测试棋力在相同配置下,初级水平基本相当于五子棋大师的特级大师水平。
一楼上图:
五子棋的引擎和自定义控件我封装在lib中,可以通过
implementation 'win.regin:renju:1.0.0'
来引用,而ndk的调用类Ai是用kotlin编写的,上传的时候传不上去,做为一个jar包引用了。
五子棋自定义控件代码,关键地方有注释:
package win.regin.renju;
import android.annotation.SuppressLint;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Point;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import java.util.ArrayList;
import java.util.List;
/**
* @author :Reginer in 2018/7/9 20:00.
* 联系方式:QQ:282921012
* 功能描述:
*/
public class RenjuView extends View {
/**
* 棋盘面板宽度
*/
private int mPanelWidth;
/**
* 棋盘每格的行高
*/
private float mLineHeight;
/**
* 棋盘尺寸
*/
private static final int MAX_LINE = 15;
/**
* 棋子占行高比例
*/
private float ratioPieceOfLineHeight = 0.9f;
private float startPos;
private float endPos;
/**
* 白棋数组
*/
private ArrayList<Point> mWhiteArray = new ArrayList<>();
/**
* 黑棋数组
*/
private ArrayList<Point> mBlackArray = new ArrayList<>();
/**
* 棋盘数组
*/
private ArrayList<Point> chessArray = new ArrayList<>();
private int[][] mBoard = new int[MAX_LINE][MAX_LINE];
/**
* 胜利玩家
*/
private int mWinner;
/**
* 连成五个的棋子
*/
private ArrayList<Point> fiveArray = new ArrayList<>();
/**
* 游戏是否结束
*/
private boolean mIsGameOver = false;
private int gameMode = RenjuConstant.HUMAN_COMPUTER;
/**
* 玩家以及AI得分纪录
*/
private int userScore, aiScore;
/**
* 玩家执子
*/
private int userChess;
/**
* 当前回合是否轮到玩家
*/
private boolean isUserBout;
/**
* 显示棋子编号
*/
private boolean isDrawChessNum = true;
private RenjuCallback callBack;
private Paint mPaint = new Paint();
private Bitmap mWhitePiece;
private Bitmap mBlackPiece;
private Point suggestPoint;
public RenjuView(Context context) {
this(context, null);
}
public RenjuView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public RenjuView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
mPaint.setColor(Color.BLACK);
//抗锯齿
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setTextSize(24);
mPaint.setTextAlign(Paint.Align.CENTER);
mWhitePiece = BitmapFactory.decodeResource(getResources(), R.drawable.ic_white_chess);
mBlackPiece = BitmapFactory.decodeResource(getResources(), R.drawable.ic_black_chess);
userScore = 0;
aiScore = 0;
start();
}
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int widthSize = MeasureSpec.getSize(widthMeasureSpec);
int widthMode = MeasureSpec.getMode(widthMeasureSpec);
int heightSize = MeasureSpec.getSize(heightMeasureSpec);
int heightMode = MeasureSpec.getMode(heightMeasureSpec);
int measureSize = Math.min(widthSize, heightSize);
if (widthMode == MeasureSpec.UNSPECIFIED) {
measureSize = heightSize;
} else if (heightMode == MeasureSpec.UNSPECIFIED) {
measureSize = widthSize;
}
setMeasuredDimension(measureSize, measureSize);
}
@Override
protected void onSizeChanged(int w, int h, int oldW, int oldH) {
super.onSizeChanged(w, h, oldW, oldH);
mPanelWidth = w;
float outLine = 10.0f;
mLineHeight = (mPanelWidth * 1.0f - 2.0f * outLine) / MAX_LINE;
startPos = outLine;
endPos = w - outLine;
int pieceSize = (int) (mLineHeight * ratioPieceOfLineHeight);
mWhitePiece = Bitmap.createScaledBitmap(mWhitePiece, pieceSize, pieceSize, false);
mBlackPiece = Bitmap.createScaledBitmap(mBlackPiece, pieceSize, pieceSize, false);
}
private Point getValidPoint(int x, int y) {
return new Point((int) (x / mLineHeight), (int) (y / mLineHeight));
}
public int getChessCount() {
return chessArray.size();
}
public void removeLastChess() {
Point p = chessArray.get(chessArray.size() - 1);
chessArray.remove(chessArray.size() - 1);
if (mBoard[p.y][p.x] == RenjuConstant.BLACK_CHESS) {
mBlackArray.remove(mBlackArray.size() - 1);
