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Android自定义View实现拼图小游戏

程序员文章站 2023-11-09 17:08:58
本文实例为大家分享了android拼图小游戏的具体代码,供大家参考,具体内容如下 1、效果图: 运行时: 结束时: 2、puzzlelayoutview: p...

本文实例为大家分享了android拼图小游戏的具体代码,供大家参考,具体内容如下

1、效果图:

运行时:

Android自定义View实现拼图小游戏

结束时:

Android自定义View实现拼图小游戏

2、puzzlelayoutview:

public class puzzlelayoutview extends relativelayout implements view.onclicklistener {

  //表示将其切成2*2拼图(默认4块)
  private int mcolumn = 2;
  //容器的内边距
  private int mpadding;
  //每个块块的边距(横,纵  3:表示间距为3dp)
  private int mmargin = 3;
  //存储imageview
  private imageview[] mgamepintuitems;
  //item的宽度(一致)
  private int mitemwidth;
  //游戏的图片
  private bitmap mbitmap;
  //切图后的存储
  private list<imagepiecebean> mitembitmaps;
  //操作次数
  private boolean once;
  //容器宽度(游戏面板 高宽一致)
  private int mwidth;
  //设置游戏是否成功
  private boolean isgamesuccess;
  //设置游戏是否失败
  private boolean isgameover;

  public gamepintulistner mlistner;

  public puzzlelayoutview(context context) {
    this(context, null);
  }

  public puzzlelayoutview(context context, attributeset attrs) {
    this(context, attrs, 0);
  }

  public puzzlelayoutview(context context, attributeset attrs, int defstyle) {
    super(context, attrs, defstyle);
    init();
  }

  private void init() {
    mmargin = (int) typedvalue.applydimension(typedvalue.complex_unit_dip, 3,
        getresources().getdisplaymetrics());//将dp转化为px,或xp转化为px
    mpadding = min(getpaddingleft(), getpaddingright(), getpaddingtop(), getpaddingbottom());
  }

  //接口方法
  public interface gamepintulistner {

    void nextlevel(int nextlevel);//下一关

    void timechanged(int currenttime);//关卡时间

    void gameover();//游戏结束
  }

  public void setongamepintulistner(gamepintulistner mlistner) {
    this.mlistner = mlistner;
  }

  private int level = 1;
  private static final int time_changed = 0x123;
  private static final int next_level = 0x124;


  private handler handler = new handler() {
    public void handlemessage(android.os.message msg) {
      switch (msg.what) {
        case time_changed:
          if (isgamesuccess || isgameover)
            return;
          if (mlistner != null) {
            mlistner.timechanged(mtime);
            //时间结束后,游戏结束
            if (mtime == 0) {
              isgameover = true;
              mlistner.gameover();
            }
          }
          mtime--;
          //延迟1秒发送
          handler.sendemptymessagedelayed(time_changed, 1000);
          break;
        case next_level:
          level = level + 1;//切换到下一关
          if (mlistner != null) {
            mlistner.nextlevel(level);
          } else {
            nextlevel();
          }
        default:
          break;
      }
    }
  };


  private boolean istimeenabled = false;
  private int mtime;

  /**
   * 设置是否启动时间  (默认不启动)
   *
   * @param istimeenabled
   */
  public void settimeenabled(boolean istimeenabled) {
    this.istimeenabled = istimeenabled;
  }

  /**
   * 获取当前布局的大小(正方形)
   */
  protected void onmeasure(int widthmeasurespec, int heightmeasurespec) {
    super.onmeasure(widthmeasurespec, heightmeasurespec);
    //取宽和高中的最小值
    mwidth = math.min(getmeasuredheight(), getmeasuredwidth());
    if (!once) {
      //调用进行切图,以及排序(方法)
      initbitmap();
      //调用设置imageview(item)的宽高等属性(方法)
      inititem();
      //判断是否开启时间(方法调用)
      checktimeenable();
      once = true;
    }
    setmeasureddimension(mwidth, mwidth);//强制调用使面板为正方形
  }

  /**
   * 判断是否开启时间
   */
  private void checktimeenable() {
    if (istimeenabled) {
      //根据当前等级设置时间
      counttimebaselevel();
      //通知线程更新关卡时间
      handler.sendemptymessage(time_changed);
    }

  }

  private void counttimebaselevel() {
    mtime = (int) math.pow(2, level) * 60;//第一关120秒 第二关:240 第三关:480
  }

