⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 handbone.java

📁 移动平台游戏开发
💻 JAVA
📖 第 1 页 / 共 2 页
字号:
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;

//手中的牌
public class HandBone {
	private Bone m_aGangBone[];	//明杠过的牌
	private int m_nGang;			//明杠过的牌的个数
	private Bone m_aAnGangBone[];	//暗杠过的牌
	private int m_nAnGang;			//暗杠过的牌的个数
	private Bone m_aChiBone[];		//吃过的牌
	private int m_nChi;			//吃过的牌的个数
	private Bone m_aPengBone[];	//碰过的牌
	private int m_nPeng;			//碰过的牌的个数
	
	private Bone m_aHandBone[];	//手中的牌,经过吃碰杠剩下的牌
	private int m_nHand;			//手中牌的个数
	
	private Bone m_HoldBone;		//摸到的牌

	private Image m_ArrowImg;
	private int m_nSelectIndex;	//打牌的位置
	private int m_aChiIndex[];		//可以吃的牌的索引数组
	//m_nChiIndex是m_aChiIndex中当前选择的索引,因为可能同时存在几种吃法
	private int m_nChiIndex;		
	private int m_aPengIndex[];	//可以碰的牌的索引数组
	private int m_aGangIndex[];	//可以杠牌的的索引数组
	private int m_aAnGangIndex[];	//可以暗杠牌的的索引数组
	private int m_nX;				//牌起始位置的X坐标
	private int m_nY;				//牌起始位置的Y坐标
	private boolean m_bPlayer;	//true表示为玩家的牌,false表示电脑的牌
	
	//构造方法
	//参数arrow为箭头图像
	//参数x、y为牌起始位置
	//参数bPlayer为true表示为玩家的牌,为false表示电脑的牌
	public HandBone( Image arrow, int x, int y, boolean bPlayer ){
		m_nX = x;
		m_nY = y;
		m_ArrowImg = arrow;
		m_aGangBone 	= new Bone[16];		//最多有16张名杠
		m_aAnGangBone	= new Bone[16];		//最多有16张暗杠
		m_aChiBone		= new Bone[12];		//最多有12张牌被吃
		m_aPengBone		= new Bone[12];		//最多有12张牌被碰		
		m_aHandBone		= new Bone[13];		//手中最多有13张牌
		m_aChiIndex 	= new int[6];		//用3组,每组2个数据记录手中与桌面上可组成吃牌的索引
		m_aPengIndex	= new int[2];		//手中与桌面上可组成碰牌的索引
		m_aGangIndex	= new int[3];		//手中与桌面上可组成杠牌的索引
		m_aAnGangIndex	= new int[3];		//手中与桌面上可组成暗杠牌的索引
		m_bPlayer = bPlayer;
		Reset();
	}
	//获取是否是玩家的牌的标志
	public boolean isPlayer(){
		return m_bPlayer;
	}
	//重新开牌
	public void Reset(){
		for( int n = 0; n < 16; n ++ ){
			m_aGangBone[n] = null;
			m_aAnGangBone[n] = null;
			if( n < 13 )
				m_aHandBone[n] = null;
			if( n < 12 ){
				m_aChiBone[n] = null;
				m_aPengBone[n] = null;
			}	
		}
		m_HoldBone = null;
		m_nGang	= 0;
		m_nAnGang = 0;
		m_nChi	= 0;
		m_nPeng	= 0;
		m_nHand = 0;
	}
	//向手中增加牌
	public boolean AddHandBone( Bone bone ){
		if( m_nHand >= m_aHandBone.length )
			return false;
		m_aHandBone[m_nHand] = bone;
		if( m_bPlayer )
			m_aHandBone[m_nHand].setState(Bone.BASE_FRONT);
		else
			m_aHandBone[m_nHand].setState(Bone.BASE_BACK);
		m_nHand ++;
		return true;
	}
	//摸牌
	public void SetHold( Bone bone ){
		m_HoldBone = bone;
		m_nSelectIndex = m_nHand;
	}
	//获取刚摸到的牌
	public Bone getHoldBone(){
		return m_HoldBone;
	}
	//移动选择的位置,参数bLeft为true表示向左移动,否则向右移动
	public void MoveSelect( boolean bLeft ){
		int index = m_nSelectIndex;
		if( bLeft )
			index --;
		else
			index ++;
		if( index < 0 )
			index = m_nHand;
		if( index > m_nHand )
			index = 0;
		//要打的牌的位置,index为m_nHand表示要打刚刚摸到的牌
		//index为0~m_nHand-1时为打手中剩余的牌
		m_nSelectIndex = index;
	}	
	//打出牌,参数index为手中牌的索引
	//返回打出的牌
	public Bone OutBone(){
		//还没摸牌则不能打牌
		if( m_HoldBone == null )
			return null;			
		if( m_nSelectIndex < 0 || m_nSelectIndex > m_nHand )
			return null;
		Bone bone;
		if( m_nSelectIndex == m_nHand )
			bone = m_HoldBone;		//打摸到的牌
		else
		{//打手中其他的牌,并将摸到的牌放到手中
			bone = m_aHandBone[m_nSelectIndex];
			m_aHandBone[m_nSelectIndex] = m_HoldBone;
		}
		m_HoldBone = null;
		OrderHand();				//排列手中牌的顺序
		return bone;
	}
	//排列手中剩余牌的顺序
	public void OrderHand(){
		Bone temp;
		for( int i = 0; i < m_nHand; i ++ )
		{
			for( int j = i + 1; j < m_nHand; j ++ )
			{
				if( m_aHandBone[i].getWord() > m_aHandBone[j].getWord() )
				{//先按类型排列
					temp = m_aHandBone[i];
					m_aHandBone[i] = m_aHandBone[j];
					m_aHandBone[j] = temp;
				}
				else if( m_aHandBone[i].getWord() == m_aHandBone[j].getWord() )
				{//类型相同则按牌的面值排列
					if( m_aHandBone[i].getValue() > m_aHandBone[j].getValue() )
					{
						temp = m_aHandBone[i];
						m_aHandBone[i] = m_aHandBone[j];
						m_aHandBone[j] = temp;
					}
				}
			}
		}
	}
		
