Duilib之挑战2048

Duilib之挑战2048

网上很流行的一款很火爆的手机游戏,并由此衍生出好多2048版的游戏,具体可以百度就知晓了,自己学习duilib后觉得可以实现,就动手写了一个,算法估计很挫,不过界面是百分百像哦,一天就搞定了。

界面展示:



XML界面布局:

<span style="font-size:14px;"><?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<Window size="359,580">
    <Font name="微软雅黑" size="20" bold="true" italic="false" />
    <Font name="微软雅黑" size="53" bold="true" italic="false" />
    <Font name="新宋体" size="20" bold="false" italic="false" />
    <Font name="微软雅黑" size="25" bold="true" italic="false" />
    <VerticalLayout width="359" height="580" bkcolor="#FFFAF8EF">
        <HorizontalLayout width="363" height="23" />
        <HorizontalLayout width="359" height="177">
            <VerticalLayout width="247" height="71">
                <Label text="2048" float="true" pos="19,0,0,0" width="143" height="70" textcolor="#00776E65" disabledtextcolor="#FFA7A6AA" font="1" />
            </VerticalLayout>
            <VerticalLayout name="vertical" width="67" height="67" bkcolor="#FFBBADA0">
                <Label text="得分" float="true" pos="13,4,0,0" width="53" height="25" textcolor="#00FFFBF0" disabledtextcolor="#FFA7A6AA" font="2" />
                <Text name="scores" text="0" float="true" pos="2,29,0,0" width="63" height="33" textpadding="2,0,2,0" textcolor="#00FFFBF0" disabledtextcolor="#FFA7A6AA" font="3" align="centerwrap" />
            </VerticalLayout>
            <Label text="玩法:" float="true" pos="14,74,0,0" width="57" height="27" textcolor="#00776E65" disabledtextcolor="#FFA7A6AA" font="0" />
            <Label text="1.使用方向键移动数字" float="true" pos="14,106,0,0" width="215" height="22" textcolor="#00656E77" disabledtextcolor="#FFA7A6AA" font="2" />
            <Label text="2.相邻数字相同则并成1个数字" float="true" pos="13,136,0,0" width="346" height="24" textcolor="#00656E77" disabledtextcolor="#FFA7A6AA" font="2" />
        </HorizontalLayout>
        <HorizontalLayout width="372" height="385">
            <VerticalLayout width="9" height="26" />
            <VerticalLayout width="340" height="340" bkcolor="#FFBBADA0">
                <Button name="bt1" float="true" pos="12,12,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt4" float="true" pos="258,12,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt3" float="true" pos="176,12,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt2" float="true" pos="94,12,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt5" float="true" pos="12,94,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt6" float="true" pos="94,94,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt7" float="true" pos="176,94,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt8" float="true" pos="258,94,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt9" float="true" pos="12,176,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt10" float="true" pos="94,176,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt11" float="true" pos="176,176,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt12" float="true" pos="258,176,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt13" float="true" pos="12,258,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt14" float="true" pos="94,258,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt15" float="true" pos="176,258,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
                <Button name="bt16" float="true" pos="258,258,0,0" width="70" height="70" bkcolor="#FFCCC0B3" textcolor="#FF000000" disabledtextcolor="#FFA7A6AA" font="3" align="center" />
            </VerticalLayout>
        </HorizontalLayout>
    </VerticalLayout>
</Window></span><span style="font-size:24px;">
</span>

此时的界面全是平面的,还没有圆角,要实现圆角设计,需要在加载的程序里加入

        SIZE si;
	si.cx = si.cy = 4;
        bt->SetBorderRound(si);//bt为一个空间的指针
对于Duilib控件的获取可以用

CTextUI* scores = static_cast<CTextUI*>(m_PaintManager.FindControl(_T("scores")));

如上即是获取显示分数的TEXT控件的方式。

此次XML没有使用任何图片,完全是原始控件绘制,比较简单,所以如果没有代码里的圆角去美化的话,界面就显得很抽象了。

键盘响应:

LRESULT CGameWnd::OnKeyDown(UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled)
{
	 if(wParam == VK_UP)
	 {
		pMove->_up();
		pMove->Print();
	 }
	 else if(wParam == VK_RIGHT)
	 {
		 pMove->_right();
		 pMove->Print();
	 }
	 else if(wParam == VK_DOWN)
	 {
		 pMove->_down();
		 pMove->Print();
	}
	else if(wParam == VK_LEFT)
	{
		pMove->_left();
		pMove->Print();
	}
	else if(wParam == VK_SPACE)
	{
		pMove->Init();
		pMove->Print();
	}
	return TRUE;
}

Duilib的 WindowImplBase类有键盘响应函数,直接重写即可。至于键盘的虚拟码,可以去看下面这个:

