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android---2048游戏实现

2015-09-11 22:00 579 查看
帮同学做的游戏,为加快游戏开发进度,参考了某在线学院的设计教程



根据界面,主要实现4*4的格子方块比较麻烦,其他的都挺简单的.总体为实现4*4的格子,自定义GridLayout,并在其中添加触摸监听事件,进行一系列的操作,从而实现游戏的逻辑,最后再添加动画效果即可完成.


下面是设计思路:

一.GameView的设计

首先自定义一个类,继承GridLayout,添加两个构造方法


public class GameView extends GridLayout {

//两个必要的构造方法
public GameView(Context context) {
super(context);
initView();
}

public GameView(Context context, AttributeSet attrs) {
super(context, attrs);
initView();
}
}


接下来在initView()中实现设置GridLayout为四列,并且添加触摸事件监听.(监听方法还可以重写onTouchEvent(),返回值为true即可),判断触摸方向,主要是通过x轴和y轴的偏移量的比较

//初始化变量的方法
public void initView(){
//设置只有四列
setColumnCount(4);
//设置监听事件
setOnTouchListener(new OnTouchListener() {
@Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
setX = event.getX();
setY = event.getY();
break;
case MotionEvent.ACTION_UP:
offsetX = event.getX() - setX;
offsetY = event.getY() - setY;
//判断滑动方向
if (Math.abs(offsetX) >= Math.abs(offsetY)) {
if (offsetX > 0) {
swipright();
} else if (offsetX < 0) {
swipleft();
}
} else {
if (offsetY > 0) {
swipdown();
} else if (offsetY < 0) {
swipup();
}
}

break;
}

return true;
}
});
}


监听事件实现后先放在那里,接下来把4*4的里面每个小格子设计成小卡片,每个卡片就是一个TextView,卡片设计很简单,需要什么就添加什么,默认数字为0,这个时候代表是空值,也就是空卡片.

public class Card extends FrameLayout {

public Card(Context context) {
super(context);
tvCard = new TextView(getContext());
tvCard.setTextSize(40f);
tvCard.setGravity(Gravity.CENTER);
LayoutParams lp = new LayoutParams(-1,-1);
lp.setMargins(15,15,0,0);
addView(tvCard, lp);
}
//卡片上的数字
private int num;
private boolean is2048 = true;
private void judgeIs2048(int num){
if (is2048){
if (2048==num){
Toast.makeText(getContext(),"恭喜赵莹达到2048",Toast.LENGTH_LONG).show();
is2048 = false;
}
}
}
public int getNum() {
return num;
}

public void setNum(int num) {
this.num = num;
if (num<=0){
tvCard.setText("");
}else {
//这里传进去的是字符串因此需要加上空字符
tvCard.setText(num+"");
}
switch (num) {
case 0:
tvCard.setBackgroundColor(0x33ffffff);
break;
case 2:
tvCard.setBackgroundColor(0xffeee4da);
break;
case 4:
tvCard.setBackgroundColor(0xffede0c8);
break;
case 8:
tvCard.setBackgroundColor(0xfff2b179);
break;
case 16:
tvCard.setBackgroundColor(0xfff59563);
break;
case 32:
tvCard.setBackgroundColor(0xfff67c5f);
break;
case 64:
tvCard.setBackgroundColor(0xfff65e3b);
break;
case 128:
tvCard.setBackgroundColor(0xffedcf72);
break;
case 256:
tvCard.setBackgroundColor(0xffedcc61);
break;
case 512:
tvCard.setBackgroundColor(0xffedc850);
break;
case 1024:
tvCard.setBackgroundColor(0xffedc53f);
break;
case 2048:
tvCard.setBackgroundColor(0xffedc22e);
break;
default:
tvCard.setBackgroundColor(0xff3c3a32);
break;
}
judgeIs2048(num);
}

//判断是否相等,用于合并
public boolean equals(Card o) {
return getNum()==o.getNum();
}

//用于显示数字
private TextView tvCard;

public TextView getTvCard() {
return tvCard;
}
}


卡片设计就需要添加到GameView里面,这个时候重写onSizeChanged()函数,这个在程序打开的时候运行一次,通过他来动态设计卡片大小,并且添加卡片和开始游戏.


@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, w, oldw, oldh);
Config.CARD_WIDTH = (Math.min(w,h)-10)/4;
AddCard(Config.CARD_WIDTH);
StartGame();

}


添加卡片,一开始全设置为0,也就是全部添加空卡片

//添加卡片
private void AddCard(int CARD_WIDTH){
Card c;
for (int x = 0;x<4;x++){
for (int y = 0;y<4;y++){
c = new Card(getContext());
c.setNum(0);
addView(c, CARD_WIDTH, CARD_WIDTH);
cardMap[y][x] = c;
}
}
}


游戏开始需要随机添加两张卡片,数值2或者4,出现比率9:1

//开始游戏
public void StartGame(){

for (int y = 0;y<4;y++){
for (int x = 0;x<4;x++){
cardMap[y][x].setNum(0);
}
}
AddRandomCard();
AddRandomCard();
}


随机添加卡片设计

//添加随机卡片
private void AddRandomCard(){
CardPoint.clear();
for (int y = 0;y<4;y++){
for (int x = 0;x<4;x++){
if (cardMap[x][y].getNum()<=0){
CardPoint.add(new Point(x,y));
}
}
}
//把一张空卡片换成带数字的
Point p = CardPoint.remove((int)(Math.random()*CardPoint.size()));
cardMap[p.x][p.y].setNum(Math.random()>0.1?2:4);
MainActivity.getMainActivity().getAnimLayer().createScaleTo1(cardMap[p.x][p.y]);

