編輯:關於Android編程

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; //當前最大數值, 累積得分值 顯示文本框
int maxInt=0, scoreInt=0; //最大數值, 累積得分 數值形式
TextView cell[][] = new TextView[4][4]; //以文本框的形式創建游戲的16個單元格
int num[][] = new int[4][4]; //存儲16個單元格對應的數值
int count = 0; //統計當前16個單元格中大於0的數值數目
Button again; //重新開始
public enum Direction { LEFT, RIGHT, UP, DOWN; }//方向
Direction direction = null; //標記屏幕的滑動方向
float x1=-1, y1=-1, x2=-1, y2=-1; //標志觸摸按下和觸摸釋放時的坐標
int cellWidth; //設置游戲中方格的大小
@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
View main = creatMainView(); //創建游戲主視圖
setContentView(main); //設置為游戲視圖
main.setOnTouchListener(this); //添加觸摸事件監聽,用於響應觸摸滑動事件
again.setOnClickListener(this); //重新開始按鈕添加事件響應,響應按鈕的點擊
RandomSite(); //隨機在空位置處生成數值2
RandomSite();
refresh(); //刷新界面顯示值
}
//創建游戲的主視圖,包含3部分:頂部信息、中部4*4方格、底部按鈕
@SuppressWarnings("deprecation")
public View creatMainView()
{
//獲取屏幕的寬度和高度
WindowManager wm = this.getWindowManager();
int screenWidth = wm.getDefaultDisplay().getWidth();
int screenHeight = wm.getDefaultDisplay().getHeight();
//根據屏幕寬度設置游戲中方格的大小,在屏幕寬度大於高度時,按寬高比重新分配比例,使得高大於寬
cellWidth = screenWidth <= screenHeight ? (screenWidth-10)/4 : (screenHeight*screenHeight/screenWidth-10)/4;
float rat = screenWidth <= screenHeight ? screenWidth / 480 : screenWidth / 480 * screenHeight/screenWidth; //相對於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);
//游戲信息顯示部分
RelativeLayout info = new RelativeLayout(this);
info.setBackgroundColor(0xff074747);
//最值和得分的顯示信息,前兩個為標簽後兩個部分用於顯示數值
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[][] //四個文本框的布局參數
{
{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}
};
//設置顯示信息的布局
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]; //映射最值到全局變量,便於下次訪問
scoreView = label[3];
//游戲主體4*4方格部分
RelativeLayout body = new RelativeLayout(this); //創建一個相對布局的視圖
body.setBackgroundColor(Color.BLACK); //為其設置背景色
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
{
cell[i][j] = new TextView(this); //創建
num[i][j] = 0; //初始時,每個方格中的數值均為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屬性值由行位置i決定,left由列位置j決定
params.setMargins(left, top, right, bottom); //設置各個方格的布局位置
body.addView(cell[i][j], params); //將表示方格的文本框添加到窗體
cell[i][j].setTextSize(size2); //設置字體大小
cell[i][j].setGravity(Gravity.CENTER); //設置文本布局方式
}
//添加信息顯示部分到主界面
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);
//添加游戲主體部分到主界面
RelativeLayout.LayoutParams paramsBody = new RelativeLayout.LayoutParams(cellWidth*4+10, cellWidth*4+10);
paramsBody.addRule(RelativeLayout.CENTER_IN_PARENT, RelativeLayout.TRUE);
main.addView(body, paramsBody);
//添加重新開始按鈕到主界面
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); //重新開始
btnAgain.setText("重新開始");
btnAgain.setTextSize(size3); //設置字體大小
main.addView(btnAgain, paramsAgain);
again = btnAgain; //映射該按鈕到全局變量
return main;
}
//在游戲的空格位置處,隨機生成數值2
public void RandomSite()
{
if(count<16) //當16個方格未被數值填滿時
{
Random rnd = new Random();
int n = rnd.nextInt(16-count), cN=0; //根據空位置數隨機生成一個 數值
for(int i=0; i<4; i++) //將隨機數位置轉換為在4*4方格中的對應位置
for(int j=0; j<4; j++)
{
if(num[i][j] == 0)
{
if(cN == n)
{
num[i][j] = 2;
count++; //4*4方格中大於0的數目統計
aniScale(cell[i][j]); //設置動畫效果
return;
}
else cN++;
}
}
}
}
//消息框
public void messageBox(String str)
{
new AlertDialog.Builder(this)
.setMessage(str)
.setPositiveButton("確定", null)
.show();
}
//當游戲界面被數值填滿時,判斷是否可以朝某方向合並
public boolean canBeAdd()
{ //分別判定垂直的兩個方向是否有相鄰數值可以合並即可
if(canBeAdd(Direction.RIGHT))return true;
else return canBeAdd(Direction.DOWN);
}
//當游戲界面被數值填滿時,判斷是否可以朝指定方向合並,若不可以則游戲結束
public boolean canBeAdd(Direction direction)
{
if(count<16)return true; //未被填滿時,可以繼續操作
int startN=0, addX=0, addY=0; //起始值、結束值、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++) //對每一行或每一列執行
{
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個位置,從某個方向開始對每兩個連續位置進行比對,相同則合並,合並順序為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)
{
//獲取觸摸拖動起點和終點的坐標,以便於判斷觸摸移動方向
switch (event.getAction())
{
case MotionEvent.ACTION_DOWN: //觸摸屏幕後記錄坐標
x1 = event.getX(); //按下點坐標
