安卓2048小游戏源码

http://git.oschina.net/scimence/sci_2048/wikis/home

 

package com.example.sci_2048;

import java.util.Random;

import android.app.Activity;
import android.app.AlertDialog;
import android.content.DialogInterface;
import android.graphics.Color;
import android.os.Bundle;
import android.view.Gravity;
import android.view.Menu;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
import android.view.WindowManager;
import android.view.animation.Animation;
import android.view.animation.AnimationSet;
import android.view.animation.ScaleAnimation;
import android.widget.Button;
import android.widget.RelativeLayout;
import android.widget.TextView;


public class MainActivity extends Activity  implements OnTouchListener, android.view.View.OnClickListener
{
	TextView maxView, scoreView;					//当前最大数值, 累积得分值 显示文本框
	int maxInt=0, scoreInt=0;						//最大数值, 累积得分 数值形式
	
	TextView cell[][] = new TextView[4][4];			//以文本框的形式创建游戏的16个单元格
	int num[][] = new int[4][4];					//存储16个单元格对应的数值
	int count = 0;									//统计当前16个单元格中大于0的数值数目
	
	Button again;									//重新开始
	
	public enum Direction { LEFT, RIGHT, UP, DOWN; }//方向
	Direction direction = null;						//标记屏幕的滑动方向
	
	float x1=-1, y1=-1, x2=-1, y2=-1;				//标志触摸按下和触摸释放时的坐标
	
	int cellWidth;									//设置游戏中方格的大小
	
	
    @Override
    protected void onCreate(Bundle savedInstanceState) 
    {
        super.onCreate(savedInstanceState);
        
        View main = creatMainView();					//创建游戏主视图
        setContentView(main);							//设置为游戏视图
        main.setOnTouchListener(this);					//添加触摸事件监听,用于响应触摸滑动事件
        
        again.setOnClickListener(this);					//重新开始按钮添加事件响应,响应按钮的点击
        
        RandomSite();									//随机在空位置处生成数值2
        RandomSite();
        
        refresh();										//刷新界面显示值
    }
    
    //创建游戏的主视图,包含3部分:顶部信息、中部4*4方格、底部按钮
    @SuppressWarnings("deprecation")
	public View creatMainView()
    {
    	//获取屏幕的宽度和高度
        WindowManager wm = this.getWindowManager();
        int screenWidth = wm.getDefaultDisplay().getWidth();
        int screenHeight = wm.getDefaultDisplay().getHeight();
      
        //根据屏幕宽度设置游戏中方格的大小,在屏幕宽度大于高度时,按宽高比重新分配比例,使得高大于宽
        cellWidth = screenWidth <= screenHeight ? (screenWidth-10)/4 : (screenHeight*screenHeight/screenWidth-10)/4;
        
        float rat = screenWidth <= screenHeight ? screenWidth / 480 : screenWidth / 480 * screenHeight/screenWidth;		//相对于480屏幕大小比例值
        int size1 = (int)(28*rat), size2 = (int)(42*rat), size3 = (int)(22*rat);
        
    	RelativeLayout main = new RelativeLayout(this);
    	
    	//游戏信息显示部分
    	RelativeLayout  info = new RelativeLayout(this);
    	info.setBackgroundColor(0xff074747);

    	//最值和得分的显示信息,前两个为标签后两个部分用于显示数值
    	TextView label[] = new TextView[4];				
    	String LText[] = new String[]{"最值", "得分", "0", "0" };
    	
    	RelativeLayout.LayoutParams paramsL[] = new RelativeLayout.LayoutParams[4];
    	int ParamsNum[][] = new int[][]					//四个文本框的布局参数
    	{
    			{RelativeLayout.ALIGN_PARENT_TOP, RelativeLayout.ALIGN_PARENT_LEFT}, {RelativeLayout.ALIGN_PARENT_TOP, RelativeLayout.ALIGN_PARENT_RIGHT},
    			{RelativeLayout.ALIGN_PARENT_BOTTOM, RelativeLayout.ALIGN_PARENT_LEFT}, {RelativeLayout.ALIGN_PARENT_BOTTOM, RelativeLayout.ALIGN_PARENT_RIGHT}
    	};
    	
    	//设置显示信息的布局
    	for(int i=0; i<4; i++)
    	{
    		label[i] = new TextView(this);
    		
	    	label[i].setText(LText[i]);
	    	label[i].setTextSize(size1);
	    	label[i].setTextColor(Color.WHITE);
	    	label[i].setGravity(Gravity.CENTER);
	    	
	    	paramsL[i] = new RelativeLayout.LayoutParams((int)(cellWidth*1.1), (int)(cellWidth*0.4));
	    	paramsL[i].addRule(ParamsNum[i][0]);
	    	paramsL[i].addRule(ParamsNum[i][1], RelativeLayout.TRUE);
	    	
	        info.addView(label[i], paramsL[i]);
    	}
    	maxView = label[2]; 	//映射最值到全局变量,便于下次访问
    	scoreView = label[3]; 
    	
    	
        //游戏主体4*4方格部分
        RelativeLayout body = new RelativeLayout(this);	//创建一个相对布局的视图
        body.setBackgroundColor(Color.BLACK);			//为其设置背景色
        
        for(int i=0; i<4; i++)
        	for(int j=0; j<4; j++)
        	{
        		cell[i][j] = new TextView(this);		//创建
        		num[i][j] = 0;							//初始时,每个方格中的数值均为0
        				
