編輯:關於Android編程
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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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