y1 = event.getY();
break;
case MotionEvent.ACTION_MOVE: //觸摸移動
break;
case MotionEvent.ACTION_UP:
x2 = event.getX(); //移動點坐標
y2 = event.getY();
break;
case MotionEvent.ACTION_CANCEL:
}
//進行觸摸處理,要求觸摸按下和釋放點的坐標都存在,且不同,另外我們要求觸摸移動的距離大於等於一個方格寬度
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); //游戲內部數值處理
refresh(); //根據數組中的數據,刷新顯示到界面中
x2 = x1 = -1 ; y2 = y1 = -1; //此句保證每次觸摸移動僅處理一次
}
return true;
}
//游戲內部數值處理過程實現,分為3步:朝一個方向疊加、相同數值合並、再次朝該方向疊加
public void gameProcess(Direction direction)
{
boolean flag = false; //標志是否有數值可以下落,或者可以合並
if(Gravaty(direction))flag = true; //控制4*4方格中的數值朝一個方向墜落,疊加
if(add(direction))
{
flag = true;
Gravaty(direction); //數值合並後, 如果有數值合並了,邏輯上方的數值下落
}
if(flag)RandomSite(); //如果有數值下落了或合並了,則隨機在一個空位置處生成2
if(count==16 && !canBeAdd()) messageBox("抱歉,此次未能通關");//16個方格都被填滿時,判斷是否可以朝某個方向合並數值,不能則給出提示信息
}
//控制游戲中數值的墜落方向,該函數實現數值的墜落與疊起,相同數值不合並
public boolean Gravaty(Direction direction)
{
int startN=0, endN=0, step=0, addX=0, addY=0; //起始值、結束值、步增值, x、y方向增量
boolean haveDroped = false; //標志是否有數值下落
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++) //對每一行或每一列執行
{
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;
//當前方格中的數值不為0,其移動方向一側的空位置在區域內,其數值為0
while(num[i][j] != 0 && inArea(i2+addX, j2+addY) && num[i2+addX][j2+addY] == 0)
{ //計算該坐標方向的最後一個可用數值為0的位置
i2 += addX;
j2 += addY;
}
if(inArea(i2, j2) && (i!=i2 || j!=j2)) //將坐標處的數值落到最後的空位置
{
num[i2][j2] = num[i][j];
num[i][j] = 0;
haveDroped = true; //有數值下落
}
}
}
return haveDroped;
}
//為視圖v添加動畫效果,尺寸變化
public void aniScale(View v)
{
v.bringToFront(); //前端顯示
AnimationSet aniSet = new AnimationSet(true);
//設置尺寸從0.5倍變化到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); //設置動畫效果時間
aniSet.addAnimation(scaleAni); //將動畫效果添加到動畫集中
v.startAnimation(aniSet); //視圖v開始動畫效果
}
//在Gravaty()處理的基礎上,控制相同數值朝指定方向合並
public boolean add(Direction direction)
{
int startN=0, addX=0, addY=0; //起始值、結束值、步增值, x、y方向增量
boolean combined = false; //標記是否有數值合並了
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++) //對每一行或每一列執行
{
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個位置,從某個方向開始對每兩個連續位置進行比對,相同則合並,合並順序為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];//累積分值
num[i1][j1] *= 2;
num[i2][j2] = 0;
combined = true;
count--; //數值合並後,大於0的數值減1
aniScale(cell[i1][j1]); //設置動畫效果
if(num[i1][j1] == 2048) messageBox("恭喜,你贏了!");
// if(num[i1][j1] == 2048) Toast.makeText(this, "恭喜,你贏了!", Toast.LENGTH_SHORT).show();
}
}
}
return combined;
}
//判斷n1和n2是否均在0到3之間,保證坐標n1,n2在4*4方格范圍
public boolean inArea(int n1, int n2)
{
return 0 <= n1 && n1<=3 && 0 <= n2 && n2<=3 ;
}
//刷新游戲方格中的顯示值,將4*4數組中的值顯示到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(""); //數值為0時,清空顯示
else cell[i][j].setText(String.valueOf(num[i][j])); //大於0時在方格中顯示對應的數值
cell[i][j].setBackgroundColor(getBacColor(num[i][j])); //設置背景色
if( num[i][j]==2 || num[i][j]==4) cell[i][j].setTextColor(0xff776E65);
else cell[i][j].setTextColor(0xfff9f6f2); //設置字體顏色
if(maxInt < num[i][j]) maxInt = num[i][j]; //記錄最大數值
}
maxView.setText(String.valueOf(maxInt)); //顯示最大值
scoreView.setText(String.valueOf(scoreInt)); //顯示分值
}
//獲取各數值對應的背景顏色
public int getBacColor(int num)
{
int color[] = new int[]{0xff074747, 0xff999999, 0xffede0c8, 0xfff2b179, 0xfff59563, 0xfff67c5f, 0xfff65e3b, 0xffedcf72, 0xffedcc61, 0xffedc850, 0xffedc53f, 0xffedc22e};
int i=0; //標記顏色數組的下標位置,分別對應數值0、2、4、8、16……
while(num>1)
{
i++;
num/=2;
}
return color[i]; //返回對應顏色值
}
@Override
public void onClick(View v) //重新開始按鈕的事件響應
{
new AlertDialog.Builder(this)
// .setTitle("")
.setMessage("確定要重新開始本局嗎?")
.setPositiveButton("確定", new DialogInterface.OnClickListener()
{
public void onClick(DialogInterface dialoginterface, int i)
{
rePlay();
}
})
.setNegativeButton("取消", null)
.show();
}
//重玩游戲,清空游戲數據信息
public void rePlay()
{
//清空數據
maxInt = 0;
scoreInt = 0;
count = 0;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
{
num[i][j] = 0;
}
//生成兩個隨機位置
RandomSite();
RandomSite();
refresh(); //刷新顯示
}
}
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