文章目录
- 1 纸牌类
- 2 布局
- 3 初始化
- 4 事件
- 点击牌堆
- 拖动
- 牌的去留
- 源代码
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。。。
黑桃 | 🂡 🂢 🂣 🂤 🂥 🂦 🂧 🂨 🂩 🂪 🂫 🂬 🂭 🂮 |
红心 | 🂱 🂲 🂳 🂴 🂵 🂶 🂷 🂸 🂹 🂺 🂻 🂼 🂽 🂾 |
钻石 | 🃁 🃂 🃃 🃄 🃅 🃆 🃇 🃈 🃉 🃊 🃋 🃌 🃍 🃎 |
草花 | 🃑 🃒 🃓 🃔 🃕 🃖 🃗 🃘 🃙 🃚 🃛 🃜 🃝 🃞 |
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
实现这个游戏的第一步就是新建一个纸牌类,一张扑克牌至少包含三个信息,分别是花色、颜色以及牌序,以及三合一的图案。由于我们要做一个经典纸牌,所以最好在纸牌类中包含一些游戏时需要用到的信息。
#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);elsesetNewRegion(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);}}
源代码
源代码在这里WPF实现纸牌游戏