        		RelativeLayout.LayoutParams params = new RelativeLayout.LayoutParams(cellWidth, cellWidth);
        		int left = 2 + j * (2 + cellWidth), top = 2 + i * (2 + cellWidth), right = left + cellWidth, bottom = top + cellWidth;	//top属性值由行位置i决定,left由列位置j决定
        		params.setMargins(left, top, right, bottom);						//设置各个方格的布局位置
        		
        		body.addView(cell[i][j], params);									//将表示方格的文本框添加到窗体
        		
        		cell[i][j].setTextSize(size2);										//设置字体大小
        		cell[i][j].setGravity(Gravity.CENTER);								//设置文本布局方式
        	}
        
        //添加信息显示部分到主界面
        RelativeLayout.LayoutParams paramsInfo = new RelativeLayout.LayoutParams((int)(cellWidth*2.2), (int)(cellWidth*0.8));
        int right = (int)(screenWidth/2 + (cellWidth*4+10)/2), left = right-(int)(cellWidth*2.2), top = 0, bottom = (int)(cellWidth*0.8);
        paramsInfo.setMargins(left, top, right, bottom);
//        paramsInfo.addRule(RelativeLayout.ALIGN_PARENT_TOP);
//        paramsInfo.addRule(RelativeLayout.ALIGN_PARENT_RIGHT, RelativeLayout.TRUE);
        
        main.addView(info, paramsInfo);
        
        //添加游戏主体部分到主界面
        RelativeLayout.LayoutParams paramsBody = new RelativeLayout.LayoutParams(cellWidth*4+10, cellWidth*4+10);
        paramsBody.addRule(RelativeLayout.CENTER_IN_PARENT, RelativeLayout.TRUE);
        main.addView(body, paramsBody);
        
        //添加重新开始按钮到主界面
        RelativeLayout.LayoutParams paramsAgain = new RelativeLayout.LayoutParams((int)(cellWidth * 1.2), (int)(cellWidth * 0.6));
        paramsAgain.addRule(RelativeLayout.ALIGN_PARENT_BOTTOM);
        paramsAgain.addRule(RelativeLayout.CENTER_HORIZONTAL, RelativeLayout.TRUE);
        Button btnAgain = new Button(this);				//重新开始
        btnAgain.setText("重新开始");
        btnAgain.setTextSize(size3);					//设置字体大小
        main.addView(btnAgain, paramsAgain);
        
        again = btnAgain;								//映射该按钮到全局变量
        
    	return main;
    }
    
    //在游戏的空格位置处,随机生成数值2
    public void RandomSite()
    {
    	if(count<16)									//当16个方格未被数值填满时
    	{
	    	Random rnd = new Random();
	        int n = rnd.nextInt(16-count), cN=0;		//根据空位置数随机生成一个 数值
	        
	        for(int i=0; i<4; i++)						//将随机数位置转换为在4*4方格中的对应位置
	        	for(int j=0; j<4; j++)
	        	{
	        		if(num[i][j] == 0)
	        		{
	        			if(cN == n)
	        			{
	        				num[i][j] = 2;
	        		        count++;					//4*4方格中大于0的数目统计
	        		        
	        		        aniScale(cell[i][j]);	//设置动画效果
	        		        return;
	        			}
	        			else cN++;
	        		}
	        	}
    	}
    }
    
    //消息框
    public void messageBox(String str)
    {
    	new AlertDialog.Builder(this) 
		.setMessage(str)
		.setPositiveButton("确定", null)
		.show();
    }

    //当游戏界面被数值填满时,判断是否可以朝某方向合并
  	public boolean canBeAdd()
  	{	//分别判定垂直的两个方向是否有相邻数值可以合并即可
  		if(canBeAdd(Direction.RIGHT))return true;	
  		else return canBeAdd(Direction.DOWN);
  	}
    
	//当游戏界面被数值填满时,判断是否可以朝指定方向合并,若不可以则游戏结束
	public boolean canBeAdd(Direction direction)
	{
		if(count<16)return true;			//未被填满时,可以继续操作
		
		int startN=0, addX=0, addY=0;		//起始值、结束值、步增值, x、y方向增量
		
		if(direction == Direction.RIGHT){ startN=3; addX=0; addY=1; }
		else if(direction == Direction.LEFT){ startN=0; addX=0; addY=-1; }
		else if(direction == Direction.DOWN){ startN=3; addX=1; addY=0; }
		else if(direction == Direction.UP){ startN=0; addX=-1; addY=0; }
		
		for(int x=0; x<=3; x++)				//对每一行或每一列执行
		{
			int y=startN;
			int i=0, j=0;
			
			if(direction == Direction.RIGHT || direction == Direction.LEFT){ i=x; j=y; }
			else { i=y; j=x; }
			
			for(int k = 0; k<3; k++)		//4个位置,从某个方向开始对每两个连续位置进行比对,相同则合并,合并顺序为direction的逆序
			{ 
				int i1 = i-k*addX, j1 = j-k*addY, i2 = i1-addX, j2 = j1-addY;
				if(num[i1][j1]==num[i2][j2] && num[i1][j1]!=0)
				{
					return true;
				}
			}
		}
		
		return false;
	}
	
    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        // Inflate the menu; this adds items to the action bar if it is present.
        getMenuInflater().inflate(R.menu.main, menu);
        return true;
    }