} else if (mBoard[p.y][p.x] == RenjuConstant.WHITE_CHESS) {
mWhiteArray.remove(mWhiteArray.size() - 1);
}
mBoard[p.y][p.x] = RenjuConstant.N0_CHESS;
}
public void undo() {
final int canUndoSize = 2;
if (chessArray.size() >= canUndoSize) {
mIsGameOver = false;
suggestPoint = null;
removeLastChess();
removeLastChess();
}
postInvalidate();
}
@SuppressLint("ClickableViewAccessibility")
@Override
public boolean onTouchEvent(MotionEvent event) {
if (mIsGameOver || !isUserBout) {
return false;
}
int action = event.getAction();
if (action == MotionEvent.ACTION_DOWN) {
return true;
}
if (action == MotionEvent.ACTION_UP) {
int x = (int) event.getX();
int y = (int) event.getY();
Point p = getValidPoint(x, y);
if (mWhiteArray.contains(p) || mBlackArray.contains(p)) {
return false;
}
suggestPoint = null;
addChess(p, userChess);
setUserBout(!isHumanComputer());
if (!isHumanComputer()) {
userChess = (userChess == RenjuConstant.WHITE_CHESS) ? RenjuConstant.BLACK_CHESS : RenjuConstant.WHITE_CHESS;
}
checkGameOver();
invalidate();
if (!mIsGameOver) {
callBack.atBell(p, false, isUserBlack());
}
return true;
}
return super.onTouchEvent(event);
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
drawBoard(canvas);
drawPiece(canvas);
}
public void addChess(Point point, int chessType) {
mBoard[point.y][point.x] = chessType;
chessArray.add(point);
if (chessType == RenjuConstant.BLACK_CHESS) {
mBlackArray.add(point);
} else if (chessType == RenjuConstant.WHITE_CHESS) {
mWhiteArray.add(point);
}
invalidate();
}
public void setGameMode(int gameMode) {
this.gameMode = gameMode;
}
public int getGameMode() {
return gameMode;
}
public void checkGameOver() {
boolean blackWin = checkFiveInLine(mBlackArray);
boolean whiteWin = !blackWin && checkFiveInLine(mWhiteArray);
if (whiteWin || blackWin) {
mIsGameOver = true;
mWinner = whiteWin ? RenjuConstant.WHITE_CHESS : RenjuConstant.BLACK_CHESS;
if (mWinner == userChess) {
userScore++;
} else {
aiScore++;
}
callBack.gameOver(mWinner);
invalidate();
} else if (isFull()) {
mIsGameOver = true;
mWinner = RenjuConstant.N0_CHESS;
callBack.gameOver(mWinner);
invalidate();
}
}
public boolean checkFiveInLine(List<Point> points) {
List<Point> dirArray = new ArrayList<>();
dirArray.add(new Point(1, 0));
dirArray.add(new Point(0, 1));
dirArray.add(new Point(1, 1));
dirArray.add(new Point(1, -1));
for (Point p : points) {
for (Point dir : dirArray) {
if (checkFiveOneLine(dir, p.x, p.y, points)) {
return true;
}
}
}
return false;
}
/**
* 检查棋子在某个方向是否已经连五
*
* @param dir dir
* @param x x
* @param y y
* @param points points
* @return 胜利
*/
public boolean checkFiveOneLine(Point dir, int x, int y, List<Point> points) {
int count = 1;
fiveArray.clear();
fiveArray.add(new Point(x, y));
final int successSize = 5;
for (int i = 1; i < successSize; i++) {
Point p = new Point(x + dir.x * i, y + dir.y * i);
if (points.contains(p)) {
fiveArray.add(p);
count++;
} else {
break;
}
}
for (int i = 1; i < successSize; i++) {
Point p = new Point(x - dir.x * i, y - dir.y * i);
if (points.contains(p)) {
fiveArray.add(p);
count++;
} else {
break;
}
}
return count >= 5;
}
private void drawPiece(Canvas canvas) {
mPaint.setStrokeWidth(2.0f);
mPaint.setTextSize(24);
Paint.FontMetricsInt fontMetrics = mPaint.getFontMetricsInt();
for (int i = 0; i < mWhiteArray.size(); i++) {
Point whitePoint = mWhiteArray.get(i);
float left = startPos + (whitePoint.x + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight;
float top = startPos + (whitePoint.y + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight;
