前几天看Android自带的例子代码,其中有个贪吃蛇的游戏,看了其代码后觉得写得非常好,同时又有了想写一个俄罗斯方块游戏的想法。俄罗斯方块的游戏我以前曾经用JAVA实现过,当时实现得很复杂,而现在有了这个贪吃蛇的例子后,实现起来就简单多了。在贪吃蛇游戏中有个类TileView.java,这个类基本实现了对单个方块的操作,因此我就直接拿来用了,并没有做任何的修改,这个类的代码就不在这里贴出了。
俄罗斯方块游戏比贪吃蛇稍微复杂一些,其主要的难点主要有:
1.实现方块的旋转。我们都知道在游戏中按上方块是要旋转的,我对方块的旋转就是选择一个方块作为中心,另外3个方块都绕着它顺时针旋转90度。需要注意的一点就是田形的方块是不需要旋转的,如果按照我的方法旋转田形方块就会造成方块平移的结果。
2.边界的判定。就是判断一下方块是否可以移动,这包含两方面的内容,一方面是水平方向的移动,这里需要注意的就是在边界上旋转方块又可能使方块旋转出边界,所以在旋转前必要预先判断一下旋转后的方块是否已经超出了边界;另一方面是往下移动,一旦不能移动了就需要冻结方块并产生新的方块。
3.消行。每落下一个方块都需要判断一下是否可以消行。而消行后上面的方块又都要垂直下落,同时原来的位置也要被清空。
下面说一下实现这个游戏的步骤:
1.创建一个新的ANDROID工程,命名为Tetris,包名为com.test。
2.创建一个activity类,命名为:Tetris.java。
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package com.test;
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import android.content.Context;
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import android.content.res.Resources;
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import android.os.Bundle;
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import android.os.Handler;
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import android.os.Message;
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import android.util.AttributeSet;
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import android.util.Log;
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import android.view.KeyEvent;
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import android.view.View;
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import android.widget.TextView;
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import java.io.File;
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import java.io.FileNotFoundException;
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import java.io.FileOutputStream;
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import java.io.IOException;
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import java.util.ArrayList;
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import java.util.Random;
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public class TetrisView extends TileView {
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private static final String TAG = "TetrisView";
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/**
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* 游戏的四种状态
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*/
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private int mMode = READY;
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public static final int PAUSE = 0;
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public static final int READY = 1;
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public static final int RUNNING = 2;
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public static final int LOSE = 3;
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/**
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* 三种背景图片,由这些图片拼装成游戏的基本界面
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*/
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private static final int RED_STAR = 1;
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private static final int YELLOW_STAR = 2;
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private static final int GREEN_STAR = 3;
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/**
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* 产生随机数,根据随机数决定方块的形状
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*/
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private static final Random RNG = new Random();
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/**
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* 当前游戏的分数
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*/
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private long mScore = 0;
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/**
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* 历史最高分
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*/
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public static long historyScore = 0;
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/**
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* 是否超出了最高分,如果超出了,则在退出时会保存数据
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*/
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public static boolean overhistroy=false;
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/**
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* 方块移动的速度,数值越小则方块的速度越高,难度也就越大
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*/
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private long mMoveDelay;
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/**
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* 当前方块移动的速度,和mMoveDelay配合使用,在游戏中更改游戏的速度都是更改此变量值
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* 在每个方块产生的时候,将此变量值赋给mMoveDelay。之所以采用两个变量是因为当按下加速 方块落下之后,下一个方块的速度还要保持原来的速度。
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*/
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private long currentDelay;
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/**
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* 预先显示的方块,在前一个方块落下后,使其变为当前方块
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*/
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private ArrayList<Coordinate> preShape = new ArrayList<Coordinate>();
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/**
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* 当前正在下落的方块
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*/
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private ArrayList<Coordinate> mShape = new ArrayList<Coordinate>();
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private ArrayList<Coordinate> oldShape = new ArrayList<Coordinate>();
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/**
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* 显示历史最高分的文本框
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*/
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private TextView highestScore;
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/**
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* 显示当前分数的文本框
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*/
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private TextView currentScore;
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/**
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* 显示当前游戏级别的文本框
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*/
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private TextView currentLevel;
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/**
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* 记录游戏的级别
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*/
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private int gameLevel = 1;
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/**
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* 在屏幕中央显示提示信息的文本框
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*/
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private TextView info;
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/**
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* 记录目前落下的方块的最高层数
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*/
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private int highLevel = 0;
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/**
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* 当前方块类型,主要用来标示田形方块,从而在旋转方块的时候可以让田形方块不旋转
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*/
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private int shapeType;
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/**
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* 预先显示方块的类型
