android 贪吃蛇源码分析

package com.example.android.snake;

import android.app.Activity;
import android.os.Bundle;
import android.util.Log;
import android.view.Window;
import android.widget.TextView;

/**
 * Snake: a simple game that everyone can enjoy.
 *
 * This is an implementation of the classic Game "Snake", in which you control a
 * serpent roaming around the garden looking for apples. Be careful, though,
 * because when you catch one, not only will you become longer, but you'll move
 * faster. Running into yourself or the walls will end the game.
 *
 */
public class Snake extends Activity {
    private final static String TAG = "****   ***Snake*****  *****";

    private SnakeView mSnakeView;
   
    private static String ICICLE_KEY = "snake-view";

    /**
     * Called when Activity is first created. Turns off the title bar, sets up
     * the content views, and fires up the SnakeView.
     *
     */
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        // No Title bar
        requestWindowFeature(Window.FEATURE_NO_TITLE);

        setContentView(R.layout.snake_layout);

        mSnakeView = (SnakeView) findViewById(R.id.snake);
        mSnakeView.setTextView((TextView) findViewById(R.id.text));

       
        if (savedInstanceState == null) {
            // We were just launched -- set up a new game
            mSnakeView.setMode(SnakeView.READY);
        } else {
            // We are being restored
            Bundle map = savedInstanceState.getBundle(ICICLE_KEY);
            if (map != null) {
                mSnakeView.restoreState(map);
            } else {
                mSnakeView.setMode(SnakeView.PAUSE);
            }
        }
    }

    @Override
    protected void onPause() {
        super.onPause();
        // Pause the game along with the activity
        mSnakeView.setMode(SnakeView.PAUSE);
    }

    @Override
    public void onSaveInstanceState(Bundle outState) {
        //Store the game state
        outState.putBundle(ICICLE_KEY, mSnakeView.saveState());
    }

}

 

 

/*
 * Copyright (C) 2007 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */



package com.example.android.snake;

import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.view.View;


/**
 * 格子的绘画
 * TileView: a View-variant designed for handling arrays of "icons" or other
 * drawables.
 *
 */
public class TileView extends View {

    /**
     * Parameters controlling the size of the tiles and their range within view.
     * Width/Height are in pixels, and Drawables will be scaled to fit to these
     * dimensions. X/Y Tile Counts are the number of tiles that will be drawn.
     */

    protected static int mTileSize;

    /** x轴方向上格子的个数 */
    protected static int mXTileCount;
    /** y轴方向上格子的个数  */
    protected static int mYTileCount;

    private static int mXOffset;
    private static int mYOffset;


    /**
     *
     * A hash that maps integer handles specified by the subclasser to the
     * drawable that will be used for that reference
     */
    private Bitmap[] mTileArray;

    /**
     * 声明用来存放绘画图像的x,y轴的位置的数组
     * A two-dimensional array of integers in which the number represents the
     * index of the tile that should be drawn at that locations
     */
    private int[][] mTileGrid;

    private final Paint mPaint = new Paint();

    public TileView(Context context, AttributeSet attrs, int defStyle) {
        super(context, attrs, defStyle);

        TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.TileView);

        mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);
       
        a.recycle();
    }

    public TileView(Context context, AttributeSet attrs) {
        super(context, attrs);

        TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.TileView);

        mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);
       
        a.recycle();
    }

   
   
    /**
     * Rests the internal array of Bitmaps used for drawing tiles, and
     * sets the maximum index of tiles to be inserted
     *
     * @param tilecount
     */
   
    public void resetTiles(int tilecount) {
        mTileArray = new Bitmap[tilecount];
    }


    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        mXTileCount = (int) Math.floor(w / mTileSize);
        mYTileCount = (int) Math.floor(h / mTileSize);

        mXOffset = ((w - (mTileSize * mXTileCount)) / 2);
        mYOffset = ((h - (mTileSize * mYTileCount)) / 2);

        mTileGrid = new int[mXTileCount][mYTileCount];
        clearTiles();
    }

    /**
     * Function to set the specified Drawable as the tile for a particular
     * integer key.
     *
     * @param key
     * @param tile
     */
    public void loadTile(int key, Drawable tile) {
        Bitmap bitmap = Bitmap.createBitmap(mTileSize, mTileSize, Bitmap.Config.ARGB_8888);
        Canvas canvas = new Canvas(bitmap);
        //指定矩形的大小
        tile.setBounds(0, 0, mTileSize, mTileSize);
        tile.draw(canvas);
       
        mTileArray[key] = bitmap;
    }

    /**
     * Resets all tiles to 0 (empty)
     * 清空
     */
    public void clearTiles() {
        for (int x = 0; x < mXTileCount; x++) {
            for (int y = 0; y < mYTileCount; y++) {
                setTile(0, x, y);
            }
        }
    }

