Android下SDL2实现五子棋游戏

2019-12-10 19:09:12王旭
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本文实例介绍了Android下用SDL2实现一个简单的五子棋游戏,,具体内容如下

1. Five.c 

// Five.c
 
// SDL2 五子棋
// gcc -mwindows -o Five Five.c FiveData.c FiveData.h -lSDL2 -lSDL2main -lSDL2_image -lSDL2_ttf
 
//#define _DEBUG_
 
#include <stdio.h>
#include <string.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "FiveData.c"
 
// 资源文件
char szBackGroundFile[] = "Resource/BackGround.jpg";  // 棋盘背景图文件
char szBlackFile[]   = "Resource/BlackPiece.jpg";  // 黑棋子图文件(背景色:白色)
char szWhiteFile[]   = "Resource/WhitePiece.jpg";  // 白棋子图文件(背景色:白色)
char szFontFile[]    = "Resource/DroidSansFallback.ttf"; // 字体文件
// 字符串常量
char szTitle[]  = "五子棋";
char szBlack[]  = "黑方";
char szWhite[]  = "白方";
char szGameTips[] = "第 %d 手,轮到 %s 落子";
char szGameOver[] = "%s 取得本局胜利,请按键继续";
 
_Bool OnKeyUp(int x, int y, int nSpacing);
void DrawBoard(SDL_Renderer *pRenderer, int nSpacing, SDL_Color *pColor);
void DrawPieces(SDL_Renderer *pRenderer, int nSpacing, SDL_Texture *pBlackTexture, SDL_Texture *pWhiteTexture);
void PrintString(SDL_Renderer *pRenderer, int nSpacing, char *szString, TTF_Font *pFont, SDL_Color *pColor);
void FillCircle(SDL_Renderer *pRenderer, int x, int y, int r, SDL_Color *pColor);
SDL_Texture *GetImageTexture(SDL_Renderer *pRenderer, char *szFile, _Bool bTransparent, SDL_Color *pBackGroundColor);
SDL_Texture *GetStringTexture(SDL_Renderer *pRenderer, TTF_Font *pFont, char *szString, SDL_Color *pColor);
 
#undef main
int main(int argc, char **argv)
{
  int nWindowWidth, nWindowHeight;  // 屏幕尺寸
  int nSpacing;            // 棋盘线距
  SDL_Window  *pWindow    = NULL; // 主窗口
  SDL_Renderer *pRenderer   = NULL; // 主窗口渲染器
  SDL_Texture *pBackTexture = NULL; // 棋盘背景图纹理
  SDL_Texture *pBlackTexture = NULL; // 黑棋子图纹理
  SDL_Texture *pWhiteTexture = NULL; // 白棋子图纹理
  TTF_Font   *pFont     = NULL; // 提示文字字体
  SDL_Event  event;         // 事件
  _Bool bRun = 1;           // 持续等待事件控制循环标识
  char szString[256];
 
  // 初始化
  if(SDL_Init(SDL_INIT_EVERYTHING)==-1 || IMG_Init(IMG_INIT_JPG)==-1 || TTF_Init()==-1)
  {
#ifdef _DEBUG_
    fprintf(stderr, "%s", SDL_GetError());
#endif
    return 1;
  }
  // 创建主窗口及其渲染器
  if(SDL_CreateWindowAndRenderer(0, 0, SDL_WINDOW_FULLSCREEN, &pWindow, &pRenderer)==-1)
  {
#ifdef _DEBUG_
    fprintf(stderr, "%s", SDL_GetError());
#endif
    goto label_error;
  }
  SDL_SetWindowTitle(pWindow, szTitle);
  SDL_GetWindowSize(pWindow, &nWindowWidth, &nWindowHeight);
  nSpacing = SDL_min(nWindowWidth, nWindowHeight)/(MAX_LINES+2);
 
  // 加载图片文件
  if(NULL==(pBackTexture = GetImageTexture(pRenderer, szBackGroundFile, 0, NULL))
      || NULL==(pBlackTexture = GetImageTexture(pRenderer, szBlackFile, 1, NULL))
      || NULL==(pWhiteTexture = GetImageTexture(pRenderer, szWhiteFile, 1, NULL)))
  {
#ifdef _DEBUG_
    fprintf(stderr, "%s", SDL_GetError());
#endif
    goto label_error;
  }
  // 加载字体文件
  if(NULL == (pFont = TTF_OpenFont(szFontFile, 20))) // 这个 20 是字体大小
  {
#ifdef _DEBUG_
    fprintf(stderr, "%s", SDL_GetError());
#endif
    goto label_error;
  }
 
