import 'dart:math'; import 'package:flutter/cupertino.dart'; import 'package:flutter/material.dart'; import 'package:gobang/ai/Ai.dart'; import 'package:gobang/flyweight/Chess.dart'; import 'package:gobang/flyweight/ChessFlyweightFactory.dart'; import 'package:gobang/utils/TipsDialog.dart'; import 'flyweight/Position.dart'; ///简单的实现五子棋效果 class GamePage extends StatefulWidget { @override State createState() => GamePageState(); } class GamePageState extends State { @override void initState() { super.initState(); } @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("南瓜五子棋"), ), body: Center( child: Column( mainAxisAlignment: MainAxisAlignment.center, crossAxisAlignment: CrossAxisAlignment.center, mainAxisSize: MainAxisSize.max, children: [ Padding( padding: EdgeInsets.only(bottom: 15.0), child: CupertinoButton.filled( padding: EdgeInsets.all(0.0), child: Text("重置棋盘"), onPressed: () { setState(() { ChessPainter._position = null; ChessPainter._positions = []; Ai.getInstance().init(); // blackChess = null; }); }), ), Padding( padding: EdgeInsets.only(bottom: 15.0), child: CupertinoButton.filled( padding: EdgeInsets.all(0.0), child: Text("Ai下棋"), onPressed: () { turnAi(); // blackChess = null; }), ), GestureDetector( onTapDown: (topDownDetails) { var position = topDownDetails.localPosition; Chess chess; if (ChessPainter._state == 0) { chess = ChessFlyweightFactory.getInstance().getChess("white"); } else { chess = ChessFlyweightFactory.getInstance().getChess("black"); } setState(() { ChessPainter._position = Position(position.dx, position.dy, chess); }); }, child: Stack( children: [ CustomPaint( size: Size(300.0, 300.0), painter: CheckerBoardPainter(), ), CustomPaint( size: Size(300.0, 300.0), painter: ChessPainter(turnAi), ) ], )) ]), ), ); } void turnAi() { if(ChessPainter._position!.chess is WhiteChess && Ai.getInstance().isWin(ChessPainter._position!.dx~/(300/15), ChessPainter._position!.dy~/(300/15), 1)){ TipsDialog.show(context, "恭喜", "您打败了决策树算法"); } Ai ai = Ai.getInstance(); print("Owner:"+Ai.getInstance().isWin(ChessPainter._position!.dx~/(300/15), ChessPainter._position!.dy~/(300/15), 1).toString()); ChessPainter._position = ai.searchPosition(); Ai.getInstance().addChessman(ChessPainter._position!.dx.toInt(), ChessPainter._position!.dy.toInt(), -1); print("Ai:"+Ai.getInstance().isWin(ChessPainter._position!.dx.toInt(), ChessPainter._position!.dy.toInt(), -1).toString()); if(ChessPainter._position!.chess is BlackChess &&Ai.getInstance().isWin(ChessPainter._position!.dx.toInt(), ChessPainter._position!.dy.toInt(), -1)){ TipsDialog.show(context, "很遗憾", "决策树算法打败了您"); } setState(() { ChessPainter._position!.dx = ChessPainter._position!.dx*(300/15); ChessPainter._position!.dy = ChessPainter._position!.dy*(300/15); }); } } class ChessPainter extends CustomPainter { static List _positions = []; static int _state = 0; static Position? _position; final Function _function; ChessPainter(Function f):_function = f; @override void paint(Canvas canvas, Size size) { if (_position == null) { return; } bool add = false; double mWidth = size.width / 15; double mHeight = size.height / 15; var mPaint = Paint(); //求两个点之间的距离,让棋子正确的显示在坐标轴上面 var dx = _position!.dx; var dy = _position!.dy; for (int i = 0; i < CheckerBoardPainter._crossOverBeanList.length; i++) { var absX = (dx - CheckerBoardPainter._crossOverBeanList[i]._dx).abs(); //两个点的x轴距离 var absY = (dy - CheckerBoardPainter._crossOverBeanList[i]._dy).abs(); //两个点的y轴距离 var s = sqrt(absX * absX + absY * absY); //利用直角三角形求斜边公式(a的平方 + b的平方 = c的平方)来计算出两点间的距离 if (s <= mWidth / 2 - 2) { // 触摸点到棋盘坐标坐标点距离小于等于棋子半径,那么 //找到离触摸点最近的棋盘坐标点并记录保存下来 _position!.dx = CheckerBoardPainter._crossOverBeanList[i]._dx; _position!.dy = CheckerBoardPainter._crossOverBeanList[i]._dy; _positions.add(_position!); add = true; if (_position!.chess is WhiteChess) { Ai.getInstance().addChessman(_position!.dx~/(300/15), _position!.dy~/(300/15), 1); } // flag = false; //白子下完了,该黑子下了 break; } } //画子 mPaint..style = PaintingStyle.fill; if (_positions.isNotEmpty) { for (int i = 0; i < _positions.length; i++) { mPaint..color = _positions[i].chess.color; canvas.drawCircle(Offset(_positions[i].dx, _positions[i].dy), min(mWidth / 2, mHeight / 2) - 2, mPaint); } } WidgetsBinding.instance!.addPostFrameCallback((_) { if (add &&_position!.chess is WhiteChess) { _function(); } }); } //在实际场景中正确利用此回调可以避免重绘开销,本示例我们简单的返回true @override bool shouldRepaint(CustomPainter oldDelegate) { // TODO: implement shouldRepaint return true; } } class CheckerBoardPainter extends CustomPainter { static List _crossOverBeanList = []; static int _state = 0; @override void paint(Canvas canvas, Size size) { double mWidth = size.width / 15; double mHeight = size.height / 15; var mPaint = Paint(); _crossOverBeanList.clear(); canvas.drawColor( CupertinoColors.systemGrey, BlendMode.colorBurn); //重绘下整个界面的画布北京颜色 //设置画笔,画棋盘背景 mPaint ..isAntiAlias = true //抗锯齿 ..style = PaintingStyle.fill //填充 ..color = Color(0x77cdb175); //背景为纸黄色 canvas.drawRect( Rect.fromCenter( center: Offset(size.width / 2, size.height / 2), width: size.width, height: size.height), mPaint); //画棋盘网格 mPaint ..style = PaintingStyle.stroke ..color = CupertinoColors.systemGrey6 ..strokeWidth = 1.0; for (var i = 0; i <= 15; i++) { //画横线 canvas.drawLine( Offset(0, mHeight * i), Offset(size.width, mHeight * i), mPaint); } for (var i = 0; i <= 15; i++) { //画竖线 canvas.drawLine( Offset(mWidth * i, 0), Offset(mWidth * i, size.height), mPaint); } //记录横竖线所有的交叉点 for (int i = 0; i <= 15; i++) { for (int j = 0; j <= 15; j++) { _crossOverBeanList.add(CrossOverBean(mWidth * j, mHeight * i)); } } } //在实际场景中正确利用此回调可以避免重绘开销,本示例我们简单的返回true @override bool shouldRepaint(CustomPainter oldDelegate) { // TODO: implement shouldRepaint return false; } } ///记录棋盘上横竖线的交叉点 class CrossOverBean { double _dx; double _dy; CrossOverBean(this._dx, this._dy); }