    /**
     * Used to indicate that a particular tile (set with loadTile and referenced
     * by an integer) should be drawn at the given x/y coordinates during the
     * next invalidate/draw cycle.
     *
     * @param tileindex 图片的索引
     * @param x
     * @param y
     */
    public void setTile(int tileindex, int x, int y) {
        mTileGrid[x][y] = tileindex;
    }

    /**
     * 画出主界面图
     */
    @Override
    public void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        for (int x = 0; x < mXTileCount; x += 1) {
            for (int y = 0; y < mYTileCount; y += 1) {
                if (mTileGrid[x][y] > 0) {
                    canvas.drawBitmap(mTileArray[mTileGrid[x][y]],
                            mXOffset + x * mTileSize,
                            mYOffset + y * mTileSize,
                            mPaint);
                }
            }
        }

    }

}

 


/*
 * Copyright (C) 2007 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.example.android.snake;

import java.util.ArrayList;
import java.util.Random;

import android.content.Context;
import android.content.res.Resources;
import android.os.Handler;
import android.os.Message;
import android.util.AttributeSet;
import android.os.Bundle;
import android.util.Log;
import android.view.KeyEvent;
import android.view.View;
import android.widget.TextView;

/**
 * SnakeView: implementation of a simple game of Snake
 *
 *
 */
public class SnakeView extends TileView {

    private static final String TAG = "SnakeView";

    /**
     * Current mode of application: READY to run, RUNNING, or you have already
     * lost. static final ints are used instead of an enum for performance
     * reasons.
     */
    /** 游戏的状态,准备 */
    private int mMode = READY;
    /** 暂停 */
    public static final int PAUSE = 0;
    /** 准备 */
    public static final int READY = 1;
    /** 运行 */
    public static final int RUNNING = 2;
    /** 结束 */
    public static final int LOSE = 3;

    /**
     * Current direction the snake is headed.
     */
    private int mDirection = NORTH;
    private int mNextDirection = NORTH;
    private static final int NORTH = 1;
    private static final int SOUTH = 2;
    private static final int EAST = 3;
    private static final int WEST = 4;

    /**
     * Labels for the drawables that will be loaded into the TileView class
     */
    private static final int RED_STAR = 1;
    private static final int YELLOW_STAR = 2;
    private static final int GREEN_STAR = 3;

    /**
     * mScore: used to track the number of apples captured mMoveDelay: number of
     * milliseconds between snake movements. This will decrease as apples are
     * captured.
     */
    private long mScore = 0;
    //蛇移动延迟
    private long mMoveDelay = 600;
    /**
     * mLastMove: tracks the absolute time when the snake last moved, and is used
     * to determine if a move should be made based on mMoveDelay.
     */
    private long mLastMove;
   
    /**
     * 显示游戏运行的状态
     * mStatusText: text shows to the user in some run states
     */
    private TextView mStatusText;

    /**
     * 用于存储贪吃蛇中,苹果和蛇的点阵的坐标的信息的集合
     * mSnakeTrail: a list of Coordinates that make up the snake's body
     * mAppleList: the secret location of the juicy apples the snake craves.
     */
    private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
    private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();

    /**
     * 为创建苹果坐标使用随机对象
     * Everyone needs a little randomness in their life
     */
    private static final Random RNG = new Random();

    /**
     * 刷新界面处理
     * Create a simple handler that we can use to cause animation to happen.  We
     * set ourselves as a target and we can use the sleep()
     * function to cause an update/invalidate to occur at a later date.
     */
    private RefreshHandler mRedrawHandler = new RefreshHandler();

    class RefreshHandler extends Handler {

        /**
         * 响应消息
         */
        @Override
        public void handleMessage(Message msg) {
            SnakeView.this.update();
            SnakeView.this.invalidate();
        }

        /**
         * 向外提供人工的调用消息的接口
         * @param delayMillis
         */
        public void sleep(long delayMillis) {
            //注销消息
            this.removeMessages(0);
            //添加消息
            sendMessageDelayed(obtainMessage(0), delayMillis);
        }
    };