}


这样大体框架就设计好了

接下来是滑动事件,这里只举例左滑

private void swipleft(){
boolean status = false;
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {

for (int x1 = x+1; x1 < 4; x1++) {
if (cardMap[x1][y].getNum()>0) {

if (cardMap[x][y].getNum()<=0) {

MainActivity.getMainActivity().getAnimLayer().createMoveAnim(cardMap[x1][y],cardMap[x][y], x1, x, y, y);
cardMap[x][y].setNum(cardMap[x1][y].getNum());
cardMap[x1][y].setNum(0);
x--;
status = true;
}else if (cardMap[x][y].equals(cardMap[x1][y])) {
MainActivity.getMainActivity().getAnimLayer().createMoveAnim(cardMap[x1][y], cardMap[x][y],x1, x, y, y);
cardMap[x][y].setNum(cardMap[x][y].getNum() * 2);
cardMap[x1][y].setNum(0);
MainActivity.getMainActivity().addScore(cardMap[x][y].getNum());
status = true;
}
break;
}
}
}
}
if (status){
AddRandomCard();
checkGame();
}
}


每次添加卡片还需要判断是否结束游戏

//结束游戏
private void checkGame(){
boolean complete = true;

ALL:
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
if (cardMap[x][y].getNum()==0||
(x>0&&cardMap[x][y].equals(cardMap[x-1][y]))||
(x<3&&cardMap[x][y].equals(cardMap[x+1][y]))||
(y>0&&cardMap[x][y].equals(cardMap[x][y-1]))||
(y<3&&cardMap[x][y].equals(cardMap[x][y+1]))) {

complete = false;
break ALL;
}
}
}

if (complete) {
Toast.makeText(getContext(), "游戏结束" + MainActivity.getMainActivity().getScore(), Toast.LENGTH_LONG).show();
}
}


设计总体上框架就是上面说的那些.

二.动画效果

动画效果主要是创建,移动,合并这三个效果,因此重写个继承FrameLayout的class,覆盖到游戏界面上,这样的目的可以通过MainActivity中实例化当前这个类,然后可以操作其方法,然后通过滑动来设置动画


public class AnimLayer extends FrameLayout {

public AnimLayer(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}

public AnimLayer(Context context, AttributeSet attrs) {
super(context, attrs);
}

public AnimLayer(Context context) {
super(context);
}

public void createMoveAnim(final Card from,final Card to,int fromX,int toX,int fromY,int toY){

final Card c = getCard(from.getNum());

LayoutParams lp = new LayoutParams(Config.CARD_WIDTH, Config.CARD_WIDTH);
lp.leftMargin = fromX*Config.CARD_WIDTH;
lp.topMargin = fromY*Config.CARD_WIDTH;
c.setLayoutParams(lp);

if (to.getNum()<=0) {
to.getTvCard().setVisibility(View.INVISIBLE);
}
TranslateAnimation ta = new TranslateAnimation(0, Config.CARD_WIDTH*(toX-fromX), 0, Config.CARD_WIDTH*(toY-fromY));
ta.setDuration(100);
ta.setAnimationListener(new Animation.AnimationListener() {

@Override
public void onAnimationStart(Animation animation) {}

@Override
public void onAnimationRepeat(Animation animation) {}

@Override
public void onAnimationEnd(Animation animation) {
to.getTvCard().setVisibility(View.VISIBLE);
recycleCard(c);
}
});
c.startAnimation(ta);
}

private Card getCard(int num){
Card c;
if (cards.size()>0) {
c = cards.remove(0);
}else{
c = new Card(getContext());
addView(c);
}
c.setVisibility(View.VISIBLE);
c.setNum(num);
return c;
}
private void recycleCard(Card c){
c.setVisibility(View.INVISIBLE);
c.setAnimation(null);
cards.add(c);
}
private List<Card> cards = new ArrayList<Card>();

public void createScaleTo1(Card target){
ScaleAnimation sa = new ScaleAnimation(0.1f, 1, 0.1f, 1, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
sa.setDuration(100);
target.setAnimation(null);
target.getTvCard().startAnimation(sa);
}

}


最后主布局文件如下

<LinearLayout 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:background="#fffaf8ef"
android:orientation="vertical"
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=".MainActivity">
<LinearLayout
android:layout_marginTop="15dp"
android:orientation="horizontal"
android:gravity="center"
android:layout_width="match_parent"
android:layout_height="wrap_content">
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#ff776e65"
android:text="@string/title"
android:textSize="50sp"/>
</LinearLayout>

<LinearLayout
android:layout_width="match_parent"
android:orientation="horizontal"
android:layout_marginTop="10dp"
android:layout_height="wrap_content">

<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#ff776e65"
android:layout_marginLeft="30dp"
android:textSize="35sp"
android:text="@string/Score"/>
<TextView
android:id="@+id/tvscore"
android:layout_marginLeft="20dp"
android:textSize="25sp"
android:textColor="#ff776e65"
android:layout_width="70dp"
android:layout_height="37dp"
/>
<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:id="@+id/startgame"
android:layout_marginLeft="40dp"
android:background="#ffbbada0"
android:textSize="15sp"
android:text="@string/start"/>

</LinearLayout>
<FrameLayout
android:id="@+id/gameContainer"
android:layout_width="fill_parent"
android:layout_height="0dp"
android:layout_weight="1">
<develop.niuli.com.game.GameView
android:layout_marginTop="40dp"
android:id="@+id/Gridlayout"
android:layout_width="match_parent"
android:background="#ffbbada0"
android:layout_height="350dp">

</develop.niuli.com.game.GameView>

<develop.niuli.com.game.AnimLayer
android:id="@+id/animLayer"
android:layout_width="match_parent"
android:layout_height="match_parent">
</develop.niuli.com.game.AnimLayer>

</FrameLayout>

</LinearLayout>


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