canvas.drawBitmap(mWhitePiece, left, top, null);
if (isDrawChessNum) {
mPaint.setColor(Color.BLACK);
float textTop = startPos + whitePoint.y * mLineHeight;
float textBottom = textTop + mLineHeight;
float baseline = (textTop + textBottom - fontMetrics.ascent - fontMetrics.descent) / 2;
float centerX = startPos + (whitePoint.x + 0.5f) * mLineHeight;
canvas.drawText(String.format("%S", 2 + i * 2), centerX, baseline, mPaint);
}
}
for (int i = 0; i < mBlackArray.size(); i++) {
Point blackPoint = mBlackArray.get(i);
float left = startPos + (blackPoint.x + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight;
float top = startPos + (blackPoint.y + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight;
canvas.drawBitmap(mBlackPiece, left, top, null);
if (isDrawChessNum) {
mPaint.setColor(Color.WHITE);
float textTop = startPos + blackPoint.y * mLineHeight;
float textBottom = textTop + mLineHeight;
float baseline = (textTop + textBottom - fontMetrics.ascent - fontMetrics.descent) / 2;
float centerX = startPos + (blackPoint.x + 0.5f) * mLineHeight;
canvas.drawText(String.format("%S", 1 + i * 2), centerX, baseline, mPaint);
}
}
}
private void drawBoard(Canvas canvas) {
mPaint.setColor(Color.BLACK);
mPaint.setStrokeWidth(2.0f);
int w = mPanelWidth;
float lineHeight = mLineHeight;
//画棋盘线
for (int i = 0; i < MAX_LINE; i++) {
int startX = (int) (startPos + lineHeight / 2);
int endX = (int) (endPos - lineHeight / 2);
int y = (int) (startPos + (0.5 + i) * lineHeight);
canvas.drawLine(startX, y, endX, y, mPaint);
}
for (int i = 0; i < MAX_LINE; i++) {
int startY = (int) (startPos + lineHeight / 2);
int endY = (int) (endPos - lineHeight / 2);
int x = (int) (startPos + (0.5 + i) * lineHeight);
canvas.drawLine(x, startY, x, endY, mPaint);
}
//画棋盘坐标
mPaint.setTextSize(20);
mPaint.setStrokeWidth(1.7f);
Paint.FontMetricsInt fontMetrics = mPaint.getFontMetricsInt();
for (int i = 0; i < MAX_LINE; i++) {
float y = startPos + (0.5f + i) * lineHeight;
float textTop = y - 0.5f * mLineHeight;
float textBottom = y + 0.5f * mLineHeight;
float baseline = (textTop + textBottom - fontMetrics.ascent - fontMetrics.descent) / 2;
float x = 12;
canvas.drawText(String.format("%S", MAX_LINE - i), x, baseline, mPaint);
}
for (int i = 0; i < MAX_LINE; i++) {
float y = w - 12;
float textTop = y - 0.5f * mLineHeight;
float textBottom = y + 0.5f * mLineHeight;
float baseline = (textTop + textBottom - fontMetrics.ascent - fontMetrics.descent) / 2;
float x = startPos + (0.5f + i) * lineHeight;
String text = String.valueOf((char) ('A' + i));
canvas.drawText(text, x, baseline, mPaint);
}
//棋盘边缘线
mPaint.setStrokeWidth(4.0f);
int min = (int) lineHeight / 2 + 4, max = w - min;
canvas.drawLine(min - 2, min, max + 2, min, mPaint);
canvas.drawLine(min - 2, max, max + 2, max, mPaint);
canvas.drawLine(min, min, min, max, mPaint);
canvas.drawLine(max, min, max, max, mPaint);
//画五个小黑点
mPaint.setStrokeWidth(8f);
final float startSize = 3.5f;
final float endSize = MAX_LINE - 3.5f;
final float middleSize = MAX_LINE / 2f;
//左上
canvas.drawCircle(startPos + startSize * lineHeight, startPos + startSize * lineHeight, 5, mPaint);
//右上
canvas.drawCircle(startPos + endSize * lineHeight, startPos + startSize * lineHeight, 5, mPaint);
//左下
canvas.drawCircle(startPos + startSize * lineHeight, startPos + endSize * lineHeight, 5, mPaint);
//右下
canvas.drawCircle(startPos + endSize * lineHeight, startPos + endSize * lineHeight, 5, mPaint);
//中间
canvas.drawCircle(startPos + middleSize * lineHeight, startPos + middleSize * lineHeight, 5, mPaint);