    /**
     * Constructs a SnakeView based on inflation from XML
     *
     * @param context
     * @param attrs
     */
    public SnakeView(Context context, AttributeSet attrs) {
        super(context, attrs);
        initSnakeView();
   }

    public SnakeView(Context context, AttributeSet attrs, int defStyle) {
        super(context, attrs, defStyle);
        initSnakeView();
    }

    /**
     * 初始化界面
     */
    private void initSnakeView() {
        setFocusable(true);

        Resources r = this.getContext().getResources();
       
        resetTiles(4);
        loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
        loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
        loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));
       
    }
   

    /**
     * 初始化新的游戏
     */
    private void initNewGame() {
        mSnakeTrail.clear();
        mAppleList.clear();

        // For now we're just going to load up a short default eastbound snake
        // that's just turned north

        //初始化蛇的位置
        mSnakeTrail.add(new Coordinate(7, 7));
        mSnakeTrail.add(new Coordinate(6, 7));
        mSnakeTrail.add(new Coordinate(5, 7));
        mSnakeTrail.add(new Coordinate(4, 7));
        mSnakeTrail.add(new Coordinate(3, 7));
        mSnakeTrail.add(new Coordinate(2, 7));
        mNextDirection = NORTH;

        // Two apples to start with
        //设置苹果的位置
        addRandomApple();
        addRandomApple();

        mMoveDelay = 600;
        //积分
        mScore = 0;
    }


    /**
     * 将坐标的列表信息转换成一维数组
     * Given a ArrayList of coordinates, we need to flatten them into an array of
     * ints before we can stuff them into a map for flattening and storage.
     *
     * @param cvec : a ArrayList of Coordinate objects
     * @return : a simple array containing the x/y values of the coordinates
     * as [x1,y1,x2,y2,x3,y3...]
     * 将坐标的列表信息转换成一维数组,格式如上
     *
     * *****************注意这边格式的写法*******************
     */
    private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
        int count = cvec.size();
        int[] rawArray = new int[count * 2];
        for (int index = 0; index < count; index++) {
            Coordinate c = cvec.get(index);
            rawArray[2 * index] = c.x;
            rawArray[2 * index + 1] = c.y;
        }
        return rawArray;
    }

    /**
     * 保存游戏的状态
     * Save game state so that the user does not lose anything
     * if the game process is killed while we are in the
     * background.
     *
     * @return a Bundle with this view's state
     */
    public Bundle saveState() {
        Bundle map = new Bundle();

        map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
        map.putInt("mDirection", Integer.valueOf(mDirection));
        map.putInt("mNextDirection", Integer.valueOf(mNextDirection));
        map.putLong("mMoveDelay", Long.valueOf(mMoveDelay));
        map.putLong("mScore", Long.valueOf(mScore));
        map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));

        return map;
    }

    /**
     * 将数组形式的坐标转换成列表形式
     * Given a flattened array of ordinate pairs, we reconstitute them into a
     * ArrayList of Coordinate objects
     *
     * @param rawArray : [x1,y1,x2,y2,...]
     * @return a ArrayList of Coordinates
     */
    private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
        ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();

        int coordCount = rawArray.length;
        for (int index = 0; index < coordCount; index += 2) {
            Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
            coordArrayList.add(c);
        }
        return coordArrayList;
    }

    /**
     * 恢复游戏状态
     * Restore game state if our process is being relaunched
     *
     * @param icicle a Bundle containing the game state
     */
    public void restoreState(Bundle icicle) {
        setMode(PAUSE);

        //从资源中读取arrayList
        mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList"));
        mDirection = icicle.getInt("mDirection");
        mNextDirection = icicle.getInt("mNextDirection");
        mMoveDelay = icicle.getLong("mMoveDelay");
        mScore = icicle.getLong("mScore");
        mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
    }

    /*
     * handles key events in the game. Update the direction our snake is traveling
     * based on the DPAD. Ignore events that would cause the snake to immediately
     * turn back on itself.
     *
     * (non-Javadoc)
     *
     * @see android.view.View#onKeyDown(int, android.os.KeyEvent)
     */
    @Override
    public boolean onKeyDown(int keyCode, KeyEvent msg) {

