Android 小游戏 2048
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昨晚看到android的编程小游戏视频,一时兴起,就看了下,觉得介绍的好简单,觉得自己也可以试试,然后就尝试嘛,也是一个不错的体验。
编程就是拿来玩的,娱乐精神,服务精神,这就是coder的使命。
activity_main.xml
布局文件:GameView就是自定义的布局控件
<?xml version="1.0" encoding="utf-8"?><RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:paddingBottom="@dimen/activity_vertical_margin" android:paddingLeft="@dimen/activity_horizontal_margin" android:paddingRight="@dimen/activity_horizontal_margin" android:paddingTop="@dimen/activity_vertical_margin" tools:context="com.game2048.MainActivity"> <TextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="srore" android:id="@+id/textView"/> <com.game2048.GameView android:layout_width="match_parent" android:layout_height="match_parent" android:id="@+id/gameview" android:focusableInTouchMode="true"> </com.game2048.GameView></RelativeLayout>
GameView.java
package com.game2048;import android.content.Context;import android.graphics.Point;import android.util.AttributeSet;import android.view.MotionEvent;import android.view.View;import android.widget.GridLayout;import android.widget.Toast;import java.util.ArrayList;import java.util.List;/** * Created by zhouchenglin on 2016/4/27. */public class GameView extends GridLayout { public GameView(Context context) { super(context); InitGameView(); } public GameView(Context context, AttributeSet attrs) { super(context, attrs); InitGameView(); } public GameView(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); InitGameView(); } private void InitGameView() { //设置颜色和字体 setColumnCount(4); setBackgroundColor(0xffbbada0); setOnTouchListener(new View.OnTouchListener() { float startX, startY, offsetX, offsetY; //返回值flase只能响应keydown事件,每次触发都会重新执行函数 @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: startX = event.getX(); startY = event.getY(); break; case MotionEvent.ACTION_UP: offsetX = event.getX() - startX; offsetY = event.getY() - startY; if (Math.abs(offsetX) > Math.abs(offsetY)) { if (offsetX < -5) { swipeLeft(); } else if (offsetX > 5) { swipeRight(); } } else { if (offsetY < -5) { swipeUp(); } else if (offsetY > 5) { swipeDown(); } } break; } return true; } }); } private Card[][] cardsMap = new Card[4][4]; protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); int cardWidth = (Math.min(w, h)) / 4; addCards(cardWidth, cardWidth); startGame(); } public boolean finishGame(){ for(int i=0;i<4;i++){ for (int y=0;y<4;y++){ if(cardsMap[i][y].getNum()<=0){ return false; } } }// Toast.makeText(getContext(),"已经完成游戏",Toast.LENGTH_SHORT).show(); return true; } public void addCards(int cardWidth, int cardHeight) { Card c; for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { c = new Card(getContext()); c.setNum(3); addView(c, cardWidth, cardHeight); cardsMap[x][y] = c; } } } private List<Point> emptyPoints = new ArrayList<Point>(); // 添加随机数 private void addRandomNum() { emptyPoints.clear(); for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { //防止出现相同的随机数 if (cardsMap[x][y].getNum() <= 0) { emptyPoints.add(new Point(x, y)); } } } Point p = emptyPoints.remove((int) (Math.random() * emptyPoints.size())); cardsMap[p.x][p.y].setNum(Math.random() > 0.1 ? 2 : 4); } private void startGame() { for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { cardsMap[x][y].setNum(0); } } addRandomNum(); addRandomNum(); } private void swipeLeft() { for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { for (int x1 = x + 1; x1 < 4; x1++) { if (cardsMap[x1][y].getNum() > 0) { if (cardsMap[x][y].getNum() <= 0) { cardsMap[x][y].setNum(cardsMap[x1][y].getNum()); cardsMap[x1][y].setNum(0); break; } else if (cardsMap[x][y].equals(cardsMap[x1][y])) { cardsMap[x][y].setNum(cardsMap[x][y].getNum() * 2); cardsMap[x1][y].setNum(0);// addRandomNum(); break; } } } } } if(finishGame()) return; addRandomNum(); } private void swipeRight() { for (int y = 0; y < 4; y++) { for (int x = 3; x >= 0; x--) { for (int x1 = x - 1; x1 >= 0; x1--) { if (cardsMap[x1][y].getNum() > 0) { if (cardsMap[x][y].getNum() <= 0) { cardsMap[x][y].setNum(cardsMap[x1][y].getNum()); cardsMap[x1][y].setNum(0); break; } else if (cardsMap[x][y].equals(cardsMap[x1][y])) { cardsMap[x][y].setNum(cardsMap[x][y].getNum() * 2); cardsMap[x1][y].setNum(0);// addRandomNum(); break; } } } } } if(finishGame()) return; addRandomNum(); } private void swipeUp() { for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { for (int y1 = y + 1; y1 < 4; y1++) { if (cardsMap[x][y1].getNum() > 0) { if (cardsMap[x][y].getNum() <= 0) { cardsMap[x][y].setNum(cardsMap[x][y1].getNum()); cardsMap[x][y1].setNum(0); break; } else if (cardsMap[x][y].equals(cardsMap[x][y1])) { cardsMap[x][y].setNum(cardsMap[x][y].getNum() * 2); cardsMap[x][y1].setNum(0);// addRandomNum(); break; } } } } } if(finishGame()) return; addRandomNum(); } private void swipeDown() { for (int x = 0; x < 4; x++) { for (int y = 3; y >=0; y--) { for (int y1 = y - 1; y1 >=0; y1--) { if (cardsMap[x][y1].getNum() > 0) { if (cardsMap[x][y].getNum() <= 0) { cardsMap[x][y].setNum(cardsMap[x][y1].getNum()); cardsMap[x][y1].setNum(0); break; } else if (cardsMap[x][y].equals(cardsMap[x][y1])) { cardsMap[x][y].setNum(cardsMap[x][y].getNum() * 2); cardsMap[x][y1].setNum(0);// addRandomNum(); break; } } } } } if(finishGame()) return; addRandomNum(); }}
这里面主要是逻辑实现过程,代码拿来玩玩,主要这里面涉及得知识点:
判断滑动手势,逻辑结构,目前可能还有点问题,细节方面没有考虑很多,主要是玩玩。
Card.java
这个相当于将每个方格当成卡牌,在里面展示要显示的数据
package com.game2048;import android.content.Context;import android.util.AttributeSet;import android.view.Gravity;import android.widget.FrameLayout;import android.widget.TextView;/** * Created by zhouchenglin on 2016/4/27. */public class Card extends FrameLayout { public Card(Context context) { super(context); initCard(); } public Card(Context context, AttributeSet attrs) { super(context, attrs); initCard(); } public Card(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); initCard(); } //显示数字 private int num = 0; //展示的文本框 private TextView label; public int getNum() { return this.num; } public void setNum(int num) { this.num = num; switch (num) { case 0: label.setText(""); break; case 2: label.setTextColor(0xFFFFD700); label.setText(String.valueOf(num)); break; case 4: label.setTextColor(0xffFF6347); label.setText(String.valueOf(num)); break; case 8: label.setTextColor(0xffEED8AE); label.setText(String.valueOf(num)); break; case 16: label.setTextColor(0xffEEC591); label.setText(String.valueOf(num)); break; case 32: label.setTextColor(0xffEE9A00); label.setText(String.valueOf(num)); break; case 64: label.setTextColor(0xffEE9A49); label.setText(String.valueOf(num)); break; case 128: label.setTextColor(0xffEE7600); label.setText(String.valueOf(num)); break; case 256: label.setTextColor(0xffEEEE00); label.setText(String.valueOf(num)); break; case 1024: label.setTextColor(0xffEE2C2C); label.setText(String.valueOf(num)); break; case 2048: label.setTextColor(0xffEE3B3B); label.setText(String.valueOf(num)); break; case 4096: label.setTextColor(0xffDC143C); label.setText(String.valueOf(num)); break; default: label.setText(String.valueOf(num)); break; } } private void initCard() { label = new TextView(getContext()); label.setTextSize(32); label.setGravity(Gravity.CENTER); label.setBackgroundColor(0x33ffffff); //显示完全在布局里面;添加布局 LayoutParams lp = new LayoutParams(-1, -1); lp.setMargins(10,10,10,10); addView(label, lp); setNum(2); } //判断两张卡片是否相等 public boolean equals(Card o) { return getNum() == o.getNum(); }}
MainActivity.java,基本没改
package com.game2048;import android.support.v7.app.AppCompatActivity;import android.os.Bundle;public class MainActivity extends AppCompatActivity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); }}
这个程序主要介绍的就是将自动添加控件到布局里面,而不是通过xml文件直接布局。
可能还需要逻辑上面需要在细化下,另外可能还需要设计下Ui的更新问题和游戏结束判断问题,这个我觉得可以开个子线程来做对应的处理。
其实有时候,编程就是这么有趣。
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