課程
/移動開發
/Android
/快速實現不一樣的移動拼圖
為啥我點哪個方塊返回的都是false?代碼比著老師的打的。
2016-08-04
源自:快速實現不一樣的移動拼圖 2-2
正在回答
GameData?mNullGameData?=?(GameData)?iv_null_ImageView.getTag();//?空的
qq_Dazzlingly_0 提問者
代碼貼出來我看看。
package com.example.yidongpintu;
import com.example.yidongpintu.R;
import java.security.PublicKey;
import android.app.Activity;
import android.app.ActionBar;
import android.app.Fragment;
import android.graphics.Bitmap;
import android.graphics.drawable.BitmapDrawable;
import android.os.Bundle;
import android.view.LayoutInflater;
import android.view.Menu;
import android.view.MenuItem;
import android.view.View;
import android.view.View.OnClickListener;
import android.view.animation.Animation;
import android.view.animation.Animation.AnimationListener;
import android.view.animation.TranslateAnimation;
import android.view.ViewGroup;
import android.widget.GridLayout;
import android.widget.ImageView;
import android.widget.Toast;
import android.os.Build;
public class MainActivity extends Activity {
//利用二維數組創建若干個小方塊
private ImageView[][] iv_game_arr= new ImageView[3][5];
private GridLayout gl_main_game;//游戲主界面
private ImageView iv_null_ImageView;//當前空方塊實例的保存
? ? @Override
? ? protected void onCreate(Bundle savedInstanceState) {
? ? ? ? super.onCreate(savedInstanceState);
? ? ? ? setContentView(R.layout.activity_main);
? ? ? ? Bitmap bigBm=((BitmapDrawable)getResources().getDrawable(R.drawable.ic_game_tu)).getBitmap();
? ? ? ? int tuWandH=bigBm.getWidth()/5;
? ? ? for(int i=0;i<iv_game_arr.length;i++){
? ? ?for(int j=0;j<iv_game_arr[0].length;j++){
? ? ?Bitmap bm = Bitmap.createBitmap(bigBm,j*tuWandH,i*tuWandH,tuWandH,tuWandH);
? ? ?iv_game_arr[i][j] =new ImageView(this);
? ? ?iv_game_arr[i][j].setImageBitmap(bm);//設置每一個游戲小方塊的圖案
? ? ?iv_game_arr[i][j].setPadding(2, 2, 2, 2);//設置方塊之間的間隙
? ? ?iv_game_arr[i][j].setTag(new GameData(i, j, bm));//保定自定義的數據
? ? ?iv_game_arr[i][j].setOnClickListener(new OnClickListener() {
? ? ?//設置監聽
@Override
public void onClick(View v) {
boolean flag = isHasByNullImageView((ImageView) v);
Toast.makeText(MainActivity.this, "位置關系是否存在:"+flag ,Toast.LENGTH_SHORT).show();
if(flag){changeDataByImageView((ImageView) v);}
}
});
? ? ?}
? ? ? ?
? ? ? ? }
? ? ? gl_main_game=(GridLayout)findViewById(R.id.gl_main_game);
? ? ?gl_main_game.addView(iv_game_arr[i][j]);
? ? }
? ? setNullImageView(iv_game_arr[2][4]);
? ??
? ? //利用動畫結束之后,交換兩個方塊的數據
? ? //mImageView點擊的方塊
? ? public void changeDataByImageView(final ImageView mImageView){
//創建一個動畫,設置好方向,移動的距離
? TranslateAnimation translateAnimation=null;
? if(mImageView.getX()>iv_null_ImageView.getX()){//當前電機的方塊在空方塊的下面
?translateAnimation=new TranslateAnimation(0.1f, -mImageView.getWidth(),0.1f,0.1f);}
? else if(mImageView.getX()<iv_null_ImageView.getX()){//在上面
?translateAnimation=new TranslateAnimation(0.1f, mImageView.getWidth(),0.1f,0.1f);}
? else if(mImageView.getY()>iv_null_ImageView.getY()){//在左面
?translateAnimation=new TranslateAnimation(0.1f,0.1f,0.1f,-mImageView.getWidth());}
? else if(mImageView.getY()<iv_null_ImageView.getY()){//在右邊
?translateAnimation=new TranslateAnimation(0.1f,0.1f,0.1f,mImageView.getWidth());}
?//設置動畫的時長
translateAnimation.setDuration(70);
?//設置動畫之后是否停留
? ? translateAnimation.setFillAfter(true);
?//設置 動畫結束之后要真正的把數據交換了
translateAnimation.setAnimationListener(new AnimationListener(){
?public void onAnimationStart(Animation animation) {
?