	@Override
	public boolean onTouch(View v, MotionEvent event)
	{
		//获取触摸拖动起点和终点的坐标,以便于判断触摸移动方向
		switch (event.getAction())
		{
			case MotionEvent.ACTION_DOWN:	//触摸屏幕后记录坐标
				x1 = event.getX();			//按下点坐标
				y1 = event.getY();
				break;
	
			case MotionEvent.ACTION_MOVE:	//触摸移动
				break;
	
			case MotionEvent.ACTION_UP:
				x2 = event.getX();			//移动点坐标
				y2 = event.getY();
				break;
				
			case MotionEvent.ACTION_CANCEL:
		}
		
		//进行触摸处理,要求触摸按下和释放点的坐标都存在,且不同,另外我们要求触摸移动的距离大于等于一个方格宽度
		if((x1!=-1 && x2!=-1) && (x1!=x2|| y1!=y2)&& (Math.abs(x1 - x2) >= cellWidth || Math.abs(y1 - y2) >= cellWidth))
		{
			if (x2 - x1 > Math.abs(y2 - y1)) direction = Direction.RIGHT;
			else if (x1 - x2 > Math.abs(y2 - y1)) direction = Direction.LEFT;
			else if (y2 - y1 > Math.abs(x2 - x1)) direction = Direction.DOWN;
			else if (y1 - y2 > Math.abs(x2 - x1)) direction = Direction.UP;
			
			gameProcess(direction);			//游戏内部数值处理
			refresh();						//根据数组中的数据,刷新显示到界面中
			
			x2 = x1 = -1 ; y2 = y1 = -1;	//此句保证每次触摸移动仅处理一次
		}
		
		return true;
	}
	
	//游戏内部数值处理过程实现,分为3步:朝一个方向叠加、相同数值合并、再次朝该方向叠加
	public void gameProcess(Direction direction)
	{
		boolean flag = false;				//标志是否有数值可以下落,或者可以合并
		
		if(Gravaty(direction))flag = true;	//控制4*4方格中的数值朝一个方向坠落,叠加
		if(add(direction))
		{
			flag = true;
			Gravaty(direction);				//数值合并后, 如果有数值合并了,逻辑上方的数值下落
		}
		
		if(flag)RandomSite();				//如果有数值下落了或合并了,则随机在一个空位置处生成2
		
		if(count==16 && !canBeAdd()) messageBox("抱歉,此次未能通关");//16个方格都被填满时,判断是否可以朝某个方向合并数值,不能则给出提示信息
	}
	
	//控制游戏中数值的坠落方向,该函数实现数值的坠落与叠起,相同数值不合并
	public boolean Gravaty(Direction direction)
	{
		int startN=0, endN=0, step=0, addX=0, addY=0;	//起始值、结束值、步增值, x、y方向增量
		boolean haveDroped = false;						//标志是否有数值下落			
		
		if(direction == Direction.RIGHT){ startN=3; endN=0; step=-1; addX=0; addY=1; }
		else if(direction == Direction.LEFT){ startN=0; endN=3; step=1; addX=0; addY=-1; }
		else if(direction == Direction.DOWN){ startN=3; endN=0; step=-1; addX=1; addY=0; }
		else if(direction == Direction.UP){ startN=0; endN=3; step=1; addX=-1; addY=0; }
		
		for(int x=0; x<=3; x++)							//对每一行或每一列执行
		{
			for(int y=startN; (step<0 && y>=endN) || (step>0 && y<=endN); y+=step)	
			{
				int i=0, j=0, i2=-1, j2=-1;
				
				if(direction == Direction.RIGHT || direction == Direction.LEFT){ i=x; j=y; }
				else { i=y; j=x; }
				
				i2=i;
				j2=j;
				//当前方格中的数值不为0,其移动方向一侧的空位置在区域内,其数值为0
				while(num[i][j] != 0 && inArea(i2+addX, j2+addY) && num[i2+addX][j2+addY] == 0)
				{										//计算该坐标方向的最后一个可用数值为0的位置
					i2 += addX; 
					j2 += addY;
				}
				
				if(inArea(i2, j2) && (i!=i2 || j!=j2))	//将坐标处的数值落到最后的空位置
				{
					
					num[i2][j2] = num[i][j];
					num[i][j] = 0;
					haveDroped = true;					//有数值下落
				}
			}
		}
		
		return haveDroped;
	}
	
	
	//为视图v添加动画效果,尺寸变化
	public void aniScale(View v)
	{
		v.bringToFront();				//前端显示
		AnimationSet aniSet = new AnimationSet(true);
		//设置尺寸从0.5倍变化到1.1倍
		ScaleAnimation scaleAni = new ScaleAnimation(0.89f, 1.15f, 0.89f, 1.15f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
		scaleAni.setDuration(400);		//设置动画效果时间
		aniSet.addAnimation(scaleAni);	//将动画效果添加到动画集中
		
		v.startAnimation(aniSet);		//视图v开始动画效果
	}
	
	//在Gravaty()处理的基础上,控制相同数值朝指定方向合并
	public boolean add(Direction direction)
	{
		int startN=0, addX=0, addY=0;		//起始值、结束值、步增值, x、y方向增量
		boolean combined = false;			//标记是否有数值合并了
		
		if(direction == Direction.RIGHT){ startN=3; addX=0; addY=1; }
		else if(direction == Direction.LEFT){ startN=0; addX=0; addY=-1; }
		else if(direction == Direction.DOWN){ startN=3; addX=1; addY=0; }
		else if(direction == Direction.UP){ startN=0; addX=-1; addY=0; }
		
		for(int x=0; x<=3; x++)				//对每一行或每一列执行
		{
			int y=startN;
			int i=0, j=0;
			
			if(direction == Direction.RIGHT || direction == Direction.LEFT){ i=x; j=y; }
			else { i=y; j=x; }
			
			for(int k = 0; k<3; k++)		//4个位置,从某个方向开始对每两个连续位置进行比对,相同则合并,合并顺序为direction的逆序
			{ 
				int i1 = i-k*addX, j1 = j-k*addY, i2 = i1-addX, j2 = j1-addY;
				if(num[i1][j1]==num[i2][j2] && num[i1][j1]!=0)
				{
					scoreInt += num[i2][j2];//累积分值
							
