Android手机中的2048游戏Demo开发

Android中正火的2048游戏开发,赶紧开发一个自己的2048吧

1.游戏中的几个关键点

 1)界面

 2048游戏的操作界面就是一个4X4的方格。如下图所示:

游戏首先要绘制出该界面。
@1 界面布局文件 
<LinearLayout 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:orientation="vertical"
    tools:context="com.example.game2048.MainActivity" >

    <LinearLayout 
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:orientation="horizontal">
        
        <TextView 
            android:layout_width="wrap_content"
            android:layout_height="wrap_content"
            android:text="@string/score"/>
        <TextView 
            android:id="@+id/tvScore"
            android:layout_width="wrap_content"
            android:layout_height="wrap_content"/>
        
    </LinearLayout>
    
    <com.example.game2048.GameView
        android:id="@+id/gameView"
        android:layout_width="match_parent"
        android:layout_height="0dp"
        android:layout_weight="1">
        
    </com.example.game2048.GameView>

</LinearLayout>
从布局文件中可以看出,总体采用线性布局的方式,最上面是计分板,下面为界面中主要的部分,是自定义的View--(GameView)。
@2 自定义组件GameView
<span style="font-size:14px;">package com.example.game2048;

import java.util.ArrayList;
import java.util.List;

import android.app.AlertDialog;
import android.content.Context;
import android.content.DialogInterface;
import android.graphics.Point;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import android.widget.GridLayout;

public class GameView extends GridLayout {

	public GameView(Context context) {
		super(context);
		
		initGameView();
	}

	public GameView(Context context, AttributeSet attrs, int defStyleAttr) {
		super(context, attrs, defStyleAttr);
		
		initGameView();
	}

	public GameView(Context context, AttributeSet attrs) {
		super(context, attrs);
		
		initGameView();
		
	}
	 
	//初始化Game界面
	private void initGameView(){
		setColumnCount(4);
		setBackgroundColor(0Xffbbada0);
		setOnTouchListener(new OnTouchListener() {
			// 定义变量
			private float startX,startY,offsetX,offsetY;
			
			@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){
//							System.out.println("left");
							slipLeft();
						}
						else if(offsetX > 5){
//							System.out.println("right");
							slipRight();
						}
					}
					else{
						if(offsetY < -5){
//							System.out.println("up");
							slipUp();
						}
						else if(offsetY > 5){
//							System.out.println("down");
							slipDown();
						}
					}
					
					break;

				}
				return true;
			}
		});
		
	}
	
	@Override
	protected void onSizeChanged(int w, int h, int oldw, int oldh) {
		super.onSizeChanged(w, h, oldw, oldh);
		
		int cardWidth = (Math.min(w, h)-10)/4;
		addCards(cardWidth,cardWidth);
		
		startGame();
	}
	
	private 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(0);
				cardsMap[x][y] = c;
				addView(c, cardWidth, cardHeight);	
			}
			
		}
	}
	
	private void startGame(){
		MainActivity.getMainActivity().clearScore();
		for (int y = 0; y < 4; y++) {
			for (int x = 0; x < 4; x++) {
				cardsMap[x][y].setNum(0);
			}
		}
		
		addRandomNum();
		addRandomNum();
	}
	
	//添加随机数
	private void addRandomNum(){
		
		emptyPoints.clear();
		
		for (int y = 0; y < 4; y++) {
			for (int x = 0; x < 4; x++) {
				if(cardsMap[x][y].getNum() <= 0){
					emptyPoints.add(new Point(x,y));
				}
				
			}
			
		}
		
		Point p = emptyPoints.remove((int)(Math.random()*emptyPoints.size()));	//随机移除一个点
		cardsMap[p.x][p.y].setNum(Math.random()>0.1?2:4);
		
	}
	
	private void checkComplete(){
		boolean complete = true;
		
		ALL:
		for (int y = 0; y < 4; y++) {
			for (int x = 0; x < 4; x++) {
				if(cardsMap[x][y].getNum() == 0 ||
						(x>0 && cardsMap[x][y].equals(cardsMap[x-1][y])) ||
						(x<3 && cardsMap[x][y].equals(cardsMap[x+1][y])) ||
						(y>0 && cardsMap[x][y].equals(cardsMap[x][y-1])) ||
						(y<3 && cardsMap[x][y].equals(cardsMap[x][y+1]))){
					
					complete = false;
					break ALL;
				}
				
			}
			
		}
		
		if(complete){
			AlertDialog.Builder builder = new AlertDialog.Builder(getContext());
			builder.setTitle("哎呦,不好了").setMessage("游戏被你玩完了哦。");
			builder.setPositiveButton(R.string.play_again, new DialogInterface.OnClickListener() {
				