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*/
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private int preType;
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/**
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* 构造方法
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*/
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public TetrisView(Context context, AttributeSet attrs) {
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super(context, attrs);
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initGame();
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}
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public TetrisView(Context context, AttributeSet attrs, int defStyle) {
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super(context, attrs, defStyle);
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initGame();
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}
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/**
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* 通过一个handler来更新界面的显示,以及方块下落的速度
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*/
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private RefreshHandler mRedrawHandler = new RefreshHandler();
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class RefreshHandler extends Handler {
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@Override
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public void handleMessage(Message msg) {
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TetrisView.this.update();
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TetrisView.this.invalidate();
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}
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public void sleep(long delayMillis) {
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this.removeMessages(0);
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sendMessageDelayed(obtainMessage(0), delayMillis);
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}
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};
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/**
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* 初始化游戏
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*/
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private void initGame() {
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setFocusable(true);
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Resources r = this.getContext().getResources();
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resetTiles(4);
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loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
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loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
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loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));
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}
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/**
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* 开始一个新游戏,重置各种数据
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*/
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private void startGame() {
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clearTiles();
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gameLevel = 1;
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highLevel = 0;
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currentDelay = 600;
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mScore = 0;
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currentScore.setText("当前分数:\n" + mScore);
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currentLevel.setText("当前级别:\n" + gameLevel);
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highestScore.setText("最高分数:\n"+historyScore);
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setMode(RUNNING);
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}
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/**
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* 将arraylist转换为数组,从而可以将该部分数据保存起来
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*/
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private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
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int count = cvec.size();
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int[] rawArray = new int[count * 2];
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for (int index = 0; index < count; index++) {
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Coordinate c = cvec.get(index);
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rawArray[2 * index] = c.x;
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rawArray[2 * index + 1] = c.y;
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}
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return rawArray;
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}
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/**
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* 将已经落下来的方块的坐标保存在一个ArrayList中
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*/
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private ArrayList<Coordinate> tailsToList(int[][] tileGrid) {
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ArrayList<Coordinate> tranList = new ArrayList<Coordinate>();
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for (int i = 0; i < mXTileCount - 6; i++) {
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for (int j = 1; j < mYTileCount - 1; j++) {
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if (tileGrid[i][j] == RED_STAR) {
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Coordinate cor = new Coordinate(i, j);
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tranList.add(cor);
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}
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}
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}
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return tranList;
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}
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/**
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* 保存游戏的状态,从而在切换游戏后还可以继续游戏
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*
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* @return a Bundle with this view's state
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*/
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public Bundle saveState() {
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Bundle map = new Bundle();
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map.putIntArray("preShapeList", coordArrayListToArray(preShape));
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map.putIntArray("mShapeList", coordArrayListToArray(mShape));
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map.putLong("mMoveDelay", Long.valueOf(mMoveDelay));
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map.putLong("mScore", Long.valueOf(mScore));
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map.putLong("hisScore", Long.valueOf(historyScore));
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map.putInt("mLevel", highLevel);
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map.putIntArray("tailList", coordArrayListToArray(tailsToList(mTileGrid)));
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return map;
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}
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/**
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* 将数组转换为Arraylist,从而将保存的数据转化为游戏的状态
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*
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* @param rawArray : [x1,y1,x2,y2,...]