	//判断手中的剩余牌与指定的牌是否可以组成“杠”,参数bone为指定的牌
	public boolean canGang(Bone bone){
		for( int n = 0; n < m_aGangIndex.length; n ++ )
			m_aGangIndex[n] = -1;
		//有三张面值及种类与bone相同的牌,则可以杠
		int word = bone.getWord();
		int value = bone.getValue();
		int num = 0;
		for( int n = 0; n < m_nHand; n ++ )
		{
			if( m_aHandBone[n].getWord() == word &&
				m_aHandBone[n].getValue() == value )
			{
				if( num < m_aGangIndex.length ){
					m_aGangIndex[num] = n;
					num ++;
				}
			}
		}
		if( m_aGangIndex[2] != -1 )
			return true;
		//和已经名的碰牌杠
		num = 0;
		for( int n = 0; n < m_nPeng; n ++ ){
			if( m_aPengBone[n].getWord() == word &&
				m_aPengBone[n].getValue() == value ){
				m_aGangIndex[num] = n + 100;
				num ++;
			}
		}
		if( m_aGangIndex[2] != -1 )
			return true;
		
		return false;
	}
	//判断手中的剩余牌与指定的牌是否可以组成“暗杠”,参数bone为指定的牌
	public boolean canAnGang(Bone bone){
		for( int n = 0; n < m_aAnGangIndex.length; n ++ )
			m_aAnGangIndex[n] = -1;
		//有三张面值及种类与bone相同的牌,则可以杠
		int word = bone.getWord();
		int value = bone.getValue();
		int num = 0;
		for( int n = 0; n < m_nHand; n ++ )
		{
			if( m_aHandBone[n].getWord() == word &&
				m_aHandBone[n].getValue() == value )
			{
				if( num < m_aGangIndex.length ){
					m_aAnGangIndex[num] = n;
					num ++;
				}
			}
		}
		if( m_aAnGangIndex[2] != -1 )
			return true;
		return false;
	}
	
