鸿蒙开发案例:绘制中国象棋棋盘与棋子的技术教程

 

本文将介绍如何使用鸿蒙提供的UI组件来绘制一个中国象棋棋盘并放置棋子。通过本教程,您将学会基本的UI构建技巧,以及如何在鸿蒙环境中创建一个简单的象棋游戏界面。

一、定义棋盘线条与棋子位置

首先,我们需要定义几个基础类来帮助我们构造棋盘。ChessLine类用于表示棋盘上的线段,而MyPosition类则用来记录棋盘上每个位置是否需要特殊的标记(如“兵”、“卒”、“炮”的位置)。

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
class ChessLine {
  startPoint: [number, number] = [0, 0];
  endPoint: [number, number] = [0, 0];
}
 
class MyPosition {
  x: number = 0;
  y: number = 0;
  topLeft: boolean = true;
  topRight: boolean = true;
  bottomLeft: boolean = true;
  bottomRight: boolean = true;
 
  constructor(x: number, y: number, topLeft: boolean, topRight: boolean, bottomLeft: boolean, bottomRight: boolean) {
    this.x = x;
    this.y = y;
    this.topLeft = topLeft;
    this.topRight = topRight;
    this.bottomLeft = bottomLeft;
    this.bottomRight = bottomRight;
  }
}

  

二、创建棋子类

接下来,我们定义ChessPiece类来代表棋盘上的每一个棋子。这个类包括棋子的颜色、类型等属性,并且有一个方法getColor()来获取棋子的颜色值。

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
@ObservedV2
class ChessPiece {
  @Trace opacity: number = 1;
  @Trace value: string = "";
  @Trace type: number = 0; // 0: 无棋, 1: 红棋,2: 黑棋
 
  redColor: string = `rgb(144,11,11)`;
  blackColor: string = `rgb(78,56,23)`;
 
  constructor(value: string, type: number) {
    this.value = value;
    this.type = type;
  }
 
  setValue(value: string, type: number) {
    this.value = value;
    this.type = type;
  }
 
  getColor() {
    if (this.type === 1) {
      return this.redColor;
    } else if (this.type === 2) {
      return this.blackColor;
    }
    return "#00000000";
  }
}

  

三、构建棋盘

使用ChessBoard类来构建整个棋盘,其中包括棋盘的基本尺寸、棋子数组、棋盘线段数组等。在这个类中,我们还定义了初始化游戏的方法initGame(),它会根据规则在棋盘上放置棋子。

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
@Entry
@Component
struct ChessBoard {
  cellWidth: number = 70;
  borderPieceWidth: number = 12;
  pieceSize: number = 66;
  pieces: ChessPiece[] = [];
  lines: ChessLine[] = [];
  positions: MyPosition[] = [];
  selectedIndex: number = -1; // -1表示未点击任何棋子,非-1表示当前正在点击的棋子
 
  aboutToAppear(): void {
    for (let i = 0; i < 9 * 10; i++) {
      this.pieces.push(new ChessPiece("", 0));
    }
    this.initGame();
    // 初始化水平线和垂直线...
  }
 
  initGame() {
    // 设置棋子初始位置...
  }
 
  build() {
    Column({ space: 10 }) {
      // 构建棋盘框架和线条...
    }
  }
}

  

四、绘制棋子

最后,我们需要在棋盘上绘制棋子。这里使用了Flex和ForEach等组件来遍历棋子数组,并根据棋子的类型绘制不同的样式。

1
2
3
4
5
6
7
8
9
10
11
12
13
14
Flex({ wrap: FlexWrap.Wrap }) {
  ForEach(this.pieces, (piece: ChessPiece, index: number) => {
    Stack() {
      Text(piece.value)
      // 设置棋子文本样式...
    }
    .opacity(piece.opacity)
    .width(`${this.cellWidth}lpx`)
    .height(`${this.cellWidth}lpx`)
    .onClick(() => {
      // 处理点击事件...
    })
  })
}

  【完整代码】

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
class ChessLine {
  startPoint: [number, number] = [0, 0];
  endPoint: [number, number] = [0, 0];
}
 
class MyPosition {
  x: number = 0;
  y: number = 0;
  topLeft: boolean = true;
  topRight: boolean = true;
  bottomLeft: boolean = true;
  bottomRight: boolean = true;
 
  constructor(x: number, y: number, topLeft: boolean, topRight: boolean, bottomLeft: boolean, bottomRight: boolean) {
    this.x = x;
    this.y = y;
    this.topLeft = topLeft;
    this.topRight = topRight;
    this.bottomLeft = bottomLeft;
    this.bottomRight = bottomRight;
  }
}
 
