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);
}
}
到此这篇关于基于WPF实现经典纸牌游戏的文章就介绍到这了,更多相关WPF纸牌游戏内容请搜索编程网以前的文章或继续浏览下面的相关文章希望大家以后多多支持编程网!