1. 程式人生 > >2048遊戲回想二:算法總結(移動、合並、動畫等)

2048遊戲回想二:算法總結(移動、合並、動畫等)

switch com asm isp error 結束 復雜 因此 playsound

假設僅僅是單純的寫一個2048遊戲。讓這個遊戲能夠玩的話,工作量還是蠻小的。只是,在這寫工作中,你可能花時間最多的就是數字的移動與合並的算法了,假設沒有做過,可能確實要花點時間來構思,所以。寫完2048遊戲以後,我希望能把它做個記錄。

移動與合並的算法

比方說我們有例如以下一個界面:
技術分享圖片
如今。玩家向左劃。這個導致全部的數字向左移動,而且移動的過程中假設發生碰撞。會檢查數字是不是能夠合並。
我們的算法應該是通用的。不僅對於4*4模式,即便是針對3*3模式。n*n模式,它都應該是一樣的。
那麽怎麽做呢?事實上就兩步:
第一步:把第一個空格和空格後面的第一個數字(假設有)交換。
第二步:交換後檢查需不須要合並。
以此類推。
為了便於陳述。我們給圖片做一個坐標:
技術分享圖片


在這張圖片中,依照我們說的,第一個空白和第一個數字交換,也就是把(2,C)和(3,C)交換。交換後檢查能不能合並,假設能則合並,只是不能則不合並。這裏顯然能夠合並。所以我們把他們合並為4.然後空白後面就沒有數字了。算法結束。
因此。我們的算法必須記錄第一個空白的位置和第一個數字的位置,那麽我們用k記錄空白。用j記錄第一個數字。然後對於每一行,從左向右做這種事情。


直接上代碼吧,結合代碼一說就會明確:
首先,我們的一個數字使用一個Number類來表述:

public class Number {
    public int mScores;
    public int mCurPosition;
    public
int mBeforePosition; public boolean isNeedMove; public boolean isNeedCombine; public Number(int position,int scores){ mScores = scores; mCurPosition = mBeforePosition = position; isNeedMove = false; isNeedCombine = false; } public void reset(){ mScores = 0
; isNeedMove = false; isNeedCombine = false; } }

可見一個Number中有scores。也就是分數,當前的位置和之前的位置是用來計算動畫的,我們須要把一個Number從之前的位置移動到當前的位置。
然後整個遊戲使用一個Numbers類來表述:

public class Numbers {
    Number [][] mNumbers = new Number[Game2048StaticControl.gamePlayMode][Game2048StaticControl.gamePlayMode];
    public Numbers(){
        for(int i=0;i<Game2048StaticControl.gamePlayMode;i++){
            for(int j=0;j<Game2048StaticControl.gamePlayMode;j++){
                mNumbers[i][j] = new Number(0,0);
            }
        }
    }
    public Number getNumber(int x,int y){
        return mNumbers[x][y];
    }
    public Number [][] getNumbers (){
        return mNumbers;
    }
    public int getBlankCount(){
        int count = 0;
        for(int i=0;i<Game2048StaticControl.gamePlayMode;i++){
            for(int j=0;j<Game2048StaticControl.gamePlayMode;j++){
                if(mNumbers[i][j].mScores==0){
                    count++;
                }
            }
        }
        return count;
    }
    public int getPositonFromBlankCountTh(int blankTh){
        int count = 0;
        for(int i=0;i<Game2048StaticControl.gamePlayMode;i++){
            for(int j=0;j<Game2048StaticControl.gamePlayMode;j++){
                if(mNumbers[i][j].mScores==0){
                    if(count==blankTh){
                        return i*Game2048StaticControl.gamePlayMode+j;
                    }else {
                        count++;
                    }
                }
            }
        }
        return -1;
    }
    public void swapNumber(int position1,int position2){
        mNumbers[position1/Game2048StaticControl.gamePlayMode][position1%Game2048StaticControl.gamePlayMode].mCurPosition = position2;
        mNumbers[position1/Game2048StaticControl.gamePlayMode][position1%Game2048StaticControl.gamePlayMode].mBeforePosition = position1;
        mNumbers[position2/Game2048StaticControl.gamePlayMode][position2%Game2048StaticControl.gamePlayMode].mCurPosition = position1;
        mNumbers[position2/Game2048StaticControl.gamePlayMode][position2%Game2048StaticControl.gamePlayMode].mBeforePosition = position2;
        Number tem = mNumbers[position1/Game2048StaticControl.gamePlayMode][position1%Game2048StaticControl.gamePlayMode];
        mNumbers[position1/Game2048StaticControl.gamePlayMode][position1%Game2048StaticControl.gamePlayMode] = mNumbers[position2/Game2048StaticControl.gamePlayMode][position2%Game2048StaticControl.gamePlayMode];
        mNumbers[position2/Game2048StaticControl.gamePlayMode][position2%Game2048StaticControl.gamePlayMode] = tem;
    }
}

