Android 数独游戏 记录_第1张图片

Android 数独游戏 记录_第2张图片

Android图形编程基本概念

  1. 颜色对象

    Color 类

    int color = Color.bule//蓝色

    int color = Color.argb(255,255,255,255);//透明度,红,绿,蓝

    在XML文件中定义颜色

  2. 画笔对象

    Paint 类

    Paint.setColor(Color.blue);

  3. 画布对象

    Canvas 类

    Canvas.drawCircle(300, 400, 100, paint);

自定义View的基本实现方法

  1. 定义一个类,继承View
  2. 复写View中的onDraw()方法
  3. 在onDraw()中使用Canvas和Paint绘制图形

    矩形。圆形、空心、实心、线、文字、……

@Override

protected void onDraw(Canvas canvas) {

Paint paint = new Paint();

paint.setARGB(255, 0, 255, 0);

paint.setStyle(Paint.Style.STROKE);// 空心

paint.setStrokeWidth(10);// 边的宽度

canvas.drawRect(100, 100, 500, 500, paint);// 矩形

paint.setStyle(Paint.Style.FILL);// 实心

paint.setColor(Color.CYAN);

canvas.drawCircle(500, 500, 100, paint);// 圆形

paint.setTextSize(100);

paint.setColor(Color.BLUE);

canvas.drawText("Apple ggGG", 50, 800, paint);

paint.setColor(Color.RED);

paint.setStrokeWidth(5);// 边的宽度

canvas.drawLine(0, 800, 720, 800, paint);

canvas.drawBitmap(BitmapFactory.decodeResource(getResources(),

R.drawable.ic_launcher), 200, 200, paint);

super.onDraw(canvas);

}

绘制九宫格

@Override

protected void onDraw(Canvas canvas) {

// 首先取得屏幕的宽度和高度

width = this.getWidth();

cell_width = width / 9f;

height = this.getHeight();

cell_height = height / 9f;

// 首先画出背景

Paint bgPaint = new Paint();// 用于绘制背景

bgPaint.setColor(getResources().getColor(R.color.shudu_background));

canvas.drawRect(0, 0, width, height, bgPaint);

// 画出九宫格

Paint darkPaint = new Paint();// 暗色

darkPaint.setColor(getResources().getColor(R.color.shudu_dark));

Paint lightPaint = new Paint();// 亮色

darkPaint.setColor(getResources().getColor(R.color.shudu_light));

Paint hilitePaint = new Paint();// 线条

darkPaint.setColor(getResources().getColor(R.color.shudu_hilite));

for (int i = 0; i < 9; i++) {

if (i % 3 == 0) {

canvas.drawLine(0, i * cell_height, width, i * cell_height,

lightPaint);

canvas.drawLine(i * cell_width, 0, i * cell_width, height,

lightPaint);

} else {

canvas.drawLine(0, i * cell_height, width, i * cell_height,

darkPaint);

canvas.drawLine(i * cell_width, 0, i * cell_width, height,

darkPaint);

}

canvas.drawLine(0, i * cell_height + 1, width, i * cell_height + 1,

hilitePaint);

canvas.drawLine(i * cell_width + 1, 0, i * cell_width + 1, height,

hilitePaint);

}

// 绘制文字

Paint numPaint = new Paint();

numPaint.setColor(Color.BLUE);

numPaint.setStyle(Paint.Style.STROKE);

numPaint.setTextSize(cell_height * 0.25f);

numPaint.setTextAlign(Paint.Align.CENTER);

float x = cell_width / 2;

float y = cell_height / 2;

for (int i = 0; i < 9; i++) {

for (int j = 0; j < 9; j++) {

canvas.drawText("" + i + "," + j, i * cell_width

+ x, j * cell_height + y, numPaint);

}

}

super.onDraw(canvas);

}

文字居中显示

FontMtrics类

FontMetrics fontMetrics = paint.get FontMetrics();

Android 数独游戏 记录_第3张图片

FontMetrics fm = numPaint.getFontMetrics();

float x = cell_width / 2;

float y = cell_height / 2 - (fm.ascent + fm.descent) / 2;

显示数据

把逻辑处理放在Activity外部,新建一个类

package com.arlen.android.game.shudu03;

public class Game {

private final String str = "450890000000000000008700090607005030090020040040900102070006300000000000000048016";

private int shuduku[] = new int[81];

public Game() {

shuduku = fromPuzzleString(str);

}

private int getTitle(int x, int y) {

return shuduku[y * 9 + x];

}

public String getTitleString(int x, int y) {

int v = getTitle(x, y);

if (v == 0) {

return "";

} else {

return String.valueOf(v);

}

}

protected int[] fromPuzzleString(String src) {

int sudu[] = new int[src.length()];

for (int i = 0; i < sudu.length; i++) {

sudu[i] = src.charAt(i) - '0';

}

return sudu;

}

}

在View中调用

for (int i = 0; i < 9; i++) {

for (int j = 0; j < 9; j++) {

canvas.drawText(game.getTitleString(i, j), i * cell_width + x,

j * cell_height + y, numPaint);

}

}

单点触摸事件

在为初始化数字的空格中点击,然后输入数字

public Boolean onTouchEvent(MotionEvent event){

//获取事件的类型

event.getAction();

//获取点击坐标

Event.getX();

Event.getY();