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* @return a ArrayList of Coordinates
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*/
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private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
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ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();
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int coordCount = rawArray.length;
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for (int index = 0; index < coordCount; index += 2) {
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Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
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coordArrayList.add(c);
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}
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return coordArrayList;
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}
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/**
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* 从保存的数据中读取已经落下的方块坐标,并重新在界面上画出这些方块
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*/
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private void listToTail(ArrayList<Coordinate> cor) {
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int count = cor.size();
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for (int index = 0; index < count; index++) {
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Coordinate c = cor.get(index);
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mTileGrid[c.x][c.y] = RED_STAR;
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}
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}
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/**
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* 切换到游戏的时候,读取所保存的数据,重现游戏先前的状态
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*
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* @param icicle a Bundle containing the game state
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*/
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public void restoreState(Bundle icicle) {
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setMode(PAUSE);
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historyScore = icicle.getLong("hisScore");
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highLevel = icicle.getInt("mLevel");
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mMoveDelay = icicle.getLong("mMoveDelay");
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mScore = icicle.getLong("mScore");
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preShape = coordArrayToArrayList(icicle.getIntArray("preShapeList"));
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mShape = coordArrayToArrayList(icicle.getIntArray("mShapeList"));
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listToTail(coordArrayToArrayList(icicle.getIntArray("tailList")));
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}
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/**
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* 对按键的响应
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*/
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public boolean onKeyDown(int keyCode, KeyEvent msg) {
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// 按下了上键
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if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
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if (mMode == READY | mMode == LOSE) {
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startGame();
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setMode(RUNNING);
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return (true);
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} else if (mMode == RUNNING) {
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transShape();
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update();
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return (true);
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}
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if (mMode == PAUSE) {
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setMode(RUNNING);
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update();
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return (true);
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}
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}
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// 按下了下键
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if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
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moveDown();
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return (true);
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}
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// 按下了左键
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if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
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moveLeft();
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updateShape();
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return (true);
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}
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// 按下了右键
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if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
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moveRight();
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updateShape();
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return (true);
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}
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return super.onKeyDown(keyCode, msg);
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}
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/**
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* 加速方块的下落
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*/
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private void moveDown() {
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mMoveDelay = 50;
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}
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/**
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* 将方块向右移动,在移动前要判断一下是否可以移动
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*/
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private void moveRight() {
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newToOld(mShape, oldShape);
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for (Coordinate c : mShape) {
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c.x = c.x + 1;
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}
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// 如果不可以移动,则保持位置不变
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if (!isMoveAble(mShape)) {
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for (Coordinate c : mShape) {
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c.x = c.x - 1;
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}
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}
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}
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/**
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* 将方块向左移动
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*/
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private void moveLeft() {
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newToOld(mShape, oldShape);
