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。