移动控制源码:

#include "Move.h"

#define random_2_4 (rand()%5==4 ? 4:2)
#define random_x(x) (rand()%x)

CMove::CMove(void)
{
	data = CData_2048::GetInstance();
}
CMove::~CMove(void)
{
}
void CMove::Init()
{
	data->_count = 0;
	data->score = 0;
	memset(data->_matrix,0,sizeof(data->_matrix));
	srand((int)time(0));
	for (int i = 0; i < 2; i++)
		random_data_one();
}
void CMove::AddButton(CButtonUI* bt)
{
	data->buttons.push_back(bt);
}
bool CMove::b_up()
{
	for (int k = 0; k < 4; k++)
	{
		bool flag = false;
		for (int i = 0; i < 4 - 1; i++)
		{
			if (data->_matrix[i][k] == 0)
				flag = true;
			else
			{
				int j = i + 1;
				while (j < 4)
				{
					if (data->_matrix[j][k])
					{
						if (data->_matrix[i][k] == data->_matrix[j][k])
							return true;
						else
							break;
					}
					else{
						++j;
					}
				}
			}
		}
		if (flag)
		{
			int i = 0, j = 4 - 1;
			while (i < 4)
			{
				if (data->_matrix[i][k])
					++i;
				else
					break;
			}
			while (j >= 0)
			{
				if (data->_matrix[j][k] == 0)
					--j;
				else
					break;
			}
			if (i < j)
				return true;
		}
	}
	return false;
}
bool CMove::b_left()
{
	for (int k = 0; k < 4; k++)
	{
		bool flag = false;
		for (int i = 0; i < 4 - 1; i++)
		{
			if (data->_matrix[k][i] == 0)
				flag = true;
			else
			{
				int j = i + 1;
				while (j < 4)
				{
					if (data->_matrix[k][j])
					{
						if (data->_matrix[k][i] == data->_matrix[k][j])
							return true;
						else
							break;
					}
					else{
						++j;
					}
				}
			}
		}
		if (flag)
		{
			int i = 0, j = 4 - 1;
			while (i < 4)
			{
				if (data->_matrix[k][i])
					++i;
				else
					break;
			}
			while (j >= 0)
			{
				if (data->_matrix[k][j] == 0)
					--j;
				else
					break;
			}
			if (i < j)
				return true;
		}
	}
	return false;
}
bool CMove::b_down()
{
	for (int k = 0; k < 4; k++)
	{
		bool flag = false;
		for (int i = 4 - 1; i > 0; i--)
		{
			if (data->_matrix[i][k] == 0)
				flag = true;
			else
			{
				int j = i - 1;
				while (j >= 0)
				{
					if (data->_matrix[j][k])
					{
						if (data->_matrix[i][k] == data->_matrix[j][k])
							return true;
						else
							break;
					}
					else{
						--j;
					}
				}
			}
		}
		if (flag)
		{
			int i = 0, j = 4 - 1;
			while (i < 4)
			{
				if (data->_matrix[i][k] == 0)
					++i;
				else
					break;
			}
			while (j >= 0)
			{
				if (data->_matrix[j][k])
					--j;
				else
					break;
			}
			if (i < j)
				return true;
		}
	}
	return false;
}
bool CMove::b_right()
{
	for (int k = 0; k < 4; k++)
	{
		bool flag = false;
		for (int i = 4 - 1; i > 0; i--)
		{
			if (data->_matrix[k][i] == 0)
				flag = true;
			else
			{
				int j = i - 1;
				while (j >= 0)
				{
					if (data->_matrix[k][j])
					{
						if (data->_matrix[k][i] == data->_matrix[k][j])
							return true;
						else
							break;
					}
					else{
						--j;
					}
				}
			}
		}
		if (flag)
		{
			int i = 0, j = 4 - 1;
			while (i < 4)
			{
				if (data->_matrix[k][i] == 0)
					++i;
				else
					break;
			}
			while (j >= 0)
			{
				if (data->_matrix[k][j])
					--j;
				else
					break;
			}
			if (i < j)
				return true;
		}
	}
	return false;
}
void CMove::_up()