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for (Coordinate c : mShape) {
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c.x = c.x - 1;
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}
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if (!isMoveAble(mShape)) {
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for (Coordinate c : mShape) {
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c.x = c.x + 1;
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}
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}
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}
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/**
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* 旋转方块
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*/
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private void transShape() {
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Coordinate core = mShape.get(0);
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if (shapeType == 3) {
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// 田形,不用做任何事情
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} else {
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newToOld(mShape, oldShape);
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for (Coordinate c : mShape) {
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int x = core.x + (core.y - c.y);
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int y = core.y + (c.x - core.x);
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c.x = x;
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c.y = y;
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}
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// 如果可以旋转,则旋转90度并更新显示
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if (isMoveAble(mShape)) {
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updateShape();
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TetrisView.this.invalidate();
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} else {
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for (Coordinate c : mShape) {
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int x = core.x + (c.y - core.y);
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int y = core.y + (core.x - c.x);
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c.x = x;
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c.y = y;
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}
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}
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}
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}
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/**
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* 将一个方块的形状赋给另外一个
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*
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* @param mShape2
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* @param oldShape2
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*/
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private void newToOld(ArrayList<Coordinate> mShape2, ArrayList<Coordinate> oldShape2) {
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oldShape2.clear();
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for (int i = 0; i < 4; i++) {
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Coordinate c1 = mShape2.get(i);
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Coordinate c2 = new Coordinate(c1.x, c1.y);
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oldShape2.add(c2);
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}
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}
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/**
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* 处理游戏的更新
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*/
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public void update() {
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if (mMode == RUNNING) {
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// clearTiles();
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updateBlackGround();
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if (mXTileCount != 0) {
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// 如果是刚开始游戏,则初始化方块形状
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if (mShape.size() == 0) {
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shapeType = RNG.nextInt(7);
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mShape = getShape(shapeType);
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preType = RNG.nextInt(7);
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preShape = getShape(preType);
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mMoveDelay = currentDelay;
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// 设置方块的初始位置
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for (Coordinate c : mShape) {
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c.x = c.x + mXTileCount / 3;
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c.y = c.y + 1;
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}
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}
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// 将方块往下移动一格
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newToOld(mShape, oldShape);
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for (Coordinate c : mShape) {
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c.y++;
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}
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// 如果方块可以往下移动,则更新图形
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if (canMoveDown(mShape)) {
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updateShape();
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} else {
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// 如果不可以往下移动则将方块的状态改为已落下并开始落下新方块
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updateBlew();
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mShape = preShape;
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shapeType = preType;
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for (Coordinate c : mShape) {
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c.x = c.x + mXTileCount / 3;
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c.y = c.y + 1;
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}
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preType = RNG.nextInt(7);
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preShape = getShape(preType);
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mMoveDelay = currentDelay;
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}
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updatePreShape();
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}
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}
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// 设置方块落下的速度
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mRedrawHandler.sleep(mMoveDelay);
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}
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// 方块落下过程中颜色为黄色
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private void updateShape() {
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for (Coordinate c : oldShape) {
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setTile(0, c.x, c.y);
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Log.d(TAG, "old" + c.x + c.y);
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}
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for (Coordinate c : mShape) {