					num[i1][j1] *= 2;
					num[i2][j2] = 0;
					combined = true;
						
					count--;				//数值合并后,大于0的数值减1
					aniScale(cell[i1][j1]);	//设置动画效果
					
					if(num[i1][j1] == 2048) messageBox("恭喜,你赢了!");
//					if(num[i1][j1] == 2048) Toast.makeText(this, "恭喜,你赢了!", Toast.LENGTH_SHORT).show();
				}
			}
		}

		return combined;
	}
	
	
	//判断n1和n2是否均在0到3之间,保证坐标n1,n2在4*4方格范围
	public boolean inArea(int n1, int n2)
	{
		return 0 <= n1 && n1<=3 && 0 <= n2 && n2<=3 ;
	}

	
	//刷新游戏方格中的显示值,将4*4数组中的值显示到cell中
	public void refresh()
	{
		for(int i=0; i<4; i++)
        	for(int j=0; j<4; j++)
        	{
        		if( num[i][j]==0 )cell[i][j].setText("");							//数值为0时,清空显示
        		else cell[i][j].setText(String.valueOf(num[i][j]));					//大于0时在方格中显示对应的数值
        		
        		cell[i][j].setBackgroundColor(getBacColor(num[i][j]));				//设置背景色
        		
        		if( num[i][j]==2 || num[i][j]==4) cell[i][j].setTextColor(0xff776E65);
        		else cell[i][j].setTextColor(0xfff9f6f2);							//设置字体颜色
        		
        		if(maxInt < num[i][j]) maxInt = num[i][j];							//记录最大数值
        	}
		
		maxView.setText(String.valueOf(maxInt));									//显示最大值
		scoreView.setText(String.valueOf(scoreInt));								//显示分值
		
	}
	
	//获取各数值对应的背景颜色
	public int getBacColor(int num)
	{
		int color[] = new int[]{0xff074747, 0xff999999, 0xffede0c8, 0xfff2b179, 0xfff59563, 0xfff67c5f, 0xfff65e3b, 0xffedcf72, 0xffedcc61, 0xffedc850, 0xffedc53f, 0xffedc22e};  
		int i=0;			//标记颜色数组的下标位置,分别对应数值0、2、4、8、16……
		while(num>1)
		{
			i++;
			num/=2;
		}
		return color[i];	//返回对应颜色值
	}

	@Override
	public void onClick(View v) //重新开始按钮的事件响应
	{
		new AlertDialog.Builder(this) 
//		.setTitle("")
		.setMessage("确定要重新开始本局吗?")
		.setPositiveButton("确定", new DialogInterface.OnClickListener()     
		{     
		    public void onClick(DialogInterface dialoginterface, int i)     
		    {  
		    	rePlay();
		    }  
		})
		.setNegativeButton("取消", null)
		.show();
	}
	
	//重玩游戏,清空游戏数据信息
	public void rePlay()
	{
		//清空数据
		maxInt = 0;
		scoreInt = 0;
		count = 0;
		for(int i=0; i<4; i++)
        	for(int j=0; j<4; j++)
        	{
        		num[i][j] = 0;
        	}
		
		//生成两个随机位置
		RandomSite();				
        RandomSite();
        
        refresh();	//刷新显示
	}
}


附件下载:http://git.oschina.net/scimence/sci_2048/attach_files

 

进阶版源码:

package com.game.sci_2048;

import java.util.Locale;
import java.util.Random;

import android.app.Activity;
import android.app.AlertDialog;
import android.content.DialogInterface;
import android.graphics.Color;
import android.os.Bundle;
import android.view.Gravity;
import android.view.Menu;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
import android.view.WindowManager;
import android.view.animation.Animation;
import android.view.animation.AnimationSet;
import android.view.animation.ScaleAnimation;
import android.widget.Button;
import android.widget.RelativeLayout;
import android.widget.TextView;
import android.widget.Toast;

import com.example.sci_2048.R;


public class MainActivity extends Activity  implements OnTouchListener, android.view.View.OnClickListener
{
	TextView maxView, scoreView;					//当前最大数值, 累积得分值 显示文本框
	int maxInt=0, scoreInt=0;						//最大数值, 累积得分 数值形式
	
	TextView cell[][] = new TextView[4][4];			//以文本框的形式创建游戏的16个单元格
	int num[][] = new int[4][4];					//存储16个单元格对应的数值
	int count = 0;									//统计当前16个单元格中大于0的数值数目
	
	Button again;									//重新开始
	
	public enum Direction { LEFT, RIGHT, UP, DOWN; }//方向
	Direction direction = null;						//标记屏幕的滑动方向
	
	float x1=-1, y1=-1, x2=-1, y2=-1;				//标志触摸按下和触摸释放时的坐标
	boolean dragProcess = false;					//标志是否正在进行拖动处理						
	
	int cellWidth;									//设置游戏中方格的大小
	
	int screenWidth, screenHeight;					//记录屏幕的分辨率
	boolean chinese = true;						//当前语言环境是否为中文
	
	Random rnd = new Random();						//用于游戏中随机数的生成
	boolean flagmin = false;						//标记是否取最小值为生成值
	int[] minNum = {1, 1};							//初始值,分别表示最小值和次小值
	int preminNum = 1;								//前一个最小值
	
    @Override
    protected void onCreate(Bundle savedInstanceState) 
    {
        super.onCreate(savedInstanceState);
        