  /**
   * 进行切图,以及排序方法
   */
  private void initbitmap() {
    //将图片引入
    if (mbitmap == null) {
      mbitmap = bitmapfactory.decoderesource(getresources(), r.drawable.pic_view);//注意此处的导包
    }
    mitembitmaps = imagesplitterutil.sqlitimage(mbitmap, mcolumn);//返回长度为4 (2*2)
    //使用sort进行乱排序
    collections.sort(mitembitmaps, new comparator<imagepiecebean>() {
      public int compare(imagepiecebean a, imagepiecebean b) {//注意此处的a,b
        //是否大于0.5具有不确定性
        return math.random() > 0.5 ? 1 : -1;
      }
    });
  }

  /**
   * 设置imageview(item)的宽高等属性方法
   */
  private void inititem() {
    //容器的宽度-item内边距 =所有小块块加起来的/item个数(宽度)  2:左边和右边边距
    mitemwidth = (mwidth - mpadding * 2 - mmargin * (mcolumn - 1)) / mcolumn;
    mgamepintuitems = new imageview[mcolumn * mcolumn];//界面块块个数相*
    //生成我们的item,设置rule(item间的关系,高矮等)
    for (int i = 0; i < mgamepintuitems.length; i++) {
      imageview item = new imageview(getcontext());
      /**
       * item点击事件
       */
      item.setonclicklistener(this);
      item.setimagebitmap(mitembitmaps.get(i).getbitmap());//此前以进行过乱排序
      mgamepintuitems[i] = item;//保存item
      item.setid(i + 1);
      //在item的tag中存储了index
      item.settag(i + "_" + mitembitmaps.get(i).getindex());
      relativelayout.layoutparams lp = new relativelayout.layoutparams(mitemwidth, mitemwidth);
      //[设置游戏规则]
      //设置item间横向间隙,通过rightmargin
      //不是最后一列
      if ((i + 1) % mcolumn != 0) {
        lp.rightmargin = mmargin;
      }
      //不是第一列
      if (i % mcolumn != 0) {
        lp.addrule(relativelayout.right_of, mgamepintuitems[i - 1].getid());
      }
      //如果不是第一行,设置topmargin和rule
      if (i + 1 > mcolumn) {
        lp.topmargin = mmargin;
        lp.addrule(relativelayout.below, mgamepintuitems[i - mcolumn].getid());
      }
      addview(item, lp);//添加到relativelayout中
    }
  }

  /**
   * 当过关失败,时间停止时调用此方法(重新开始此关卡)
   */
  public void restart() {
    isgameover = false;//重置当前关卡
    mcolumn--;
    nextlevel();
  }

  public void nextlevel() {
    this.removeallviews();//移除当前所有view
    manimlayout = null;
    mcolumn++;//由2*2 变为3*3游戏面版
    isgamesuccess = false;//游戏未成功(新的开始)
    checktimeenable();//下一关时间重新计算
    initbitmap();
    inititem();
  }

  /**
   * 获取多个参数的最小值
   */
  private int min(int... params) {//...传多个参数
    int min = params[0];//获取最小的
    for (int param : params) {//发现最小的则赋值
      if (param < min) {
        min = param;
      }
    }
    return min;
  }

  /**
   * 点击事件
   */
  private imageview mfirst;//点击的iitem
  private imageview msecond;

  public void onclick(view v) {
    if (isaniming)
      return;
    //两次点击同一个item
    if (mfirst == v) {
      mfirst.setcolorfilter(null);
      mfirst = null;
      return;
    }
    if (mfirst == null) {
      mfirst = (imageview) v;
      mfirst.setcolorfilter(color.parsecolor("#5551c4d4"));//设置选中item时的颜色(55为半透明)
    } else {
      msecond = (imageview) v;
      //交换我们的item
      exchangeview();
    }
  }

  /**
   * 动画层
   */
  private relativelayout manimlayout;
  //设置图片进行切换时用户疯狂点击
  private boolean isaniming;

