
if(fromY!=toY && fromX!=toX){//走直线
return false;
}
if(qizi[toY][toX] == 0){
if(fromY == toY){//横线
if(fromX < toX){//想右走
for(i = fromX 1; i < toX; i ){
if(qizi[fromY][i] != 0){
return false;
}
}
}
else{//向走走
for(i = toX 1; i < fromX; i ){
if(qizi[fromY][i]!=0){
return false;
}
}
}
}
else{//竖线
if(fromY < toY){//向下走
for(j = fromY 1; j < toY; j ){
if(qizi[j][fromX] != 0){
return false;//返回false
}
}
}
else{//向上走
for(j = toY 1; j < fromY; j ){
if(qizi[j][fromX] != 0){
return false;//返回false
}
}
}
}
}
else{//吃子
int count=0;
if(fromY == toY){//走的横线
if(fromX < toX){//向右
for(i=fromX 1;i<toX;i ){
if(qizi[fromY][i]!=0){
count ;
}
}
if(count != 1){
return false;//返回false
}
}
else{//向左走
for(i=toX 1;i<fromX;i ){
if(qizi[fromY][i] != 0){
count ;
}
}
if(count!=1){
return false;//返回false
}
}
}
else{//走竖线
if(fromY<toY){//向下走
for(j=fromY 1;j<toY;j ){
if(qizi[j][fromX]!=0){
count ;
}
}
if(count!=1){
return false;
}
}
else{//向上走
for(j=toY 1;j<fromY;j ){
if(qizi[j][fromX] != 0){
count ;//返回false
}
}
if(count!=1){
return false;//返回false
}
}
}
}
break;
case 12://红仕
if(toY<7||toX>5||toX<3){//出了九宫格
return false;
}
if(Math.abs(fromY-toY) != 1 || Math.abs(toX-fromX) != 1){//走斜线
return false;
}
break;
case 13://红相
if(toY<5){//不能过河
return false;//返回false
}
if(Math.abs(fromX-toX) != 2 || Math.abs(fromY-toY) != 2){//相走“田”字
return false;//返回false
}
if(qizi[(fromY toY)/2][(fromX toX)/2] != 0){
return false;//相眼处有棋子
}
break;
case 14://红卒
if(toY > fromY){//不能回头
return false;
}
if(fromY > 4 && fromY == toY){
return false;//不让走
}
if(fromY - toY Math.abs(toX - fromX) > 1){//只能走一步,并且是直线
return false;//返回false不让走
}
break;
default:
return false;
}
return true;
}
public Move searchAGoodMove(int[][] qizi){//查询一个好的走法
List<Move> ret = allPossibleMoves(qizi);//产生所有走法
try {
Thread.sleep(4000);//睡眠四秒钟,以便调试
} catch (InterruptedException e) {//捕获异常
e.printStackTrace();//打印堆栈信息
}
return ret.get((int)(Math.random()*ret.size()));
}
public List<Move> allPossibleMoves(int qizi[][]){//产生所有可能的走法
List<Move> ret = new ArrayList<Move>();//用来装所有可能的走法
for (int x = 0; x < 10; x ){
for (int y = 0; y < 9; y ){//循环所有的棋牌位置
int chessman = qizi[x][y];
if (chessman != 0){//当次位置不为空时,即有棋子时
if(chessman > 7){//是红方,即是玩家棋子时跳过
continue;
}
switch (chessman){
case 1://黑帅
if(canMove(qizi, x, y, x, y 1)){//向下走一格
ret.add(new Move(chessman, x, y, x, y 1, 0));
}
if(canMove(qizi, x, y, x, y-1)){//向上走一格
ret.add(new Move(chessman, x, y, x, y-1, 0));
}
if(canMove(qizi, x, y, x 1, y)){//向左走一格
ret.add(new Move(chessman, x, y, x 1, y, 0));
}
if(canMove(qizi, x, y, x-1, y)){//向右走一格
ret.add(new Move(chessman, x, y, x-1, y, 0));
}
break;
case 5://黑士
case 12://红仕
if(canMove(qizi, x, y, x-1, y 1)){//左下走
ret.add(new Move(chessman, x, y, x-1, y 1, 1));
}
if(canMove(qizi, x, y, x-1, y-1)){//左上走
ret.add(new Move(chessman, x, y, x-1, y-1, 1));
}
if(canMove(qizi, x, y, x 1, y 1)){//右下走
ret.add(new Move(chessman, x, y, x 1, y 1, 1));
}
if(canMove(qizi, x, y, x 1, y-1)){//右上走
ret.add(new Move(chessman, x, y, x 1, y-1, 1));
}
break;
case 6://黑象
case 13://红相
if(canMove(qizi, x, y, x-2, y 2)){//左上走
ret.add(new Move(chessman, x, y, x-2, y 2, 1));
}
if(canMove(qizi, x, y, x-2, y-2)){//左下走
ret.add(new Move(chessman, x, y, x-2, y-2, 1));
}
if(canMove(qizi, x, y, x 2, y 2)){//右下走
ret.add(new Move(chessman, x, y, x 2, y 2, 1));