{
	if (b_up())
	{
		for (int i = 0; i < 4; i++)
		{
			memset(data->current, 0, sizeof(int)*4);
			int ii = 0;
			for (int j = 0; j < 4; j++)
			{
				if (data->_matrix[j][i])
					data->current[ii++] = data->_matrix[j][i];
			}
			for (int k = 0; k < ii - 1; k++)
			{
				if (data->current[k] == data->current[k + 1])
				{
					data->current[k] *= 2;
					data->score += data->current[k];
					data->current[k + 1] = 0;
					++k;
					--data->_count;
				}
			}
			ii = 0;
			for (int j = 0; j < 4; j++)
			{
				if (data->current[j])
					data->_matrix[ii++][i] = data->current[j];
			}
			for (; ii < 4; ii++)
				data->_matrix[ii][i] = 0;
		}
		random_data_one();
	}
}
void CMove::_down()
{
	if (b_down())
	{
		for (int i = 0; i < 4; i++)
		{
			memset(data->current, 0, sizeof(int)*4);
			int ii = 0;
			for (int j = 4 - 1; j >= 0; j--)
			{
				if (data->_matrix[j][i])
					data->current[ii++] = data->_matrix[j][i];
			}
			for (int k = 0; k < ii - 1; k++)
			{
				if (data->current[k] == data->current[k + 1])
				{
					data->current[k] *= 2;
					data->score += data->current[k];
					data->current[k + 1] = 0;
					++k;
					--data->_count;
				}
			}
			ii = 4 - 1;
			for (int j = 0; j < 4; j++)
			{
				if (data->current[j])
					data->_matrix[ii--][i] = data->current[j];
			}
			for (; ii >= 0; ii--)
				data->_matrix[ii][i] = 0;
		}
		random_data_one();
	}
}
void CMove::_left()
{
	if (b_left())
	{
		for (int i = 0; i < 4; i++)
		{
			memset(data->current, 0, sizeof(int)*4);
			int ii = 0;
			for (int j = 0; j < 4; j++)
			{
				if (data->_matrix[i][j])
					data->current[ii++] = data->_matrix[i][j];
			}
			for (int k = 0; k < ii - 1; k++)
			{
				if (data->current[k] == data->current[k + 1])
				{
					data->current[k] *= 2;
					data->score += data->current[k];
					data->current[k + 1] = 0;
					++k;
					--data->_count;
				}
			}
			ii = 0;
			for (int j = 0; j < 4; j++)
			{
				if (data->current[j])
					data->_matrix[i][ii++] = data->current[j];
			}
			for (; ii < 4; ii++)
				data->_matrix[i][ii] = 0;
		}
		random_data_one();
	}
}
void CMove::_right()
{
	if (b_right())
	{
		for (int i = 0; i < 4; i++)
		{
			memset(data->current, 0, sizeof(int)*4);
			int ii = 0;
			for (int j = 4 - 1; j >= 0; j--)
			{
				if (data->_matrix[i][j])
					data->current[ii++] =data->_matrix[i][j];
			}
			for (int k = 0; k < ii - 1; k++)
			{
				if (data->current[k] == data->current[k + 1])
				{
					data->current[k] *= 2;
					data->score += data->current[k];
					data->current[k + 1] = 0;
					++k;
					--data->_count;
				}
			}
			ii = 4 - 1;
			for (int j = 0; j < 4; j++)
			{
				if (data->current[j])
					data->_matrix[i][ii--] =data-> current[j];
			}
			for (; ii >= 0; ii--)
				data->_matrix[i][ii] = 0;
		}
		random_data_one();
	}
}
bool CMove::random_data_one()
{
	if (data->_count == 16)
		return false;
	int left = 16 - data->_count;
	int tmp = random_x(left);
	int num = random_2_4;
	int k = 0;
	for (int i = 0; i < 4; i++)
	{
		for (int j = 0; j < 4; j++)
		{
			if (data->_matrix[i][j] == 0)
			{
				if (k++ == tmp)
				{
					data->_matrix[i][j] = num;
					break;
				}
			}
		}
	}
	++data->_count;
	return true;
}