				@Override
				public void onClick(DialogInterface dialog, int which) {
					startGame();
				}
			});
			builder.setNegativeButton(R.string.exit, new DialogInterface.OnClickListener() {
				
				@Override
				public void onClick(DialogInterface dialog, int which) {
					MainActivity.getMainActivity().quitGame();
				}
			});
			builder.create().show();
		}
	}

	private void slipLeft(){
		boolean merge = false;
		
		for (int y = 0; y < 4; y++) {
			for (int x = 0; x < 4; x++) {
				for (int x1 = x+1; x1 < 4; x1++) { //横轴上比较
					if(cardsMap[x1][y].getNum() > 0){ //只对有数的进行操作
						
						if(cardsMap[x][y].getNum() <= 0){ //有空格,则把右边的放到左边来
							cardsMap[x][y].setNum(cardsMap[x1][y].getNum());
							cardsMap[x1][y].setNum(0);
							merge = true;
							x--;
						}
						else if(cardsMap[x][y].equals(cardsMap[x1][y])){ // 如果两个相等,则合并	
							cardsMap[x][y].setNum(cardsMap[x][y].getNum()*2);
							cardsMap[x1][y].setNum(0);
							merge = true;
							MainActivity.getMainActivity().addScore(cardsMap[x][y].getNum());
						}
						break;
					}
					
				}
			}
			
		}
		if(merge){
			addRandomNum();
			checkComplete();
		}
		
	}
	private void slipRight(){
		boolean merge = false;
		
		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);
							merge = true;
							x++;
						}
						else if(cardsMap[x][y].equals(cardsMap[x1][y])){
							cardsMap[x][y].setNum(cardsMap[x][y].getNum()*2);
							cardsMap[x1][y].setNum(0);
							merge = true;
							MainActivity.getMainActivity().addScore(cardsMap[x][y].getNum());
						}
						break;
					}
					
				}
			}
			
		}
		if(merge){
			addRandomNum();
			checkComplete();
		}
		
	}
	private void slipUp(){
		boolean merge = false;
		
		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);
							merge = true;
							y--;
						}
						else if(cardsMap[x][y].equals(cardsMap[x][y1])){
							cardsMap[x][y].setNum(cardsMap[x][y].getNum()*2);
							cardsMap[x][y1].setNum(0);
							merge = true;
							MainActivity.getMainActivity().addScore(cardsMap[x][y].getNum());
						}
						break;
					}
					
				}
			}
			
		}
		if(merge){
			addRandomNum();
			checkComplete();
		}
		
	}
	private void slipDown(){
		boolean merge = false;
		
		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);
							merge = true;
							y++;
						}
						else if(cardsMap[x][y].equals(cardsMap[x][y1])){
							cardsMap[x][y].setNum(cardsMap[x][y].getNum()*2);
							cardsMap[x][y1].setNum(0);
							merge = true;
							MainActivity.getMainActivity().addScore(cardsMap[x][y].getNum());
						}
						break;
					}
					
				}
			}
			
		}
		if(merge){
			addRandomNum();
			checkComplete();
		}
		
	}
	
	private Card[][] cardsMap = new Card[4][4];
	private List<Point> emptyPoints = new ArrayList<Point>();

}</span><span style="font-size:24px;">
</span>

从代码中可以看出,自定义的GameView组件继承自GridLayout,初始化时设置为4列,设置背景,设置手势监听。
注意:当第一次进入游戏的时候,会调用GamaView的onSizeChanged()方法。如果屏幕横竖切换也会调用,此处为了防止屏幕切换,在配置中添加  android:screenOrientation="portrait"。

2)格子元素


<span style="font-size:14px;">package com.example.game2048;

import android.content.Context;
import android.view.Gravity;
import android.widget.FrameLayout;
import android.widget.TextView;

public class Card extends FrameLayout {
	private int num;
	private TextView label;

	public Card(Context context) {
		super(context);
		
		label = new TextView(getContext());
		label.setTextSize(32);
		label.setBackgroundColor(0X33ffffff);
		label.setGravity(Gravity.CENTER);
		
		LayoutParams lp = new LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
		lp.setMargins(10, 10, 0, 0);
		addView(label, lp);
		
		setNum(0);
	}

	public int getNum() {
		return num;
	}

	public void setNum(int num) {
		this.num = num;
		if(num <= 0){
			label.setText("");
		}
		else{
			label.setText(num+"");
		}
	}
	
	public boolean equals(Card c){
		return getNum() == c.getNum();
	}
	
	

}
</span>

 格子负责显示数字,用TextView将数字显示出来。


 整体界面效果如下所示:


2. 游戏逻辑

1) 左右上下移动时,格子该怎么办?