        View main = creatMainView();					//创建游戏主视图
        setContentView(main);							//设置为游戏视图
        main.setOnTouchListener(this);					//添加触摸事件监听,用于响应触摸滑动事件
        
        again.setOnClickListener(this);					//重新开始按钮添加事件响应,响应按钮的点击
        
        RandomSite();									//随机在空位置处生成数值2
        RandomSite();
        
        refresh();										//刷新界面显示值
        
        messageBox((chinese ? "屏幕分辨率为:":"Screen resolution:") + screenWidth + "x" + screenHeight);	//显示屏幕的分辨率
    }
    
    //创建游戏的主视图,包含3部分:顶部信息、中部4*4方格、底部按钮
    @SuppressWarnings("deprecation")
	public View creatMainView()
    {
    	String str = Locale.getDefault().getLanguage();	//获取当前的语言环境
        if(!str.equals("zh")) chinese = false;
        
    	//获取屏幕的宽度和高度
        WindowManager wm = this.getWindowManager();
        screenWidth = wm.getDefaultDisplay().getWidth();
        screenHeight = wm.getDefaultDisplay().getHeight();
      
        //根据屏幕宽度设置游戏中方格的大小,在屏幕宽度大于高度时,按宽高比重新分配比例,使得高大于宽
        cellWidth = screenWidth <= screenHeight ? (screenWidth-10)/4 : (screenHeight*screenHeight/screenWidth-10)/4;
        
        float rat = screenWidth <= screenHeight ? screenWidth / 480 : screenWidth / 480 * screenHeight/screenWidth;		//相对于480屏幕大小比例值
        int size1 = (int)(22*rat), size2 = (int)(28*rat), size3 = (int)(22*rat);
        
    	RelativeLayout main = new RelativeLayout(this);
    	
    	//游戏信息显示部分
    	RelativeLayout  info = new RelativeLayout(this);
    	info.setBackgroundColor(getBacColor(0));

    	//最值和得分的显示信息,前两个为标签后两个部分用于显示数值
    	TextView label[] = new TextView[4];	
    	String LText[] = chinese ? new String[]{"最值", "得分", "0", "0" } : new String[]{"Max", "Score", "0", "0" };
    	
    	RelativeLayout.LayoutParams paramsL[] = new RelativeLayout.LayoutParams[4];
    	int ParamsNum[][] = new int[][]					//四个文本框的布局参数
    	{
    			{RelativeLayout.ALIGN_PARENT_TOP, RelativeLayout.ALIGN_PARENT_LEFT}, {RelativeLayout.ALIGN_PARENT_TOP, RelativeLayout.ALIGN_PARENT_RIGHT},
    			{RelativeLayout.ALIGN_PARENT_BOTTOM, RelativeLayout.ALIGN_PARENT_LEFT}, {RelativeLayout.ALIGN_PARENT_BOTTOM, RelativeLayout.ALIGN_PARENT_RIGHT}
    	};
    	
    	//设置显示信息的布局
    	for(int i=0; i<4; i++)
    	{
    		label[i] = new TextView(this);
    		
	    	label[i].setText(LText[i]);
	    	label[i].setTextSize(size1);
	    	label[i].setTextColor(Color.WHITE);
	    	label[i].setGravity(Gravity.CENTER);
	    	
	    	paramsL[i] = new RelativeLayout.LayoutParams((int)(cellWidth*1.1), (int)(cellWidth*0.4));
	    	paramsL[i].addRule(ParamsNum[i][0]);
	    	paramsL[i].addRule(ParamsNum[i][1], RelativeLayout.TRUE);
	    	
	        info.addView(label[i], paramsL[i]);
    	}
    	maxView = label[2]; 	//映射最值到全局变量,便于下次访问
    	scoreView = label[3]; 
    	
    	
        //游戏主体4*4方格部分
        RelativeLayout body = new RelativeLayout(this);	//创建一个相对布局的视图
        body.setBackgroundColor(Color.BLACK);			//为其设置背景色
        
        for(int i=0; i<4; i++)
        	for(int j=0; j<4; j++)
        	{
        		cell[i][j] = new TextView(this);		//创建
        		num[i][j] = 0;							//初始时,每个方格中的数值均为0
        				
        		RelativeLayout.LayoutParams params = new RelativeLayout.LayoutParams(cellWidth, cellWidth);
        		int left = 2 + j * (2 + cellWidth), top = 2 + i * (2 + cellWidth), right = left + cellWidth, bottom = top + cellWidth;	//top属性值由行位置i决定,left由列位置j决定
        		params.setMargins(left, top, right, bottom);						//设置各个方格的布局位置
        		
        		body.addView(cell[i][j], params);									//将表示方格的文本框添加到窗体
        		
        		cell[i][j].setTextSize(size2);										//设置字体大小
        		cell[i][j].setGravity(Gravity.CENTER);								//设置文本布局方式
        	}
        
        //添加信息显示部分到主界面
        RelativeLayout.LayoutParams paramsInfo = new RelativeLayout.LayoutParams((int)(cellWidth*2.2), (int)(cellWidth*0.8));
        int right = (int)(screenWidth/2 + (cellWidth*4+10)/2), left = right-(int)(cellWidth*2.2), top = 0, bottom = (int)(cellWidth*0.8);
        paramsInfo.setMargins(left, top, right, bottom);
//        paramsInfo.addRule(RelativeLayout.ALIGN_PARENT_TOP);
//        paramsInfo.addRule(RelativeLayout.ALIGN_PARENT_RIGHT, RelativeLayout.TRUE);
        
        main.addView(info, paramsInfo);
        
        //添加游戏主体部分到主界面
        RelativeLayout.LayoutParams paramsBody = new RelativeLayout.LayoutParams(cellWidth*4+10, cellWidth*4+10);
        paramsBody.addRule(RelativeLayout.CENTER_IN_PARENT, RelativeLayout.TRUE);
        main.addView(body, paramsBody);
        
