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Android版俄罗斯方块的实现

时间:2018-12-11 07:21:57

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Android版俄罗斯方块的实现

学习Android的基本开发也有一段时间了,可是由于没有常常使用Android渐渐的也就忘记了。

Android编程学的不深,不过为了对付逆向,可是有时还是会感到力不从心的。毕竟不是一个计算机专业毕业的Coder,相对来说编程的基础对于以后非常多方面的学习都是非常重要的,特别是想在软件安全或软件的企业开发的过程中有所进步,必需要计算机专业知识扎实。

不多说了,发个Android版的俄罗斯方块,当然基本框架是參照之前的学的C语言版的俄罗斯方块的。俄罗斯方块程序的开发方法比較多,感觉使用数组的方法去实现还是非常方便的。以下看代码的详细实现。

俄罗斯方块界面显示代码的实现:

//俄罗斯方块界面的显示package com.example.mytetris;import android.content.Context;import android.graphics.Canvas;import android.graphics.Color;import android.graphics.Paint;import android.util.AttributeSet;import android.util.DisplayMetrics;import android.view.View;import android.view.WindowManager;public class GameUI extends View{public Game m_Game = null;private byte[][] m_Groundback = null;private Paint m_Paint = new Paint(); //画刷private final int PADDING = 2; private int m_TetrisWidth = 0;@Overrideprotected void onDraw(Canvas canvas) { //设置背景颜色setBackgroundColor(Color.BLACK);//画背景drawGoundback(canvas);//画方块int nX = m_Game.m_nX;int nY = m_Game.m_nY;if (m_Game.m_CurrBlock == null)return;byte[][] data = m_Game.m_CurrBlock;for (int i = 0; i < 4; i++){for (int j = 0; j < 4; j++){if (data[i][j] == Game.ISWALL){int nLeft = nX * m_TetrisWidth + j * m_TetrisWidth;int nTop = nY * m_TetrisWidth + i * m_TetrisWidth;//外框m_Paint.setColor(Color.WHITE);canvas.drawRect(nLeft, nTop, nLeft + m_TetrisWidth, nTop + m_TetrisWidth, m_Paint);//内框m_Paint.setColor(Color.GREEN);canvas.drawRect(nLeft + PADDING, nTop + PADDING, nLeft + m_TetrisWidth - PADDING, nTop +m_TetrisWidth - PADDING, m_Paint);}}}}private void drawGoundback(Canvas canvas){//获取背景m_Groundback = m_Game.getGroundback();for (int i = 0; i < Game.NROWS; i++) {for (int j = 0; j < Game.NCOLS; j++) {if (m_Groundback[i][j] == Game.ISWALL){//画白色的方块--外框m_Paint.setColor(Color.WHITE);canvas.drawRect(j*m_TetrisWidth, i*m_TetrisWidth, (j+1)*m_TetrisWidth, (i+1)*m_TetrisWidth, m_Paint);//画绿色的方块--内框m_Paint.setColor(Color.GREEN);canvas.drawRect(j*m_TetrisWidth + PADDING, i*m_TetrisWidth + PADDING,(j+1)*m_TetrisWidth - PADDING, (i+1)*m_TetrisWidth - PADDING, m_Paint);}}}}public GameUI(Context context, AttributeSet attrs, int defStyleAttr){super(context, attrs, defStyleAttr);}//自己定义view组件。构造调用该函数public GameUI(Context context, AttributeSet attrs){super(context, attrs);//创建Gamem_Game = new Game();//获取手机分辨率WindowManager wmgr = (WindowManager)context.getSystemService(Context.WINDOW_SERVICE);DisplayMetrics outMetrics = new DisplayMetrics();wmgr.getDefaultDisplay().getMetrics(outMetrics);//手机屏幕宽度int nTetrisWidth = outMetrics.widthPixels;//依据手机分辨率。设置方块宽度m_TetrisWidth = nTetrisWidth/Game.NCOLS*3/4;}public GameUI(Context context){super(context);}}

