基于WPF实现经典纸牌游戏
1 纸牌类
之所以产生这个无聊至极的念头,是因为发现Unicode中竟然有这种字符。。。
这就意味着不用任何资源就可以实现一些纸牌游戏,效果如下图所示
这就意味着不用任何资源就可以实现一些纸牌游戏,效果如下图所示
#region 常量
private static readonly Dictionary<string, string[]> CardNames = new Dictionary<string, string[]>{
{"Spade", new string[13]{"?","?","?","?","?","?","?","?","?","?","?","?","?" } },
{"Heart", new string[13]{"?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?" } },
{"Diamond", new string[13]{"?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?" } },
{"Club" , new string[13]{"?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?"}}
};
#endregion
#region 卡牌类型
private class Card
{
public Card(string name, int number, string type, bool red, int index)
{
Name =name;
Number = number;
Type = type;
Red = red;
Index = index;
}
public int Index;
public string Name;
public int Number;
public bool Red;
public string Type;
public int Region;
}
#endregion
在实现了纸牌类之后,将每个纸牌放到一个Button的Tag中,然后再 为Button添加各种事件,就能实现这个游戏了。
2 布局
由于是动态布局,所以建议使用canvas,xaml界面十分简洁,除了一个刷新按钮,剩下的就只有画布了。
<StackPanel>
<ToolBar DockPanel.Dock="Top" Margin="0 0 0 20">
<Button Content="?" Click="btnUpdate_Click"/>
</ToolBar>
<Canvas x:Name="cvMain" Height="400"/>
</StackPanel>
经典纸牌游戏大致可以分为12个区域,如图所示
这些个区域就可决定纸牌的位置,所以需要一个用来存放区间信息的变量
private List<int>[] cardIndex;
cardIndex是由12个List<int>组成的数组,然后每个Button的位置用下面的方式来设定
private void setBtnPosition(Button btn, int region)
{
Canvas.SetLeft(btn, region % 6 * dw);
Canvas.SetTop(btn, region / 6 * dh);
Canvas.SetZIndex(btn, cardIndex[region].Count);
}
其中,SetLeft即控件据Canvas左端的距离,可以理解为x坐标;dw,dh为全局变量,用来存放每个区间的尺寸。SetTop对应的为y坐标。SetZIndex表示层级关系,值越大则越在上面。
3 初始化
初始化需要一个随机数组,目的是将牌打散。这里用了一个非常Low的方案,即生成随机数,然后交换自然序列中两个随机数所在位置的值。
private int[] RandomArray(int length)
{
int[] arr = new int[length];
for (int i = 0; i < length; i++)
arr[i] = i;
int times = rand.Next(10, 100);
for (int i = 0; i < times; i++)
{
int a = rand.Next(0, length - 1);
int b = rand.Next(0, length - 1);
var temp = arr[a];
arr[a] = arr[b];
arr[b] = temp;
}
return arr;
}
接下来就是初始化代码,这里按照平时发牌的顺序,先生成这个区域的纸牌
然后再生成牌堆。
public void InitCards()
{
cvMain.Children.Clear();
cards = new List<Card>();
cardIndex = new List<int>[12]; //所有的扑克被划分为12个区域
for (int i = 0; i < 12; i++)
cardIndex[i] = new List<int>();
int index = 0;
foreach (var key in CardNames.Keys)
for (int i = 0; i < 13; i++)
cards.Add(new Card(CardNames[key][i], i, key,
key == "Heart" || key == "Diamond", index++));
var orders = RandomArray(52);
index = 0;
for (int i = 0; i < 6; i++)
for (int j = i; j < 6; j++)
{
var card = cards[orders[index++]];
cardIndex[6 + j].Add(cvMain.Children.Count);
var btn = setOneButton(card);
if (i == j)
{
coverCard(btn, false); //当i==j时翻面
SetOneColumn(i);
}
card.Region = 6 + j;
setBtnPosition(btn, card.Region);
}
while (index<52)
{
var card = cards[orders[index++]];
cardIndex[0].Add(cvMain.Children.Count);
var btn = setOneButton(card);
card.Region = 0;
setBtnPosition(btn, 0);
btn.Click += Card_Click;
}
}
其中,SetOneColumn
用于下面牌的上下排序,定义为
private void SetOneColumn(int region)
{
var count = cardIndex[region].Count;
var left = (region - 6) * dw;
var top0 = dh;
int i = 0;
var ddh = (0.8 + 2.5 * count / 15) * dh / count;
foreach (var index in cardIndex[region])
{
var btn = cvMain.Children[index];
Canvas.SetLeft(btn, left);
Canvas.SetTop(btn, top0 + ddh * (i++));
Canvas.SetZIndex(btn, i);
}
}
4 事件
针对纸牌游戏来说,鼠标事件可分为两类,一是点击牌堆需要发牌;二是拖动其他位置的牌。
点击牌堆
点击牌堆需要注意,当牌堆中的牌没有了之后,需要将1区的牌还给牌堆。
private void Card_Click(object sender, RoutedEventArgs e)
{
var btn = sender as Button;
var card = btn.Tag as Card;
if (card.Region > 0)
return;
var count = cardIndex[0].Count;
var num = Math.Min(count, numCard);
for (int _ = 0; _ < num; _++)
{
var index = cardIndex[0][count - num]; //canvas中的顺序
cardIndex[0].Remove(index);
cardIndex[1].Add(index);
