本次给大家分享下Android斗地主棋牌游戏牌桌实现源码下载如下:

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

package com.bison;  
      
    import android.app.Activity;  
    import android.content.pm.ActivityInfo;  
    import android.os.Bundle;  
    import android.view.Window;  
    import android.view.WindowManager;  
      
    /**
     *
     *  
     * @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));  
        }  
    }

2、牌桌页面

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.SurfaceHolder;  
    import android.view.SurfaceView;  
      
    import com.bison.utils.Person;  
      
    /**
     *
     *  
     * 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 SurfaceView implements SurfaceHolder.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);   
                        c.drawBitmap(backgroundPuke, 35, 85, null);  
                    }  
                    if (i == 1) {// 自己   
                        src = person.cardRect(person.person2[j], pukeWidth,  
                                pukeHeight);  
                        dst.set(left + j * 25, this.deskHeight - 20 - pukeHeight,  
                                left + j * 25 + pukeWidth, deskHeight - 20);  
                        c.drawBitmap(sourceBitmap, src, dst, null);  
                    }  
                    if (i == 2) {// 右手边玩家,同样不用绘出正面   
                        // src = person.cardRect(person.person3[j], pukeWidth,   
                        // pukeHeight);   
                        // dst.set(this.screenWidth - 10 - pukeWidth, j * 20,   
                        // this.screenWidth - 10, j * 20 + pukeHeight);   
                        c.drawBitmap(backgroundPuke, deskWidth - 35 - pukeWidth,  
                                85, null);  
                    }  
                }  
            }  
        }  
      
        /** 绘制三张底牌 */  
        private void deskthreePukes(Canvas c, int pukeWidth, int pukeHeight) {  
            Rect src = new Rect();  
            Rect dst = new Rect();  
            for (int i = 0; i < 3; i++) {  
                src = person.cardRect(person.threePukes[i], pukeWidth, pukeHeight);  
                dst.set(280 + i * pukeWidth, 12, 280 + (i + 1) * pukeWidth,  
                        12 + pukeHeight);  
                c.drawBitmap(sourceBitmap, src, dst, null);  
            }  
        }  
      
        @Override  
        public boolean onTouchEvent(MotionEvent event) {  
            // 正在研究点击弹出相应的扑克   
            return super.onTouchEvent(event);  
        }  
      
        @Override  
        public void surfaceChanged(SurfaceHolder holder, int format, int width,  
                int height) {  
        }  
      
        @Override  
        public void surfaceCreated(SurfaceHolder holder) {  
            this.thread.setFlag(true);  
            this.thread.start();  
        }  
      
        @Override  
        public void surfaceDestroyed(SurfaceHolder holder) {  
            boolean retry = true;  
            this.thread.setFlag(false);  
            while (retry) {  
                try {  
                    thread.join();  
                    retry = false;  
                } catch (InterruptedException e) {  
                    e.printStackTrace();  
                }  
            }  
      
        }  
      
        // 刷帧线程,这个不解释,实在看不懂,M我:289302487@qq.com   
        class FlushThread extends Thread {  
            private boolean flag = false;  
            private final int span = 500;  
            private final GameView gameView;  
            private final SurfaceHolder holder;  
      
            public FlushThread(SurfaceHolder holder, GameView gameView) {  
                this.gameView = gameView;  
                this.holder = holder;  
            }  
      
            @Override  
            public void run() {  
                Canvas canvas;  
                while (this.flag) {  
                    canvas = null;  
                    try {  
                        canvas = this.holder.lockCanvas(null);  
                        synchronized (this.holder) {  
                            this.gameView.onDraw(canvas);  
                        }  
                    } finally {  
                        if (canvas != null) {  
                            this.holder.unlockCanvasAndPost(canvas);  
                        }  
                    }  
      
                    try {  
                        Thread.sleep(span);  
                    } catch (InterruptedException e) {  
                        e.printStackTrace();  
                    }  
                }  
            }  
      
            public boolean isFlag() {  
                return flag;  
            }  
      
            public void setFlag(boolean flag) {  
                this.flag = flag;  
            }  
      
        }  
      
    }

3、相关实体类

扑克牌类:

package com.bison.utils;  
      
    import java.util.Random;  
      