俄罗斯方块详细的逻辑的实现:

package com.example.mytetris;import java.util.Arrays;import java.util.Random;import android.R.integer;public class Game {public static final byte ISWALL = 1; //墙public static final int NROWS = 20; //18行public static final int NCOLS = 12; //12列public byte[][] m_Groundback = null;public int m_nX = 0; //方块x坐标public int m_nY = 0; //方块y坐标private Random m_Random = new Random(); //产生随机对象private byte[][][] m_Tetris = null; //方块的各种变化public byte[][] m_CurrBlock = new byte[4][4]; //当前方块private byte[][] m_NextBlock = new byte[4][4]; //下一个方块public Game(){m_Groundback = new byte[NROWS][NCOLS];initGroundback();initTetris();}//初始化背景public void initGroundback(){for (int i = 0; i < NROWS; i++){for (int j = 0; j < NCOLS; j++){if (i == NROWS - 1 || j == 0 || j == NCOLS - 1){//设置墙m_Groundback[i][j] = ISWALL;}}}}//初始化变换方块的类型public void initTetris(){//这样的初始化不能给维数m_Tetris = new byte [][][]{/*1*/{{1, 1, 1, 1},{0, 0, 0, 0}, {0, 0, 0, 0},{0, 0, 0, 0}},/*2*/{{1, 0, 0, 0},{1, 0, 0, 0}, {1, 0, 0, 0},{1, 0, 0, 0}},/*3*/{{1, 0, 0, 0},{1, 1, 0, 0}, {0, 1, 0, 0},{0, 0, 0, 0}},/*4*/{{0, 1, 0, 0},{1, 1, 0, 0}, {1, 0, 0, 0},{0, 0, 0, 0}},/*5*/{{1, 1, 0, 0},{0, 1, 1, 0}, {0, 0, 0, 0},{0, 0, 0, 0}},/*6*/{{0, 1, 1, 0},{1, 1, 0, 0}, {0, 0, 0, 0},{0, 0, 0, 0}},/*7*/{{0, 1, 0, 0},{1, 1, 1, 0}, {0, 0, 0, 0},{0, 0, 0, 0}},/*8*/{{1, 1, 1, 0},{0, 1, 0, 0}, {0, 0, 0, 0},{0, 0, 0, 0}},/*9*/{{1, 0, 0, 0},{1, 1, 0, 0}, {1, 0, 0, 0},{0, 0, 0, 0}},/*10*/{{0, 1, 0, 0},{1, 1, 0, 0}, {0, 1, 0, 0},{0, 0, 0, 0}},/*11*/{{1, 1, 0, 0},{0, 1, 0, 0}, {0, 1, 0, 0},{0, 0, 0, 0}},/*12*/{{1, 1, 0, 0},{1, 0, 0, 0}, {1, 0, 0, 0},{0, 0, 0, 0}},/*13*/{{1, 0, 0, 0},{1, 1, 1, 0}, {0, 0, 0, 0},{0, 0, 0, 0}},/*14*/{{1, 1, 1, 0},{0, 0, 1, 0}, {0, 0, 0, 0},{0, 0, 0, 0}},/*15*/{{1, 1, 0, 0},{1, 1, 0, 0}, {0, 0, 0, 0},{0, 0, 0, 0}},};}//获取背景public byte[][] getGroundback(){return m_Groundback;}//開始游戏public void startGame(){m_nX = NCOLS / 2 - 2;m_nY = 0;// 产生方块m_CurrBlock = RandomBlock();m_NextBlock = RandomBlock();}//结束游戏public void stopGame(){}//左移public void moveLeft(){if (IsCanMove(m_nX - 1, m_nY)){m_nX--;}}//右移public void moveRight(){if (IsCanMove(m_nX + 1, m_nY)){m_nX++;}}//方块变换时,变换方块--这个产生的问题还没解决?

public byte[][] getNextBlock() { //产生一个随机数 int nLen = m_Tetris.length; //右移高位补0--去掉符号位 int nIndex = (m_Random.nextInt() >>> 1) % nLen; return m_Tetris[(nIndex+2)%15]; } //变换 public void moveChange() { byte[][] oldBlock = m_CurrBlock; m_CurrBlock = getNextBlock(); if (!IsCanMove(m_nX, m_nY)) { m_CurrBlock = oldBlock; } } //下移 public void moveDown() { if (IsCanMove(m_nX, m_nY + 1)) { m_nY++; } else { Fixbircks(); } } //随机产生方块 public byte[][] RandomBlock() { //产生一个随机数 int nLen = m_Tetris.length; //右移高位补0--去掉符号位 int nIndex = (m_Random.nextInt() >>> 1) % nLen; return m_Tetris[nIndex]; } //产生方块 private void CreateBircks() { m_nX = NCOLS / 2 - 2; m_nY = 0; // 产生方块 m_CurrBlock = m_NextBlock; m_NextBlock = RandomBlock(); } //下移究竟 public void MoveFix() { while (IsCanMove(m_nX, m_nY + 1)) { m_nY++; } Fixbircks(); } //推断方块是否能移动 private boolean IsCanMove(int x, int y) { byte[][] data = m_CurrBlock; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (data[i][j] == ISWALL && m_Groundback[y + i][x + j] == ISWALL) { return false; } } } return true; } //固定方块 private void Fixbircks() { byte[][] data = m_CurrBlock; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { //填充背景 if (data[i][j] == ISWALL) { m_Groundback[m_nY + i][m_nX + j] = ISWALL; } } } int nRows = ReleaseRows(); //产生新方块 CreateBircks(); //新方块不能移动,结束游戏 } //消除方块 private int ReleaseRows() { int nReleaseRows = 0; for (int nRow = NROWS - 2; nRow > 0; nRow--) { if (IsCanRelease(nRow)) { //消除方块 nReleaseRows++; //调整方块--下移 MoveRows(nRow); //又一次推断本行是否能够消行 nRow++; } } return nReleaseRows; } //是否能消除方块 private boolean IsCanRelease(int nRow) { for (int nCol = 1; nCol < NCOLS - 1; nCol++) { if (m_Groundback[nRow][nCol] == 0) { return false; } } return true; } //消除方块以后,下移方块 private void MoveRows(int nRow) { for (int i = nRow; i > 0; i--) { for (int j = 1; j < NCOLS - 1; j++) { m_Groundback[i][j] = m_Groundback[i - 1][j]; } } } }