@ObservedV2
class ChessPiece {
  @Trace opacity: number = 1;
  @Trace value: string = "";
  @Trace type: number = 0; // 0: 无棋, 1: 红棋,2: 黑棋
  redColor: string = `rgb(144,11,11)`;
  blackColor: string = `rgb(78,56,23)`;
 
  constructor(value: string, type: number) {
    this.value = value;
    this.type = type;
  }
 
  setValue(value: string, type: number) {
    this.value = value;
    this.type = type;
  }
 
  getColor() {
    if (this.type === 1) {
      return this.redColor;
    } else if (this.type === 2) {
      return this.blackColor;
    }
    return "#00000000";
  }
}
 
@Entry
@Component
struct ChessBoard {
  cellWidth: number = 70;
  borderPieceWidth: number = 12;
  pieceSize: number = 66;
  pieces: ChessPiece[] = [];
  lines: ChessLine[] = [];
  positions: MyPosition[] = [];
  selectedIndex: number = -1; // -1表示未点击任何棋子,非-1表示当前正在点击的棋子
 
  aboutToAppear(): void {
    for (let i = 0; i < 9 * 10; i++) {
      this.pieces.push(new ChessPiece("", 0));
    }
    this.initGame();
 
    // 初始化水平线和垂直线
    for (let i = 0; i < 10; i++) {
      this.lines.push({
        startPoint: [0, this.cellWidth * i],
        endPoint: [this.cellWidth * 8, this.cellWidth * i]
      });
      this.lines.push({
        startPoint: [this.cellWidth * i, 0],
        endPoint: [this.cellWidth * i, this.cellWidth * (i === 0 || i === 8 ? 9 : 4)]
      });
      this.lines.push({
        startPoint: [this.cellWidth * i, this.cellWidth * 5],
        endPoint: [this.cellWidth * i, this.cellWidth * 9]
      });
    }
 
 
    // 初始化九宫格内的斜线
    this.lines.push({
      startPoint: [3 * this.cellWidth, 0],
      endPoint: [5 * this.cellWidth, 2 * this.cellWidth],
    });
    this.lines.push({
      startPoint: [5 * this.cellWidth, 0],
      endPoint: [3 * this.cellWidth, 2 * this.cellWidth],
    });
    this.lines.push({
      startPoint: [3 * this.cellWidth, 7 * this.cellWidth],
      endPoint: [5 * this.cellWidth, 9 * this.cellWidth],
    });
    this.lines.push({
      startPoint: [5 * this.cellWidth, 7 * this.cellWidth],
      endPoint: [3 * this.cellWidth, 9 * this.cellWidth],
    });
 
    // 兵卒炮位置标
    this.positions.push(new MyPosition(1, 2, true, true, true, true))
    this.positions.push(new MyPosition(7, 2, true, true, true, true))
    this.positions.push(new MyPosition(0, 3, false, true, false, true))
    this.positions.push(new MyPosition(2, 3, true, true, true, true))
    this.positions.push(new MyPosition(4, 3, true, true, true, true))
    this.positions.push(new MyPosition(6, 3, true, true, true, true))
    this.positions.push(new MyPosition(8, 3, true, false, true, false))
    this.positions.push(new MyPosition(1, 7, true, true, true, true))
    this.positions.push(new MyPosition(7, 7, true, true, true, true))
    this.positions.push(new MyPosition(0, 6, false, true, false, true))
    this.positions.push(new MyPosition(2, 6, true, true, true, true))
    this.positions.push(new MyPosition(4, 6, true, true, true, true))
    this.positions.push(new MyPosition(6, 6, true, true, true, true))
    this.positions.push(new MyPosition(8, 6, true, false, true, false))
  }
 
