1.目录结构
Dot类
Palygroud类
MainActivity类
2.源码
Dot类
package com.fengray.ex040;
public class Dot extends Object {
//点的坐标
int x,y;
//点的状态,3个状态,可进入,不可动,当前状态
int status;
public static final int STAUS_ON=1;//当前站立状态
public static final int STAUS_OFF=0;//关闭,不可进入
public static final int STAUS_IN=9;//站立中
public Dot(int x, int y) {
this.x = x;
this.y = y;
status=STAUS_OFF;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getStatus() {
return status;
}
public void setStatus(int status) {
this.status = status;
}
public void setXY(int x,int y){
this.x = x;
this.y = y;
}
}
Palygroud类
package com.fengray.ex040;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.RectF;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.View;
import android.widget.Toast;
import java.util.HashMap;
import java.util.Vector;
public class Playground extends SurfaceView implements View.OnTouchListener {
//设定绘制的园的半径
private static int Width;
//创建数组每个维度的数量
private static final int Col=10;
private static final int Row=10;
//设置默认路障的数量
private static final int BLOCKS=10;
//创建二维数组来存放表盘
private Dot matrix[][];
//创建一个猫对象,市值也是有Dot对象
private Dot cat;
boolean justInit;
public Playground(Context context) {
super(context);
//对holder添加addCallback方法
getHolder().addCallback(callback);
matrix=new Dot[Row][Col];
//设置所有的点
for (int i=0; i<Row;i++){
for (int j=0; j<Col;j++){
matrix[i][j]=new Dot(j, i);
}
}
setOnTouchListener(this);
//初始化游戏
initGame();
}
//封装一个从数组中取对象的函数
private Dot getDot(int x,int y){
return matrix[y][x];
}
// 判断当前的点是否是游戏边界
private boolean isAtEdge(Dot dot){
if (dot.getX()*dot.getY()==0||dot.getX()+1==Col||dot.getY()+1==Row){
return true;//到达游戏界面边界
}
return false;
}
//判断是否相邻点
private Dot getNeighbour(Dot onedot,int direction){
//每个点有6个邻居
switch (direction) {
case 1:
return getDot(onedot.getX() - 1, onedot.getY());
case 2:
if (onedot.getY() % 2 == 0) {
return getDot(onedot.getX() - 1, onedot.getY() - 1);
} else {
return getDot(onedot.getX(), onedot.getY() - 1);
}
case 3:
if (onedot.getY() % 2 == 0) {
return getDot(onedot.getX(), onedot.getY() - 1);
} else {
return getDot(onedot.getX() + 1, onedot.getY() - 1);
}
case 4:
return getDot(onedot.getX() + 1, onedot.getY());
case 5:
if (onedot.getY() % 2 == 0) {
return getDot(onedot.getX(), onedot.getY() + 1);
} else {
return getDot(onedot.getX() + 1, onedot.getY() + 1);
}
case 6:
if (onedot.getY() % 2 == 0) {
return getDot(onedot.getX() - 1, onedot.getY() + 1);
} else {
return getDot(onedot.getX(), onedot.getY() + 1);
}
default:
break;
}
return null;
}
//获取两点的距离
private int getDistance(Dot one,int direction){
int distance=0;
if (isAtEdge(one)){
return distance;
}
Dot orignial=one,next;
while (true){
next=getNeighbour(orignial,direction);
if (next.getStatus()==Dot.STAUS_ON){
return distance*-1;
}
if (isAtEdge(next)){
return distance;
}
distance++;
orignial=next;
}
}
//实现猫的 移动
private void Moveto(Dot one){
one.setStatus((Dot.STAUS_IN));
getDot(cat.getX(), cat.getY()).setStatus(Dot.STAUS_OFF);
cat.setXY(one.getX(), one.getY());
}
//重绘
private void redraw(){
//锁定画布
Canvas canvas= getHolder().lockCanvas();
canvas.drawColor(Color.LTGRAY);//使用青色绘图
//创建画笔
Paint paint=new Paint();
//设置画笔抗锯齿
paint.setFlags(paint.ANTI_ALIAS_FLAG);
for (int i=0; i<Row;i++){
//设置奇偶行偏移
int offset=0;
if (i%2==1){
offset=Width/2;
}
for (int j=0; j<Col;j++){
