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围住神经猫源码(慕课)

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package com.example.kisoo.craycat;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.RectF;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.View;
import android.widget.Toast;

import java.util.HashMap;
import java.util.Vector;

/**
* Created by KiSoo on 2015/12/2.
*/
public class PlayGround extends SurfaceView implements View.OnTouchListener {
private static int weight = 90;//每个元素的像素

private static final int width = 10;
private static final int height = 10;
/*路障*/
private static final int blocks = 10;//默认设置的路障数量
private static final int LEFT = 1;
private static final int LEFT_TOP = 2;
private static final int RIGHT_TOP = 3;
private static final int RIGHT = 4;
private static final int RIGHT_BOTTOM = 5;
private static final int LEFT_BOTTOM = 6;
private Dot matrix[][];
private Dot cat;


public PlayGround(Context context) {
super(context);
Toast.makeText(getContext(),"点击下方空白处初始化游戏,重要的事情只说一遍",Toast.LENGTH_LONG).show();
getHolder().addCallback(callback2);
matrix = new Dot[width][height];
for (int i = 0; i < width; i++) {//行数
for (int j = 0; j < height; j++) {//列数
matrix[i][j] = new Dot(j, i);
}
}
setOnTouchListener(this);
initGame();
}


private void reDraw() {
Canvas c = getHolder().lockCanvas();

Paint paint = new Paint();
// WindowManager windowManager= (WindowManager) getContext().getSystemService(Context.WINDOW_SERVICE);
// DisplayMetrics metrics= new DisplayMetrics();
// windowManager.getDefaultDisplay().getMetrics(metrics);
// float m = metrics.widthPixels;
// float n = metrics.heightPixels;
paint.setFlags(Paint.ANTI_ALIAS_FLAG);
Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.background);
c.drawBitmap(bitmap, 0, 0, paint);
/*取消对canvas的锁定*/
for (int i = 0; i < width; i++) {
int offset = 0;
if (i % 2 != 0) {
offset = weight / 2;
}
for (int j = 0; j < height; j++) {
Dot one = getDot(j, i);
switch (one.getStatus()) {
case Dot.STATUS_ON:
Log.v("路障坐标为", i + "," + j);
paint.setColor(Color.RED);
break;
case Dot.STATUS_off:
Log.v("未走过的区域", i + "," + j);
paint.setColor(Color.WHITE);
break;
case Dot.STATUS_in:
Log.v("神经猫的位置", i + "," + j);
paint.setColor(Color.BLUE);
break;
default:
break;
}
c.drawOval(new RectF(one.getX() * weight + offset, one.getY() * weight,
(one.getX() + 1) * weight + offset, (one.getY() + 1) * weight), paint);
}
}
getHolder().unlockCanvasAndPost(c);

}

SurfaceHolder.Callback2 callback2 = new SurfaceHolder.Callback2() {
@Override
public void surfaceRedrawNeeded(SurfaceHolder holder) {

}

@Override
public void surfaceCreated(SurfaceHolder holder) {
reDraw();
}

@Override
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
weight = arg2 * 2 / (width * 2 + 1);
reDraw();
}

@Override
public void surfaceDestroyed(SurfaceHolder holder) {

}
};

private void initGame() {
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
matrix[i][j].setStatus(Dot.STATUS_off);//全部设置为status_off
}
}
cat = new Dot(4, 5);
getDot(4, 5).setStatus(Dot.STATUS_in);
for (int i = 0; i < blocks; ) {
int x = (int) ((Math.random() * 1000) % height);
int y = (int) ((Math.random() * 1000) % width);
if (getDot(x, y).getStatus() == Dot.STATUS_off) {
getDot(x, y).setStatus(Dot.STATUS_ON);
i++;
Log.v("--->", "Block的数量为" + i);
Log.v("block的位置为", x + "," + y);
}
}
}

private Dot getDot(int x, int y) {
return matrix[y][x];
}

private boolean isAtEdge(Dot d) {
if (d.getX() * d.getY() == 0 || d.getX() + 1 == width || d.getY() + 1 == height) {
return true;
}
return false;
}

