本程序有两个类,分别为GameView.java和Main.java
GameView.java
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427package org.yexing.android.games.mine; import android.app.Activity; import android.os.Bundle; import android.view.KeyEvent; public class Main extends Activity { GameView gameView; @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); gameView = new GameView(this); setContentView(gameView); } @Override protected void onPause() { // TODO Auto-generated method stub gameView.gameState = GameView.STATE_LOST; super.onPause(); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { // TODO Auto-generated method stub gameView.onKeyDown(keyCode, event); return super.onKeyDown(keyCode, event); } G @Override public boolean onKeyUp(int keyCode, KeyEvent event) { // TODO Auto-generated method stub gameView.onKeyUp(keyCode, event); return super.onKeyUp(keyCode, event); } } package org.yexing.android.games.mine; import java.util.Random; import android.content.Context; import android.content.res.Resources; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.Rect; import android.os.Handler; import android.os.Message; import android.util.Log; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; public class GameView extends View { private static final String TAG = "GameView"; private RefreshHandler mRedrawHandler = new RefreshHandler(); class RefreshHandler extends Handler { @Override public void handleMessage(Message msg) { GameView.this.updateView(); GameView.this.invalidate(); } public void sleep(long delayMillis) { this.removeMessages(0); sendMessageDelayed(obtainMessage(0), delayMillis); } }; // 游戏状态 开始 胜利 失败 暂停 public static final int STATE_PLAYING = 0; public static final int STATE_WIN = 1; public static final int STATE_LOST = 2; public static final int STATE_PAUSE = 3; public int gameState; //随机 private static final Random random = new Random(); //画笔 private Paint paint; //发送消息 private String message; //格子的宽度 private static final int tileWidth = 16; private static final int tileHeight = 16; //格子的数量 private static final int tilesCount = 19; private static final int margin = 16; private static final int titleHeight = 30; //棋子 private Bitmap[] tiles; //表面层 private int[][] mapSky; //底层 private int[][] mapGround; private int tileCountX, tileCountY; private int offsetX, offsetY; //雷的数量 int mineCount; //没有雷的方格的个数 int safeCount; private int mapX, mapY; private boolean altKeyDown = false; // private static final int MILLIS_PER_TICK = 500; long startTime, lastTime; long time, remain; public GameView(Context context) { super(context); //设置画笔的属性 paint = new Paint(); paint.setARGB(255, 60, 60, 200); paint.setTextSize(12); //Bitmap在Android中指的是一张图片,可以是png,也可以是jpg等其他图片格式。 tiles = new Bitmap[tilesCount];//tilesCount = 19; loadTiles(); setFocusable(true);//获得焦点 } /*** * 将资源图片的ID放入tiles数组中 */ private void loadTiles() { Resources r = this.getContext().getResources(); for (int i = 0; i < tilesCount; i++) {//初始存下19个不同的图片 tiles[i] = BitmapFactory.decodeResource(r, R.drawable.i00 + i); } } /*** * 初始化第一层 */ //根据获取的尺寸渲染到view @Override protected void onLayout(boolean changed, int left, int top, int right, int bottom) { // TODO Auto-generated method stub super.onLayout(changed, left, top, right, bottom); // if(Main.gameState == Main.STATE_START) init(right - left, bottom - top); //获取当前的时间 startTime = System.currentTimeMillis(); //刷新屏幕 updateView(); } /*** * 初始化地图,根据屏幕的长宽计算地图中格子的数量,和边缘的宽度 * @param 宽 * @param 高 */ private void init(int w, int h) { mapX = -1; mapY = -1; //求一个浮点数的地板,就是求一个最接近它的整数,它的值小于或等于这个浮点数。 //在X方向上格子的数量 tileCountX = (int) Math.floor((w - margin * 2) / tileWidth); //在Y方向上格子的数量 tileCountY = (int) Math.floor((h - margin * 2 - titleHeight) / tileHeight); //x方向上边缘的宽度 offsetX = (w - (tileWidth * tileCountX)) / 2; //在y方向上边缘的宽度 offsetY = (h - (tileHeight * tileCountY) + titleHeight) / 2; //雷的数量 mineCount = (int) Math.sqrt(tileCountX * tileCountY) * tileCountX * tileCountY / 100;//雷数 //重置 reset(); } /*** * 初始化两层地图,并放雷 */ private void reset() { int x, y; mapSky = new int[tileCountX][tileCountY]; mapGround = new int[tileCountX][tileCountY]; for (int i = 0; i < mineCount; i++) { // put down mines do { //随机生成一个随机的int值介于(0~titlecountX) x = random.nextInt(tileCountX); y = random.nextInt(tileCountY); } while (mapGround[x][y] == 12);//避免在重复的位置布雷,设置循环 mapGround[x][y] = 12;//12指的是有雷的那幅图片 //周围8个相邻地方格子 increase(x - 1, y - 1); increase(x - 1, y); increase(x - 1, y + 1); increase(x, y + 1); increase(x + 1, y + 1); increase(x + 1, y); increase(x + 1, y - 1); increase(x, y - 1); } // set empty tile to image i09 设置空的地域 for (x = 0; x < tileCountX; x++) { for (y = 0; y < tileCountY; y++) { if (mapGround[x][y] == 0) mapGround[x][y] = 9; } } safeCount = tileCountX * tileCountY - mineCount;//安全的方格数 time = 0; remain = mineCount;//剩余雷数 altKeyDown = false; // shuffle(); } private void increase(int x, int y) { if (x > -1 && x < tileCountX && y > -1 && y < tileCountY) { if (mapGround[x][y] != 12) mapGround[x][y]++; } } @Override public void onDraw(Canvas canvas) { super.onDraw(canvas); // Log.v(TAG, "onDraw"); if (altKeyDown) {//红旗的图标是否未按下样式 canvas.drawARGB(255, 255, 0, 0); canvas.drawBitmap(tiles[17], 30, 0, paint); } else { canvas.drawBitmap(tiles[16], 30, 0, paint); } if (gameState != STATE_LOST) {//判断笑脸与哭脸 canvas.drawBitmap(tiles[18], 0, 0, paint); } else { canvas.drawBitmap(tiles[15], 0, 0, paint); } message = "剩余:" + remain + " 耗时" + time + "秒"; canvas.drawText(message, 0, message.length(), 80, 15, paint); for (int x = 0; x < tileCountX; x += 1) { for (int y = 0; y < tileCountY; y += 1) { //创建一个矩形,最终形成一个格状的 Rect rDst = new Rect(offsetX + x * tileWidth, offsetY + y * tileHeight, offsetX + (x + 1) * tileWidth, offsetY + (y + 1) * tileHeight); canvas.drawBitmap(tiles[mapGround[x][y]], null, rDst, paint);//根据数组中的数字对应画出相应的图片 if (gameState != STATE_LOST) { if (mapSky[x][y] > -1) { canvas.drawBitmap(tiles[mapSky[x][y]], null, rDst, paint); // canvas.drawPoint(rDst.left, rDst.top, p); } } else { if (mapGround[x][y] != 12 && mapSky[x][y] == 10) { mapSky[x][y] = 14;//游戏失败后,指明插红旗的雷 } if (mapSky[x][y] > -1 && mapGround[x][y] != 12 || mapSky[x][y] == 13 || mapSky[x][y] == 10) { canvas.drawBitmap(tiles[mapSky[x][y]], null, rDst, paint);//失败后保持状态的格子 // canvas.drawPoint(rDst.left, rDst.top, p); } } } } } private void updateView() { Log.v(TAG, "updateView"); if (gameState == STATE_PLAYING) { time = (System.currentTimeMillis() - startTime) / 1000; mRedrawHandler.sleep(MILLIS_PER_TICK); } } @Override public boolean onTouchEvent(MotionEvent event) { int action = event.getAction(); int x = (int) event.getX(); int y = (int) event.getY(); // Log.v(LOG_TAG, "action:" + action + " x:" + x + " y:" + y); if (action == MotionEvent.ACTION_DOWN) { // Log.v(TAG, "Checking start ********"); mapX = screenX2mapX(x); mapY = screenY2mapY(y); if (gameState != STATE_LOST && mapX > -1 && mapY > -1) { if (gameState == STATE_PAUSE) { gameState = STATE_PLAYING; startTime = System.currentTimeMillis(); updateView(); } if (altKeyDown) {//当ALt按下时 插旗 if (mapSky[mapX][mapY] == 0) { mapSky[mapX][mapY] = 10; remain--; } else if (mapSky[mapX][mapY] == 10) { remain++; mapSky[mapX][mapY] = 11; } else if (mapSky[mapX][mapY] == 11) { mapSky[mapX][mapY] = 0; } else if (mapSky[mapX][mapY] == -1) {//模拟扫雷左右键同时按下,sky层没有被初始化的时候为-1 int flags = flag(mapX - 1, mapY - 1) + flag(mapX - 1, mapY) + flag(mapX - 1, mapY + 1) + flag(mapX, mapY + 1) + flag(mapX + 1, mapY + 1) + flag(mapX + 1, mapY) + flag(mapX + 1, mapY - 1) + flag(mapX, mapY - 1); if (flags == mapGround[mapX][mapY]) { Log.v(TAG, "flags:" + flags); open(mapX - 1, mapY - 1); open(mapX - 1, mapY); open(mapX - 1, mapY + 1); open(mapX, mapY + 1); open(mapX + 1, mapY + 1); open(mapX + 1, mapY); open(mapX + 1, mapY - 1); open(mapX, mapY - 1); } } } else { open(mapX, mapY); } invalidate(); } else { if (x < 26 && y < 26) { gameState = STATE_PAUSE; reset(); invalidate(); } if (x > 30 && x < 56 && y > 0 && y < 26) { altKeyDown = !altKeyDown; invalidate(); } } } return true; } private int flag(int x, int y) { if (x > -1 && x < tileCountX && y > -1 && y < tileCountY) { if (mapSky[x][y] == 10) return 1; } return 0; } public void open(int x, int y) { if (x > -1 && x < tileCountX && y > -1 && y < tileCountY) { if (mapSky[x][y] == -1) return; if (mapSky[x][y] == 0 || mapSky[x][y] == 11) { if (mapGround[x][y] == 12) { mapSky[x][y] = 13; gameState = STATE_LOST; } else { mapSky[x][y] = -1; safeCount--; if (safeCount == 0) { gameState = STATE_WIN; } if (mapGround[x][y] == 9) { open(x - 1, y - 1); open(x - 1, y); open(x - 1, y + 1); open(x, y + 1); open(x + 1, y + 1); open(x + 1, y); open(x + 1, y - 1); open(x, y - 1); } } } } } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { switch (keyCode) { case KeyEvent.KEYCODE_MENU: altKeyDown = true; return true; } return super.onKeyDown(keyCode, event); } @Override public boolean onKeyUp(int keyCode, KeyEvent event) { // TODO Auto-generated method stub switch (keyCode) { case KeyEvent.KEYCODE_MENU: altKeyDown = false; return true; } return super.onKeyUp(keyCode, event); } private int screenX2mapX(int c) {//得到横轴所在的格子 if (c - offsetX < 0) return -1; int rtn = (c - offsetX) / tileWidth; if (rtn >= tileCountX) return -1; return rtn; } private int screenY2mapY(int c) {//得到纵轴所在的格子 if (c - offsetY < 0) return -1; int rtn = (c - offsetY) / tileHeight; if (rtn >= tileCountY) return -1; return rtn; } }
Main.java
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39package org.yexing.android.games.mine; import android.app.Activity; import android.os.Bundle; import android.view.KeyEvent; public class Main extends Activity { GameView gameView; @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); gameView = new GameView(this); //显示视图 setContentView(gameView); } @Override protected void onPause() { // TODO Auto-generated method stub gameView.gameState = GameView.STATE_LOST; super.onPause(); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { // TODO Auto-generated method stub gameView.onKeyDown(keyCode, event); return super.onKeyDown(keyCode, event); } @Override public boolean onKeyUp(int keyCode, KeyEvent event) { // TODO Auto-generated method stub gameView.onKeyUp(keyCode, event); return super.onKeyUp(keyCode, event); } }
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