這個類的核心就是一個Number [n][n]的數組。n能夠為隨意值,由於我們的算法是通用的。

有了這個的概念以後,我們來看向左移動的算法,思想前面已經講過了,直接看代碼,結合代碼很easy理解。

   //return 0:do nothing
    //return 1:move
    //return 2:combine
    public int leftKeyDealAlgorithm(){
        int i, j, k;
        boolean isMoved = false;
        boolean isFinalMove = false;
        boolean isFinalCombie = false;
        for(i=0;i<Game2048StaticControl.gamePlayMode;i++){
            j=k=0;
            isMoved = false;
            while (true) {
                while (j<Game2048StaticControl.gamePlayMode && !isPosionHasNumber(i,j))
                    j++;
                if (j > Game2048StaticControl.gamePlayMode-1)
                    break;
                if (j > k){
                    isMoved = true;
                    isFinalMove = true;
                    Number number = getNumber(i,j);
                    number.isNeedMove = true;
                    number.isNeedCombine = false;
                    swapNumber(i*Game2048StaticControl.gamePlayMode+k,i*Game2048StaticControl.gamePlayMode+j);
                }
                if (k > 0 && getNumber(i,k).mScores==getNumber(i,k-1).mScores && !getNumber(i,k-1).isNeedCombine){
                    isFinalCombie = true;
                    Number numberk = getNumber(i,k);
                    Number numberkl = getNumber(i,k-1);
                    if(isMoved){
                        numberkl.mBeforePosition = numberk.mBeforePosition;
                    }else {
                        numberkl.mBeforePosition =  i*Game2048StaticControl.gamePlayMode+k;
                    }
                    numberkl.mCurPosition = i*Game2048StaticControl.gamePlayMode+k-1;
                    numberkl.isNeedMove = true;
                    numberkl.isNeedCombine = true;
                    numberkl.mScores <<=1;
                    updateCurScoresAndHistoryScores(numberkl.mScores);
                    numberk.reset();
                    numberk.mCurPosition = numberk.mBeforePosition = i*Game2048StaticControl.gamePlayMode+k;
                } else{
                    k++;
                }
                j++;
            }
        }
        return isFinalCombie?2:(isFinalMove?1:0);
    }

第一步:j=k=0;
第二步:找到第一個數字:

                while (j<Game2048StaticControl.gamePlayMode && !isPosionHasNumber(i,j))
                    j++;

第三步:假設j > k,那就意味這k這個位置的數字一定是空的,j這個位置的一定是第一個數字。所以就把他們交換。
第四步:推斷是不是須要合並

if (k > 0 && getNumber(i,k).mScores==getNumber(i,k-1).mScores && !getNumber(i,k-1).isNeedCombine

推斷的條件是k>0,由於是向前合並,所以合並至少是從第二個開始的。其次就是兩個數字要相等,同一時候,已經合並了得數字不能再合並。
然後再做下一個循環,如此往復就可以完畢。

