我也来开发2048之终极奥义
本次教程跟之前隔了不少时间哈,有点忘记了的建议先看看前面的熟悉下,今天我准备把这个2048给结束了,拖了这么久。
按照惯例,我们已经把准备工作都做好了,今天这一部分信息量比较大,也是整个游戏的核心所在,所以我准备分功能来讲,最后大家结合源码来看就不会感觉太吃力了。
1、初始化游戏
初始化的时候,我们要干嘛呢,首先要看配置,配置了几行,然后先画好面板,然后要给在面板上随机生成2个数字Item,这涉及到2个方法,一个是初始化面板,一个是添加随机数字
private void initGameView(int cardSize) { removeAllViews(); GameItem card; for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { card = new GameItem(getContext(), 0); addView(card, cardSize, cardSize); // 初始化GameMatrix全部为0 空格List为所有 gameMatrix[i][j] = card; blanks.add(new Point(i, j)); } } // 添加随机数字 addRandomNum(); addRandomNum(); }
private void addRandomNum() { getBlanks(); if (blanks.size() > 0) { int randomNum = (int) (Math.random() * blanks.size()); Point randomPoint = blanks.get(randomNum); gameMatrix[randomPoint.x][randomPoint.y].setNum(Math.random() > 0.2d ? 2 : 4); Game.getGameActivity().getAnimationLayer().animcreate(gameMatrix[randomPoint.x][randomPoint.y]); } }
在判断生成2、4的时候,我们使用了通常产生范围随机数的方法,同时指定2和4的比例在1:4,当然这个大家可以根据需要更改
2、具体参数等初始化
这个比较简单了,直接上代码,大家应该都看得懂
private void initGameMatrix() { // 初始化矩阵 removeAllViews(); scoreHistory = 0; Config.Scroe = 0; Config.GameLines = Config.sp.getInt(Config.KEY_GameLines, 4); gameLines = Config.GameLines; gameMatrix = new GameItem[gameLines][gameLines]; gameMatrixHistory = new int[gameLines][gameLines]; calList = new ArrayList<Integer>(); blanks = new ArrayList<Point>(); highScore = Config.sp.getInt(Config.KEY_HighScore, 0); setColumnCount(gameLines); setRowCount(gameLines); setOnTouchListener(this); // 初始化View参数 DisplayMetrics metrics = new DisplayMetrics(); WindowManager wm = (WindowManager) getContext().getSystemService(Context.WINDOW_SERVICE); Display display = wm.getDefaultDisplay(); display.getMetrics(metrics); Config.ItemSize = metrics.widthPixels / Config.GameLines; initGameView(Config.ItemSize); }
这部分最好还是结合源码看比较好,注释清晰
3、触摸事件
触摸的时候判断4个方向,这个基本也是通用的写法了,不多说了
public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: saveHistoryMatrix(); startX = (int) event.getX(); startY = (int) event.getY(); break; case MotionEvent.ACTION_MOVE: break; case MotionEvent.ACTION_UP: endX = (int) event.getX(); endY = (int) event.getY(); judgeDirection(endX - startX, endY - startY); if (isMoved()) { addRandomNum(); // 修改显示分数 Game.getGameActivity().setScore(Config.Scroe, 0); } int result = checkCompleted(); if (result == 0) { if (Config.Scroe > highScore) { Editor editor = Config.sp.edit(); editor.putInt(Config.KEY_HighScore, Config.Scroe); editor.commit(); } Toast.makeText(getContext(), "lose", Toast.LENGTH_LONG).show(); Config.Scroe = 0; } else if (result == 2) { Toast.makeText(getContext(), "success", Toast.LENGTH_LONG).show(); Config.Scroe = 0; } break; default: break; } return true; }其中判断偏移的方法
private void judgeDirection(int offsetX, int offsetY) { if (Math.abs(offsetX) > Math.abs(offsetY)) { if (offsetX > 10) { swipeRight(); } else { swipeLeft(); } } else { if (offsetY > 10) { swipeDown(); } else { swipeUp(); } } }
下面我们来讲2048的终极奥义了,就是算法的实现,具体的算法在第一篇中已经讲解了大概的过程,点我去看,下面我们选一个方向来讲如何实现
private void swipeLeft() { for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { int currentNum = gameMatrix[i][j].getNum(); if (currentNum != 0) { if (keyItemNum == -1) { keyItemNum = currentNum; } else { if (keyItemNum == currentNum) { calList.add(keyItemNum * 2); Config.Scroe += keyItemNum * 2; keyItemNum = -1; } else { calList.add(keyItemNum); keyItemNum = currentNum; } } } else { continue; } } if (keyItemNum != -1) { calList.add(keyItemNum); } // 改变Item值 for (int j = 0; j < calList.size(); j++) { gameMatrix[i][j].setNum(calList.get(j)); } for (int m = calList.size(); m < gameLines; m++) { gameMatrix[i][m].setNum(0); } // 重置行参数 keyItemNum = -1; calList.clear(); } }