        //添加重新开始按钮到主界面
        RelativeLayout.LayoutParams paramsAgain = new RelativeLayout.LayoutParams((int)(cellWidth * 1.7), (int)(cellWidth * 0.8));
        paramsAgain.addRule(RelativeLayout.ALIGN_PARENT_BOTTOM);
        paramsAgain.addRule(RelativeLayout.CENTER_HORIZONTAL, RelativeLayout.TRUE);
        Button btnAgain = new Button(this);				//重新开始
        btnAgain.setText(chinese ? "重新开始" : "Play Again");
        btnAgain.setTextSize(size3);					//设置字体大小
        main.addView(btnAgain, paramsAgain);
        
        again = btnAgain;								//映射该按钮到全局变量
        
    	return main;
    }
    
    //在游戏的空格位置处,随机生成数值2
    public void RandomSite()
    {
    	if(count<16)									//当16个方格未被数值填满时
    	{
	    	rnd.setSeed(rnd.nextLong());				//随机数进一步随机化
	        int n = rnd.nextInt(16-count), cN=0;		//根据空位置数随机生成一个 数值
	        
	        for(int i=0; i<4; i++)						//将随机数位置转换为在4*4方格中的对应位置
	        	for(int j=0; j<4; j++)
	        	{
	        		if(num[i][j] == 0)
	        		{
	        			if(cN == n)
	        			{
	        				flagmin = !flagmin;			//取反
	        				num[i][j] = flagmin ? minNum[0] : minNum[1];//设置新生成的数
	        		        count++;					//4*4方格中大于0的数目统计
	        		        
	        		        aniScale(cell[i][j]);		//设置动画效果
	        		        
	        		        minNum = getMinNum();		//动态获取新的最小值和次小值
	        		        if(preminNum != minNum[0])
	        		        {
	        		        	preminNum = minNum[0];	//新的最小值
	        		        	Toast.makeText(this, (chinese ? "恭喜,最小值进阶": "Congratulations, the minimum advanced to ")+ preminNum, Toast.LENGTH_SHORT).show();
	        		        }
	        		        return;
	        			}
	        			else cN++;
	        		}
	        	}
    	}
    }
    
    //取得最小值和次小值,默认最小值1
    private int[] getMinNum()
    {
    	int minNum = 2048, bigerNum = 2048;		//最小值、次最小值
    	for(int i=0; i<4; i++)
    		for(int j=0; j<4; j++)
    		{
    			if(num[i][j] != 0)				//0值不算在内
    			{
	    			if(num[i][j]<minNum)
	    			{
	    				bigerNum = minNum;		//记录前一个值
	    				minNum = num[i][j];
	    			}
	    			else if(minNum < num[i][j] && num[i][j]<bigerNum)	//次最小值要大于最小值
	    			{
	    				bigerNum = num[i][j];	//取较小的值为次最小值
	    			}
    			}
    		}
    	
    	if(minNum == 2048)minNum = 1;			//默认最小值
    	if(bigerNum == 2048) bigerNum = minNum;	//取最小值
    	
    	return new int[]{ minNum, bigerNum };	//取值
    }
    
    //消息框
    public void messageBox(String str)
    {
    	new AlertDialog.Builder(this) 
		.setMessage(str)
		.setPositiveButton(chinese ? "确定" : "OK", null)
		.show();
    }

    //当游戏界面被数值填满时,判断是否可以朝某方向合并
  	public boolean canBeAdd()
  	{	//分别判定垂直的两个方向是否有相邻数值可以合并即可
  		if(canBeAdd(Direction.RIGHT))return true;	
  		else return canBeAdd(Direction.DOWN);
  	}
    
	//当游戏界面被数值填满时,判断是否可以朝指定方向合并,若不可以则游戏结束
	public boolean canBeAdd(Direction direction)
	{
		if(count<16)return true;			//未被填满时,可以继续操作
		
		int startN=0, addX=0, addY=0;		//起始值、结束值、步增值, x、y方向增量
		
		if(direction == Direction.RIGHT){ startN=3; addX=0; addY=1; }
		else if(direction == Direction.LEFT){ startN=0; addX=0; addY=-1; }
		else if(direction == Direction.DOWN){ startN=3; addX=1; addY=0; }
		else if(direction == Direction.UP){ startN=0; addX=-1; addY=0; }
		
		for(int x=0; x<=3; x++)				//对每一行或每一列执行
		{
			int y=startN;
			int i=0, j=0;
			
			if(direction == Direction.RIGHT || direction == Direction.LEFT){ i=x; j=y; }
			else { i=y; j=x; }
			
			for(int k = 0; k<3; k++)		//4个位置,从某个方向开始对每两个连续位置进行比对,相同则合并,合并顺序为direction的逆序
			{ 
				int i1 = i-k*addX, j1 = j-k*addY, i2 = i1-addX, j2 = j1-addY;
				if(num[i1][j1]==num[i2][j2] && num[i1][j1]!=0)
				{
					return true;
				}
			}
		}
		
		return false;
	}
	
    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        // Inflate the menu; this adds items to the action bar if it is present.
        getMenuInflater().inflate(R.menu.main, menu);
        return true;
    }


	@Override
	public boolean onTouch(View v, MotionEvent event)
	{
		if(dragProcess)return true;
		
