? 這個第四個實例,我只是單純的把j2me的代碼換成android的,所以屏幕的大小的適應(yīng)性和好不好看,我都沒有考慮。
下面給出第四個實例的MainView的代碼
效果圖:
??
package com.wjh.demon_4;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.KeyEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.SurfaceHolder.Callback;
public class MainView extends SurfaceView implements Callback,Runnable{
int keyCode = 0;
String keyAction = "";
Thread gameThread = null;
boolean isGame = true;
SurfaceHolder holder = null;
public char m_achWords[][] = //存儲原始字符矩陣
{ {'H', 'R', 'T', 'W', 'T'},
{'E', 'I', 'H', 'O', 'H'},
{'L', 'G', 'I', 'R', 'R'},
{'L', 'H', 'N', 'L', 'E'},
{'O', 'T', 'G', 'D', 'E'} };
public int m_nCurLine = 0; //記錄當(dāng)前行
public int m_anDis[] = { 0,1,2,3,4 };
public boolean m_bGameOK = false; //組合成功的標志
public MainView(Context context) {
super(context);
// TODO Auto-generated constructor stub
setFocusable(true);
getHolder().addCallback(this);
holder = this.getHolder();
}
@Override
public void run() {
// TODO Auto-generated method stub
while(isGame)
{
input();
logic();
doDraw();
try {
Thread.sleep(100);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
//開始游戲主線程
public void start()
{
if(gameThread == null)
{
gameThread = new Thread(this);
gameThread.start();
}
}
//停止游戲主線程
public void stop()
{
isGame = false;
if(gameThread != null)
{
try {
gameThread.join();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
//輸入判斷
public void input()
{
}
//邏輯判斷
public void logic()
{
if( m_bGameOK )
return;
m_bGameOK = true;
for( int n = 0; n < 5; n ++ ){
if( m_anDis[n] != 0 ){
m_bGameOK = false;
break;
}
}
}
public void doDraw()
{
Canvas c = null;
try
{
c = holder.lockCanvas();
synchronized (holder) {
paint(c);
}
}finally{
if(c != null)
{
holder.unlockCanvasAndPost(c);
}
}
}
//畫圖
public void paint(Canvas canvas)
{
Paint backGround = new Paint();
backGround.setColor(Color.BLACK);
//清屏
canvas.drawRect(0, 0, getWidth(), getHeight(), backGround);
//設(shè)置畫筆顏色
Paint cPaint = new Paint();
//顯示字符
//realCol為所顯示的字符在原始矩陣中的列數(shù)
int realCol = 0;
//row為行數(shù),col為列數(shù)
for( int row = 0; row < 5; row ++ ){
if( row == m_nCurLine ) //當(dāng)前行的字符用黃色顯示
cPaint.setColor(Color.YELLOW);
else
cPaint.setColor(Color.WHITE); //非當(dāng)前行的字符用白色顯示
for( int col = 0; col < 5; col ++ ){
//利用偏位數(shù)得到與當(dāng)前位置對應(yīng)的原始矩陣中的位置
realCol = m_anDis[row] + col;
if( realCol > 4 )
realCol = realCol - 5;
canvas.drawText(""+m_achWords[row][realCol], 30 + col * 15, 30+row * 15, cPaint);
}
}
cPaint.setColor(Color.WHITE);
if( m_bGameOK )
canvas.drawText("真棒,完全正確", 50, 120, cPaint);
else
canvas.drawText("左右移動字符,使縱向拼寫正確", 40, 120, cPaint);
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
// TODO Auto-generated method stub
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
// TODO Auto-generated method stub
start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
stop();
}
public boolean onKeyDown(int keyCode, KeyEvent event) {
// TODO Auto-generated method stub
if( m_bGameOK )
return true; //得到當(dāng)前按鍵狀態(tài)
//如果按下方向鍵的上鍵,則調(diào)整當(dāng)前行的位置
if( keyCode == KeyEvent.KEYCODE_DPAD_UP )
m_nCurLine --;
//如果按下方向鍵的下鍵,則調(diào)整當(dāng)前行的位置
if(keyCode == KeyEvent.KEYCODE_DPAD_DOWN)
m_nCurLine ++;
//調(diào)整當(dāng)前行的值,使它在0到4之間
if( m_nCurLine < 0 )
m_nCurLine += 5;
if( m_nCurLine > 4)
m_nCurLine -= 5;
//如果按下方向鍵的左鍵,則當(dāng)前行的字符左移
if( keyCode == KeyEvent.KEYCODE_DPAD_LEFT)
m_anDis[m_nCurLine] ++;
//如果按下方向鍵的右鍵,則當(dāng)前行的字符右移
if( keyCode == KeyEvent.KEYCODE_DPAD_RIGHT)
m_anDis[m_nCurLine] --;
if( m_anDis[m_nCurLine] < 0 )
m_anDis[m_nCurLine] += 5;
if( m_anDis[m_nCurLine] > 4 )
m_anDis[m_nCurLine] -= 5;
return super.onKeyDown(keyCode, event);
}
}
?
?apk文件(將后綴改為apk): Demon_4.zip
源代碼文件: Demon_4.rar
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