以下貼出其它三個方向的代碼。

   public int rightKeyDealAlgorithm(){
        int i, j, k;
        boolean isMoved = false;
        boolean isFinalMove = false;
        boolean isFinalCombie = false;
        for(i=0;i<Game2048StaticControl.gamePlayMode;i++){
            j=k=Game2048StaticControl.gamePlayMode-1;
            isMoved = false;
            while (true) {
                while (j>-1 && !isPosionHasNumber(i,j))
                    j--;
                if (j < 0)
                    break;
                if (j < k){
                    isMoved = true;
                    isFinalMove = true;
                    Number number = getNumber(i,j);
                    number.isNeedMove = true;
                    number.isNeedCombine = false;
                    swapNumber(i*Game2048StaticControl.gamePlayMode+k,i*Game2048StaticControl.gamePlayMode+j);
                }
                if (k < Game2048StaticControl.gamePlayMode-1 && getNumber(i,k).mScores==getNumber(i,k+1).mScores && !getNumber(i,k+1).isNeedCombine){
                    isFinalCombie = true;
                    Number numberk = getNumber(i,k);
                    Number numberkl = getNumber(i,k+1);
                    if(isMoved){
                        numberkl.mBeforePosition = numberk.mBeforePosition;
                    }else {
                        numberkl.mBeforePosition =  i*Game2048StaticControl.gamePlayMode+k;
                    }
                    numberkl.mCurPosition = i*Game2048StaticControl.gamePlayMode+k+1;
                    numberkl.isNeedMove = true;
                    numberkl.isNeedCombine = true;
                    numberkl.mScores <<=1;
                    updateCurScoresAndHistoryScores(numberkl.mScores);
                    numberk.reset();
                    numberk.mCurPosition = numberk.mBeforePosition = i*Game2048StaticControl.gamePlayMode+k;
                } else{
                    k--;
                }
                j--;
            }
        }
        return isFinalCombie?2:(isFinalMove?1:0);
    }
    public int upKeyDealAlgorithm(){
        int i, j, k;
        boolean isMoved = false;
        boolean isFinalMove = false;
        boolean isFinalCombie = false;
        for(i=0;i<Game2048StaticControl.gamePlayMode;i++){
            j=k=0;
            isMoved = false;
            while (true) {
                while (j<Game2048StaticControl.gamePlayMode && !isPosionHasNumber(j,i))
                    j++;
                if (j > Game2048StaticControl.gamePlayMode-1)
                    break;
                if (j > k){
                    isMoved = true;
                    isFinalMove = true;
                    Number number = getNumber(j,i);
                    number.isNeedMove = true;
                    number.isNeedCombine = false;
                    swapNumber(k*Game2048StaticControl.gamePlayMode+i,j*Game2048StaticControl.gamePlayMode+i);
                }
                if (k > 0 && getNumber(k,i).mScores==getNumber(k-1,i).mScores && !getNumber(k-1,i).isNeedCombine){
                    isFinalCombie = true;
                    Number numberk = getNumber(k,i);
                    Number numberkl = getNumber(k-1,i);
                    if(isMoved){
                        numberkl.mBeforePosition = numberk.mBeforePosition;
                    }else {
                        numberkl.mBeforePosition =  k*Game2048StaticControl.gamePlayMode+i;
                    }
                    numberkl.mCurPosition = (k-1)*Game2048StaticControl.gamePlayMode+i;
                    numberkl.isNeedMove = true;
                    numberkl.isNeedCombine = true;
                    numberkl.mScores <<=1;
                    updateCurScoresAndHistoryScores(numberkl.mScores);
                    numberk.reset();
                    numberk.mCurPosition = numberk.mBeforePosition = k*Game2048StaticControl.gamePlayMode+i;
                } else{
                    k++;
                }
                j++;
            }
        }
        return isFinalCombie?2:(isFinalMove?1:0);
    }
    public int downKeyDealAlgorithm(){
        int i, j, k;
        boolean isMoved = false;
        boolean isFinalMove = false;
        boolean isFinalCombie = false;
        for(i=0;i<Game2048StaticControl.gamePlayMode;i++){
            j=k=Game2048StaticControl.gamePlayMode-1;
            isMoved = false;
            while (true) {
                while (j>-1 && !isPosionHasNumber(j,i))
                    j--;
                if (j < 0)
                    break;
                if (j < k){
                    isMoved = true;
                    isFinalMove = true;
                    Number number = getNumber(j,i);
                    number.isNeedMove = true;
                    number.isNeedCombine = false;
                    swapNumber(k*Game2048StaticControl.gamePlayMode+i,j*Game2048StaticControl.gamePlayMode+i);
                }
                if (k < Game2048StaticControl.gamePlayMode-1 && getNumber(k,i).mScores==getNumber(k+1,i).mScores && !getNumber(k+1,i).isNeedCombine){
                    isFinalCombie = true;
                    Number numberk = getNumber(k,i);
                    Number numberkl = getNumber(k+1,i);
                    if(isMoved){
                        numberkl.mBeforePosition = numberk.mBeforePosition;
                    }else {
                        numberkl.mBeforePosition =  k*Game2048StaticControl.gamePlayMode+i;
                    }
                    numberkl.mCurPosition = (k+1)*Game2048StaticControl.gamePlayMode+i;
                    numberkl.isNeedMove = true;
                    numberkl.isNeedCombine = true;
                    numberkl.mScores <<=1;
                    updateCurScoresAndHistoryScores(numberkl.mScores);
                    numberk.reset();
                    numberk.mCurPosition = numberk.mBeforePosition = k*Game2048StaticControl.gamePlayMode+i;
                } else{
                    k--;
                }
                j--;
            }
        }
        return isFinalCombie?