mPaint.setColor(Color.GREEN);
mPaint.setStrokeWidth(4.0f);
if (!mIsGameOver) {
//标识最后一子
if (chessArray.size() > 0) {
drawCircle(canvas, chessArray.get(chessArray.size() - 1));
}
//标识建议位置
if (suggestPoint != null) {
mPaint.setColor(Color.GRAY);
drawCircle(canvas, suggestPoint);
}
} else {
//标识连五
for (Point point : fiveArray) {
drawCircle(canvas, point);
}
}
}
public void drawCircle(Canvas canvas, Point point) {
float cx = startPos + (0.5f + point.x) * mLineHeight;
float cy = startPos + (0.5f + point.y) * mLineHeight;
float radius = ratioPieceOfLineHeight * mLineHeight / 2;
canvas.drawCircle(cx, cy, radius, mPaint);
}
public void showSuggest(Point point) {
this.suggestPoint = point;
postInvalidate();
}
public void showChessNum() {
isDrawChessNum = !isDrawChessNum;
postInvalidate();
}
public void start() {
for (int i = 0; i < MAX_LINE; i++) {
for (int j = 0; j < MAX_LINE; j++) {
mBoard[i][j] = 0;
}
}
mBlackArray.clear();
mWhiteArray.clear();
chessArray.clear();
suggestPoint = null;
mIsGameOver = false;
mWinner = 0;
userChess = RenjuConstant.BLACK_CHESS;
invalidate();
}
public boolean isFull() {
for (int i = 0; i < MAX_LINE; i++) {
for (int j = 0; j < MAX_LINE; j++) {
if (mBoard[i][j] == RenjuConstant.N0_CHESS) {
return false;
}
}
}
return true;
}
public void setUserChess(int userChess) {
this.userChess = userChess;
}
public void setUserBout(boolean userBout) {
isUserBout = userBout;
}
public void setCallBack(RenjuCallback callBack) {
this.callBack = callBack;
}
public int getUserScore() {
return userScore;
}
public int getAiScore() {
return aiScore;
}
public boolean isGameOver() {
return mIsGameOver;
}
public int getUserChess() {
return userChess;
}
/**
* 玩家是否执黑
*
* @return boolean
*/
public boolean isUserBlack() {
return userChess == (isHumanComputer() ? RenjuConstant.BLACK_CHESS : RenjuConstant.WHITE_CHESS);
}
/**
* 是否人机
*
* @return 人机
*/
public boolean isHumanComputer() {
return gameMode == RenjuConstant.HUMAN_COMPUTER;
}
}
主要都在onDraw方法中:
用约束布局布置页面:
Ai实现类代码,也就是jar包代码,如果需要定制,可修改方法的访问修饰符:
package win.regin.renju
import android.graphics.Point
import kotlinx.coroutines.experimental.android.UI
import kotlinx.coroutines.experimental.launch
/**
* @author :Reginer in 2018/7/9 20:07.
* 联系方式:QQ:282921012
* 功能描述:五子棋ai
*/
class Ai(private val callBack: RenjuCallback) {
var aiChess: Int = RenjuConstant.N0_CHESS
private val aiObject: Long
private var lastPoint: Point? = null
private val timeMap = arrayListOf(2000, 5000, 10000, 30000, 60000)
/**
* ai是否正在思考
*/
var isAiThing = false
/**
* 获取ai
*/
private external fun getAiObject(): Long
/**
* 思考最佳点
*/
private external fun getBestPoint(aiObject: Long, move: Int): Int
/**
* 重新开始
*/
private external fun aiRestart(aiObject: Long)
/**
* 悔棋
*/
private external fun aiUndo(aiObject: Long)
/**
* 玩家下一子
*/
private external fun aiMove(aiObject: Long, move: Int)
/**
* 思考结束时间
*/
private external fun setStepTime(aiObject: Long, time: Int)
/**
* 提示
*/
private external fun getSuggest(aiObject: Long): Int
init {
this.aiObject = getAiObject()
}
/**
* 当前回合轮到AI
*
* @param p p
*/
fun aiBout(p: Point?) {
launch {
isAiThing = true
lastPoint = p
val lastMove: Int = if (null == lastPoint) {
-1
} else {
lastPoint!!.x * 16 + lastPoint!!.y
}
val best = getBestPoint(aiObject, lastMove)
val bestPoint = Point(getPointX(best), getPointY(best))
launch(UI) {
callBack.atBell(bestPoint, true, aiChess == RenjuConstant.BLACK_CHESS)
isAiThing = false
}
}
}
fun addChess(p: Point) {
lastPoint = p
aiMove(aiObject, p.x * 16 + p.y)
}
/**
* AI建议
*
* @return Point
*/