	//判断手中的剩余牌与指定的牌是否可以组成“碰”,参数bone为指定的牌
	public boolean canPeng(Bone bone){
		for( int n = 0; n < m_aPengIndex.length; n ++ )
			m_aPengIndex[n] = -1;
		//有两张面值及种类与bone相同的牌,则可以碰
		int word = bone.getWord();
		int value = bone.getValue();
		int num = 0;
		for( int n = 0; n < m_nHand; n ++ )
		{
			if( m_aHandBone[n].getWord() == word &&
				m_aHandBone[n].getValue() == value )
			{
				if( num < m_aPengIndex.length ){
					m_aPengIndex[num] = n;
					num ++;
				}
			}
		}
		if( m_aPengIndex[1] != -1 )
			return true;
		return false;
	}
	
	//判断手中的剩余牌与指定的牌是否可以组成“吃”,参数bone为指定的牌
	public boolean canChi(Bone bone){
		for( int n = 0; n < m_aChiIndex.length; n ++ )
			m_aChiIndex[n] = -1;
		m_nChiIndex = 0;
		//aShun存储手中与bone相连的牌的索引(前后能组成吃的最多5张牌)
		//aShun[2]代表指定的牌如五万
		//aShun[0]代表指定的牌的前2个面值的牌,如三万
		//aShun[1]代表指定的牌的前1个面值的牌,如四万
		//aShun[3]代表指定的牌的后1个面值的牌,如六万
		//aShun[4]代表指定的牌的后2个面值的牌,如七万
		int aShun[]	= new int[5];
		for( int n = 0; n < aShun.length; n ++ )
			aShun[n] = -1;		
		int word = bone.getWord();
		if( word == Bone.WORD_ZI )
			return false;
		int value = bone.getValue();
		for( int n = 0; n < m_nHand; n ++ )
		{
			if( m_aHandBone[n].getWord() == word )
			{
				int index = m_aHandBone[n].getValue() - value;
				if( index >= -2 && index <= 2 )
				{//如果在可组成吃牌的范围内
					aShun[index+2] = n;
				}
			}
		}
		boolean bReturn = false;
		if( aShun[0] != -1 && aShun[1] != -1 )
		{//存在第一种吃法,如有三万、四万吃五万
			m_aChiIndex[0] = aShun[0];
			m_aChiIndex[1] = aShun[1];
			m_nChiIndex = 0;
			bReturn = true;
		}
		if( aShun[1] != -1 && aShun[3] != -1 )
		{//存在第二种吃法,如有四万、六万吃五万
			m_aChiIndex[2] = aShun[1];
			m_aChiIndex[3] = aShun[3];
			m_nChiIndex = 2;
			bReturn = true;
		}
		if( aShun[3] != -1 && aShun[4] != -1 )
		{//存在第三种吃法,如有六万、七万吃五万
			m_aChiIndex[4] = aShun[3];
			m_aChiIndex[5] = aShun[4];
			m_nChiIndex = 4;
			bReturn = true;
		}
		return bReturn;
	}
	//移动能吃牌的种类的选择,参数bLeft为true表示向左移动,否则向右移动
	public void MoveChiIndex( boolean bLeft ){
		int index = m_nChiIndex;
		if( bLeft )
			index -= 2;
		else
			index += 2;
		if( index >=0 && index < m_aChiIndex.length - 1 ){
			if( m_aChiIndex[index] != -1 )
				m_nChiIndex = index;
		}
	}
	//判断手中的剩余牌与指定的牌是否可以组成“胡”,参数bone为指定的牌
	public boolean canHu( Bone bone ){
		//将指定的牌与手中的牌组成新的数组
		Bone atemp[] = new Bone[m_nHand + 1];
		for( int n = 0; n < m_nHand; n++ ){
			atemp[n] = m_aHandBone[n];
		}
		atemp[m_nHand] = bone;
		//Divide中会不断地拆分atemp中的牌,如果能拆出胡牌的结构则返回null
		if( Divide( atemp, false ) == null )
			return true;
		return false;
	}
	