  /**
   * 交换我们的item
   */
  private void exchangeview() {
    mfirst.setcolorfilter(null);//去除颜色状态(高亮)
    //调用构造我们的动画层方法
    setupanimlayout();
    //进行图片的交换
    imageview first = new imageview(getcontext());
    final bitmap firstbitmap = mitembitmaps.get(getimageidbytag((string) mfirst.gettag())).getbitmap();
    first.setimagebitmap(firstbitmap);
    layoutparams lp = new layoutparams(mitemwidth, mitemwidth);
    lp.leftmargin = mfirst.getleft() - mpadding;
    lp.topmargin = mfirst.gettop() - mpadding;
    first.setlayoutparams(lp);
    manimlayout.addview(first);//添加至动画层
    imageview second = new imageview(getcontext());
    final bitmap secondbitmap = mitembitmaps.get(getimageidbytag((string) msecond.gettag())).getbitmap();
    second.setimagebitmap(secondbitmap);
    layoutparams lp2 = new layoutparams(mitemwidth, mitemwidth);
    lp2.leftmargin = msecond.getleft() - mpadding;
    lp2.topmargin = msecond.gettop() - mpadding;
    second.setlayoutparams(lp2);
    manimlayout.addview(second);//添加至动画层

    //设置动画
    translateanimation animfirst = new translateanimation(0, msecond.getleft() - mfirst.getleft(),
        0, msecond.gettop() - mfirst.gettop());
    animfirst.setduration(500);//设置动画时间
    animfirst.setfillafter(true);//设置动画结束的位置
    first.startanimation(animfirst);//启动动画

    translateanimation animsecond = new translateanimation(0, -msecond.getleft() + mfirst.getleft(),
        0, -msecond.gettop() + mfirst.gettop());
    animsecond.setduration(500);//设置动画时间
    animsecond.setfillafter(true);//设置动画结束的位置
    second.startanimation(animsecond);//启动动画

    /**
     * 监听动画事件
     */
    animfirst.setanimationlistener(new animation.animationlistener() {
      public void onanimationstart(animation animation) {
        mfirst.setvisibility(view.invisible);//隐藏动画
        msecond.setvisibility(view.invisible);
        isaniming = true;
      }

      public void onanimationrepeat(animation animation) {
      }

      public void onanimationend(animation animation) {

        string firsttag = (string) mfirst.gettag();
        string secondtag = (string) msecond.gettag();
        mfirst.setimagebitmap(secondbitmap);
        msecond.setimagebitmap(firstbitmap);
        mfirst.settag(secondtag);
        msecond.settag(firsttag);
        mfirst.setvisibility(view.visible);//显示隐藏的图片
        msecond.setvisibility(view.visible);
        //此处为空,并不是将对象设置为null 而是将mfirst与bitmap对象链接的线断开
        mfirst = msecond = null;//回到初始状态
        manimlayout.removeallviews();//移除动画层的两个view
        //调用判断游戏成功时的方法
        checksuccess();
        isaniming = false;
      }
    });
  }

  /**
   * 判断游戏是否成功
   */
  private void checksuccess() {

    boolean issuccess = true;
    for (int i = 0; i < mgamepintuitems.length; i++) {
      imageview imageview = mgamepintuitems[i];
      //getimageindex:上面的方法名(注意此处方法名)
      if (getimageindex((string) imageview.gettag()) != i) {
        issuccess = false;
      }
    }
    if (issuccess) {
      isgamesuccess = true;
      handler.removemessages(time_changed);//进入下一关时的时间
      log.e("tag", "success");
      toast.maketext(getcontext(), "success,level up 游戏升级!!!", toast.length_long).show();
      handler.sendemptymessage(next_level);
    }
  }

  /**
   * 根据tag获取id
   */
  public int getimageidbytag(string tag) {
    string[] split = tag.split("_");
    return integer.parseint(split[0]);//拿id
  }

  public int getimageindex(string tag) {
    string[] split = tag.split("_");
    return integer.parseint(split[1]);//拿id
  }

  /**
   * 构造我们的动画层
   */
  private void setupanimlayout() {
    if (manimlayout == null) {
      manimlayout = new relativelayout(getcontext());
      addview(manimlayout);//添加到游戏面板中
    }
  }
}

工具类:imagesplitterutil

public class imagesplitterutil {

  /**
   * 传入bitmap,切成piece*piece块
   */
  public static list<imagepiecebean> sqlitimage(bitmap bitmap, int piece) {
    list<imagepiecebean> imagepiecebeans = new arraylist<>();

    int width = bitmap.getwidth();//拿到图片宽高
    int height = bitmap.getheight();
    int piecewidth = math.min(width, height) / piece;//得到每一块的宽度

    for (int i = 0; i < piece; i++) {//切第一行
      for (int j = 0; j < piece; j++) {//循环切第二,三行
        imagepiecebean imagepiecebean = new imagepiecebean();
        imagepiecebean.setindex(j + i * piece);//第一次i为0,第0行 j++递增 0-6
        int x = j * piecewidth;//第一次循环x,y为0
        int y = i * piecewidth;
        imagepiecebean.setbitmap(bitmap.createbitmap(bitmap, x, y, piecewidth, piecewidth));
        imagepiecebeans.add(imagepiecebean);
      }
    }
    return imagepiecebeans;
  }
}