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Log.d(TAG, "new" + c.x + c.y);
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if (mXTileCount != 0) {
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setTile(YELLOW_STAR, c.x, c.y);
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}
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}
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}
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// 方块落下后颜色为红色
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private void updateBlew() {
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for (Coordinate c : mShape) {
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if (mXTileCount != 0) {
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setTile(RED_STAR, c.x, c.y - 1);
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if (mYTileCount - c.y > highLevel) {
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highLevel = mYTileCount - c.y;
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}
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}
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}
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// GAME OVER
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if (highLevel > mYTileCount - 3) {
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setMode(LOSE);
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}
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// 已经消去的行数
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int deleRows = 0;
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for (int i = 1; i <= highLevel + 1; i++) {
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int redCount = 0;
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for (int x = 1; x < mXTileCount - 7; x++) {
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if (mTileGrid[x][mYTileCount - i] == RED_STAR) {
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redCount++;
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}
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}
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// 如果某一行的红色方格数等于列总数,则该列需要消去
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if (redCount == mXTileCount -8 ) {
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deleRows++;
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continue;
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} else {
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// 将不需要消去的行向下移动,移动的幅度取决于前面消去的行数
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if (deleRows != 0) {
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for (int x = 1; x < mXTileCount - 6; x++) {
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mTileGrid[x][mYTileCount - i + deleRows] = mTileGrid[x][mYTileCount - i];
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mTileGrid[x][mYTileCount - i] = 0;
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}
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}
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}
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}
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// 更改分数,一次性消去的行数越多,得到的分数就越多
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switch (deleRows) {
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case 1:
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mScore = mScore + 100;
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break;
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case 2:
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mScore = mScore + 300;
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break;
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case 3:
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mScore = mScore + 500;
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break;
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case 4:
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mScore = mScore + 800;
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break;
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}
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// 更新最高分
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if (mScore > historyScore) {
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overhistroy=true;
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historyScore = mScore;
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highestScore.setText("最高分数: \n" + historyScore);
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}
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// 更新当前分
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currentScore.setText("当前分数:\n" + mScore);
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// 当级别达到一定的程度后不再增加方块下落的速度
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if (mScore >= (500 * (gameLevel * 2 - 1))) {
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gameLevel++;
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currentDelay -= 50;
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if (currentDelay < 50)
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currentDelay = 50;
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}
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// 更新当前级别
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currentLevel.setText("当前级别:\n" + gameLevel);
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}
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/**
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* 设置游戏的状态
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*
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* @param newMode
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*/
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public void setMode(int newMode) {
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int oldMode = mMode;
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mMode = newMode;
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if (newMode == RUNNING & oldMode != RUNNING) {
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info.setVisibility(View.INVISIBLE);
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update();
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return;
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}
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Resources res = getContext().getResources();
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CharSequence str = "";
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if (newMode == PAUSE) {
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str = res.getText(R.string.mode_pause);
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}
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if (newMode == READY) {
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str = res.getText(R.string.mode_ready);
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}
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if (newMode == LOSE) {
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str = res.getString(R.string.mode_lose_prefix) + mScore
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+ res.getString(R.string.mode_lose_suffix);
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}
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// 显示提示信息
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info.setText(str);
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info.setVisibility(View.VISIBLE);
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}