        /**************向上  *********************/
        if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
            //不断的检测游戏的状态
            if (mMode == READY | mMode == LOSE) {
                /*
                 * At the beginning of the game, or the end of a previous one,
                 * we should start a new game.
                 */
                initNewGame();
                setMode(RUNNING);
                update();
                return (true);
            }

            if (mMode == PAUSE) {
                /*
                 * If the game is merely paused, we should just continue where we left off.
                 */
                setMode(RUNNING);
                update();
                return (true);
            }

            if (mDirection != SOUTH) {
                mNextDirection = NORTH;
            }
            return (true);
        }

       
        /**************向下*********************/
        if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
            //向反方向行走走不通
            if (mDirection != NORTH) {
                mNextDirection = SOUTH;
            }
            return (true);
        }

       
        /**************向左  *********************/
        if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
            //向反方向行走走不通
            if (mDirection != EAST) {
                mNextDirection = WEST;
            }
            return (true);
        }
       
       
        /**************向右  *********************/
        if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
            //向反方向行走走不通
            if (mDirection != WEST) {
                mNextDirection = EAST;
            }
            return (true);
        }

        return super.onKeyDown(keyCode, msg);
    }

    /**
     * Sets the TextView that will be used to give information (such as "Game
     * Over" to the user.
     *
     * @param newView
     */
    public void setTextView(TextView newView) {
        mStatusText = newView;
    }

    /**
     * 更新的应用程序当前的状态(运行或已暂停或类似),以及目前的模式,设置textview能见度的通知
     *
     * Updates the current mode of the application (RUNNING or PAUSED or the like)
     * as well as sets the visibility of textview for notification
     *
     * @param newMode
     */
    public void setMode(int newMode) {
        int oldMode = mMode;
        mMode = newMode;

        if (newMode == RUNNING & oldMode != RUNNING)
        {
            //设置游戏的状态不可见
            mStatusText.setVisibility(View.INVISIBLE);
            update();
            return;
        }

        Resources res = getContext().getResources();
        CharSequence str = "";
        if (newMode == PAUSE) {
            str = res.getText(R.string.mode_pause);
        }
        if (newMode == READY) {
            str = res.getText(R.string.mode_ready);
        }
        if (newMode == LOSE) {
            str = res.getString(R.string.mode_lose_prefix) + mScore
                  + res.getString(R.string.mode_lose_suffix);
        }

        mStatusText.setText(str);
        mStatusText.setVisibility(View.VISIBLE);
    }

    /**
     * 增加一个苹果
     * Selects a random location within the garden that is not currently covered
     * by the snake. Currently _could_ go into an infinite loop if the snake
     * currently fills the garden, but we'll leave discovery of this prize to a
     * truly excellent snake-player.
     */
    private void addRandomApple() {
        Coordinate newCoord = null;
        boolean found = false;
       
        /**
         * 生成一个不在蛇体上的苹果
         */
        while (!found) {
            // Choose a new location for our apple
            int newX = 1 + RNG.nextInt(mXTileCount - 2);
            int newY = 1 + RNG.nextInt(mYTileCount - 2);
            newCoord = new Coordinate(newX, newY);

            // Make sure it's not already under the snake
            boolean collision = false;
            int snakelength = mSnakeTrail.size();
            for (int index = 0; index < snakelength; index++) {
                if (mSnakeTrail.get(index).equals(newCoord)) {
                    collision = true;
                }
            }
            // if we're here and there's been no collision, then we have
            // a good location for an apple. Otherwise, we'll circle back
            // and try again
            found = !collision;
        }
        if (newCoord == null) {
            Log.e(TAG, "Somehow ended up with a null newCoord!");
        }
        mAppleList.add(newCoord);
    }


    /**
     * Handles the basic update loop, checking to see if we are in the running
     * state, determining if a move should be made, updating the snake's location.
     */
    public void update() {
        if (mMode == RUNNING) {
            long now = System.currentTimeMillis();

            Log.i(TAG, "now - mLastMove  =====  "+(now - mLastMove));
            if (now - mLastMove > mMoveDelay) {
                //去掉所有格子颜色
                clearTiles();
               
                updateWalls();
                //更新蛇的位置
                updateSnake();
                //更新苹果的位置
                updateApples();
                //设置时间
                mLastMove = now;
            }
            mRedrawHandler.sleep(mMoveDelay);
        }

