Android自定義View實現(xiàn)拼圖小游戲
本文實例為大家分享了Android拼圖小游戲的具體代碼,供大家參考,具體內(nèi)容如下
1、效果圖:
運行時:
結(jié)束時:
2、PuzzleLayoutView:
public class PuzzleLayoutView extends RelativeLayout implements View.OnClickListener {
//表示將其切成2*2拼圖(默認(rèn)4塊)
private int mColumn = 2;
//容器的內(nèi)邊距
private int mPadding;
//每個塊塊的邊距(橫,縱 3:表示間距為3dp)
private int mMargin = 3;
//存儲ImageView
private ImageView[] mGamePintuItems;
//Item的寬度(一致)
private int mItemWidth;
//游戲的圖片
private Bitmap mBitmap;
//切圖后的存儲
private List<ImagePieceBean> mItemBitmaps;
//操作次數(shù)
private boolean once;
//容器寬度(游戲面板 高寬一致)
private int mWidth;
//設(shè)置游戲是否成功
private boolean isGameSuccess;
//設(shè)置游戲是否失敗
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());//將dp轉(zhuǎn)化為px,或xp轉(zhuǎn)化為px
mPadding = min(getPaddingLeft(), getPaddingRight(), getPaddingTop(), getPaddingBottom());
}
//接口方法
public interface GamePintuListner {
void nextLevel(int nextLevel);//下一關(guān)
void timechanged(int currentTime);//關(guān)卡時間
void gameover();//游戲結(jié)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);
//時間結(jié)束后,游戲結(jié)束
if (mTime == 0) {
isGameOver = true;
mListner.gameover();
}
}
mTime--;
//延遲1秒發(fā)送
handler.sendEmptyMessageDelayed(TIME_CHANGED, 1000);
break;
case NEXT_LEVEL:
level = level + 1;//切換到下一關(guān)
if (mListner != null) {
mListner.nextLevel(level);
} else {
nextLevel();
}
default:
break;
}
}
};
private boolean isTimeEnabled = false;
private int mTime;
/**
* 設(shè)置是否啟動時間 (默認(rèn)不啟動)
*
* @param isTimeEnabled
*/
public void setTimeEnabled(boolean isTimeEnabled) {
this.isTimeEnabled = isTimeEnabled;
}
/**
* 獲取當(dāng)前布局的大小(正方形)
*/
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
//取寬和高中的最小值
mWidth = Math.min(getMeasuredHeight(), getMeasuredWidth());
if (!once) {
//調(diào)用進行切圖,以及排序(方法)
initBitmap();
//調(diào)用設(shè)置ImageView(Item)的寬高等屬性(方法)
initItem();
//判斷是否開啟時間(方法調(diào)用)
checkTimeEnable();
once = true;
}
setMeasuredDimension(mWidth, mWidth);//強制調(diào)用使面板為正方形
}
/**
* 判斷是否開啟時間
*/
private void checkTimeEnable() {
if (isTimeEnabled) {
//根據(jù)當(dāng)前等級設(shè)置時間
countTimeBaseLevel();
//通知線程更新關(guān)卡時間
handler.sendEmptyMessage(TIME_CHANGED);
}
}
private void countTimeBaseLevel() {
mTime = (int) Math.pow(2, level) * 60;//第一關(guān)120秒 第二關(guān):240 第三關(guān):480
}
/**
* 進行切圖,以及排序方法
*/
private void initBitmap() {
//將圖片引入
if (mBitmap == null) {
mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.pic_view);//注意此處的導(dǎo)包
}
mItemBitmaps = ImageSplitterUtil.sqlitImage(mBitmap, mColumn);//返回長度為4 (2*2)
//使用sort進行亂排序
Collections.sort(mItemBitmaps, new Comparator<ImagePieceBean>() {
public int compare(ImagePieceBean a, ImagePieceBean b) {//注意此處的a,b
//是否大于0.5具有不確定性
return Math.random() > 0.5 ? 1 : -1;
}
});
}
/**
* 設(shè)置ImageView(Item)的寬高等屬性方法
*/
private void initItem() {
//容器的寬度-Item內(nèi)邊距 =所有小塊塊加起來的/Item個數(shù)(寬度) 2:左邊和右邊邊距
mItemWidth = (mWidth - mPadding * 2 - mMargin * (mColumn - 1)) / mColumn;
mGamePintuItems = new ImageView[mColumn * mColumn];//界面塊塊個數(shù)相*
//生成我們的Item,設(shè)置Rule(Item間的關(guān)系,高矮等)