?}
public void onAnimationRepeat(Animation animation) {
public void onAnimationEnd(Animation animation) {
mImageView.clearAnimation();
GameData mGameData=(GameData)mImageView.getTag();?
iv_null_ImageView.setImageBitmap(mGameData.bm);
GameData mNullGameData=(GameData)iv_null_ImageView.getTag();
mNullGameData.bm = mGameData.bm;
? ? mNullGameData.p_x=mGameData.p_x;
? ? mNullGameData.p_y=mGameData.p_y;
? ? setNullImageView(mImageView);//設置當前點擊的為空方塊
//執行動畫
mImageView.startAnimation(translateAnimation);
? ? // ?設置最后一個方塊為空
private void setNullImageView(ImageView mImageView) {
mImageView.setImageBitmap(null);
iv_null_ImageView=mImageView;
/*
* 判斷當前點擊的方塊,是否與空方塊的位置關系是相鄰關系
* true是相鄰,false是不相鄰
* mImageView為所點擊的方塊*/
public boolean isHasByNullImageView(ImageView mImageView){
//分別獲取當前空方塊的位置與點擊方塊的位置,通過x,y兩邊都差1的方式判斷
GameData mNullGameData=(GameData)mImageView.getTag();//空的
GameData mGameData=(GameData)mImageView.getTag();//當前點擊的
if(mNullGameData.y==mGameData.y&&mNullGameData.x==mGameData.x+1)
{/*當時點擊的方塊在空方塊的上邊*/
return true;}
else if (mNullGameData.y==mGameData.y&&mNullGameData.x==mGameData.x-1)
{/*下邊*/
else if (mNullGameData.y==mGameData.y+1&&mNullGameData.x==mGameData.x)
{/* 左邊*/
else if (mNullGameData.y==mGameData.y-1&&mNullGameData.x==mGameData.x)
{/* 右邊*/
return false;
}/*每個游戲上要綁定的數據*/
class GameData{
/*每個小方塊的實際位置x,y
* 每個小方塊的圖片位置p_x,p_y*/
public int x=0;
public int y=0;
public ?Bitmap bm;
public int p_x=0;
public int p_y=0;
public GameData(int x, int y,Bitmap bm ) {
super();
this.x = x;
this.y = y;
this.bm = bm;
this.p_x = x;
this.p_y = y;
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2016-08-04
2016-08-04
代碼貼出來我看看。
2016-08-04
package com.example.yidongpintu;
import com.example.yidongpintu.R;
import java.security.PublicKey;
import android.app.Activity;
import android.app.ActionBar;
import android.app.Fragment;
import android.graphics.Bitmap;
import android.graphics.drawable.BitmapDrawable;
import android.os.Bundle;
import android.view.LayoutInflater;
import android.view.Menu;
import android.view.MenuItem;
import android.view.View;
import android.view.View.OnClickListener;
import android.view.animation.Animation;
import android.view.animation.Animation.AnimationListener;
import android.view.animation.TranslateAnimation;
import android.view.ViewGroup;
import android.widget.GridLayout;
import android.widget.ImageView;
import android.widget.Toast;
import android.os.Build;
public class MainActivity extends Activity {
//利用二維數組創建若干個小方塊
private ImageView[][] iv_game_arr= new ImageView[3][5];
private GridLayout gl_main_game;//游戲主界面
private ImageView iv_null_ImageView;//當前空方塊實例的保存
? ? @Override
? ? protected void onCreate(Bundle savedInstanceState) {
? ? ? ? super.onCreate(savedInstanceState);
? ? ? ? setContentView(R.layout.activity_main);
? ? ? ? Bitmap bigBm=((BitmapDrawable)getResources().getDrawable(R.drawable.ic_game_tu)).getBitmap();
? ? ? ? int tuWandH=bigBm.getWidth()/5;
? ? ? for(int i=0;i<iv_game_arr.length;i++){
? ? ?for(int j=0;j<iv_game_arr[0].length;j++){
? ? ?Bitmap bm = Bitmap.createBitmap(bigBm,j*tuWandH,i*tuWandH,tuWandH,tuWandH);
? ? ?iv_game_arr[i][j] =new ImageView(this);
? ? ?iv_game_arr[i][j].setImageBitmap(bm);//設置每一個游戲小方塊的圖案
? ? ?iv_game_arr[i][j].setPadding(2, 2, 2, 2);//設置方塊之間的間隙
? ? ?iv_game_arr[i][j].setTag(new GameData(i, j, bm));//保定自定義的數據
? ? ?iv_game_arr[i][j].setOnClickListener(new OnClickListener() {
? ? ?//設置監聽
@Override
public void onClick(View v) {
boolean flag = isHasByNullImageView((ImageView) v);
Toast.makeText(MainActivity.this, "位置關系是否存在:"+flag ,Toast.LENGTH_SHORT).show();
if(flag){changeDataByImageView((ImageView) v);}
}
});
? ? ?}
? ? ? ?
? ? ? ? }
? ? ? gl_main_game=(GridLayout)findViewById(R.id.gl_main_game);
? ? ? for(int i=0;i<iv_game_arr.length;i++){
? ? ?for(int j=0;j<iv_game_arr[0].length;j++){
? ? ?gl_main_game.addView(iv_game_arr[i][j]);
? ? ?}
? ? }
? ? setNullImageView(iv_game_arr[2][4]);
? ??
}
? ? //利用動畫結束之后,交換兩個方塊的數據
? ? //mImageView點擊的方塊
? ? public void changeDataByImageView(final ImageView mImageView){
//創建一個動畫,設置好方向,移動的距離
? TranslateAnimation translateAnimation=null;
? if(mImageView.getX()>iv_null_ImageView.getX()){//當前電機的方塊在空方塊的下面
?translateAnimation=new TranslateAnimation(0.1f, -mImageView.getWidth(),0.1f,0.1f);}
? else if(mImageView.getX()<iv_null_ImageView.getX()){//在上面
?translateAnimation=new TranslateAnimation(0.1f, mImageView.getWidth(),0.1f,0.1f);}
? else if(mImageView.getY()>iv_null_ImageView.getY()){//在左面
?translateAnimation=new TranslateAnimation(0.1f,0.1f,0.1f,-mImageView.getWidth());}
? else if(mImageView.getY()<iv_null_ImageView.getY()){//在右邊
?translateAnimation=new TranslateAnimation(0.1f,0.1f,0.1f,mImageView.getWidth());}
? ??
? ??
?//設置動畫的時長
translateAnimation.setDuration(70);
?//設置動畫之后是否停留
? ? translateAnimation.setFillAfter(true);
?//設置 動畫結束之后要真正的把數據交換了
translateAnimation.setAnimationListener(new AnimationListener(){
?public void onAnimationStart(Animation animation) {
?
?}
public void onAnimationRepeat(Animation animation) {
?
?}
public void onAnimationEnd(Animation animation) {
mImageView.clearAnimation();
GameData mGameData=(GameData)mImageView.getTag();?
iv_null_ImageView.setImageBitmap(mGameData.bm);
GameData mNullGameData=(GameData)iv_null_ImageView.getTag();
mNullGameData.bm = mGameData.bm;
? ? mNullGameData.p_x=mGameData.p_x;
? ? mNullGameData.p_y=mGameData.p_y;
? ? setNullImageView(mImageView);//設置當前點擊的為空方塊
}
});
//執行動畫
mImageView.startAnimation(translateAnimation);
}
? ? // ?設置最后一個方塊為空
private void setNullImageView(ImageView mImageView) {
mImageView.setImageBitmap(null);
iv_null_ImageView=mImageView;
}
/*
* 判斷當前點擊的方塊,是否與空方塊的位置關系是相鄰關系
* true是相鄰,false是不相鄰
* mImageView為所點擊的方塊*/
public boolean isHasByNullImageView(ImageView mImageView){
//分別獲取當前空方塊的位置與點擊方塊的位置,通過x,y兩邊都差1的方式判斷
GameData mNullGameData=(GameData)mImageView.getTag();//空的
GameData mGameData=(GameData)mImageView.getTag();//當前點擊的
if(mNullGameData.y==mGameData.y&&mNullGameData.x==mGameData.x+1)
{/*當時點擊的方塊在空方塊的上邊*/
return true;}
else if (mNullGameData.y==mGameData.y&&mNullGameData.x==mGameData.x-1)
{/*下邊*/
return true;}
else if (mNullGameData.y==mGameData.y+1&&mNullGameData.x==mGameData.x)
{/* 左邊*/
return true;}
else if (mNullGameData.y==mGameData.y-1&&mNullGameData.x==mGameData.x)
{/* 右邊*/
return true;}
return false;
}/*每個游戲上要綁定的數據*/
class GameData{
/*每個小方塊的實際位置x,y
* 每個小方塊的圖片位置p_x,p_y*/
public int x=0;
public int y=0;
public ?Bitmap bm;
public int p_x=0;
public int p_y=0;
public GameData(int x, int y,Bitmap bm ) {
super();
this.x = x;
this.y = y;
this.bm = bm;
this.p_x = x;
this.p_y = y;
}
?
}
}