		//获取触摸拖动起点和终点的坐标,以便于判断触摸移动方向
		switch (event.getAction())
		{
			case MotionEvent.ACTION_DOWN:	//触摸屏幕后记录坐标
				if(x2==-1)					//仅在弹起前,记录按下坐标
				{
					x1 = event.getX();		//按下点坐标
					y1 = event.getY();
				}
				break;
	
			case MotionEvent.ACTION_MOVE:	//触摸移动
				break;
	
			case MotionEvent.ACTION_UP:
				if(x1!=-1 && !dragProcess)	//记录按下点坐标后,才可记录释放坐标
				{
					x2 = event.getX();		//移动点坐标
					y2 = event.getY();
				}
				break;
				
			case MotionEvent.ACTION_CANCEL:
		}
		
		//进行触摸处理,要求触摸按下和释放点的坐标都存在,且不同,另外我们要求触摸移动的距离大于等于一个方格宽度
		if((x1!=-1 && x2!=-1) && (x1!=x2|| y1!=y2)&& (Math.abs(x1 - x2) >= cellWidth || Math.abs(y1 - y2) >= cellWidth))
		{
			dragProcess = true;
			
			if (x2 - x1 > Math.abs(y2 - y1)) direction = Direction.RIGHT;
			else if (x1 - x2 > Math.abs(y2 - y1)) direction = Direction.LEFT;
			else if (y2 - y1 > Math.abs(x2 - x1)) direction = Direction.DOWN;
			else if (y1 - y2 > Math.abs(x2 - x1)) direction = Direction.UP;
			
			gameProcess(direction);			//游戏内部数值处理
			refresh();						//根据数组中的数据,刷新显示到界面中
			
			x2 = x1 = -1 ; y2 = y1 = -1;	//此句保证每次触摸移动仅处理一次
			
			dragProcess = false;
		}
		
		return true;
	}
	
	//游戏内部数值处理过程实现,分为3步:朝一个方向叠加、相同数值合并、再次朝该方向叠加
	public void gameProcess(Direction direction)
	{
		boolean flag = false;				//标志是否有数值可以下落,或者可以合并
		
		if(Gravaty(direction))flag = true;	//控制4*4方格中的数值朝一个方向坠落,叠加
		if(add(direction))
		{
			flag = true;
			Gravaty(direction);				//数值合并后, 如果有数值合并了,逻辑上方的数值下落
		}
		
		if(flag)RandomSite();				//如果有数值下落了或合并了,则随机在一个空位置处生成2
		
		if(count==16 && !canBeAdd()) messageBox(chinese ? "抱歉,此次未能通关": "Sorry, Failed to pass");//16个方格都被填满时,判断是否可以朝某个方向合并数值,不能则给出提示信息
	}
	
	//控制游戏中数值的坠落方向,该函数实现数值的坠落与叠起,相同数值不合并
	public boolean Gravaty(Direction direction)
	{
		int startN=0, endN=0, step=0, addX=0, addY=0;	//起始值、结束值、步增值, x、y方向增量
		boolean haveDroped = false;						//标志是否有数值下落			
		
		if(direction == Direction.RIGHT){ startN=3; endN=0; step=-1; addX=0; addY=1; }
		else if(direction == Direction.LEFT){ startN=0; endN=3; step=1; addX=0; addY=-1; }
		else if(direction == Direction.DOWN){ startN=3; endN=0; step=-1; addX=1; addY=0; }
		else if(direction == Direction.UP){ startN=0; endN=3; step=1; addX=-1; addY=0; }
		
		for(int x=0; x<=3; x++)							//对每一行或每一列执行
		{
			for(int y=startN; (step<0 && y>=endN) || (step>0 && y<=endN); y+=step)	
			{
				int i=0, j=0, i2=-1, j2=-1;
				
				if(direction == Direction.RIGHT || direction == Direction.LEFT){ i=x; j=y; }
				else { i=y; j=x; }
				
				i2=i;
				j2=j;
				//当前方格中的数值不为0,其移动方向一侧的空位置在区域内,其数值为0
				while(num[i][j] != 0 && inArea(i2+addX, j2+addY) && num[i2+addX][j2+addY] == 0)
				{										//计算该坐标方向的最后一个可用数值为0的位置
					i2 += addX; 
					j2 += addY;
				}
				
				if(inArea(i2, j2) && (i!=i2 || j!=j2))	//将坐标处的数值落到最后的空位置
				{
					
					num[i2][j2] = num[i][j];
					num[i][j] = 0;
					haveDroped = true;					//有数值下落
				}
			}
		}
		
		return haveDroped;
	}
	
	
	//为视图v添加动画效果,尺寸变化
	public void aniScale(View v)
	{
		v.bringToFront();				//前端显示
		AnimationSet aniSet = new AnimationSet(true);
		//设置尺寸从0.5倍变化到1.1倍
		ScaleAnimation scaleAni = new ScaleAnimation(0.89f, 1.15f, 0.89f, 1.15f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
		scaleAni.setDuration(400);		//设置动画效果时间
		aniSet.addAnimation(scaleAni);	//将动画效果添加到动画集中
		
		v.startAnimation(aniSet);		//视图v开始动画效果
	}
	
	//在Gravaty()处理的基础上,控制相同数值朝指定方向合并
	public boolean add(Direction direction)
	{
		int startN=0, addX=0, addY=0;		//起始值、结束值、步增值, x、y方向增量
		boolean combined = false;			//标记是否有数值合并了
		
		if(direction == Direction.RIGHT){ startN=3; addX=0; addY=1; }
		else if(direction == Direction.LEFT){ startN=0; addX=0; addY=-1; }
		else if(direction == Direction.DOWN){ startN=3; addX=1; addY=0; }
		else if(direction == Direction.UP){ startN=0; addX=-1; addY=0; }
		