for (int i = 0; i < mGamePintuItems.length; i++) {
ImageView item = new ImageView(getContext());
/**
* item點擊事件
*/
item.setOnClickListener(this);
item.setImageBitmap(mItemBitmaps.get(i).getBitmap());//此前以進行過亂排序
mGamePintuItems[i] = item;//保存Item
item.setId(i + 1);
//在Item的tag中存儲了index
item.setTag(i + "_" + mItemBitmaps.get(i).getIndex());
RelativeLayout.LayoutParams lp = new RelativeLayout.LayoutParams(mItemWidth, mItemWidth);
//[設(shè)置游戲規(guī)則]
//設(shè)置Item間橫向間隙,通過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,設(shè)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
}
}
/**
* 當(dāng)過關(guān)失敗,時間停止時調(diào)用此方法(重新開始此關(guān)卡)
*/
public void restart() {
isGameOver = false;//重置當(dāng)前關(guān)卡
mColumn--;
nextLevel();
}
public void nextLevel() {
this.removeAllViews();//移除當(dāng)前所有View
mAnimLayout = null;
mColumn++;//由2*2 變?yōu)?*3游戲面版
isGameSuccess = false;//游戲未成功(新的開始)
checkTimeEnable();//下一關(guān)時間重新計算
initBitmap();
initItem();
}
/**
* 獲取多個參數(shù)的最小值
*/
private int min(int... params) {//...傳多個參數(shù)
int min = params[0];//獲取最小的
for (int param : params) {//發(fā)現(xiàn)最小的則賦值
if (param < min) {
min = param;
}
}
return min;
}
/**
* 點擊事件
*/
private ImageView mFirst;//點擊的IItem
private ImageView mSecond;
public void onClick(View v) {
if (isAniming)
return;
//兩次點擊同一個Item
if (mFirst == v) {
mFirst.setColorFilter(null);
mFirst = null;
return;
}
if (mFirst == null) {
mFirst = (ImageView) v;
mFirst.setColorFilter(Color.parseColor("#5551c4d4"));//設(shè)置選中Item時的顏色(55為半透明)
} else {
mSecond = (ImageView) v;
//交換我們的Item
exchangeView();
}
}
/**
* 動畫層
*/
private RelativeLayout mAnimLayout;
//設(shè)置圖片進行切換時用戶瘋狂點擊
private boolean isAniming;
/**
* 交換我們的Item
*/
private void exchangeView() {
mFirst.setColorFilter(null);//去除顏色狀態(tài)(高亮)
//調(diào)用構(gòu)造我們的動畫層方法
setUpAnimLayout();
//進行圖片的交換
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);//添加至動畫層
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);//添加至動畫層
//設(shè)置動畫
TranslateAnimation animFirst = new TranslateAnimation(0, mSecond.getLeft() - mFirst.getLeft(),
0, mSecond.getTop() - mFirst.getTop());
animFirst.setDuration(500);//設(shè)置動畫時間
animFirst.setFillAfter(true);//設(shè)置動畫結(jié)束的位置
first.startAnimation(animFirst);//啟動動畫
TranslateAnimation animSecond = new TranslateAnimation(0, -mSecond.getLeft() + mFirst.getLeft(),
0, -mSecond.getTop() + mFirst.getTop());
animSecond.setDuration(500);//設(shè)置動畫時間
animSecond.setFillAfter(true);//設(shè)置動畫結(jié)束的位置
second.startAnimation(animSecond);//啟動動畫
/**
* 監(jiān)聽動畫事件
*/
animFirst.setAnimationListener(new Animation.AnimationListener() {
public void onAnimationStart(Animation animation) {
mFirst.setVisibility(View.INVISIBLE);//隱藏動畫
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);//顯示隱藏的圖片
mSecond.setVisibility(View.VISIBLE);
//此處為空,并不是將對象設(shè)置為null 而是將mFirst與Bitmap對象鏈接的線斷開
mFirst = mSecond = null;//回到初始狀態(tài)
mAnimLayout.removeAllViews();//移除動畫層的兩個View
//調(diào)用判斷游戲成功時的方法
checkSuccess();
isAniming = false;
}
});
}
/**
* 判斷游戲是否成功
*/
