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; } } }