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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);
}