}

// 生成一个layoutInflater对象

LayoutInflater layoutInflater = LayoutInflater.from(this.getContext());

// 使用layoutInflater对象更具一个布局文件生成一个view对象

View layoutView = layoutInflater.inflate(R.layout.dialog, null);

// 从生成好的textView中取出相应的控件

TextView textView = (TextView) layoutView

.findViewById(R.id.textViewUsedId);

// 设置textView的内容

textView.setText(sb.toString());

// 生成一个对话框的builder对象

AlertDialog.Builder builder = new AlertDialog.Builder(this.getContext());

// 设置地对话框所要显示的内容

builder.setView(layoutView);

// 生成对话框对象并将其显示出来

AlertDialog dialog = builder.create();

dialog.show();

碰撞检测

用户点击屏幕之后,确定用户点击的位置属于哪一个格子

取得用户点击的坐标,判断是否在startX、startY与stopX、stopY之间

@Override

public boolean onTouchEvent(MotionEvent event) {

if (event.getAction() != MotionEvent.ACTION_DOWN) {

return super.onTouchEvent(event);

}

int selectX = (int) (event.getX() / cell_width);

int selectY = (int) (event.getY() / cell_height);

int used[] = game.getUsedTileByCoor(selectY, selectY);

for (int i = 0; i < used.length; i++) {

System.out.println(used[i]);

}

return true;

}

可用数据计算

在每一行、每一列、每一个小的九宫格中已有的数据禁止重复输入,

//用于计算所有单元格对应的不可用的数据

public void calculateAllUsedTitles() {

for (int x = 0; x < 9; x++) {

for (int y = 0; y < 9; y++) {

used[x][y] = calculateUsedTiles(x, y);

}

}

}

//取出某一单元格已经不可用的数据

public int[] getUsedTileByCoor(int x, int y) {

return used[x][y];

}

// 计算某一单元格中已经用过的数据

public int[] calculateUsedTiles(int x, int y) {

int c[] = new int[9];

for (int i = 0; i < 9; i++) {

if (i == y) {

continue;

}

int t = getTitle(x, i);

if (t != 0) {

c[t - 1] = t;

}

}

for (int i = 0; i < 9; i++) {

if (i == x) {

continue;

}

int t = getTitle(i, y);

if (t != 0) {

c[t - 1] = t;

}

}

int startX = (x / 3) * 3;

int startY = (y / 3) * 3;

for (int i = startX; i < startX + 3; i++) {

for (int j = startY; j < startY + 3; j++) {

if (i == x && j == y) {

continue;

}

int t = getTitle(i, y);

if (t != 0) {

c[t - 1] = t;

}

}

}

// compress

int nused = 0;

for (int t : c) {

if (t != 0) {

nused++;

}

}

int c1[] = new int[nused];

nused = 0;

for (int t : c) {

if (t != 0) {

c1[nused++] = t;

}

}

return c1;

}

弹出交互对话框

布局文件

<?xml version="1.0" encoding="utf-8"?>

<TableLayout xmlns:android="http://schemas.android.com/apk/res/android"

android:id="@+id/keypad"

android:layout_width="wrap_content"

android:layout_height="wrap_content"

android:orientation="vertical" >

<TableRow>

<Button

android:id="@+id/button1"

android:text="1" />

<Button

android:id="@+id/button2"

android:text="2" />

<Button

android:id="@+id/button3"

android:text="3" />

</TableRow>

<TableRow>

<Button

android:id="@+id/button4"

android:text="4" />

<Button

android:id="@+id/button5"

android:text="5" />

<Button

android:id="@+id/button6"

android:text="6" />

</TableRow>

<TableRow>

<Button

android:id="@+id/button7"

android:text="7" />

<Button

android:id="@+id/button8"

android:text="8" />

<Button

android:id="@+id/button9"

android:text="9" />

</TableRow>

</TableLayout>

根据点击的位置不同,弹出的窗口不同

package com.arlen.android.game.shudu03;

import android.app.Dialog;

import android.content.Context;

import android.os.Bundle;

import android.view.View;

public class KeyDialog extends Dialog {

// 用来存放代表对话框中按钮的对象

private final View keys[] = new View[9];

private final int used[];

// 构造函数的第二个参数保存当前单元格已经用过的数据

public KeyDialog(Context context, int[] used) {

super(context);

this.used = used;

}

// 当对话框第一次被调用的时候,会调用其onCreate方法

@Override

protected void onCreate(Bundle savedInstanceState) {

super.onCreate(savedInstanceState);

// 标题

this.setTitle("Key Dialog");

// 为该对话框设置布局文件

this.setContentView(R.layout.keypad);

findViews();

// 便利整个used数组

for (int i = 0; i < used.length; i++) {

if (used[i] != 0) {

keys[used[i] - 1].setVisibility(View.INVISIBLE);

}

}

}

private void findViews() {

keys[0] = findViewById(R.id.button1);

keys[1] = findViewById(R.id.button2);

keys[2] = findViewById(R.id.button3);

keys[3] = findViewById(R.id.button4);

keys[4] = findViewById(R.id.button5);

keys[5] = findViewById(R.id.button6);

keys[6] = findViewById(R.id.button7);

keys[7] = findViewById(R.id.button8);

keys[8] = findViewById(R.id.button9);

}

}

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