  // 重置棋局数据,等待事件
  Five_ResetData();
  while(bRun && SDL_WaitEvent(&event))
  {
    switch(event.type)
    {
    case SDL_FINGERUP :  // 触摸弹起
      if(g_iWho != NONE)
      {
        if(OnKeyUp(event.tfinger.x*nWindowWidth, event.tfinger.y*nWindowHeight, nSpacing) && Five_isFive())
          g_iWho = NONE;
      }
      else
        Five_ResetData();
      // 这里没有 break; 往下坠落重绘窗口
 
    case SDL_WINDOWEVENT :   // 有窗口消息需重绘窗口
      SDL_RenderClear(pRenderer);
      SDL_RenderCopyEx(pRenderer, pBackTexture, NULL, NULL, 0, NULL, SDL_FLIP_NONE);
      DrawBoard(pRenderer, nSpacing, NULL);
      DrawPieces(pRenderer, nSpacing, pBlackTexture, pWhiteTexture);
      if(g_iWho == NONE)
        sprintf(szString, szGameOver, g_nHands%2==1 ? szBlack : szWhite);
      else
        sprintf(szString, szGameTips, g_nHands+1, g_iWho==BLACK ? szBlack : szWhite);
      PrintString(pRenderer, nSpacing, szString, pFont, NULL);
      SDL_RenderPresent(pRenderer);
      break;
 
    case SDL_QUIT :
      bRun = 0;
      break;
 
    default :
      break;
    }
  }
 
label_error:
// 清理
  if(pBackTexture != NULL) SDL_DestroyTexture(pBackTexture);
  if(pBlackTexture != NULL) SDL_DestroyTexture(pBlackTexture);
  if(pWhiteTexture != NULL) SDL_DestroyTexture(pWhiteTexture);
  if(pFont != NULL)     TTF_CloseFont(pFont);
  TTF_Quit();
  IMG_Quit();
  SDL_Quit();
  return 0;
}
 
// 响应落子按键
// 参数:(x,y) = 被点击的窗口坐标,nSpacing = 棋盘线距
_Bool OnKeyUp(int x, int y, int nSpacing)
{
  // 计算落点棋盘坐标
  int m = (x - 0.5*nSpacing)/nSpacing;
  int n = (y - 0.5*nSpacing)/nSpacing;
  // 处理有效落点
  if(m>=0 && m<MAX_LINES && n>=0 && n<MAX_LINES && g_iBoard[m][n]==NONE)
  {
    Five_AddPiece(m, n, g_iWho);
    return 1;
  }
  return 0;
}
 
// 画棋盘
// 参数:pRenderer = 渲染器,nSpacing = 棋盘线距,pColor = 颜色(默认黑色)
void DrawBoard(SDL_Renderer *pRenderer, int nSpacing, SDL_Color *pColor)
{
  SDL_Color c;
  int r, x, y, z;
 
  if(pColor == NULL)
    c.r = c.g = c.b = 0;
  else
    c = *pColor;
 
  // 棋盘线
  SDL_SetRenderDrawColor(pRenderer, c.r, c.g, c.b, SDL_ALPHA_OPAQUE);
  for(int i = 1; i <= MAX_LINES; i++)
  {
    SDL_RenderDrawLine(pRenderer, nSpacing, i*nSpacing, MAX_LINES*nSpacing, i*nSpacing);
    SDL_RenderDrawLine(pRenderer, i*nSpacing, nSpacing, i*nSpacing, MAX_LINES*nSpacing);
  }
 
  // 星位
  r = nSpacing*0.2;        // 星半径
  x = nSpacing*4;         // 第四线
  y = nSpacing*(MAX_LINES+1)/2;  // 中线
  z = nSpacing*(MAX_LINES-3);   // 倒数第四线
  FillCircle(pRenderer, x, x, r, &c);
  FillCircle(pRenderer, y, x, r, &c);
  FillCircle(pRenderer, z, x, r, &c);
  FillCircle(pRenderer, x, y, r, &c);
  FillCircle(pRenderer, y, y, r, &c);
  FillCircle(pRenderer, z, y, r, &c);
  FillCircle(pRenderer, x, z, r, &c);
  FillCircle(pRenderer, y, z, r, &c);
  FillCircle(pRenderer, z, z, r, &c);
}
 