    /**
     *
     *  
     * @author Bison
     *  
     */  
    public class Cards {  
        // 声明一副扑克牌   
        public int[] pukes = new int[54];  
      
        private static Cards cardsInstance = null;  
      
        private Cards() {  
            setPuke();  
            shuffle();  
        }  
      
        public static Cards getInstance() {  
            if (cardsInstance == null) {  
                cardsInstance = new Cards();  
            }  
            return cardsInstance;  
        }  
      
        /** 给54张扑克牌赋值 :1~54 */  
        private void setPuke() {  
            for (int i = 0; i < 54; i++) {  
                pukes[i] = i + 1;  
            }  
        }  
      
        /** 洗牌 */  
        private void shuffle() {  
            Random rdm = new Random();  
            for (int i = 0; i < 54; i++) {  
                // random.nextInt();是个前闭后开的方法:0~53   
                int rdmNo = rdm.nextInt(54);  
                int temp = pukes[i];  
                pukes[i] = pukes[rdmNo];  
                pukes[rdmNo] = temp;  
            }  
        }  
    }

玩家类:

package com.bison.utils;  
      
    import android.graphics.Rect;  
      
    /**
     * 这个是玩家的实体类
     *  
     * @author Bison
     *  
     */  
    public class Person {  
        private final Cards mCards = Cards.getInstance();  
      
        public int[] person1 = new int[17];  
        public int[] person2 = new int[17];  
        public int[] person3 = new int[17];  
      
        // 余下三张属于地主的   
        public int[] threePukes = new int[3];  
      
        public Person() {  
            personHold(mCards.pukes);  
        }  
      
        /** 分牌 */  
        private void personHold(int[] pukes) {  
            int k = 0;  
            for (int i = 0; i < 3; i++) {  
                if (i == 0) {  
                    for (int j = 0; j < 17; j++) {  
                        person1[j] = pukes[k++];  
                    }  
                    // 将其排序   
                    sort(person1);  
                }  
                if (i == 1) {  
                    for (int j = 0; j < 17; j++) {  
                        person2[j] = pukes[k++];  
                    }  
                    // 将其排序   
                    sort(person2);  
                }  
                if (i == 2) {  
                    for (int j = 0; j < 17; j++) {  
                        person3[j] = pukes[k++];  
                    }  
                    // 将其排序   
                    sort(person3);  
                }  
            }  
      
            threePukes[0] = pukes[51];  
            threePukes[1] = pukes[52];  
            threePukes[2] = pukes[53];  
        }  
      
        /** 对每个玩家手里的牌排序:使用冒泡排序 */  
        private void sort(int[] ary) {  
            for (int i = 0; i < ary.length; i++) {  
                for (int j = 0; j < ary.length - i - 1; j++) {  
                    if (ary[j] > ary[j + 1]) {  
                        int temp = ary[j];  
                        ary[j] = ary[j + 1];  
                        ary[j + 1] = temp;  
                    }  
                }  
            }  
        }  
      
        /**
         * 对应扑克所在图片上的位置  
         * 1 5 9 ………… 53  
         * 2 6 10 ………… 54  
         * 3 7 11  
         * 4 8 12
         */  
        public Rect cardRect(int cardValue, int width, int height) {  
            int x = 0, y = 0;  
            if (cardValue % 4 == 0) {  
                x = cardValue / 4 - 1;  
                y = 4;  
            } else {  
                x = cardValue / 4;  
                y = cardValue % 4;  
            }  
      
            int left = x * width;  
            int top = (y - 1) * height;  
            int right = (x + 1) * width;  
            int bottom = (y) * height;  
            return new Rect(left, top, right, bottom);  
        }  
    }

PS:斗地主还是可以做的很复杂的。更多内容还请继续关注我,或者前往我组办的棋牌社区查看。

Android斗地主棋牌游戏牌桌实现源码下载的更多相关文章

  1. 【Android 系统开发】CyanogenMod 13.0 源码下载 编译 ROM 制作 ( 手机平台 : 小米4 | 编译平台 : Ubuntu 14.04 LTS 虚拟机)

                 分类: Android 系统开发(5)                                              作者同类文章X 版权声明:本文为博主原创文章 ...

  2. Android --- 斗地主 [牌桌实现源码]

    1.主Activity <span style="font-size:18px;color:#3333ff;">package com.bison; import an ...