俄罗斯方块主体的控制流程的代码实现:

package com.example.mytetris;import java.util.Timer;import java.util.TimerTask;import android.media.MediaPlayer;import android.os.Bundle;import android.app.Activity;import android.util.DisplayMetrics;import android.view.Menu;import android.view.MenuItem;import android.view.View;import android.view.View.OnClickListener;import android.view.Window;import android.view.WindowManager;import android.widget.Button;public class MainActivity extends Activity implements OnClickListener{private GameUI m_GameUi = null;private Game m_Game = null;private Button btnLeft = null;private Button btnRight = null;private Button btnDown = null;private Button btnChange = null;private MediaPlayer mp2 = null;@Overrideprotected void onCreate(Bundle savedInstanceState){//设置全屏无标题显示this.requestWindowFeature(Window.FEATURE_NO_TITLE);getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN);super.onCreate(savedInstanceState);setContentView(R.layout.linearlayout);//获取组件m_GameUi = (GameUI)findViewById(R.id.GameUI);m_Game = m_GameUi.m_Game;btnLeft = (Button)findViewById(R.id.button1_left);btnRight = (Button)findViewById(R.id.button2_right);btnDown = (Button)findViewById(R.id.button3_down);btnChange = (Button)findViewById(R.id.button4_change);//设置监听btnLeft.setOnClickListener(this);btnRight.setOnClickListener(this);btnDown.setOnClickListener(this);btnChange.setOnClickListener(this);//mp2 = MediaPlayer.create(this, R.raw.action);}@Overridepublic boolean onCreateOptionsMenu(Menu menu) {getMenuInflater().inflate(R.menu.gamemenu, menu);return true;}@Overridepublic boolean onOptionsItemSelected(MenuItem item){int nIndex = item.getItemId();switch (nIndex) {case R.id.item1_startgame:{//開始游戏m_Game.startGame();m_GameUi.invalidate();//播放音效MediaPlayer mp = MediaPlayer.create(this, R.raw.ready_go);mp.start();//mp.release();//定时器new Timer().schedule(new TimerTask(){@Overridepublic void run() {m_GameUi.m_Game.moveDown();m_GameUi.invalidate();mp2.start();}}, 0, 2000);//线程//new Thread(new Runnable()//{//@Override//public void run()//{//try//{//Thread.sleep(1000);//} //catch (InterruptedException e)//{//e.printStackTrace();//}////m_GameUi.m_Game.moveDown();//m_GameUi.invalidate();////}//}).start();}break;case R.id.item2_restartgame:{}break;case R.id.item3_stopgame:{}break;default:break;}return super.onOptionsItemSelected(item);}@Overridepublic void onClick(View v) {int nId = v.getId();switch (nId){case R.id.button1_left:{m_Game.moveLeft();}break;case R.id.button2_right:{m_Game.moveRight();}break;case R.id.button3_down:{m_Game.MoveFix();}break;case R.id.button4_change:{m_Game.moveChange();}break;default:break;}//重绘m_GameUi.invalidate();}}

执行效果图,界面做的比較挫:

Android俄罗斯方块的代码实现还不全,有兴趣的Coder能够完好一下。网上Android版俄罗斯方块代码到处都是,可是我认为这份代码给出了俄罗斯方块编写的基本框架,依照这个框架。能够写出非常多语言版本号的俄罗斯方块。

代码下载地址:/detail/qq1084283172/9037683

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