// 画棋子
// 参数:pRenderer = 渲染器,nSpacing = 棋盘线距,pBlackTexture = 黑子纹理,pWhiteTexture = 白子纹理
void DrawPieces(SDL_Renderer *pRenderer, int nSpacing, SDL_Texture *pBlackTexture, SDL_Texture *pWhiteTexture)
{
  int r = 0.4*nSpacing; // 棋子半径
  SDL_Rect rt = {0, 0, 2*r, 2*r};
 
  if(g_nHands <= 0)
    return;
 
  for(int i=0; i<MAX_LINES; i++)
  {
    for(int j=0; j<MAX_LINES; j++)
    {
      rt.x = (i+1)*nSpacing - r;
      rt.y = (j+1)*nSpacing - r;
      if(g_iBoard[i][j] == BLACK)
        SDL_RenderCopyEx(pRenderer, pBlackTexture, NULL, &rt, 0, NULL, SDL_FLIP_NONE);
      else if(g_iBoard[i][j] == WHITE)
        SDL_RenderCopyEx(pRenderer, pWhiteTexture, NULL, &rt, 0, NULL, SDL_FLIP_NONE);
    }
  }
}
 
// 提示文字
// 参数:szString = 文字内容,pFont = 字体,pColor = 文字颜色(默认黑色)
void PrintString(SDL_Renderer *pRenderer, int nSpacing, char *szString, TTF_Font *pFont, SDL_Color *pColor)
{
  SDL_Texture *pTextTexture;
  SDL_Rect rt;
 
  rt.x = nSpacing;
  rt.y = nSpacing*(MAX_LINES+1);
  rt.w = nSpacing*strlen(szString)/4;   // 这个 4 和字体大小有关
  rt.h = nSpacing;
 
  if((pTextTexture = GetStringTexture(pRenderer, pFont, szString, pColor)) != NULL)
  {
    SDL_RenderCopyEx(pRenderer, pTextTexture, NULL, &rt, 0, NULL, SDL_FLIP_NONE);
    SDL_DestroyTexture(pTextTexture);
  }
}
 
// 取得图片文件纹理
// 参数:szFile = 图片文件名,bTransparent = 是否透明处理,pBackGroundColor = 背景色(默认白色)
// 返回值:纹理指针
SDL_Texture *GetImageTexture(SDL_Renderer *pRenderer, char *szFile, _Bool bTransparent, SDL_Color *pBackGroundColor)
{
  SDL_Texture *pTexture;
  SDL_Surface *pSurface;
  int r, g, b;
 
  if((pSurface = IMG_Load(szFile)) == NULL)
    return NULL;
  if(bTransparent)
  {
    if(pBackGroundColor == NULL)
    {
      r = g = b = 255;
    }
    else
    {
      r = pBackGroundColor->r;
      g = pBackGroundColor->g;
      b = pBackGroundColor->b;
    }
    SDL_SetColorKey(pSurface, 1, SDL_MapRGB(pSurface->format, r, g, b));
  }
  pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
 
  SDL_FreeSurface(pSurface);
  return pTexture;
}
 
// 取得字符串纹理
// 参数:szString = 字符串内容,pFont = 字体,pColor = 文字颜色(默认黑色)
// 返回值:纹理指针
SDL_Texture *GetStringTexture(SDL_Renderer *pRenderer, TTF_Font *pFont, char *szString, SDL_Color *pColor)
{
  SDL_Texture *pTexture;
  SDL_Surface *pSurface;
  SDL_Color c;
 
  if(pColor == NULL)
    c.r = c.g = c.b = 0;
  else
    c = *pColor;
 
  if((pSurface = TTF_RenderUTF8_Blended(pFont, szString, c)) == NULL)
    return NULL;
  pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
 
  SDL_FreeSurface(pSurface);
  return pTexture;
}
 
// 画圆(SDL2 没有画圆的函数,先用矩形框代替吧)
// 参数:pRenderer = 渲染器,(x,y) = 圆心坐标,r = 半径, pCOlor = 填充色
void FillCircle(SDL_Renderer *pRenderer, int x, int y, int r, SDL_Color *pColor)
{
  SDL_Rect rt = {x-r, y-r, 2*r, 2*r};
 
  SDL_SetRenderDrawColor(pRenderer, pColor->r, pColor->g, pColor->b, SDL_ALPHA_OPAQUE);
  SDL_RenderFillRect(pRenderer, &rt);
}