Android如何自定义View实现拼图小游戏
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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 ListmItemBitmaps; //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 () { 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 ListsqlitImage(Bitmap bitmap, int piece) { List 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 + "]"; }}
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
注意:pic_view图片资源自行更换
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