<span style="font-size:14px;">private void slipLeft(){
		boolean merge = false;
		
		for (int y = 0; y < 4; y++) {
			for (int x = 0; x < 4; x++) {
				for (int x1 = x+1; x1 < 4; x1++) { //横轴上比较
					if(cardsMap[x1][y].getNum() > 0){ //只对有数的进行操作
						
						if(cardsMap[x][y].getNum() <= 0){ //有空格,则把右边的放到左边来
							cardsMap[x][y].setNum(cardsMap[x1][y].getNum());
							cardsMap[x1][y].setNum(0);
							merge = true;
							x--;
						}
						else if(cardsMap[x][y].equals(cardsMap[x1][y])){ // 如果两个相等,则合并	
							cardsMap[x][y].setNum(cardsMap[x][y].getNum()*2);
							cardsMap[x1][y].setNum(0);
							merge = true;
							MainActivity.getMainActivity().addScore(cardsMap[x][y].getNum());
						}
						break;
					}
					
				}
			}
			
		}
		if(merge){
			addRandomNum();
			checkComplete();
		}
		
	}</span>

 从左滑动代码可以看出:逐行检查,看是否有空格,有的话则向左覆盖;有相同的进行合并。右划、上划、下划与此类似。

 2) 随机产生一个2或4的格子添加到界面中

<span style="font-size:14px;">//添加随机数
	private void addRandomNum(){
		
		emptyPoints.clear();
		
		for (int y = 0; y < 4; y++) {
			for (int x = 0; x < 4; x++) {
				if(cardsMap[x][y].getNum() <= 0){
					emptyPoints.add(new Point(x,y));
				}
				
			}
			
		}
		
		Point p = emptyPoints.remove((int)(Math.random()*emptyPoints.size()));	//随机移除一个点
		cardsMap[p.x][p.y].setNum(Math.random()>0.1?2:4);
		
	}</span>

 从代码可以看出: 要做到随机,首先是把所有的没有数字的空格放到一起,加入到ArrayList中,然后随机的从这个ArrayList中取出一个空格,按照百分比添加2或者4.

3) 什么情况下,要添加一个带数字的格子到游戏中

 游戏刚进入的时候,需要添加2个随机数,然后,每次当格子有移动,或者有合并,都需要添加一个新的随机数格子到游戏中。

3 游戏结束的判断

<span style="font-size:14px;">private void checkComplete(){
		boolean complete = true;
		
		ALL:
		for (int y = 0; y < 4; y++) {
			for (int x = 0; x < 4; x++) {
				if(cardsMap[x][y].getNum() == 0 ||
						(x>0 && cardsMap[x][y].equals(cardsMap[x-1][y])) ||
						(x<3 && cardsMap[x][y].equals(cardsMap[x+1][y])) ||
						(y>0 && cardsMap[x][y].equals(cardsMap[x][y-1])) ||
						(y<3 && cardsMap[x][y].equals(cardsMap[x][y+1]))){
					
					complete = false;
					break ALL;
				}
				
			}
			
		}
		
		if(complete){
			AlertDialog.Builder builder = new AlertDialog.Builder(getContext());
			builder.setTitle("哎呦,不好了").setMessage("游戏被你玩完了哦。");
			builder.setPositiveButton(R.string.play_again, new DialogInterface.OnClickListener() {
				
				@Override
				public void onClick(DialogInterface dialog, int which) {
					startGame();
				}
			});
			builder.setNegativeButton(R.string.exit, new DialogInterface.OnClickListener() {
				
				@Override
				public void onClick(DialogInterface dialog, int which) {
					MainActivity.getMainActivity().quitGame();
				}
			});
			builder.create().show();
		}
	}</span>

 从代码中可以看出:如果游戏中无空格,或者上下左右没有可以合并的格子,那么游戏结束,弹出提示框。


至此游戏的开发已经大体完成,后面需要润色完善。
本程序的代码如下:http://download.csdn.net/detail/adayabetter/8873769    大家可以下载学习。
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