  initGame() {
    for (let i = 0; i < 9 * 10; i++) {
      this.pieces[i].setValue("", 0);
    }
    this.pieces[0].setValue("车", 2)
    this.pieces[1].setValue("马", 2)
    this.pieces[2].setValue("象", 2)
    this.pieces[3].setValue("士", 2)
    this.pieces[4].setValue("将", 2)
    this.pieces[5].setValue("士", 2)
    this.pieces[6].setValue("象", 2)
    this.pieces[7].setValue("马", 2)
    this.pieces[8].setValue("车", 2)
    this.pieces[19].setValue("炮", 2)
    this.pieces[25].setValue("炮", 2)
    this.pieces[27].setValue("卒", 2)
    this.pieces[29].setValue("卒", 2)
    this.pieces[31].setValue("卒", 2)
    this.pieces[33].setValue("卒", 2)
    this.pieces[35].setValue("卒", 2)
 
    this.pieces[54].setValue("兵", 1)
    this.pieces[56].setValue("兵", 1)
    this.pieces[58].setValue("兵", 1)
    this.pieces[60].setValue("兵", 1)
    this.pieces[62].setValue("兵", 1)
    this.pieces[64].setValue("炮", 1)
    this.pieces[70].setValue("炮", 1)
    this.pieces[81].setValue("车", 1)
    this.pieces[82].setValue("马", 1)
    this.pieces[83].setValue("相", 1)
    this.pieces[84].setValue("仕", 1)
    this.pieces[85].setValue("帅", 1)
    this.pieces[86].setValue("仕", 1)
    this.pieces[87].setValue("相", 1)
    this.pieces[88].setValue("马", 1)
    this.pieces[89].setValue("车", 1)
  }
 
  build() {
    Column({ space: 10 }) {
      Column() {
        Stack() {
          // 棋盘矩形边框
          Rect()
            .margin({
              top: `${this.cellWidth / 2 - this.borderPieceWidth / 2}lpx`,
              left: `${this.cellWidth / 2 - this.borderPieceWidth / 2}lpx`
            })
            .width(`${this.cellWidth * 8 + this.borderPieceWidth}lpx`)
            .height(`${this.cellWidth * 9 + this.borderPieceWidth}lpx`)
            .fillOpacity(0)
            .stroke(Color.Black)
            .strokeWidth(`${this.borderPieceWidth / 3}lpx`);
 
          // 绘制线条
          ForEach(this.lines, (line: ChessLine, _index: number) => {
            Line()
              .margin({ left: `${this.cellWidth / 2}lpx`, top: `${this.cellWidth / 2}lpx` })
              .startPoint([`${line.startPoint[0]}lpx`, `${line.startPoint[1]}lpx`])
              .endPoint([`${line.endPoint[0]}lpx`, `${line.endPoint[1]}lpx`])
              .stroke(Color.Black);
          });
          // 添加"兵卒炮"标记
          ForEach(this.positions, (position: MyPosition, _index: number) => {
            if (position.topLeft) {
              Polyline()
                .margin({
                  left: `${this.cellWidth / 2 - this.borderPieceWidth / 2}lpx`,
                  top: `${this.cellWidth / 2 - this.borderPieceWidth / 2}lpx`
                })
                .points([
                  [`${this.cellWidth * position.x}lpx`, `${this.cellWidth * position.y - this.borderPieceWidth}lpx`],
                  [`${this.cellWidth * position.x}lpx`, `${this.cellWidth * position.y}lpx`],
                  [`${this.cellWidth * position.x - this.borderPieceWidth}lpx`, `${this.cellWidth * position.y}lpx`],
                ])
                .width(1)
                .height(1)
                .fillOpacity(0)
                .stroke(Color.Black);
            }
            if (position.topRight) {
              Polyline()
                .margin({
                  left: `${this.cellWidth / 2 + this.borderPieceWidth / 2}lpx`,
                  top: `${this.cellWidth / 2 - this.borderPieceWidth / 2}lpx`
                })
                .points([
                  [`${this.cellWidth * position.x}lpx`, `${this.cellWidth * position.y - this.borderPieceWidth}lpx`],
                  [`${this.cellWidth * position.x}lpx`, `${this.cellWidth * position.y}lpx`],
                  [`${this.cellWidth * position.x + this.borderPieceWidth}lpx`, `${this.cellWidth * position.y}lpx`],
                ])
                .width(1)
                .height(1)
                .fillOpacity(0)
                .stroke(Color.Black)
            }
            if (position.bottomLeft) {
              Polyline()
                .margin({
                  left: `${this.cellWidth / 2 - this.borderPieceWidth / 2}lpx`,
                  top: `${this.cellWidth / 2 + this.borderPieceWidth / 2}lpx`
                })
                .points([
                  [`${this.cellWidth * position.x - this.borderPieceWidth}lpx`, `${this.cellWidth * position.y}lpx`],
                  [`${this.cellWidth * position.x}lpx`, `${this.cellWidth * position.y}lpx`],
                  [`${this.cellWidth * position.x}lpx`, `${this.cellWidth * position.y + this.borderPieceWidth}lpx`],
                ])
                .width(1)
                .height(1)
                .fillOpacity(0)
                .stroke(Color.Black)
            }
            if (position.bottomRight) {
              Polyline()
                .margin({
                  left: `${this.cellWidth / 2 + this.borderPieceWidth / 2}lpx`,
                  top: `${this.cellWidth / 2 + this.borderPieceWidth / 2}lpx`
                })
                .points([
                  [`${this.cellWidth * position.x + this.borderPieceWidth}lpx`, `${this.cellWidth * position.y}lpx`],
                  [`${this.cellWidth * position.x}lpx`, `${this.cellWidth * position.y}lpx`],
                  [`${this.cellWidth * position.x}lpx`, `${this.cellWidth * position.y + this.borderPieceWidth}lpx`],
                ])
                .width(1)
                .height(1)
                .fillOpacity(0)
                .stroke(Color.Black)
            }
          });
 