btn = cvMain.Children[index] as Button;
btn.Click -= Card_Click;
btn.PreviewMouseLeftButtonDown += Card_PreviewLeftDown;
coverCard(btn, false);
setBtnPosition(btn, 1);
card = btn.Tag as Card;
card.Region = 1;
}
if (cardIndex[0].Count > 0 || cardIndex[1].Count <= numCard)
return;
foreach (var index in cardIndex[1])
{
cardIndex[0].Add(index);
btn = cvMain.Children[index] as Button;
btn.Click += Card_Click;
btn.PreviewMouseLeftButtonDown -= Card_PreviewLeftDown;
coverCard(btn, true);
setBtnPosition(btn, 0);
card = btn.Tag as Card;
card.Region = 0;
}
cardIndex[1] = new List<int>();
}
拖动
拖动主要包含三个动作,即鼠标按下、鼠标挪动、鼠标弹开,所以对应三个函数,且当鼠标按下之后,才挂载鼠标挪动的事件。而鼠标弹起之后,则判断我们拖动的牌的最终位置。
private void Card_PreviewLeftDown(object sender, MouseButtonEventArgs e)
{
btnNow = sender as Button;
if (btnNow.Content.ToString() == bGCard)
return;
var card = btnNow.Tag as Card;
regionNow = cardIndex[card.Region];
indexNow = regionNow.IndexOf(
cvMain.Children.IndexOf(btnNow));
var count = regionNow.Count;
offsets = new List<Point>();
for (int i = indexNow; i < count; i++)
{
var btn = cvMain.Children[regionNow[i]] as Button;
offsets.Add(Mouse.GetPosition(btn));
Canvas.SetZIndex(btnNow, 100 + i);
}
btnNow.PreviewMouseLeftButtonUp += Card_PreviewLeftUp;
btnNow.PreviewMouseMove += Card_PreviewMouseMove;
}
private void Card_PreviewMouseMove(object sender, MouseEventArgs e)
{
var p = Mouse.GetPosition(cvMain);
for (int i = indexNow; i < regionNow.Count; i++)
{
var btn = cvMain.Children[regionNow[i]] as Button;
Canvas.SetLeft(btn, p.X - offsets[i - indexNow].X);
Canvas.SetTop(btn, p.Y - offsets[i - indexNow].Y);
}
}
private void Card_PreviewLeftUp(object sender, MouseButtonEventArgs e)
{
btnNow.PreviewMouseLeftButtonUp -= Card_PreviewLeftUp;
btnNow.PreviewMouseMove -= Card_PreviewMouseMove;
var p = Mouse.GetPosition(cvMain);
int region = (int)(p.X / dw) + (p.Y > dh ? 6 : 0);
var index = cardIndex[region].Count - 1; //目标区域最上面的牌的序号
var card = btnNow.Tag as Card;
int srcRegion = card.Region;
//牌在挪动之后有两种可能,一种是成功了,另一种是失败了
bool suc = region != srcRegion; //如果挪动的区域相同,则必失败
bool subSuc;
suc &= region > 1; //如果向牌堆挪动,则必失败。
if (index < 0)
{//A和K的情况满足任何一种即可成功
subSuc = region > 1 && region < 6 && card.Number == 0;
subSuc |= region > 5 && card.Number == 12;
}
else
{
var tarBtn = cvMain.Children[cardIndex[region][index]] as Button;
var tarCard = tarBtn.Tag as Card;
var flag = tarCard.Type == card.Type;
var minus = card.Number - tarCard.Number;
subSuc = region > 1 && region < 6 && flag && (minus == 1);
subSuc |= region > 5 && (!flag) && (minus == -1);
}
reGroup(suc & subSuc, card, srcRegion, region);
}
牌的去留
通过reGroup
函数决定牌最终的状态。
private void reGroup(bool suc, Card card, int srcRegion, int tarRegion)
{
if (suc)
{
if (tarRegion > 5)
setNewRegion(srcRegion, tarRegion);
else
setNewRegion(btnNow, card, srcRegion, tarRegion);
}
if (srcRegion < 6)
setBtnPosition(btnNow, srcRegion);
else
{
SetOneColumn(srcRegion);
var i = regionNow.Count;
if (i > 0)
{
var btn = cvMain.Children[regionNow[i - 1]] as Button;
coverCard(btn, false);
}
}
}
private void setNewRegion(Button btn, Card card, int src, int tar)
{
int i = cardIndex[src].Count - 1;
cardIndex[tar].Add(cardIndex[src][i]);
cardIndex[src].RemoveAt(i);
card.Region = tar;
setBtnPosition(btn, tar);
}
//src和tar均为大区
private void setNewRegion(int src, int tar)
{
var count = regionNow.Count;
for (int i = indexNow; i < count; i++)
{
var btn = cvMain.Children[regionNow[indexNow]] as Button;
cardIndex[tar].Add(regionNow[indexNow]);
regionNow.RemoveAt(indexNow);
var card = btn.Tag as Card;
card.Region = tar;
Canvas.SetZIndex(btn, cardIndex[tar].Count);
}
SetOneColumn(tar);
if (regionNow.Count > 0)
{
var btn = cvMain.Children[regionNow[indexNow - 1]] as Button;
coverCard(btn, false);
}
}
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