2:(isFinalMove?1:0); }

動畫

計算結束以後,我們須要使用動畫移動和合並數字,由於都是直線運動。所以動畫並不復雜,想想我們的Number類,計算動畫僅僅須要兩個變量。一個之前的位置。一個是當前的位置。
我們能夠理一下思路:當用戶須要向左移動時:

                    case Game2048StaticControl.DIRECT_LEFT:{
                        mNumberQueue.pushItem(mGAM.getmNumbers());
                        int ret =  mGAM.leftKeyDealAlgorithm();
                        if (ret>0){
                            startAnimation(mHolder,mPaint,Game2048StaticControl.DIRECT_LEFT);
                            mGAM.updateNumbers();
                            doDrawGameSurface();
                            sendEmptyMessage(Game2048StaticControl.GENERATE_NUMBER);
                            playSoundEffect(ret);
                        }
                        break;
                    }

我們須要做例如以下幾步:
第一步:保存當前的遊戲。用於反悔的時候回退。mNumberQueue.pushItem(mGAM.getmNumbers())
第二步:計算移動與合並
mGAM.leftKeyDealAlgorithm();
第三步:使用動畫移動和合並數字
startAnimation(mHolder,mPaint,Game2048StaticControl.DIRECT_LEFT);
第四步:生成一個新的數字
sendEmptyMessage(Game2048StaticControl.GENERATE_NUMBER);
通過發送消息來實現,詳細的實如今消息的處理代碼中,這很easy。這裏暫不展開。
以下看一個startAnimation方法。


startAnimation定義例如以下:

    public void startAnimation(SurfaceHolder holder,Paint paint,int direct){
        int count = 0;
        RectF rectF = new RectF();
        while (count++<Game2048StaticControl.ANIMATION_MOVE_STEP) {
            Canvas canvas = holder.lockCanvas();
            mDrawTools.initSurfaceBg(canvas, paint);
            mDrawTools.drawSurfaceMap(canvas, paint);
            mDrawTools.drawSurfaceMapAndNumbersWhoIsNeedCombine(canvas,paint);
            for (int i = 0; i < Game2048StaticControl.gamePlayMode; i++) {
                for (int j = 0; j < Game2048StaticControl.gamePlayMode; j++) {
                    mGAM.aniInsertValue(i, j, count, Game2048StaticControl.ANIMATION_MOVE_STEP,direct,rectF);
                    if(rectF != null && mGAM.isPosionHasNumber(i,j) && mGAM.getNumber(i,j).isNeedMove){
                        mDrawTools.drawNumberByRectF(i,j,canvas,paint,rectF);
                    }
                }
            }
            holder.unlockCanvasAndPost(canvas);
        }
    }

