Android基礎美女拼圖遊戲開發

參考鴻洋文章實現的: Android 實戰美女拼圖遊戲 你能堅持到第幾關


繪圖部分

這裏要實現一個自定義View,裏面有n*n個圖片控件。關於自定義View,
—>自定義View

我們這個View不是繼承自View,而是RelativeLayout。

在這之前還要定義兩個類。

ImagePiece類:

保存圖片以及圖片編號

public class ImagePiece {
    public int index = 0;
    public Bitmap bitmap = null;
}

ImageSplitter類:

對圖片進行切割成n*n,返回圖片列表.

public class ImageSplitter {
    /**
     * 將圖片切成 , piece *piece
     *
     * @param bitmap
     * @param piece
     * @return
     */
    public static List<ImagePiece> split(Bitmap bitmap, int piece) {

        List<ImagePiece> pieces = new ArrayList<ImagePiece>(piece * piece);
        //獲取原圖片高度寬度
        int width = bitmap.getWidth();
        int height = bitmap.getHeight();
        //寬度取 長寬中短的 除以 列數
        int pieceWidth = Math.min(width, height) / piece;

        for (int i = 0; i < piece; i++) {
            for (int j = 0; j < piece; j++) {
                ImagePiece imagePiece = new ImagePiece();
                imagePiece.index = j + i * piece;

                Log.e("TAG", "imagePiece.index" + (j + i * piece));

                int xValue = j * pieceWidth;
                int yValue = i * pieceWidth;

                imagePiece.bitmap = Bitmap.createBitmap(bitmap, xValue, yValue,
                        pieceWidth, pieceWidth);
                pieces.add(imagePiece);
            }
        }
        return pieces;
    }
}

其中關鍵的就是

Bitmap.createBitmap(bitmap, xValue, yValue,
                        pieceWidth, pieceWidth);

導入五個參數,從第一個參數的圖片里根據後面四個參數截取圖片。

自定義View:

1.繼承RelativeLayout,初始化變量
2.三個構造函數,進行dip轉px(因爲設置的是dip而圖片使用的是px)和邊框大小。
3.重寫onMeasure,規劃控件大小。先獲取原大小,加載圖片,切割佈置子控件(重新排序),返回新的大小。

public class GamePintuLayout extends RelativeLayout {
    /**
     * 設置Item的數量n*n;默認爲2
     */
    private int mColumn = 3;
    /**
     * 佈局的寬度
     */
    private int mWidth;
    /**
     * 佈局的padding
     */
    private int mPadding;
    /**
     * 存放所有的Item
     */
    private ImageView[] mGamePintuItems;
    /**
     * Item的寬度
     */
    private int mItemWidth;

    /**
     * Item橫向與縱向的邊距
     */
    private int mMargin = 3;

    /**
     * 拼圖的圖片
     */
    private Bitmap mBitmap;
    /**
     * 存放切完以後的圖片bean
     */
    private List<ImagePiece> mItemBitmaps;
    private boolean once;


    public GamePintuLayout(Context context) {
        this(context, null);
    }

    public GamePintuLayout(Context context, AttributeSet attrs) {
        this(context, attrs, 0);
    }

    public GamePintuLayout(Context context, AttributeSet attrs, int defStyle) {
        super(context, attrs, defStyle);
       //dip轉px
        mMargin = (int) TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP,
                mMargin, getResources().getDisplayMetrics());
        // 設置Layout的內邊距,四邊一致,設置爲四內邊距中的最小值
        mPadding = min(getPaddingLeft(), getPaddingTop(), getPaddingRight(),
                getPaddingBottom());
    }

    public void setBitmap(Bitmap mBitmap) {
        this.mBitmap = mBitmap;
    }

    @Override
    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
        super.onMeasure(widthMeasureSpec, heightMeasureSpec);

        // 獲得遊戲佈局的邊長
        mWidth = Math.min(getMeasuredHeight(), getMeasuredWidth());

        if (!once) {
            initBitmap();
            initItem();
        }
        once = true;
        setMeasuredDimension(mWidth, mWidth);
    }


    /**
     * 初始化圖片
     */
    private void initBitmap() {
        if (mBitmap == null)
            mBitmap = BitmapFactory.decodeResource(getResources(),
                    R.drawable.aa);

