Android---斗地主[牌桌实现源码]
最近一直在研究关于游戏编程,人在深圳,工作不好找啊!
发一个斗地主游戏的牌桌实现。
为了节约内存资源,每张扑克牌都是剪切形成的,当然这也是当前编程的主流方法。
1、主Activity
[java]
<span style="font-size:18px;color:#3333ff;">package com.bison;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
/**
* 求某公司易做图
*
* @author Bison
*
*/
public class PukeActivity extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// 这个事隐藏标题栏,不解释
requestWindowFeature(Window.FEATURE_NO_TITLE);
// 隐藏状态栏,你懂的
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
/*
* 开始有考虑使屏幕上扑克的排列随屏幕的分辨率变动 结果貌似不好做,注释掉了 Display display =
* getWindowManager().getDefaultDisplay(); int screenWidth =
* display.getWidth(); int screenHeight = display.getHeight();
*/
// 使用代码锁定横屏
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
// setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);这个是竖屏
setContentView(new GameView(this));
}
}</span>
2、牌桌页面
[java]
<span style="color:#3333ff;">package com.bison;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Rect;
import android.view.MotionEvent;
import android.view.Su易做图ceHolder;
import android.view.Su易做图ceView;
import com.bison.utils.Person;
/**
* 牌桌,会被老婆骂,最好不要上去,你懂的
*
* 扑克图片来源,和牌桌背景在文章的下面。 扑克背面图等我没上传,玩家自行百度
*
* @author Bison
*
*/
public class GameView extends Su易做图ceView implements Su易做图ceHolder.Callback {
private FlushThread thread = null;// 刷帧线程
private Bitmap sourceBitmap = null;// 扑克图片来源
private Bitmap backgroundDesk = null;// 牌桌背景
private Bitmap backgroundPuke = null;// 扑克背面
private final Person person;
private int pukeWidth = 0;// 扑克的宽
private int pukeHeight = 0;// 扑克的高
private int deskWidth = 0;// 牌桌的宽
private int deskHeight = 0;// 牌桌的高
private int left = 0;// 我自己首张牌左距离
public GameView(Context context) {
super(context);
getHolder().addCallback(this);
this.thread = new FlushThread(getHolder(), this);// 实例化线程
initBitmap();// 实例化图片
this.person = new Person();// 实例化Person类
this.left = deskWidth / 2 - (16 * 25 + pukeWidth) / 2;// 左距开始时赋值
}
private void initBitmap() {// 初始化图片
sourceBitmap = BitmapFactory.decodeResource(getResources(),
R.drawable.smallcard);
pukeWidth = sourceBitmap.getWidth() / 14;// 每张扑克的宽高
pukeHeight = sourceBitmap.getHeight() / 4;
backgroundDesk = BitmapFactory.decodeResource(getResources(),
R.drawable.gameback2);
deskWidth = backgroundDesk.getWidth();// 牌桌的宽高
deskHeight = backgroundDesk.getHeight();
backgroundPuke = BitmapFactory.decodeResource(getResources(),
R.drawable.cardback);
}
@Override
protected void onDraw(Canvas canvas) {
// 绘制牌桌
canvas.drawBitmap(backgroundDesk, 0, 0, null);
personPaint(canvas, pukeWidth, pukeHeight);
deskthreePukes(canvas, pukeWidth, pukeHeight);
}
/** 绘制每个玩家手里的牌 */
public void personPaint(Canvas c, int pukeWidth, int pukeHeight) {
Rect src = new Rect();
Rect dst = new Rect();
// 遍历数组
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 17; j++) {
if (i == 0) {// 左手边玩家,不用绘出正面
// src = person.cardRect(person.person1[j], pukeWidth,
// pukeHeight);
// dst.set(10, j * 20, 10 + pukeWidth, j * 20 + pukeHeight);
补充:移动开发 , Android ,