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(注意此處方法名)
if (getImageIndex((String) imageView.getTag()) != i) {
isSuccess = false;
}
}
if (isSuccess) {
isGameSuccess = true;
handler.removeMessages(TIME_CHANGED);//進入下一關(guān)時的時間
Log.e("TAG", "SUCCESS");
Toast.makeText(getContext(), "Success,level up 游戲升級!!!", Toast.LENGTH_LONG).show();
handler.sendEmptyMessage(NEXT_LEVEL);
}
}
/**
* 根據(jù)tag獲取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
}
/**
* 構(gòu)造我們的動畫層
*/
private void setUpAnimLayout() {
if (mAnimLayout == null) {
mAnimLayout = new RelativeLayout(getContext());
addView(mAnimLayout);//添加到游戲面板中
}
}
}
工具類:ImageSplitterUtil
public class ImageSplitterUtil {
/**
* 傳入bitmap,切成piece*piece塊
*/
public static List<ImagePieceBean> sqlitImage(Bitmap bitmap, int piece) {
List<ImagePieceBean> ImagePieceBeans = new ArrayList<>();
int width = bitmap.getWidth();//拿到圖片寬高
int height = bitmap.getHeight();
int pieceWidth = Math.min(width, height) / piece;//得到每一塊的寬度
for (int i = 0; i < piece; i++) {//切第一行
for (int j = 0; j < piece; j++) {//循環(huán)切第二,三行
ImagePieceBean ImagePieceBean = new ImagePieceBean();
ImagePieceBean.setIndex(j + i * piece);//第一次i為0,第0行 j++遞增 0-6
int x = j * pieceWidth;//第一次循環(huán)X,Y為0
int y = i * pieceWidth;
ImagePieceBean.setBitmap(Bitmap.createBitmap(bitmap, x, y, pieceWidth, pieceWidth));
ImagePieceBeans.add(ImagePieceBean);
}
}
return ImagePieceBeans;
}
}
實體類:ImagePieceBean
public class ImagePieceBean {
private int index; //表示當(dāng)前第幾塊
private Bitmap bitmap; //當(dāng)前圖片
public ImagePieceBean() {
}
//快捷鍵構(gòu)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
/**
* 總結(jié):
* 1.自定義控件選擇,九宮格,RelativeLayout, id+Rule
* 2.切圖
* 3.動畫圖層
* 4.pause resume restart
* 5.游戲時間 Handler sendMessageDelayed() 延遲一秒發(fā)送線程
*/
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);
//監(jiān)聽事件
puzzleLayoutView.setOnGamePintuListner(new PuzzleLayoutView.GamePintuListner() {
public void timechanged(int currentTime) {
//此處為int 注意加""
mTime.setText(currentTime + "秒");
}
public void nextLevel(final int nextLevel) {
//彈出提示框
new AlertDialog.Builder(GameActivity.this).setTitle("游戲信息")
.setMessage("游戲升級").setPositiveButton("進入下一關(guān)",
new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
//游戲結(jié)束后,調(diào)用下一關(guān)
puzzleLayoutView.nextLevel();
mLevel.setText("第" + +nextLevel + "關(guān)");
}
}).show();
}
public void gameover() {
//彈出提示框
new AlertDialog.Builder(GameActivity.this).setTitle("游戲信息")
.setMessage("游戲結(jié)束!").setPositiveButton("是否繼續(xù)該關(guān)卡?",
new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
puzzleLayoutView.restart();//重新啟動
}
}).setNegativeButton("是否放棄該游戲!", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
finish();
}
}).show();
}
});
}
}
對應(yīng)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圖片資源自行更換
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持我們。
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本文標(biāo)題:Android自定義View實現(xiàn)拼圖小游戲
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