        /**
         * 將圖片切成mColumn*mColumn份
         */
        mItemBitmaps = ImageSplitter.split(mBitmap, mColumn);

        Collections.sort(mItemBitmaps, new Comparator<ImagePiece>() {
            @Override
            public int compare(ImagePiece lhs, ImagePiece rhs) {
                return Math.random() > 0.5 ? 1 : -1;
            }
        });
    }

    /**
     * 初始化Item
     */
    private void initItem() {
        // 獲得Item的寬度
        int childWidth = (mWidth - mPadding * 2 - mMargin * (mColumn - 1))
                / mColumn;
        mItemWidth = childWidth;
        mGamePintuItems = new ImageView[mColumn * mColumn];
        // 放置Item
        for (int i = 0; i < mGamePintuItems.length; i++) {
            ImageView item = new ImageView(getContext());

            item.setOnClickListener(this);

            item.setImageBitmap(mItemBitmaps.get(i).bitmap);
            mGamePintuItems[i] = item;

            item.setId(i + 1);
            item.setTag(i + "_" + mItemBitmaps.get(i).index);

            RelativeLayout.LayoutParams lp = new LayoutParams(mItemWidth,
                    mItemWidth);
            // 設置橫向邊距,不是最後一列
            if ((i + 1) % mColumn != 0) {
                lp.rightMargin = mMargin;
            }
            // 如果不是第一列
            if (i % mColumn != 0) {
                lp.addRule(RelativeLayout.RIGHT_OF,//
                        mGamePintuItems[i - 1].getId());
            }
            // 如果不是第一行,//設置縱向邊距,非最後一行
            if ((i + 1) > mColumn) {
                lp.topMargin = mMargin;
                lp.addRule(RelativeLayout.BELOW,//
                        mGamePintuItems[i - mColumn].getId());
            }
            addView(item, lp);
        }

    }

    /**
     * 得到多值中的最小值
     *
     * @param params
     * @return
     */
    private int min(int... params) {
        int min = params[0];
        for (int param : params) {
            if (min > param) {
                min = param;
            }
        }
        return min;
    }
}

佈局引用:

<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools="http://schemas.android.com/tools"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:paddingBottom="@dimen/activity_vertical_margin"
    android:paddingLeft="@dimen/activity_horizontal_margin"
    android:paddingRight="@dimen/activity_horizontal_margin"
    android:paddingTop="@dimen/activity_vertical_margin"
    tools:context="com.example.administrator.meinvpinftu.MainActivity">

    <com.example.administrator.meinvpinftu.GamePintuLayout
        android:id="@+id/id_gameview"
        android:layout_width="fill_parent"
        android:layout_height="fill_parent"
        android:layout_centerInParent="true"
        android:padding="5dp"></com.example.administrator.meinvpinftu.GamePintuLayout>
</RelativeLayout>
public class MainActivity extends AppCompatActivity {
    private GamePintuLayout mGameView;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
        mGameView = (GamePintuLayout) findViewById(R.id.id_gameview);
    }
}

效果:
這裏寫圖片描述

添加item點擊事件:

接口繼承:

implements View.OnClickListener

接口實現:

private ImageView mFirst;
private ImageView mSecond;
@Override
    public void onClick(View v) {
        // 如果正在執行動畫,則屏蔽
        if (isAniming)
            return;
        /**
         * 如果兩次點擊是同一個
         */
        if (mFirst == v) {
            mFirst.setColorFilter(null);
            mFirst = null;
            return;
        }
        // 點擊第一個Item
        if (mFirst == null) {
            mFirst = (ImageView) v;
            mFirst.setColorFilter(Color.parseColor("#55FF0000"));
        } else
        // 點擊第二個Item
        {
            mSecond = (ImageView) v;
            exchangeView();
        }
    }

點擊兩個ImageView,進行判斷。這裏的exchange函數裏面設置交換時候的動畫:

/**
     * 動畫運行的標誌位
     */
    private boolean isAniming;
    /**
     * 動畫層
     */
    private RelativeLayout mAnimLayout;

