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Android实现2048小游戏

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Android实现2048小游戏

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 cards = new ArrayList();

  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


  
    
  

  

    
    
    

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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