}
if(canMove(qizi, x, y, x 2, y-2)){//右上走
ret.add(new Move(chessman, x, y, x 2, y-2, 1));
}
break;
case 7://黑兵
if(canMove(qizi, x, y, x, y 1)){//直走
ret.add(new Move(chessman, x, y, x, y 1, 2));
}
if(y >= 5){//过河了
if (canMove(qizi, x, y, x - 1, y)) {//过河后向左走
ret.add(new Move(chessman, x, y, x - 1, y, 2));
}
if (canMove(qizi, x, y, x 1, y)) {//过河走向右走
ret.add(new Move(chessman, x, y, x 1, y, 2));
}
}
break;
case 14://红兵
if(canMove(qizi, x, y, x, y-1)){//向前走
ret.add(new Move(chessman, x, y, x, y-1, 2));
}
if(y <=4 ){//过河了
if (canMove(qizi, x, y, x - 1, y)) {//过河后向左走
ret.add(new Move(chessman, x, y, x - 1, y, 2));
}
if (canMove(qizi, x, y, x 1, y)) {//过河走向右走
ret.add(new Move(chessman, x, y, x 1, y, 2));
}
}
break;
case 8://红将
if(canMove(qizi, x, y, x, y 1)){//向下走一格
ret.add(new Move(chessman, x, y, x, y 1, 0));
}
if(canMove(qizi, x, y, x, y-1)){//向上走一格
ret.add(new Move(chessman, x, y, x, y-1, 0));
}
if(canMove(qizi, x, y, x 1, y)){//向右走一格
ret.add(new Move(chessman, x, y, x 1, y, 0));
}
if(canMove(qizi, x, y, x-1, y)){//向左走一格
ret.add(new Move(chessman, x, y, x-1, y, 0));
}
break;
case 2://黑车
case 9://红车
for(int i=y 1; i<10; i ){//向下走
if(canMove(qizi, x, y, x, i)){ //可以走时
ret.add(new Move(chessman, x, y, x, i, 0));
}else{//不可以走时直接 break
break;
}
}
for(int i=y-1; i>-1; i ){//向上走
if(canMove(qizi, x, y, x, i)){//可以走时
ret.add(new Move(chessman, x, y, x, i, 0));
}else{//不可以走时
break;
}
}
for(int j=x-1; j>-1; j ){//向走走
if(canMove(qizi, x, y, j, y)){//可以走时
ret.add(new Move(chessman, x, y, j, y, 0));
}else{//不可以走时
break;
}
}
for(int j=x 1; j<9; j ){//向右走
if(canMove(qizi, x, y, j, y)){//可以走时
ret.add(new Move(chessman, x, y, j, y, 0));
}else{//不可以走时
break;
}
}
break;
case 10://红马
case 3://黑马
if(canMove(qizi, x, y, x-1, y-2)){//向上左走“日”字
ret.add(new Move(chessman, x, y, x-1, y-2, 0));
}
if(canMove(qizi, x, y, x-1, y 2)){//向下走“日”字
ret.add(new Move(chessman, x, y, x-1, y 2, 0));
}
if(canMove(qizi, x, y, x 1, y-2)){//向上右走“日”字
ret.add(new Move(chessman, x, y, x 1, y-2, 0));
}
if(canMove(qizi, x, y, x 1, y 2)){//向下右走“日”字
ret.add(new Move(chessman, x, y, x 1, y 2, 0));
}
if(canMove(qizi, x, y, x-2, y-1)){//向上右走“日”字
ret.add(new Move(chessman, x, y, x-2, y-1, 0));
}
if(canMove(qizi, x, y, x-2, y 1)){//向下右走“日”字
ret.add(new Move(chessman, x, y, x-2, y 1, 0));
}
if(canMove(qizi, x, y, x 2, y-1)){//向上右走“日”字
ret.add(new Move(chessman, x, y, x 2, y-1, 0));
}
if(canMove(qizi, x, y, x 2, y 1)){//向下右走“日”字
ret.add(new Move(chessman, x, y, x 2, y 1, 0));
}
break;
case 11://红砲
case 4://黑炮
for(int i=y 1; i<10; i ){//向下走时
if(canMove(qizi, x, y, x, i)){//当可以走时
ret.add(new Move(chessman, x, y, x, i, 0));
}
}
for(int i=y-1; i>-1; i--){//向上走时
if(canMove(qizi, x, y, x, i)){//当可以走时
ret.add(new Move(chessman, x, y, x, i, 0));
}
}
for(int j=x-1; j>-1; j--){//向左走时
if(canMove(qizi, x, y, j, y)){//当可以走时
ret.add(new Move(chessman, x, y, j, y, 0));
}
}
for(int j=x 1; j<9; j ){//向右走时
if(canMove(qizi, x, y, j, y)){//当可以走时
ret.add(new Move(chessman, x, y, j, y, 0));
}
}
break;
}
}
}
}
return ret.isEmpty() ? null : ret;//当ret中没有走法时,返回空,有时返回ret
}
public boolean isSameSide(int qiID, int muID){//判断两个子是否为同一阵营
if(muID == 0){// 当目标地位空地时
return false;
}
if(qiID>7&&muID>7){//当都为红色棋子时
return true;
}
else if(qiID<=7&&muID<=7){//都为黑色棋子时
return true;
}
else{//其他情况
return false;
}
}
}