上述代码中data是个单例模式的对象,如下定义:
class CData_2048
{
public:
	int _matrix[4][4];
	int current[4];
	int _count;
	int score;
	CTextUI* scores;
	vector<CButtonUI*>buttons;
	static CData_2048* GetInstance();
	static void Release();
private:
	CData_2048();
	static CData_2048*  t_;
};
关于移动类的方法没有做优化,有点挫了。

图形显示:

void CPrintArray::Print()
{
	for(int k=0;k<16;k++)
	{
		data->buttons[k]->SetText(_T(""));
		data->buttons[k]->SetAttribute(_T("bkcolor"),_T("#FFCCC0B3"));
	}
	for (int i = 0; i<4;i++)
	{
		for (int j=0;j<4;j++)
		{
			if(data->_matrix[i][j]!=0)
				showbutton(data->buttons[i*4+j],data->_matrix[i][j]);
		}
	}
	TCHAR str[5];
	sprintf(str,"%d",data->score);
	data->scores->SetText(str);
}
void CPrintArray::showbutton(CButtonUI* bt,int num)
{
	TCHAR str[10];
	sprintf(str,"%d",num);
	if(num==2)
	{
		bt->SetAttribute(_T("bkcolor"),_T("#ffeee4da"));
		bt->SetAttribute(_T("textcolor"),_T("776e65"));
	}
	else if(num==4)
	{
		bt->SetAttribute(_T("bkcolor"),_T("#ffede0c8"));
		bt->SetAttribute(_T("textcolor"),_T("ff776e65"));
	}
	else if(num==8)
	{
		bt->SetAttribute(_T("bkcolor"),_T("#fff2b179"));
		bt->SetAttribute(_T("textcolor"),_T("fff9f6f2"));
	}
	else if(num==16)
	{
		bt->SetAttribute(_T("bkcolor"),_T("#fff59563"));
		bt->SetAttribute(_T("textcolor"),_T("fff9f6f2"));
	}
	else if(num==32)
	{
		bt->SetAttribute(_T("bkcolor"),_T("#fff67c5f"));
		bt->SetAttribute(_T("textcolor"),_T("fff9f6f2"));
	}
	else if(num==64)
	{
		bt->SetAttribute(_T("bkcolor"),_T("#fff65e3b"));
		bt->SetAttribute(_T("textcolor"),_T("fff9f6f2"));
	}
	else if(num>=128)
	{
		bt->SetAttribute(_T("bkcolor"),_T("#ffedcf72"));
		bt->SetAttribute(_T("textcolor"),_T("fff9f6f2"));
	}
<span style="white-space:pre">	</span>//......
	bt->SetText(str);
}

  这个显示方式比较笨拙吧,其实套用一个装饰模式可以很好的实现,如下:

class _Button
{
public: 
	CButtonUI* m_ButtonUI;
	int m_num;
	_Button(int num,CButtonUI* button):m_num(num),m_ButtonUI(button){}
	virtual ~_Button() {}  
	virtual void UpButtonData() {} 
};

class Num_Button:public _Button
{
public:
	Num_Button(int num,CButtonUI* button):_Button(num,button){}
	void UpButtonData()
	{
		switch(m_num)
		{
		case 2:
		case 4:m_ButtonUI->SetAttribute(_T("textcolor"),_T("776e65"));break;
		default:
			m_ButtonUI->SetAttribute(_T("textcolor"),_T("fff9f6f2"));
		}
		TCHAR str[10];
		sprintf(str,"%d",m_num);
		m_ButtonUI->SetText(str);
	} 
};
class SetButton:public _Button
{
protected: 
	_Button* m_BkButton;
public:  
	SetButton(_Button* bkbutton):m_BkButton(bkbutton),_Button(bkbutton->m_num,bkbutton->m_ButtonUI){
	}  
	virtual void UpButtonData() 
	{  
		m_BkButton->UpButtonData();
	}  
};
class Color_Button:public SetButton
{
public:
	Color_Button(_Button* bkbutton):SetButton(bkbutton){}
	void UpButtonData() 
	{
		SetButton::UpButtonData();
		AddSetButton();
	} 
private:
	void AddSetButton()
	{
		switch (m_num)
		{
		case 0: m_ButtonUI->SetAttribute(_T("bkcolor"),_T("#FFCCC0B3"));break;
		case 2: m_ButtonUI->SetAttribute(_T("bkcolor"),_T("#ffeee4da"));break;
		case 4: m_ButtonUI->SetAttribute(_T("bkcolor"),_T("#ffede0c8"));break;
		case 8: m_ButtonUI->SetAttribute(_T("bkcolor"),_T("#fff2b179"));break;
		case 16: m_ButtonUI->SetAttribute(_T("bkcolor"),_T("#fff59563"));break;
		case 32: m_ButtonUI->SetAttribute(_T("bkcolor"),_T("#fff67c5f"));break;
		case 64: m_ButtonUI->SetAttribute(_T("bkcolor"),_T("#fff65e3b"));break;
		default:
			m_ButtonUI->SetAttribute(_T("bkcolor"),_T("#ffedcf72"));
		}
	}
};

class Form_Button:public SetButton
{
public:
	Form_Button(_Button* bkbutton):SetButton(bkbutton){}
	void UpButtonData() 
	{
		SetButton::UpButtonData();
		AddSetButton();
	} 
private:
	void AddSetButton()
	{
		SIZE si;
		si.cx = si.cy =4;
		m_ButtonUI->SetBorderRound(si);
	}
};

所以那个CPrintArray::showbutton函数可以这么写了:

         _Button* button1 = new Num_Button(num,bt);
	_Button* button2= new Form_Button(button1);
	_Button* button3 = new Color_Button(button2);
	 button3->UpButtonData();


资源下载

实现比较简单,源码几乎全贴了,自己尝试一次,肯定可以搞定,以后再放资源!

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