概括来说,就是选取基准,挨个比较,重新排列
代码很清晰,大家看看就知道了,关键是如何总结出这个算法。
4、下面就是判断游戏什么时候需要新加入一个数字Item
当当前的数字矩阵结构域上次的结构发生差别的时候,我们就要add一个新的数字Item了
private boolean isMoved() { for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { if (gameMatrixHistory[i][j] != gameMatrix[i][j].getNum()) { return true; } } } return false; }
这个地方我们使用了一个历史矩阵来存储上一次的数字矩阵
5、最后就是如何判断结束了
如果当前还有空格的Item,则必定没有结束,若相邻的数字都没有相同的数字,则必定结束,若出现配置的Goal,则赢了
private int checkCompleted() { getBlanks(); if (blanks.size() == 0) { for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { if (j < gameLines - 1) { if (gameMatrix[i][j].getNum() == gameMatrix[i][j + 1].getNum()) { return 1; } } if (i < gameLines - 1) { if (gameMatrix[i][j].getNum() == gameMatrix[i + 1][j].getNum()) { return 1; } } } } return 0; } for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { if (gameMatrix[i][j].getNum() == 2048) { return 2; } } } return 1; }
下面放出一些最终的图片:
由于刚换了工作,上下班时间倍增,所以写代码的时间也少了,其实关于这个游戏我还有很多想法没做,这个版本的2048,比网上的版本,多了撤销上次移动功能,多了可以定制游戏维数的功能,多了配置目标值的功能,我这个版本的2048,配置要求极低,相比cocos2dx版本的来说,极大的降低了电量消耗,可配置性更强。这些都是我在玩的过程中,觉得不爽的地方,然后改进的,还有一些想法,目前还没有去做,平时工作去做android的framework了,应用层也就研究的少了,希望大家能改进我的代码,做出更好的2048。
1、添加debug功能,也称作弊后门,我原来是想,当手指滑动超过多少距离后,调用一个新方法,设置添加的随机数的位置和大小,这个用我现在的代码是很好实现的,只要把addRandom方法改下,写一个debugRandom方法就OK了
2、分享功能,这个用ShareSdk就可以了,玩游戏嘛,就是要大家一起玩才好玩,无社交不游戏
3、更换2、4、8、16……数字的背景,这个网上很多了,我们也可以自定义一套背景,这个实现也是比较简单的,只要把GameItem这个类里面的Item的背景添加一个set方法就ok了
以上,终了
以下,刷代码
package com.xys.game2048.view; import java.util.ArrayList; import java.util.List; import android.content.Context; import android.content.SharedPreferences.Editor; import android.graphics.Point; import android.util.AttributeSet; import android.util.DisplayMetrics; import android.view.Display; import android.view.MotionEvent; import android.view.View; import android.view.View.OnTouchListener; import android.view.WindowManager; import android.widget.GridLayout; import android.widget.Toast; import com.xys.game2048.activity.Game; import com.xys.game2048.bean.GameItem; import com.xys.game2048.config.Config; public class GameView extends GridLayout implements OnTouchListener { // GameView对应矩阵 private GameItem[][] gameMatrix; // 空格List private List<Point> blanks; // 矩阵行列数 private int gameLines; // 记录坐标 private int startX, startY, endX, endY; // 辅助数组 private List<Integer> calList; private int keyItemNum = -1; // 历史记录数组 private int[][] gameMatrixHistory; // 历史记录分数 private int scoreHistory; // 最高记录 private int highScore; public GameView(Context context) { super(context); initGameMatrix(); } public GameView(Context context, AttributeSet attrs) { super(context, attrs); initGameMatrix(); } public void startGame() { initGameMatrix(); initGameView(Config.ItemSize); } private void initGameView(int cardSize) { removeAllViews(); GameItem card; for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { card = new GameItem(getContext(), 0); addView(card, cardSize, cardSize); // 初始化GameMatrix全部为0 空格List为所有 gameMatrix[i][j] = card; blanks.add(new Point(i, j)); } } // 添加随机数字 addRandomNum(); addRandomNum(); } /** * 撤销上次移动 */ public void revertGame() { if (gameMatrixHistory.length != 0) { Game.getGameActivity().setScore(scoreHistory, 0); Config.Scroe = scoreHistory; for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { gameMatrix[i][j].setNum(gameMatrixHistory[i][j]); } } } } /** * 添加随机数字 */ private void addRandomNum() { getBlanks(); if (blanks.size() > 0) { int randomNum = (int) (Math.random() * blanks.size()); Point randomPoint = blanks.get(randomNum); gameMatrix[randomPoint.x][randomPoint.y].setNum(Math.random() > 0.2d ? 2 : 4); Game.getGameActivity().getAnimationLayer().animcreate(gameMatrix[randomPoint.x][randomPoint.y]); } } /** * 获取空格Item数组 */ private void getBlanks() { blanks.clear(); for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { if (gameMatrix[i][j].getNum() == 0) { blanks.add(new Point(i, j)); } } } } /** * 初始化View */ private void initGameMatrix() { // 初始化矩阵 removeAllViews(); scoreHistory = 0; Config.Scroe = 0; Config.GameLines = Config.sp.getInt(Config.KEY_GameLines, 4); gameLines = Config.GameLines; gameMatrix = new GameItem[gameLines][gameLines]; gameMatrixHistory = new int[gameLines][gameLines]; calList = new ArrayList<Integer>(); blanks = new ArrayList<Point>(); highScore = Config.sp.getInt(Config.KEY_HighScore, 0); setColumnCount(gameLines); setRowCount(gameLines); setOnTouchListener(this); // 初始化View参数 DisplayMetrics metrics = new DisplayMetrics(); WindowManager wm = (WindowManager) getContext().getSystemService(Context.WINDOW_SERVICE); Display display = wm.getDefaultDisplay(); display.getMetrics(metrics); Config.ItemSize = metrics.widthPixels / Config.GameLines; initGameView(Config.ItemSize); } @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: saveHistoryMatrix(); startX = (int) event.getX(); startY = (int) event.getY(); break; case MotionEvent.ACTION_MOVE: break; case MotionEvent.ACTION_UP: endX = (int) event.getX(); endY = (int) event.getY(); judgeDirection(endX - startX, endY - startY); if (isMoved()) { addRandomNum(); // 修改显示分数 Game.getGameActivity().setScore(Config.Scroe, 0); } int result = checkCompleted(); if (result == 0) { if (Config.Scroe > highScore) { Editor editor = Config.sp.edit(); editor.putInt(Config.KEY_HighScore, Config.Scroe); editor.commit(); } Toast.makeText(getContext(), "lose", Toast.LENGTH_LONG).show(); Config.Scroe = 0; } else if (result == 2) { Toast.makeText(getContext(), "success", Toast.LENGTH_LONG).show(); Config.Scroe = 0; } break; default: break; } return true; } /** * 保存历史记录 */ private void saveHistoryMatrix() { scoreHistory = Config.Scroe; for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { gameMatrixHistory[i][j] = gameMatrix[i][j].getNum(); } } } /** * 根据偏移量判断移动方向 * * @param offsetX * @param offsetY */ private void judgeDirection(int offsetX, int offsetY) { if (Math.abs(offsetX) > Math.abs(offsetY)) { if (offsetX > 10) { swipeRight(); } else { swipeLeft(); } } else { if (offsetY > 10) { swipeDown(); } else { swipeUp(); } } } /** * 判断是否结束 * * @return 0:结束 1:正常 2:成功 */ private int checkCompleted() { getBlanks(); if (blanks.size() == 0) { for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { if (j < gameLines - 1) { if (gameMatrix[i][j].getNum() == gameMatrix[i][j + 1].getNum()) { return 1; } } if (i < gameLines - 1) { if (gameMatrix[i][j].getNum() == gameMatrix[i + 1][j].getNum()) { return 1; } } } } return 