    }

    /**
     * 四周的围墙
     * Draws some walls.
     *
     */
    private void updateWalls() {
        for (int x = 0; x < mXTileCount; x++) {
            setTile(GREEN_STAR, x, 0);//设置顶部的界线
            setTile(GREEN_STAR, x, mYTileCount - 1);//设置底部的界线
        }
        for (int y = 1; y < mYTileCount - 1; y++) {
            setTile(GREEN_STAR, 0, y);//设置左边的界线
            setTile(GREEN_STAR, mXTileCount - 1, y);//设置右边的界线
        }
    }

    /**
     * 画出苹果
     * Draws some apples.
     *
     */
    private void updateApples() {
        for (Coordinate c : mAppleList) {
            setTile(YELLOW_STAR, c.x, c.y);
        }
    }

    /**
     * 从新更新蛇的位置
     * Figure out which way the snake is going, see if he's run into anything (the
     * walls, himself, or an apple). If he's not going to die, we then add to the
     * front and subtract from the rear in order to simulate motion. If we want to
     * grow him, we don't subtract from the rear.
     *
     */
    private void updateSnake() {
        boolean growSnake = false;

        // grab the snake by the head
        Coordinate head = mSnakeTrail.get(0);
        //创建一个新头
        Coordinate newHead = new Coordinate(1, 1);

        mDirection = mNextDirection;

        //通过当前的方向 来设置新的蛇头坐标
        switch (mDirection) {
        case EAST: {
            newHead = new Coordinate(head.x + 1, head.y);
            break;
        }
        case WEST: {
            newHead = new Coordinate(head.x - 1, head.y);
            break;
        }
        case NORTH: {
            newHead = new Coordinate(head.x, head.y - 1);
            break;
        }
        case SOUTH: {
            newHead = new Coordinate(head.x, head.y + 1);
            break;
        }
        }

        /**
         * 如果撞到四周的墙,则Game over
         */
        // Collision detection
        // For now we have a 1-square wall around the entire arena
        if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
                || (newHead.y > mYTileCount - 2)) {
            setMode(LOSE);
            return;

        }

        /**
         * 如果撞到自己身体部分,则Game over
         */
        // Look for collisions with itself
        int snakelength = mSnakeTrail.size();
        for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {
            Coordinate c = mSnakeTrail.get(snakeindex);
            if (c.equals(newHead)) {
                setMode(LOSE);
                return;
            }
        }

        /**
         * 如果蛇的头部接触到苹果,随机生成一个苹果,加分,移动速度加快,
         */
        // Look for apples
        int applecount = mAppleList.size();
        for (int appleindex = 0; appleindex < applecount; appleindex++) {
            Coordinate c = mAppleList.get(appleindex);
            if (c.equals(newHead)) {
                mAppleList.remove(c);
                addRandomApple();
               
                mScore++;
                mMoveDelay *= 0.9;

                growSnake = true;
            }
        }

       /***
        * 蛇头部增加一个,如果蛇没有碰到苹果蛇尾减少一个格子,以保持长度不变;否则长度增加一个(即尾部不删除)
        */
       
        // push a new head onto the ArrayList and pull off the tail
        mSnakeTrail.add(0, newHead);
        // except if we want the snake to grow,
        //去掉蛇的尾部一个格子,
        if (!growSnake) {
            Log.i(TAG, "-----cut trail--------");
            mSnakeTrail.remove(mSnakeTrail.size() - 1);
        }

        /**
         * 画出蛇体,头是黄的,其他是红的
         */
        int index = 0;
        for (Coordinate c : mSnakeTrail) {
            if (index == 0) {
                setTile(YELLOW_STAR, c.x, c.y);
            } else {
                setTile(RED_STAR, c.x, c.y);
            }
            index++;
        }

    }

    /**
     * 坐标
     * Simple class containing two integer values and a comparison function.
     * There's probably something I should use instead, but this was quick and
     * easy to build.
     *
     */
    private class Coordinate {
        public int x;
        public int y;

        public Coordinate(int newX, int newY) {
            x = newX;
            y = newY;
        }

        /**
         * 比较两个坐标是否相等
         * @param other
         * @return
         */
        public boolean equals(Coordinate other) {
            if (x == other.x && y == other.y) {
                return true;
            }
            return false;
        }

        @Override
        public String toString() {
            return "Coordinate: [" + x + "," + y + "]";
        }
    }
   
}

总结一下,慢慢的分析就行了,算法也挺简单的

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