经过了前两天的设置后,我们就可以再View类中,进行游戏的布置,和进行操作了。
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
{
//定义单元格的宽和高
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)
{
//定义画笔对象-->绘制背景
Paint paint = new Paint();
//设置画笔的颜色
paint.setColor(getResources().getColor(R.color.shudu_background));
//绘制手机屏幕背景色
canvas.drawRect(0, 0, getWidth(), getHeight(), paint);
//定义画笔对象-->绘制格子线条
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));
//绘制九宫格
for(int i = 0; i<9; i++)
{
//绘制横线
canvas.drawLine(0, i*height, getWidth(), i*height, lightPaint);
canvas.drawLine(0, i*height+1, getWidth(), i*height+1, hilitePaint);
//绘制纵线
canvas.drawLine(i*width, 0, i*width, getHeight(), lightPaint);
canvas.drawLine(i*width+1, 0, i*width+1, getHeight(), hilitePaint);
}
//这个for循环是绘制四根醒目的线
for(int i = 0; i<9; i++)
{
if(i % 3 != 0)
{
continue;
}
//绘制横线
canvas.drawLine(0, i*height, getWidth(), i*height, darkPaint);
canvas.drawLine(0, i*height+1, getWidth(), i*height+1, hilitePaint);
//绘制纵线
canvas.drawLine(i*width, 0, i*width, getHeight(), darkPaint);
canvas.drawLine(i*width+1, 0, i*width+1, getHeight(), hilitePaint);
}
//绘制数字
Paint numberPaint = new Paint();
//设置文字的一系列属性
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();
/*//定义一个layoutInflate对象,转载view文件
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());
//创建对话框,弹出view
AlertDialog.Builder builder = new AlertDialog.Builder(this.getContext());
builder.setView(view);
AlertDialog dialog = builder.create();
dialog.show();*/
return true;
}
//View类接受KeyDialog传递过来的数据,调用业务逻辑Game类,进行处理
public void setSelectTile(int tile)
{
Log.i("TAG", game.setTileIfValid(selectX, selectY, tile)+""+tile);
if(game.setTileIfValid(selectX,selectY,tile))
{
invalidate();//重新绘制View对象
}
}
}
在主类中调用MyView对象。
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));
}
}
通过上面数独游戏的学习,我了解了Paint类,Canvas类。我学习了一些绘制图形的基本知识,进一步巩固了一些android的基本知识。从中,我发现,作为一个程序员,一定要不断的去敲代码,勇于去实践,程序时敲出来的。很多时候,我们看别人写程序,感觉逻辑都很清晰,思路也不紊乱,但是,真正当自己去实践的时候,你会发现,其实并不是那么容易。当你出现问题的时候,你得尝试去调试,这样,我们才能不断成长。
程序员都是在调试Bug,调试错误中成长起来的。这是我非常赞同的一句话。在此,给自己一句勉励的话,希望自己在今后的学习日子中,不怕困难,用于去尝试。