0; } for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { if (gameMatrix[i][j].getNum() == 2048) { return 2; } } } return 1; } /** * 判断是否移动过(是否需要新增Item) * * @return */ private boolean isMoved() { for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { if (gameMatrixHistory[i][j] != gameMatrix[i][j].getNum()) { return true; } } } return false; } /** * 滑动事件:上 */ private void swipeUp() { for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { int currentNum = gameMatrix[j][i].getNum(); if (currentNum != 0) { if (keyItemNum == -1) { keyItemNum = currentNum; } else { if (keyItemNum == currentNum) { calList.add(keyItemNum * 2); Config.Scroe += keyItemNum * 2; keyItemNum = -1; } else { calList.add(keyItemNum); keyItemNum = currentNum; } } } else { continue; } } if (keyItemNum != -1) { calList.add(keyItemNum); } // 改变Item值 for (int j = 0; j < calList.size(); j++) { gameMatrix[j][i].setNum(calList.get(j)); } for (int m = calList.size(); m < gameLines; m++) { gameMatrix[m][i].setNum(0); } // 重置行参数 keyItemNum = -1; calList.clear(); } } /** * 滑动事件:下 */ private void swipeDown() { for (int i = gameLines - 1; i >= 0; i--) { for (int j = gameLines - 1; j >= 0; j--) { int currentNum = gameMatrix[j][i].getNum(); if (currentNum != 0) { if (keyItemNum == -1) { keyItemNum = currentNum; } else { if (keyItemNum == currentNum) { calList.add(keyItemNum * 2); Config.Scroe += keyItemNum * 2; keyItemNum = -1; } else { calList.add(keyItemNum); keyItemNum = currentNum; } } } else { continue; } } if (keyItemNum != -1) { calList.add(keyItemNum); } // 改变Item值 for (int j = 0; j < gameLines - calList.size(); j++) { gameMatrix[j][i].setNum(0); } int index = calList.size() - 1; for (int m = gameLines - calList.size(); m < gameLines; m++) { gameMatrix[m][i].setNum(calList.get(index)); index--; } // 重置行参数 keyItemNum = -1; calList.clear(); index = 0; } } /** * 滑动事件:左 */ private void swipeLeft() { for (int i = 0; i < gameLines; i++) { for (int j = 0; j < gameLines; j++) { int currentNum = gameMatrix[i][j].getNum(); if (currentNum != 0) { if (keyItemNum == -1) { keyItemNum = currentNum; } else { if (keyItemNum == currentNum) { calList.add(keyItemNum * 2); Config.Scroe += keyItemNum * 2; keyItemNum = -1; } else { calList.add(keyItemNum); keyItemNum = currentNum; } } } else { continue; } } if (keyItemNum != -1) { calList.add(keyItemNum); } // 改变Item值 for (int j = 0; j < calList.size(); j++) { gameMatrix[i][j].setNum(calList.get(j)); } for (int m = calList.size(); m < gameLines; m++) { gameMatrix[i][m].setNum(0); } // 重置行参数 keyItemNum = -1; calList.clear(); } } /** * 滑动事件:右 */ private void swipeRight() { for (int i = gameLines - 1; i >= 0; i--) { for (int j = gameLines - 1; j >= 0; j--) { int currentNum = gameMatrix[i][j].getNum(); if (currentNum != 0) { if (keyItemNum == -1) { keyItemNum = currentNum; } else { if (keyItemNum == currentNum) { calList.add(keyItemNum * 2); Config.Scroe += keyItemNum * 2; keyItemNum = -1; } else { calList.add(keyItemNum); keyItemNum = currentNum; } } } else { continue; } } if (keyItemNum != -1) { calList.add(keyItemNum); } // 改变Item值 for (int j = 0; j < gameLines - calList.size(); j++) { gameMatrix[i][j].setNum(0); } int index = calList.size() - 1; for (int m = gameLines - calList.size(); m < gameLines; m++) { gameMatrix[i][m].setNum(calList.get(index)); index--; } // 重置行参数 keyItemNum = -1; calList.clear(); index = 0; } } }
PS 需要源码的请留言