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Android实现2048小游戏

程序员文章站 2023-12-22 15:28:28
本文实例介绍了android实现2048小游戏的相关代码,分享给大家供大家参考,具体内容如下 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...

本文实例介绍了android实现2048小游戏的相关代码,分享给大家供大家参考,具体内容如下

Android实现2048小游戏

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>

以上就是本文的全部内容,希望对大家的学习有所帮助。

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