    /**
     * 交換兩個Item的圖片
     */
    private void exchangeView() {
        mFirst.setColorFilter(null);
        setUpAnimLayout();
        // 添加FirstView
        ImageView first = new ImageView(getContext());
        first.setImageBitmap(mItemBitmaps
                .get(getImageIndexByTag((String) mFirst.getTag())).bitmap);
        LayoutParams lp = new LayoutParams(mItemWidth, mItemWidth);
        lp.leftMargin = mFirst.getLeft() - mPadding;
        lp.topMargin = mFirst.getTop() - mPadding;
        first.setLayoutParams(lp);
        mAnimLayout.addView(first);
        // 添加SecondView
        ImageView second = new ImageView(getContext());
        second.setImageBitmap(mItemBitmaps
                .get(getImageIndexByTag((String) mSecond.getTag())).bitmap);
        LayoutParams lp2 = new LayoutParams(mItemWidth, mItemWidth);
        lp2.leftMargin = mSecond.getLeft() - mPadding;
        lp2.topMargin = mSecond.getTop() - mPadding;
        second.setLayoutParams(lp2);
        mAnimLayout.addView(second);

        // 設置動畫
        TranslateAnimation anim = new TranslateAnimation(0, mSecond.getLeft()
                - mFirst.getLeft(), 0, mSecond.getTop() - mFirst.getTop());
        anim.setDuration(300);
        anim.setFillAfter(true);
        first.startAnimation(anim);

        TranslateAnimation animSecond = new TranslateAnimation(0,
                mFirst.getLeft() - mSecond.getLeft(), 0, mFirst.getTop()
                - mSecond.getTop());
        animSecond.setDuration(300);
        animSecond.setFillAfter(true);
        second.startAnimation(animSecond);
        // 添加動畫監聽
        anim.setAnimationListener(new Animation.AnimationListener() {

            @Override
            public void onAnimationStart(Animation animation) {
                isAniming = true;
                mFirst.setVisibility(INVISIBLE);
                mSecond.setVisibility(INVISIBLE);
            }

            @Override
            public void onAnimationRepeat(Animation animation) {

            }

            @Override
            public void onAnimationEnd(Animation animation) {
                String firstTag = (String) mFirst.getTag();
                String secondTag = (String) mSecond.getTag();

                String[] firstParams = firstTag.split("_");
                String[] secondParams = secondTag.split("_");

                mFirst.setImageBitmap(mItemBitmaps.get(Integer
                        .parseInt(secondParams[0])).bitmap);
                mSecond.setImageBitmap(mItemBitmaps.get(Integer
                        .parseInt(firstParams[0])).bitmap);

                mFirst.setTag(secondTag);
                mSecond.setTag(firstTag);

                mFirst.setVisibility(VISIBLE);
                mSecond.setVisibility(VISIBLE);
                mFirst = mSecond = null;
                mAnimLayout.removeAllViews();
                checkSuccess();
                isAniming = false;
            }
        });

    }

遊戲成功判斷。並進入下一等級:

判斷所有的ImageViewTag裏的id是否是從0到9依次的:

/**
     * 判斷遊戲是否成功
     */
    private void checkSuccess() {
        boolean isSuccess = true;
        for (int i = 0; i < mGamePintuItems.length; i++) {
            ImageView first = mGamePintuItems[i];
            Log.e("TAG", getIndexByTag((String) first.getTag()) + "");
            if (getIndexByTag((String) first.getTag()) != i) {
                isSuccess = false;
            }
        }

        if (isSuccess) {
            Toast.makeText(getContext(), "Success , Level Up !",
                    Toast.LENGTH_LONG).show();
            nextLevel();
        }
    }

    public void nextLevel() {
        this.removeAllViews();
        mAnimLayout = null;
        mColumn++;
        initBitmap();
        initItem();
    }

    /**
     * 獲得圖片的真正索引
     *F
     * @param tag
     * @return
     */
    private int getIndexByTag(String tag) {
        String[] split = tag.split("_");
        return Integer.parseInt(split[1]);
    }

    private int getImageIndexByTag(String tag) {
        String[] split = tag.split("_");
        return Integer.parseInt(split[0]);

    }

    /**
     * 創建動畫層
     */
    private void setUpAnimLayout() {
        if (mAnimLayout == null) {
            mAnimLayout = new RelativeLayout(getContext());
            addView(mAnimLayout);
        }
    }

以上就是原作者的所有邏輯,完美運行。
這裏寫圖片描述


添加計步器:

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