private Dot getNeighbor(Dot one, int dir) {//点 ,判断点的方向
switch (dir) {
case LEFT:
//正左方向
return getDot(one.getX() - 1, one.getY());

case LEFT_TOP:
//左上
if (one.getY() % 2 == 0) {
//偶数行
return getDot(one.getX() - 1, one.getY() - 1);
} else {
//奇数行
return getDot(one.getX(), one.getY() - 1);
}

case RIGHT_TOP:
//右上
if (one.getY() % 2 == 0) {
//偶数行
return getDot(one.getX(), one.getY() - 1);
} else {
//奇数行
return getDot(one.getX() + 1, one.getY() - 1);
}
case RIGHT:
//正右方向
return getDot(one.getX() + 1, one.getY());

case RIGHT_BOTTOM:
//右下
if (one.getY() % 2 == 0) {
//偶数行
return getDot(one.getX(), one.getY() + 1);
} else {
//奇数行
return getDot(one.getX() + 1, one.getY() + 1);
}
case LEFT_BOTTOM:
if (one.getY() % 2 == 0) {
//偶数行
return getDot(one.getX() - 1, one.getY() + 1);
} else {
//奇数行
return getDot(one.getX(), one.getY() + 1);
}
default:
break;
}
return null;
}

private int getDistance(Dot one, int dir) {
int distance = 0;
if (isAtEdge(one)){
return 1;
}
Dot ori = one, next;
while (true) {
next = getNeighbor(ori, dir);
if (next.getStatus() == Dot.STATUS_ON) {
return distance * -1;
}
if (isAtEdge(next)) {
//下一个是边界
distance = distance + 1;
return distance;
}
distance++;
ori = next;
}
}

private void MoveTo(Dot one) {
one.setStatus(Dot.STATUS_in);
getDot(cat.getX(), cat.getY()).setStatus(Dot.STATUS_off);
cat.setXY(one.getX(), one.getY());

}

private void move() {
if (isAtEdge(cat)) {
lose();
return;
}
Vector avail = new Vector<>();
Vector positive = new Vector<>();
HashMap al = new HashMap();

for (int i = 1; i < 7; i++) {
Dot n = getNeighbor(cat, i);
if (n.getStatus() == Dot.STATUS_off) {
avail.add(n);
al.put(n, i);
if (getDistance(n, i) > 0) {
positive.add(n);
}
}
}
if (avail.size() == 0) {
win();
} else if (avail.size() == 1) {
MoveTo(avail.get(0));
} else {
Dot best = null;
if (positive.size() != 0) {
int min = 99999;
for (int i = 0; i < positive.size(); i++) {
int distance = getDistance(positive.get(i), al.get(positive.get(i)));
if (distance < min) {
min = distance;
best = positive.get(i);
Log.e("----->","向前进");
}
}
} else {//所有方向都存在路障
int max = 0;
for (int i = 0; i < avail.size(); i++) {
int k = getDistance(avail.get(i), al.get(avail.get(i)));
if (k < max) {
max = k;
best = avail.get(i);
Log.e("----->","躲路障");
}
}
}
MoveTo(best);
}
}


private void lose() {
Toast.makeText(getContext(), "你失败了,菜狗,哇哈哈哈哈", Toast.LENGTH_LONG).show();
}

private void win() {
Toast.makeText(getContext(), "你竟然赢了,我不服!", Toast.LENGTH_LONG).show();

}

@Override
public boolean onTouch(View v, MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_UP) {
// Toast.makeText(getContext(),event.getX()+":"+ event.getY(),Toast.LENGTH_SHORT).show();
int x, y;
y = (int) (event.getY() / weight);
if (y % 2 == 0) {
x = (int) ((event.getX() / weight));
Log.e("当前为偶数行", y + "行" + x + "列");

} else {
x = (int) ((event.getX() * 2 / weight - 1) / 2);
Log.e("当前为奇数行", y + "行" + x + "列");
}
if (x + 1 > height || y + 1 > width) {
initGame();
} else {
if (getDot(x, y).getStatus() == Dot.STATUS_off) {
getDot(x, y).setStatus(Dot.STATUS_ON);
move();
}
/*被点以后就被设置为路障模式*/
}
reDraw();

}
return true;

}
}



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