//依次获取数组中的dot
Dot one=getDot(j, i);
switch (one.getStatus()){
case Dot.STAUS_OFF:
paint.setColor(0xFFEEEEEE);
break;
case Dot.STAUS_ON:
paint.setColor(0xFFFFAA00);
break;
case Dot.STAUS_IN:
paint.setColor(0xFFFF0000);
break;
default:
break;
}
//在画布上绘制出所有的点出来
canvas.drawOval(new RectF(one.getX()*Width+offset,one.getY()*Width,(one.getX()+1)*Width+offset,(one.getY()+1)*Width),paint);
}
}
getHolder().unlockCanvasAndPost(canvas);
}
//创建回调对象
SurfaceHolder.Callback callback = new SurfaceHolder.Callback() {
@Override
public void surfaceCreated(SurfaceHolder holder) {
redraw();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
//根据surface的宽度设定宽度
Width=width/(Col+1);
//重绘一下界面
redraw();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
};
//游戏初始化
public void initGame(){
for (int i=0; i<Row;i++){
for (int j=0; j<Col;j++){
matrix[i][j].setStatus(Dot.STAUS_OFF);
}
}
//直接让神经猫就在4,5象限上
cat=new Dot(4,5);
getDot(4, 5).setStatus(Dot.STAUS_IN);
//随意指定10个路障的位置
for (int i=0; i<BLOCKS;){
//获得随机的点的x,y坐标
int x=(int)(Math.random()*1000)%Col;
int y=(int)(Math.random()*1000)%Row;
if (getDot(x, y).getStatus()==Dot.STAUS_OFF){//如果点的状态为off
//将该点设置为路障
getDot(x, y).setStatus(Dot.STAUS_ON);
i++;
Log.d("FR", "Block: "+i);
}
}
justInit=true;
}
@Override
public boolean onTouch(View v, MotionEvent event) {
if (event.getAction()==MotionEvent.ACTION_UP){//手指离开触摸的一瞬间
//获取园的游戏中的坐标
int x,y;
y=(int)event.getY()/Width;
if (y%2==0){
x=(int)event.getX()/Width;
}else{
x=(int)((event.getX()-Width/2)/Width);
}
if (x+1>Col|| y+1>Row) {
initGame();
}else if (getDot(x,y).getStatus()==Dot.STAUS_OFF){
//点击之后这个点被开启了路障模式,getDot()就是获取到了点
getDot(x,y).setStatus(Dot.STAUS_ON);
move();
}
//重绘确认改动
redraw();
}
return true;
}
private void move() {
//先判断场景边界
if (isAtEdge(cat)){
losegame();
return;
}
//不在边界时
//判断可用点个数集合
Vector<Dot>avaliable=new Vector<>();
//判断路径选择
Vector<Dot>postive=new Vector<>();
//用hashmap来记录点
HashMap<Dot,Integer> al=new HashMap<>();
for(int i=1;i<7;i++){
Dot n=getNeighbour(cat,i);
if (n.getStatus()==Dot.STAUS_OFF){
avaliable.add(n);
al.put(n,i);
if (getDistance(n,i)>0){
postive.add(n);
}
}
}
if (avaliable.size()==0){//猫周边没有空位
wingame();
}else if (avaliable.size()==1){
Moveto(avaliable.get(0));
}else if (justInit){
int s=(int)((Math.random()*1000)%avaliable.size());
Moveto(avaliable.get(s));
}else{
Dot best=null;
if (postive.size()!=0){//存在可以直接到达屏幕边缘的走向
int min=99;
for (int i=0;i<postive.size();i++){
int a=getDistance(postive.get(i),al.get(postive.get(i))) ;
if (a<min){
min=a;//获取一个距离的最短值
best=postive.get(i);//获取一个距离的最短值的点
}
}
}else{//所有方向上都存在路障
int max=0;
for (int i=0;i<avaliable.size(); i++){
int k=getDistance(avaliable.get(i),al.get(avaliable.get(i)));
if (k<max){
max=k;
best=avaliable.get(i);
}
}
}
Moveto(best);
}
}
private void losegame(){
Toast.makeText(getContext(), "lose game!", Toast.LENGTH_SHORT).show();
}
private void wingame(){
Toast.makeText(getContext(), "win the game!", Toast.LENGTH_SHORT).show();
}
}
MainActivity类
import androidx.appcompat.app.AppCompatActivity;
import android.graphics.Canvas;
import android.graphics.Color;
import android.os.Bundle;
public class MainActivity extends AppCompatActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//setContentView(R.layout.activity_main);
//指定一个自定义的界面
setContentView(new Playground(this));
}
}
效果