	//与指定的牌做“杠”牌操作,参数bone为指定的牌
	//返回true表示操作成功
	public boolean Gang( Bone bone ){
		//m_aGangIndex数组存储手中能杠的牌的索引
		int index1 = m_aGangIndex[0];
		int index2 = m_aGangIndex[1];
		int index3 = m_aGangIndex[2];
		//保存杠牌
		if( index1 > 100 ){
			//与已经明的,成“碰”的牌进行“杠”
			m_aGangBone[m_nGang] = bone;
			m_aGangBone[m_nGang+1] = m_aGangBone[index1-100];
			m_aGangBone[m_nGang+2] = m_aGangBone[index2-100];
			m_aGangBone[m_nGang+3] = m_aGangBone[index3-100];
			//将“碰”牌中的“杠”牌去掉
			for( int n = 0; n < m_nPeng; n ++ ){
				if( n == index1 || n == index2 || n == index3 ){
					for( int m = n; m < m_nPeng-1; m ++ ){
						m_aPengBone[m] = m_aPengBone[m + 1];
					}
				}
			}
			m_nPeng = m_nPeng - 3;
			
		}
		else{//与手中剩余的牌进行“杠”
			m_aGangBone[m_nGang] = bone;
			m_aGangBone[m_nGang+1] = m_aHandBone[index1];
			m_aGangBone[m_nGang+2] = m_aHandBone[index2];
			m_aGangBone[m_nGang+3] = m_aHandBone[index3];
		}
		m_nGang += 4;
		
		//将手中“杠”掉的拍去掉
		int num = 0;
		for( int n = 0; n < m_nHand; n ++ )
		{
			if( n == index1 || n == index2 || n == index3 )
				continue;
			m_aHandBone[num] = m_aHandBone[n];
			num ++;
		}
		m_nHand = m_nHand - 3;
		m_nSelectIndex = m_nHand;
		return true;
	}
	//与指定的牌做暗杠操作,参数bone为指定的牌
	//返回true表示操作成功
	public boolean AnGang( Bone bone ){
		//m_aAnGangIndex数组存储手中能暗杠的牌的索引
		int index1 = m_aAnGangIndex[0];
		int index2 = m_aAnGangIndex[1];
		int index3 = m_aAnGangIndex[2];
		m_aAnGangBone[m_nAnGang] = bone;
		m_aAnGangBone[m_nAnGang+1] = m_aHandBone[index1];
		m_aAnGangBone[m_nAnGang+2] = m_aHandBone[index2];
		m_aAnGangBone[m_nAnGang+3] = m_aHandBone[index3];
		m_nAnGang += 4;
		
		//将手中杠掉的拍去掉
		int num = 0;
		for( int n = 0; n < m_nHand; n ++ )
		{
			if( n == index1 || n == index2 || n == index3 )
				continue;
			m_aHandBone[num] = m_aHandBone[n];
			num ++;
		}
		m_nHand = m_nHand - 3;
		m_nSelectIndex = m_nHand;
		return true;
	}
	
	//与指定的牌做吃牌操作,参数bone为指定的牌
	//返回true表示操作成功
	public boolean Chi( Bone bone ){
		//m_aChiIndex数组存储能手中暗杠的牌的索引
		int index1 = m_aChiIndex[m_nChiIndex];
		int index2 = m_aChiIndex[m_nChiIndex+1];
		
		m_aChiBone[m_nChi] = bone;
		m_aChiBone[m_nChi+1] = m_aHandBone[index1];
		m_aChiBone[m_nChi+2] = m_aHandBone[index2];
		//对吃到的牌进行排序
		for( int i = m_nChi; i < m_nChi + 3; i ++ ){
			for( int j = i + 1; j < m_nChi + 3; j ++ ){
				if( m_aChiBone[i].getValue() > m_aChiBone[j].getValue() )
				{
					Bone temp = m_aChiBone[i];
					m_aChiBone[i] = m_aChiBone[j];
					m_aChiBone[j] = temp;
				}
			}
		}
		m_nChi += 3;
		//将手中吃掉的拍去掉
		int num = 0;
		for( int n = 0; n < m_nHand; n ++ )
		{
			if( n == index1 || n == index2 )
				continue;
			m_aHandBone[num] = m_aHandBone[n];
			num ++;
		}
		m_nHand = m_nHand - 3; 
		m_nSelectIndex = m_nHand;
		m_HoldBone = m_aHandBone[m_nHand];
		return true;
	}
	
	//与指定的牌做碰牌操作,参数bone为指定的牌
	//返回true表示操作成功
	public boolean Peng( Bone bone ){
		//m_aPengIndex数组存储手中能碰的牌的索引
		int index1 = m_aPengIndex[0];

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -