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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。
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。
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); } }
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); }
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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