		for(int x=0; x<=3; x++)				//对每一行或每一列执行
		{
			int y=startN;
			int i=0, j=0;
			
			if(direction == Direction.RIGHT || direction == Direction.LEFT){ i=x; j=y; }
			else { i=y; j=x; }
			
			for(int k = 0; k<3; k++)		//4个位置,从某个方向开始对每两个连续位置进行比对,相同则合并,合并顺序为direction的逆序
			{ 
				int i1 = i-k*addX, j1 = j-k*addY, i2 = i1-addX, j2 = j1-addY;
				if(num[i1][j1]==num[i2][j2] && num[i1][j1]!=0)
				{
					scoreInt += num[i2][j2];//累积分值
							
					num[i1][j1] *= 2;
					num[i2][j2] = 0;
					combined = true;
						
					count--;				//数值合并后,大于0的数值减1
					
					if(k==2 && num[i1+addX][j1+addY]==0) 	//判断前一处是否为空
						aniScale(cell[i1+addX][j1+addY]);	//如果0与1位置已合并,则在2与3合并时 在1处设置动画
					else aniScale(cell[i1][j1]);			//设置动画效果
					
					if(num[i1][j1] == 2048) messageBox(chinese ? "恭喜,你赢了!":"Congratulations, you win.");
//					if(num[i1][j1] == 2048) Toast.makeText(this, "恭喜,你赢了!", Toast.LENGTH_SHORT).show();
				}
			}
		}

		return combined;
	}
	
	
	//判断n1和n2是否均在0到3之间,保证坐标n1,n2在4*4方格范围
	public boolean inArea(int n1, int n2)
	{
		return 0 <= n1 && n1<=3 && 0 <= n2 && n2<=3 ;
	}

	
	//刷新游戏方格中的显示值,将4*4数组中的值显示到cell中
	public void refresh()
	{
		for(int i=0; i<4; i++)
        	for(int j=0; j<4; j++)
        	{
        		if( num[i][j]==0 )cell[i][j].setText("");							//数值为0时,清空显示
        		else cell[i][j].setText(String.valueOf(num[i][j]));					//大于0时在方格中显示对应的数值
        		
        		cell[i][j].setBackgroundColor(getBacColor(num[i][j]));				//设置背景色
        		
        		if(num[i][j]<=32) cell[i][j].setTextColor(0xff000000);
        		else cell[i][j].setTextColor(0xffffffff);							//设置字体颜色
        		
        		if(maxInt < num[i][j]) maxInt = num[i][j];							//记录最大数值
        	}
		
		maxView.setText(String.valueOf(maxInt));									//显示最大值
		scoreView.setText(String.valueOf(scoreInt));								//显示分值
		
	}
	
	//获取各数值对应的背景颜色
	public int getBacColor(int num)
	{
//		int color[] = new int[]{0xff074747, 0xff999999, 0xffede0c8, 0xfff2b179, 0xfff59563, 0xfff67c5f, 0xfff65e3b, 0xffedcf72, 0xffedcc61, 0xffedc850, 0xffedc53f, 0xffedc22e, 0xffB3CDE6};  
		int color[] = new int[]{0xff074747, 0xffb2b6bb, 0xffd6c198, 0xfffacc76,  0xfff3ca45, 0xffffab3a, 0xffffa863, 0xffffa58c, 0xffee6668, 0xffbf2128,  0xffb93240, 0xff9e2e44, 0xff832a48};
		int i=0;			//标记颜色数组的下标位置,分别对应数值0、1、2、4、8、16……
		while(num>=1)
		{
			i++;
			num/=2;
		}
		return color[i];	//返回对应颜色值
	}

	@Override
	public void onClick(View v) //重新开始按钮的事件响应
	{
		new AlertDialog.Builder(this) 
//		.setTitle("")
		.setMessage(chinese ? "确定要重新开始本局吗?":"Sure you want to start again?")
		.setPositiveButton(chinese ? "确定" : "Yes", new DialogInterface.OnClickListener()     
		{     
		    public void onClick(DialogInterface dialoginterface, int i)     
		    {  
		    	rePlay();
		    }  
		})
		.setNegativeButton(chinese ? "取消": "No", null)
		.show();
	}
	
	//重玩游戏,清空游戏数据信息
	public void rePlay()
	{
		//清空数据
		maxInt = 0;
		scoreInt = 0;
		count = 0;
		
		flagmin = false;						//标记是否取最小值为生成值
		minNum = new int[]{1, 1};				//初始值,分别表示最小值和次小值
		preminNum = 1;							//前一个最小值
		
		for(int i=0; i<4; i++)
        	for(int j=0; j<4; j++)
        		num[i][j] = 0;
		
		//生成两个随机位置
		RandomSite();				
        RandomSite();
        
        refresh();	//刷新显示
	}
	
	

重玩游戏,清空游戏数据信息
//	public void rePlay()
//	{
//		//清空数据
//		maxInt = 0;
//		scoreInt = 0;
		count = 0;
//		count = 11;
//		
//		flagmin = false;						//标记是否取最小值为生成值
//		minNum = new int[]{1, 1};				//初始值,分别表示最小值和次小值
//		preminNum = 1;							//前一个最小值
//		
//		int[][] tmp = 
//			{
//				{1,0,0,32},
//				{2,0,16,256},
//				{0,8,128,1024},
//				{4,64,512,2048}
//			};
//		
//		for(int i=0; i<4; i++)
//      	for(int j=0; j<4; j++)
//      	{
      		num[i][j] = 0;
//      		num[i][j] = tmp[i][j];
//      	}
//		
//		//生成两个随机位置
		RandomSite();				
      RandomSite();
//      
//      refresh();	//刷新显示
//	}
}


 

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