开发.Net版的纸牌游戏

        最近我刚完成一个大项目后有一段比较休闲的时光。但是休息久了也很无聊,偶尔玩玩小游戏,像纸牌之类的.大游戏不敢玩,怕被领导发现,嘿嘿

        想必大家都玩过Windows自带的一个小游戏"纸牌"吧。在空闲时间我也开发了一个.net版的纸牌游戏,其界面、功能及操作都跟Windows的差不多。下图就是我的作品的截图:

            

源代码文件说明:
CardsResources.resx ---------------牌图像资源
Cards.cs----------------------------牌对象
CardCollections.cs------------------牌列表对象
GamePlace.cs-----------------------游戏平台
GameForm.cs-----------------------游戏窗口
OptionForm.cs----------------------选项设置窗口
BackImageForm.cs------------------牌背面选择窗口
ImageBrowser.cs--------------------图片浏览控件
PassPlayer.cs------------------------过关动画播放器

        说到像这类似的牌类游戏,也许大家都有自己的思路和想法,下面我就来谈谈我在开发过程中的思路以及遇到的问题和处理方法。


        一,建立对象(包括资源对象,牌对象,牌列表对象)
            (一)资源对象:将所有牌的图像(包括背景和其他特殊图片)做成资源"CardsResources.resx",我一共做了69张图片,54张牌面+12张背景+1张阴影图片+2张发牌底面。
            (二)牌对象 Card:继承System.Windows.Forms.PictureBox,其图像源即为资源中的牌图像.首先建立Cards用于创建牌的图像

/// <summary>
    
/// 创建牌的图像资源。
    
/// </summary>

    public class Cards
    
{
        
private static Image[] cardImages;

        
/// <summary>
        
/// 牌的尺寸
        
/// </summary>

        public static readonly Size CardImageSize=new Size(71,96);

        
/// <summary>
        
/// 牌的图像列表
        
/// </summary>

        internal static Image[] CardImages
        
{
            
get
            
{
                
return cardImages;
            }

        }


        
/// <summary>
        
/// 创建图像列表
        
/// </summary>

        public static void CreateCardsImages()
        
{
            ResourceManager resmanager
=new ResourceManager("CardGame.CardsResources",Assembly.GetExecutingAssembly());
            cardImages
=new Image[69];
            
            
for(int i=0;i<69;i++)
            
{
                cardImages[i]
=(resmanager.GetObject(i+""as Image);
            }

        }


        
/// <summary>
        
/// 获得牌的显示区域
        
/// </summary>
        
/// <param name="size">牌的尺寸</param>
        
/// <returns>牌的显示区域</returns>

        public static Region GetCardRegion(Size size)
        
{
            GraphicsPath gp 
= new GraphicsPath();
            gp.AddPolygon(
new Point[]{
                                         
new Point(0,2),

                                         
new Point(2,0),
                                         
new Point(size.Width-2,0),

                                         
new Point(size.Width,2),
                                         
new Point(size.Width,size.Height-2),

                                         
new Point(size.Width-2,size.Height),
                                         
new Point(2,size.Height),

                                         
new Point(0,size.Height-2),
                                         
new Point(0,2)
                                     }
);
            
return new Region(gp);
        }

    }

然后创建牌基类(Card)

    /// <summary>
    
/// 牌的基类
    
/// </summary>

    public abstract class Card:PictureBox
    
{
        
protected int cardFaceImageIndex;
        
protected int cardBackImageIndex;
        
protected bool isFace=true;
        
protected int index=0;
        
private CardCollections cardsGroup;
        
        
protected Card():base()
        
{
            
base.BackColor=Color.Transparent;
            
base.Size=Cards.CardImageSize;
            
base.Region=Cards.GetCardRegion(base.Size);
            
base.SizeMode=PictureBoxSizeMode.AutoSize;
            
base.Location=new Point(-1,-1);
        }


        
/// <summary>
        
/// 所属的牌列表
        
/// </summary>

        public CardCollections CardsGroup
        
{
            
get
            
{
                
return cardsGroup;
            }

            
set
            
{
                cardsGroup
=value;
            }

        }


        
/// <summary>
        
/// 所在牌列表的索引
        
/// </summary>

        public int Index
        
{
            
get
            
{
                
return index;
            }

            
set
            
{
                index
=value;
            }

        }


        
/// <summary>
        
/// 是否显示的是牌的正面
        
/// </summary>

        public bool IsFace
        
{
            
get
            
{
                
return isFace;
            }

        }

        
        
/// <summary>
        
/// 牌正面的图像列表索引
        
/// </summary>

        public int CardFaceImageIndex
        
{
            
get
            
{
                
return cardFaceImageIndex;
            }

        }


        
/// <summary>
        
/// 牌背面的图像列表索引
        
/// </summary>

        public int CardBackImageIndex
        
{
            
get
            
{
                
return cardBackImageIndex;
            }

            
set
            
{
                cardBackImageIndex
=value;
            }

        }


        
public Card(int cardFaceImageIndex):this(cardFaceImageIndex,-1)
        