实体类:imagepiecebean

public class imagepiecebean {

  private int index;  //表示当前第几块
  private bitmap bitmap;  //当前图片

  public imagepiecebean() {
  }

  //快捷键构造方法 source 倒3
  public imagepiecebean(int index, bitmap bitmap) {
    this.index = index;
    this.bitmap = bitmap;
  }

  public int getindex() {
    return index;
  }

  public void setindex(int index) {
    this.index = index;
  }

  public bitmap getbitmap() {
    return bitmap;
  }

  public void setbitmap(bitmap bitmap) {
    this.bitmap = bitmap;
  }

  public string tostring() {
    return "imagepiece [index=" + index + ", bitmap=" + bitmap + "]";
  }
}

3、使用方法:gameactivity

/**
 * 总结:
 * 1.自定义控件选择,九宫格,relativelayout, id+rule
 * 2.切图
 * 3.动画图层
 * 4.pause resume restart
 * 5.游戏时间 handler sendmessagedelayed() 延迟一秒发送线程
 */
public class gameactivity extends appcompatactivity {

  private puzzlelayoutview puzzlelayoutview;
  private textview mlevel, mtime;

  protected void oncreate(bundle savedinstancestate) {
    super.oncreate(savedinstancestate);
    requestwindowfeature(window.feature_no_title);
    setcontentview(r.layout.activity_game);

    mlevel = this.findviewbyid(r.id.id_level);
    mtime = this.findviewbyid(r.id.id_time);
    puzzlelayoutview = this.findviewbyid(r.id.puzzle_layout_view);
    puzzlelayoutview.settimeenabled(true);
    //监听事件
    puzzlelayoutview.setongamepintulistner(new puzzlelayoutview.gamepintulistner() {
      public void timechanged(int currenttime) {
        //此处为int 注意加""
        mtime.settext(currenttime + "秒");
      }

      public void nextlevel(final int nextlevel) {
        //弹出提示框
        new alertdialog.builder(gameactivity.this).settitle("游戏信息")
            .setmessage("游戏升级").setpositivebutton("进入下一关",
            new dialoginterface.onclicklistener() {
              public void onclick(dialoginterface dialog, int which) {
                //游戏结束后,调用下一关
                puzzlelayoutview.nextlevel();
                mlevel.settext("第" + +nextlevel + "关");
              }
            }).show();
      }

      public void gameover() {
        //弹出提示框
        new alertdialog.builder(gameactivity.this).settitle("游戏信息")
            .setmessage("游戏结束!").setpositivebutton("是否继续该关卡?",
            new dialoginterface.onclicklistener() {
              public void onclick(dialoginterface dialog, int which) {
                puzzlelayoutview.restart();//重新启动
              }
            }).setnegativebutton("是否放弃该游戏!", new dialoginterface.onclicklistener() {
          public void onclick(dialoginterface dialog, int which) {
            finish();
          }
        }).show();
      }
    });
  }
}

对应布局:activity_game

<linearlayout xmlns:android="http://schemas.android.com/apk/res/android"
  android:layout_width="match_parent"
  android:layout_height="match_parent"
  android:layout_margin="10dp"
  android:gravity="center_horizontal"
  android:orientation="vertical">

  <relativelayout
    android:layout_width="match_parent"
    android:layout_height="wrap_content">

    <textview
      android:id="@+id/id_level"
      android:layout_width="wrap_content"
      android:layout_height="wrap_content"
      android:gravity="center"
      android:text="1"
      android:textsize="25sp"
      android:textstyle="bold" />

    <textview
      android:id="@+id/id_time"
      android:layout_width="wrap_content"
      android:layout_height="wrap_content"
      android:layout_alignparentright="true"
      android:gravity="center"
      android:text="120"
      android:textcolor="#ea7821"
      android:textsize="25sp"
      android:textstyle="bold" />
  </relativelayout>

  <imageview
    android:layout_width="match_parent"
    android:layout_height="wrap_content"
    android:layout_marginbottom="10dp"
    android:src="@drawable/pic_view" />

  <com.helloworld.game.utils.puzzlelayoutview
    android:id="@+id/puzzle_layout_view"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:padding="3dp" />

</linearlayout>

注意:pic_view图片资源自行更换

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。