fun suggest(): Point {
isAiThing = true
val p = getSuggest(aiObject)
isAiThing = false
return Point(getPointX(p), getPointY(p))
}
fun restart() {
isAiThing = true
aiRestart(aiObject)
isAiThing = false
}
fun undo() {
isAiThing = true
aiUndo(aiObject)
isAiThing = false
}
/**
* 设置级别
* @param level 0初级 1中级 2高级 3大师 4特大
*/
fun setLevel(level: Int) {
isAiThing = true
setStepTime(aiObject, timeMap[level])
isAiThing = false
}
/**
* 获取玩家执子
*/
fun getUserChess(): Int {
return if (aiChess == RenjuConstant.WHITE_CHESS) RenjuConstant.BLACK_CHESS else RenjuConstant.WHITE_CHESS
}
private fun getPointX(p: Int): Int {
return p shr 4
}
private fun getPointY(p: Int): Int {
return p and 15
}
companion object {
init {
System.loadLibrary("renju-lib")
}
}
}
下面开始撸代码:
进入页面选择执子:
/**
* 初始化PopWindow
*
* @param width 宽度
* @param height 高度
*/
private fun initPop(width: Int, height: Int) {
if (mChooseChess == null) {
val view = View.inflate(this, R.layout.view_pop_choose_chess, null)
val white = view.findViewById<ImageButton>(R.id.choose_white)
val black = view.findViewById<ImageButton>(R.id.choose_black)
white.setOnClickListener {
SoundPlayUtils.play(HintConstant.GAME_START)
rvRenju.setUserBout(false)
rvRenju.userChess = RenjuConstant.WHITE_CHESS
mAi.aiChess = RenjuConstant.BLACK_CHESS
aiThink(null)
mChooseChess?.dismiss()
}
black.setOnClickListener {
SoundPlayUtils.play(HintConstant.GAME_START)
rvRenju.setUserBout(true)
rvRenju.userChess = RenjuConstant.BLACK_CHESS
mAi.aiChess = RenjuConstant.WHITE_CHESS
mChooseChess?.dismiss()
}
mChooseChess = PopupWindow(view, width, height)
mChooseChess?.isOutsideTouchable = false
mChooseChess?.showAtLocation(rvRenju, Gravity.CENTER, 0, 0)
}
}
落子:
override fun atBell(p0: Point, isAi: Boolean, isBlack: Boolean) {
imgFlag.setImageResource(if (isBlack) R.drawable.ic_white_chess
else R.drawable.ic_black_chess)
SoundPlayUtils.play(HintConstant.GAME_MOVE)
if (isAi) aiAtBell(p0) else userAtBell(p0)
}
/**
* ai落子
*/
private fun aiAtBell(p: Point?) {
rvRenju.addChess(p, mAi.aiChess)
rvRenju.setUserBout(true)
rvRenju.checkGameOver()
}
/**
* 玩家落子
*/
private fun userAtBell(p: Point) {
if (rvRenju.isHumanComputer) aiThink(p) else mAi.addChess(p)
}
新局:
newRenju -> {
if (rvRenju.isHumanComputer) {
mChooseChess?.showAtLocation(rvRenju, Gravity.CENTER, 0, 0)
}
mAi.restart()
rvRenju.start()
}
悔棋:
undo -> {
if (rvRenju.chessCount >= 2) {
mAi.undo()
rvRenju.undo()
}
}
Ai级别:
level -> {
var levelPosition = SpUtils[RenjuConstant.RENJU_LEVEL, 0] as Int
levelPosition = if (levelPosition < 4) levelPosition + 1 else 0
level.text = resources.getStringArray(R.array.renju_level)[levelPosition]
SpUtils.put(RenjuConstant.RENJU_LEVEL,levelPosition)
mAi.setLevel(levelPosition)
}
提示:
suggest -> {
if (!rvRenju.isGameOver) {
rvRenju.setUserBout(false)
launch {
val suggestPoint = mAi.suggest()
launch(UI) {
rvRenju.setUserBout(true)
rvRenju.showSuggest(suggestPoint)
}
}
}
}
模式:人机、人人:
mode -> {
if (TextUtils.equals(mode.text.toString(), getString(R.string.human_human))) {
mode.text = getString(R.string.human_computer)
rvRenju.gameMode = RenjuConstant.HUMAN_COMPUTER
mAi.aiChess = rvRenju.userChess
rvRenju.userChess = mAi.getUserChess()
rvRenju.setUserBout(false)
aiThink(null)
} else {
mode.text = getString(R.string.human_human)
rvRenju.gameMode = RenjuConstant.HUMAN_HUMAN
}
}
游戏结束:
override fun gameOver(winner: Int) {
SoundPlayUtils.play(HintConstant.GAME_OVER)
toast(
when (winner) {
RenjuConstant.BLACK_CHESS -> R.string.black_win
RenjuConstant.WHITE_CHESS -> R.string.white_win
else -> R.string.no_win
})
}