{

        }


        
public Card(int cardFaceImageIndex,int cardBackImageIndex):this()
        
{
            
this.cardFaceImageIndex=cardFaceImageIndex;
            
this.cardBackImageIndex=cardBackImageIndex;
        }


        
/// <summary>
        
/// 显示正面
        
/// </summary>

        public void ShowFace()
        
{
            
if(cardFaceImageIndex>=0&&cardFaceImageIndex<Cards.CardImages.Length)
            
{
                
base.Image=Cards.CardImages[cardFaceImageIndex];
            }

            
else
            
{
                
base.Image=null;
            }

            isFace
=true;
        }


        
/// <summary>
        
/// 显示背面
        
/// </summary>

        public void ShowBack()
        
{
            
if(cardBackImageIndex>=0&&cardBackImageIndex<Cards.CardImages.Length)
            
{
                
base.Image=Cards.CardImages[cardBackImageIndex];
            }

            
else
            
{
                
base.Image=null;
            }

            isFace
=false;
        }

    }


有了基类Card后就可以派生出一般的扑克牌NormalCard以及其他的牌.对于NormalCard我们可以这样来派生:

/// <summary>
    
/// 普通牌
    
/// </summary>

    public class NormalCard:Card
    
{
        
public static int[] CardBackImageIndexSection;
        
private int faceNum;
        
private NormalCardFaceType faceType;

        
/// <summary>
        
/// 牌面数字
        
/// </summary>

        public int FaceNum
        
{
            
get{return faceNum;}
        }


        
/// <summary>
        
/// 牌面类型,如:红黑梅方
        
/// </summary>

        public NormalCardFaceType FaceType
        
{
            
get{return faceType;}
        }


        
static NormalCard()
        
{
            CardBackImageIndexSection
=new int[12];
            
for(int i=54;i<=65;i++)
            
{
                CardBackImageIndexSection[i
-54]=i;
            }

        }

        
        
public NormalCard(int cardFaceImageIndex,int cardBackImageIndex):base(cardFaceImageIndex,cardBackImageIndex)
        
{
            
if(base.cardFaceImageIndex<0||base.cardFaceImageIndex>51)base.cardFaceImageIndex=0;
            
if(base.cardBackImageIndex<54||base.cardBackImageIndex>65)base.cardBackImageIndex=54;
            
this.faceType=(NormalCardFaceType)(cardFaceImageIndex%4);
            
this.faceNum=(int)(cardFaceImageIndex-(int)this.faceType)/4+1;
            ShowBack();
        }

        
public NormalCard(int faceNum,NormalCardFaceType faceType,int cardBackImageIndex):this((faceNum-1)*4+(int)faceType,cardBackImageIndex)
        
{
        }

        
        
/// <summary>
        
/// 改变背面图像
        
/// </summary>
        
/// <param name="cardBackImageIndex">背面索引</param>

        public void ChangeBack(int cardBackImageIndex)
        
{
            
base.cardBackImageIndex=cardBackImageIndex;
            
if(!isFace)ShowBack();
        }


        
/// <summary>
        
/// Hearts 红心,Clubs 梅花,Diamonds 方块,Spade=黑桃
        
/// </summary>

        public enum NormalCardFaceType:int
        
{
            Clubs
=0,
            Diamonds
=1,
            Hearts
=2,
            Spade
=3
        }

    }


还有其他的牌的派生,这里就不介绍了.

            (三)牌列表对象:关于这个概念其实就是,牌所属的区域,比如发牌区,排列区(又称非处理区),以及收集区(又称处理区)如下图:

这个对象是由CollectionBase继承而来的.在列表对象里我们可以定义拍的正面和方面的排列方式,以及可以接受的牌的性质等,比如在排列区,背面的位置偏移是(0,3),正面是(0,15),可以接受的牌为不同颜色而且牌面数比最上面一张牌小一,诸如此类的定义都将类个对象里完成,在实际的游戏操作过程中,也就是调用此类的一系列方法.

对象建立完成以后,就可以创建一个游戏平台类了,我将它命名为 "GamePlace".

    二,创建游戏平台,
        在此平台中我们将要完成,与用户的交互,洗牌功能,创建并初始化牌列表,以及如何将52张牌分配给各个牌列表区.以上这一些都是些逻辑功能,只要玩过纸牌游戏的人想必都有思路了吧.关于GamePlace的代码有点长,这里就不给出了.

        三,结束语:
              该类游戏的关键主要在于对象的创建,对象创建得合理,那么用起来就方便,我认为这也是对象编程思想的难点吧.这篇文章只提供大家一些思路.我已经完成了这个游戏的开发,也测试过了.

点击此处下载源代码

给新手参考,请高手指教,大家交个朋友~~~~~

我的联系方式:QQ:26387232,email:dotnetbar@gmail.com

原文地址:https://www.cnblogs.com/volcano/p/268711.html