  3. delphi xe5 android 服务端和手机端的源码下载

    xe5 android的服务端和手机客户端的源代码下载地址 http://files.cnblogs.com/nywh2008/AndroidTest.rar

  4. Android精品资源汇总,10个源码(持续更新)

    最近一直在学习Android,在各大社区逛,总结下自己看到的一些不错的源码.希望可以给大家带来帮助. 1.Android精品源码:带动态效果的Button(按钮) 最喜欢各种效果的按钮了,没办法就是这 ...

  5. android源码-安卓源码-Android源码下载-安卓游戏源码

    android源码   高仿精仿金山手机卫士应用源码V1.2 高仿精仿金山手机卫士应用源码,该应用的级别实现了金山卫士的级别功能了,可以说跟现实中我们使用的金山卫士应用的功能几乎差不 人气:9286  ...

  6. C#中国象棋+游戏大厅 服务器 + 客户端源码

    来源:www.ajerp.com/bbs C#中国象棋+游戏大厅 服务器 + 客户端源码 源码开源 C#版中国象棋(附游戏大厅) 基于前人大虾的修改版 主要用委托实现 服务器支持在线人数,大厅桌数的设 ...

  7. Android中Canvas绘图基础详解(附源码下载) (转)

    Android中Canvas绘图基础详解(附源码下载) 原文链接  http://blog.csdn.net/iispring/article/details/49770651   AndroidCa ...

  8. Android 源码下载方法(Git 方式clone)

    Android源码对于Android开发者来说,迟早有一天你会用到的,所以就记录一下,分享给读者,希望对读者有用 这里需要使用到Git相关知识,不清楚的可以先阅读,了解的可以跳过 Git-Tortoi ...

  9. Android Studio2.x版本无法自动关联源码的解决方法

    Android Studio2.x版本无法自动关联源码的解决方法 在学习android开发过程中,对于一个不熟悉的类,阅读源码是一个很好的学习方式,使用andorid studio开发工具的SDK M ...

随机推荐

  1. JavaScript进阶知识点(慕课)

    JavaScript能做什么? 1.增强页面动态效果(如:下拉菜单.图片轮播.信息滚动等) 2.实现页面与用户之间的实时.动态交互(如:用户注册.登陆验证等)  一. 数组 var myarray=n ...

  2. DataFormatString 转

    数据绑定之DataFormatString 设定BoundField的DataFormatString,通常有以下几种 DataFormatString= "{0:C}" 货币,货 ...

  3. 关于javascript闭包中的this对象

    我们知道, this对象是运行时基于函数的执行环境绑定的:在全局函数中,this等于window,而当函数被作为某个对象的方法调用时,this等于那个对象.<Javascript高级程序设计&g ...

  4. 原生js通过prottype写的一个简单拖拽

    <!DOCTYPE html> <head> <meta charset="utf-8"/> <title></title&g ...

  5. HTML5的入门与深入理解

    HTML5是对HTML的第5次重大的修改,虽然HTML5 标准还在制定中,但不能阻碍其势不可挡的脚步,不用HTML5你就OUT了.HTML5与我们常用的HTML4有什么区别呢? 首先要说的是不是所有的 ...

  6. Android开发--Android Studio配置

    1.常见问题 emulator: You might want to adjust your AVD RAM size and/or HAXM configuration to run in fast ...

  7. Microsoft Help Viewer

    Microsoft Help Viewer 1.0 Microsoft Help Viewer 2.0 Help Library 管理器 -Microsoft Help 查看器 打开VS 2010   ...

  8. .net中的序列化

    常见的序列化格式和方法 在.net中,常见的序列化格式主要有json,二进制和xml,总结如下表格. 注意事项 关于实体特性标注规则: 1,.net中所有用于序列化的实体的class上应该加上[Ser ...

  9. WCF初探文章列表

    WCF初探-1:认识WCF WCF初探-6:WCF服务配置 WCF初探-2:手动实现WCF程序 WCF初探-7:WCF服务配置工具使用 WCF初探-3:WCF消息交换模式之单向模式 WCF初探-8:W ...

  10. kotlin 练习

    Kotlin 定义函数的一些语法 fun main(args:Array<String>):Unit { val x:() -> Unit = { println("hel ...