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/**
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* 更新预先显示方块
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*/
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private void updatePreShape() {
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for (int x = mXTileCount - 4; x < mXTileCount; x++) {
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for (int y = 1; y < 6; y++) {
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setTile(0, x, y);
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}
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}
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for (Coordinate c : preShape) {
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if (mXTileCount != 0) {
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setTile(YELLOW_STAR, c.x + mXTileCount - 3, c.y + 2);
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}
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}
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}
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/**
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* 判断方块是否可以移动
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*
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* @param list
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* @return
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*/
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private boolean isMoveAble(ArrayList<Coordinate> list) {
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boolean moveAble = true;
-
for (Coordinate c : list) {
-
-
if (mTileGrid[c.x][c.y] != GREEN_STAR && mTileGrid[c.x][c.y] != RED_STAR) {
-
continue;
-
} else {
-
moveAble = false;
-
break;
-
}
-
}
-
return moveAble;
-
-
}
-
-
/**
-
* 判断方块是否可以往下移动
-
*
-
* @param list
-
* @return
-
*/
-
private boolean canMoveDown(ArrayList<Coordinate> list) {
-
boolean moveAble = true;
-
for (Coordinate c : list) {
-
if (c.y < mYTileCount - 1 && mTileGrid[c.x][c.y] != RED_STAR) {
-
continue;
-
} else {
-
moveAble = false;
-
break;
-
}
-
}
-
return moveAble;
-
-
}
-
-
/**
-
* 画出游戏的背景.即游戏的边框
-
*
-
*/
-
private void updateBlackGround() {
-
for (int x = 0; x < mXTileCount - 5; x++) {
-
setTile(GREEN_STAR, x, 0);
-
setTile(GREEN_STAR, x, mYTileCount - 1);
-
}
-
for (int y = 1; y < mYTileCount - 1; y++) {
-
setTile(GREEN_STAR, 0, y);
-
setTile(GREEN_STAR, mXTileCount - 6, y);
-
}
-
}
-
-
/**
-
* 根据随机数产生各种形状的方块
-
*
-
* @param n
-
* @return
-
*/
-
private ArrayList<Coordinate> getShape(int n) {
-
ArrayList<Coordinate> shape = new ArrayList<Coordinate>();
-
switch (n) {
-
case 1:
-
// 反Z拐角
-
shape.add(new Coordinate(0, 0));
-
shape.add(new Coordinate(1, 0));
-
shape.add(new Coordinate(0, 1));
-
shape.add(new Coordinate(-1, 1));
-
break;
-
case 2:
-
// 正Z拐角
-
shape.add(new Coordinate(0, 0));
-
shape.add(new Coordinate(-1, 0));
-
shape.add(new Coordinate(0, 1));
-
shape.add(new Coordinate(1, 1));
-
break;
-
case 3:
-
// 田形
-
shape.add(new Coordinate(0, 0));
-
shape.add(new Coordinate(0, 1));
-
shape.add(new Coordinate(1, 0));
-
shape.add(new Coordinate(1, 1));
-
break;
-
case 4:
-
// 长条
-
shape.add(new Coordinate(0, 0));
-
shape.add(new Coordinate(-1, 0));
-
shape.add(new Coordinate(1, 0));
-
shape.add(new Coordinate(2, 0));
-
break;
-
case 5:
-
// 长左拐形
-
shape.add(new Coordinate(0, 0));
-
shape.add(new Coordinate(-1, 0));
-
shape.add(new Coordinate(0, 1));
-
shape.add(new Coordinate(0, 2));
-
break;
-
case 6:
-
// 长右拐形
-
shape.add(new Coordinate(0, 0));
-
shape.add(new Coordinate(1, 0));
-
shape.add(new Coordinate(0, 1));
-
shape.add(new Coordinate(0, 2));
-
break;
-
case 0:
-
// 凸形
-
shape.add(new Coordinate(0, 0));
-
shape.add(new Coordinate(-1, 0));
-
shape.add(new Coordinate(1, 0));
-
shape.add(new Coordinate(0, 1));
-
break;
-
}
-
return shape;
-
}
-
-
public void setTextView(TextView curView, TextView higView, TextView infView, TextView levView) {
-
currentScore = curView;
-
highestScore = higView;
-
info = infView;
-
currentLevel = levView;
-
}
-
-
/**
-
* 用来标示某一坐标上的方块
-
*
-
*/
-
private class Coordinate {
-
public int x;
-
-
public int y;
-
-
public Coordinate(int newX, int newY) {
-
x = newX;
-
y = newY;
-
}
-
-
public boolean equals(Coordinate other) {
-
if (x == other.x && y == other.y) {
-
return true;
-
}
-
return false;
-
}
-
-
public String toString() {
-
return "Coordinate: [" + x + "," + y + "]";
-
}
-
}
-
}
4.创建类TileView.java。该类是从贪吃蛇中复制过来的,没做任何修改,可以直接拿来用。可
以在sdk的smples/android 2.x.x/Snake目录中找到。
5.将贪吃蛇游戏res/drawable目录下的三个图片文件复制到自己工程的res/drawable目录中,如果没有这个目录可以创建或者放在其他的drawable-xxx目录中。
6.创建布局文件tetris_layout.xml
-
<?xml version="1.0" encoding="utf-8"?>
-
<FrameLayout
-
xmlns:android="http://schemas.android.com/apk/res/android"
-
android:layout_width="match_parent"
-
android:layout_height="match_parent">
-
<com.test.TetrisView
-
android:id="@+id/tetris"
-
android:layout_width="match_parent"
-
android:layout_height="match_parent"
-
tileSize="24" />
-
<RelativeLayout
-
android:layout_width="match_parent"
-
android:layout_height="match_parent">
-
<TextView
-
android:id="@+id/info"
-
android:text="@string/mode_ready"
-
android:visibility="visible"
-
android:layout_width="wrap_content"
-
android:layout_height="wrap_content"
-
android:layout_centerInParent="true"
-
android:gravity="center_horizontal"
-
android:textColor="#ff8888ff"
-
android:textSize="20sp" />
-
<TextView
-
android:id="@+id/current_score"
-
android:text="当前分数:\n 0"
-
android:visibility="visible"
-
android:layout_width="wrap_content"
-
android:layout_height="wrap_content"
-
android:layout_centerVertical="true"
-
-
android:layout_alignParentRight="true"
-
android:textColor="#ff8888ff"
-
android:textSize="16sp" />
-
<TextView
-
android:id="@+id/highest_score"
-
android:text="最高分数:\n 0"
-
android:visibility="visible"
-
android:layout_width="wrap_content"
-
android:layout_height="wrap_content"
-
android:layout_above="@id/current_score"
-
android:layout_alignParentRight="true"
-
android:textColor="#ff8888ff"
-
android:textSize="16sp" />
-
-
<TextView
-
android:id="@+id/current_level"
-
android:text="当前级别:\n 1"
-
android:visibility="visible"
-
android:layout_width="wrap_content"
-
android:layout_height="wrap_content"
-
android:layout_below="@id/current_score"
-
android:layout_alignParentRight="true"
-
android:textColor="#ff8888ff"
-
android:textSize="16sp" />
-
-
</RelativeLayout>
-
</FrameLayout>
7.打开res/values/strings.xml,将其修改为以下内容:
-
<?xml version="1.0" encoding="utf-8"?>
-
<resources>
-
-
<string
-
name="app_name">Tetris</string>
-
<string
-
name="mode_ready">\n按上开始游戏 </string>
-
<string
-
name="mode_pause"> 暂停\n按上继续游戏 </string>
-
<string
-
name="mode_lose_prefix">Game Over\nScore: </string>
-
<string
-
name="mode_lose_suffix">\n按上重新开始游戏 </string>
-
</resources>
8.打开AndroidManifest.xml,修改其内容如下:
-
<?xml version="1.0" encoding="utf-8"?>
-
<manifest
-
xmlns:android="http://schemas.android.com/apk/res/android"
-
package="com.test"
-
android:versionCode="1"
-
android:versionName="1.0">
-
<application
-
android:icon="@drawable/icon"
-
android:label="@string/app_name">
-
<activity
-
android:name=".Tetris"
-
android:theme="@android:style/Theme.NoTitleBar"
-
android:screenOrientation="portrait"
-
android:configChanges="keyboardHidden|orientation">
-
<intent-filter>
-
<action
-
android:name="android.intent.action.MAIN" />
-
<category
-
android:name="android.intent.category.LAUNCHER" />
-
</intent-filter>
-
</activity>
-
-
</application>
-
</manifest>
至此,一个简单的俄罗斯方块游戏就完成了,游戏运行时的图片为:
项目源码请移步
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