經過了前兩天的設定後,我們就可以再View類中,進行遊戲的布置,和進行操作了。
package com.mars.demo;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Paint.FontMetrics;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
public class MyView extends View
{
//定義單元格的寬和高
public float width;
public float height;
private int selectX;
private int selectY;
public Game game = new Game();
public MyView(Context context)
{
super(context);
// TODO Auto-generated constructor stub
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh)
{
// TODO Auto-generated method stub
this.width = w/9f;
this.height = h/9f;
super.onSizeChanged(w, h, oldw, oldh);
}
@Override
protected void onDraw(Canvas canvas)
{
//定義畫筆對象-->繪制背景
Paint paint = new Paint();
//設定畫筆的顔色
paint.setColor(getResources().getColor(R.color.shudu_background));
//繪制手機螢幕背景色
canvas.drawRect(0, 0, getWidth(), getHeight(), paint);
//定義畫筆對象-->繪制格子線條
Paint darkPaint = new Paint();
darkPaint.setColor(getResources().getColor(R.color.shudu_dark));
Paint hilitePaint = new Paint();
hilitePaint.setColor(getResources().getColor(R.color.shudu_hilite));
Paint lightPaint = new Paint();
lightPaint.setColor(getResources().getColor(R.color.shudu_light));
//繪制九宮格
for(int i = 0; i<9; i++)
{
//繪制橫線
canvas.drawLine(0, i*height, getWidth(), i*height, lightPaint);
canvas.drawLine(0, i*height+1, getWidth(), i*height+1, hilitePaint);
//繪制縱線
canvas.drawLine(i*width, 0, i*width, getHeight(), lightPaint);
canvas.drawLine(i*width+1, 0, i*width+1, getHeight(), hilitePaint);
}
//這個for循環是繪制四根醒目的線
for(int i = 0; i<9; i++)
{
if(i % 3 != 0)
{
continue;
}
//繪制橫線
canvas.drawLine(0, i*height, getWidth(), i*height, darkPaint);
canvas.drawLine(0, i*height+1, getWidth(), i*height+1, hilitePaint);
//繪制縱線
canvas.drawLine(i*width, 0, i*width, getHeight(), darkPaint);
canvas.drawLine(i*width+1, 0, i*width+1, getHeight(), hilitePaint);
}
//繪制數字
Paint numberPaint = new Paint();
//設定文字的一系列屬性
numberPaint.setColor(Color.BLACK);
numberPaint.setStyle(Paint.Style.STROKE);
numberPaint.setTextSize(height*0.75f);
numberPaint.setTextAlign(Paint.Align.CENTER);
FontMetrics fontMetrics = numberPaint.getFontMetrics();
float x = width/2;
float y = height/2 - (fontMetrics.ascent+fontMetrics.descent)/2;
for(int i=0; i<9; i++)
for(int j=0; j<9; j++)
{
canvas.drawText(game.getTitleString(i, j), i*width + x, j*height+y, numberPaint);
}
super.onDraw(canvas);
}
@Override
public boolean onTouchEvent(MotionEvent event)
{
// TODO Auto-generated method stub
if(event.getAction() != MotionEvent.ACTION_DOWN)
{
return super.onTouchEvent(event);
}
selectX = (int)(event.getX()/width);
selectY = (int)(event.getY()/height);
int[] used = game.getUsedTile(selectX, selectY);
StringBuffer sb = new StringBuffer();
for(int i = 0; i<used.length; i++)
{
sb.append(used[i]);
}
Log.i("TAG", sb.toString());
KeyDialog keyDialog = new KeyDialog(this.getContext(), used, this);
keyDialog.show();
/*//定義一個layoutInflate對象,轉載view檔案
LayoutInflater layoutInflater = LayoutInflater.from(this.getContext());
View view = layoutInflater.inflate(R.layout.dialog, null);
TextView textView = (TextView) view.findViewById(R.id.usedTextId);
textView.setText(sb.toString());
//建立對話框,彈出view
AlertDialog.Builder builder = new AlertDialog.Builder(this.getContext());
builder.setView(view);
AlertDialog dialog = builder.create();
dialog.show();*/
return true;
}
//View類接受KeyDialog傳遞過來的資料,調用業務邏輯Game類,進行處理
public void setSelectTile(int tile)
{
Log.i("TAG", game.setTileIfValid(selectX, selectY, tile)+""+tile);
if(game.setTileIfValid(selectX,selectY,tile))
{
invalidate();//重新繪制View對象
}
}
}
在主類中調用MyView對象。
package com.mars.demo;
import android.os.Bundle;
import android.app.Activity;
public class MainActivity extends Activity
{
@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
//setContentView(R.layout.activity_main);
setContentView(new MyView(this));
}
}
通過上面數獨遊戲的學習,我了解了Paint類,Canvas類。我學習了一些繪制圖形的基本知識,進一步鞏固了一些android的基本知識。從中,我發現,作為一個程式員,一定要不斷的去敲代碼,勇于去實踐,程式時敲出來的。很多時候,我們看别人寫程式,感覺邏輯都很清晰,思路也不紊亂,但是,真正當自己去實踐的時候,你會發現,其實并不是那麼容易。當你出現問題的時候,你得嘗試去調試,這樣,我們才能不斷成長。
程式員都是在調試Bug,調試錯誤中成長起來的。這是我非常贊同的一句話。在此,給自己一句勉勵的話,希望自己在今後的學習日子中,不怕困難,用于去嘗試。