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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 } }
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原文地址:http://blog.csdn.net/scimence/article/details/51606102