          // 绘制棋子
          Flex({ wrap: FlexWrap.Wrap }) {
            ForEach(this.pieces, (piece: ChessPiece, index: number) => {
              Stack() {
                Text(piece.value)
                  .width(`${this.pieceSize}lpx`)
                  .height(`${this.pieceSize}lpx`)
                  .backgroundColor(piece.type !== 0 ? `rgb(192,149,106)` : Color.Transparent)
                  .textAlign(TextAlign.Center)
                  .fontSize(`${this.pieceSize / 2}lpx`)
                  .fontColor(piece.getColor())
                  .borderColor(piece.getColor())
                  .borderRadius(`50%`)
                  .borderWidth(`2lpx`)
                  .textShadow({
                    radius: 2,
                    color: Color.White,
                    offsetX: 2,
                    offsetY: 2
                  });
                Circle()
                  .width(`${this.pieceSize - 15}lpx`)
                  .height(`${this.pieceSize - 15}lpx`)
                  .fillOpacity(0)
                  .strokeWidth(2)
                  .stroke(piece.getColor())
                  .strokeDashArray([0.2, 1]);
              }
              .opacity(piece.opacity)
              .width(`${this.cellWidth}lpx`)
              .height(`${this.cellWidth}lpx`)
              .onClick(() => {
                if (this.selectedIndex === -1) {
                  this.selectedIndex = index;
                  animateToImmediately({
                    iterations: 3,
                    duration: 300,
                    onFinish: () => {
                      animateToImmediately({
                        iterations: 1,
                        duration: 0
                      }, () => {
                        piece.opacity = 1;
                      });
                    }
                  }, () => {
                    piece.opacity = 0.5;
                  });
                } else {
                  piece.value = this.pieces[this.selectedIndex].value;
                  piece.type = this.pieces[this.selectedIndex].type;
                  this.pieces[this.selectedIndex].value = '';
                  this.pieces[this.selectedIndex].type = 0;
                  this.selectedIndex = -1;
                }
              });
            });
          }.width('100%').height('100%');
        }
        .align(Alignment.TopStart)
        .width(`${this.cellWidth * 9}lpx`)
        .height(`${this.cellWidth * 10}lpx`);
      }
      .padding(10)
      .backgroundColor(Color.Orange)
      .borderRadius(10);
 
      Button('重新开始').onClick(() => {
        this.initGame();
      });
    }.width('100%');
  }
}

  

posted @   zhongcx  阅读(52)  评论(0编辑  收藏  举报
编辑推荐:
· 记一次.NET内存居高不下排查解决与启示
· 探究高空视频全景AR技术的实现原理
· 理解Rust引用及其生命周期标识(上)
· 浏览器原生「磁吸」效果!Anchor Positioning 锚点定位神器解析
· 没有源码,如何修改代码逻辑?
阅读排行:
· 全程不用写代码,我用AI程序员写了一个飞机大战
· MongoDB 8.0这个新功能碉堡了,比商业数据库还牛
· 记一次.NET内存居高不下排查解决与启示
· DeepSeek 开源周回顾「GitHub 热点速览」
· 白话解读 Dapr 1.15:你的「微服务管家」又秀新绝活了
点击右上角即可分享
微信分享提示