就是對每個Number,使用 mGAM.aniInsertValue方法來計算它的坐標:

  public void aniInsertValue(int x,int y,int count,int insertCount,int direct,RectF rectF){
        Number number = getNumber(x,y);
        if(number.mCurPosition ==  number.mBeforePosition){
            return;
        }
        float xDiffPixels = Game2048StaticControl.GameNumberViewPosition[number.mCurPosition/Game2048StaticControl.gamePlayMode]
                [number.mCurPosition%Game2048StaticControl.gamePlayMode].left
                -Game2048StaticControl.GameNumberViewPosition[number.mBeforePosition/Game2048StaticControl.gamePlayMode]
                [number.mBeforePosition%Game2048StaticControl.gamePlayMode].left;
        float yDiffPixels = Game2048StaticControl.GameNumberViewPosition[number.mCurPosition/Game2048StaticControl.gamePlayMode]
                [number.mCurPosition%Game2048StaticControl.gamePlayMode].top
                -Game2048StaticControl.GameNumberViewPosition[number.mBeforePosition/Game2048StaticControl.gamePlayMode]
                [number.mBeforePosition%Game2048StaticControl.gamePlayMode].top;
        xDiffPixels = Math.abs(xDiffPixels);
        yDiffPixels = Math.abs(yDiffPixels);
        float xStep = xDiffPixels/insertCount;
        float yStep = yDiffPixels/insertCount;
        float xNewPosition = Game2048StaticControl.GameNumberViewPosition[number.mCurPosition/Game2048StaticControl.gamePlayMode]
                [number.mCurPosition%Game2048StaticControl.gamePlayMode].left;
        float yNewPosition = Game2048StaticControl.GameNumberViewPosition[number.mCurPosition/Game2048StaticControl.gamePlayMode]
                [number.mCurPosition%Game2048StaticControl.gamePlayMode].top;;
        switch (direct){
            case DIRECT_UP:{
                yNewPosition = Game2048StaticControl.GameNumberViewPosition[number.mBeforePosition/Game2048StaticControl.gamePlayMode]
                        [number.mBeforePosition%Game2048StaticControl.gamePlayMode].top
                        - yStep*count;
                break;
            }
            case DIRECT_DOWN:{
                yNewPosition = Game2048StaticControl.GameNumberViewPosition[number.mBeforePosition/Game2048StaticControl.gamePlayMode]
                        [number.mBeforePosition%Game2048StaticControl.gamePlayMode].top
                                + yStep*count;
                break;
            }
            case DIRECT_LEFT:{
                xNewPosition = Game2048StaticControl.GameNumberViewPosition[number.mBeforePosition/Game2048StaticControl.gamePlayMode]
                        [number.mBeforePosition%Game2048StaticControl.gamePlayMode].left
                        - xStep*count;
                break;
            }
            case DIRECT_RIGHT:{
                xNewPosition = Game2048StaticControl.GameNumberViewPosition[number.mBeforePosition/Game2048StaticControl.gamePlayMode]
                        [number.mBeforePosition%Game2048StaticControl.gamePlayMode].left
                        + xStep*count;
                break;
            }
            default:break;
        }
        rectF.set(xNewPosition,yNewPosition,xNewPosition+Game2048StaticControl.gameNumberViewLength
                ,yNewPosition+Game2048StaticControl.gameNumberViewLength);
    }

計算的過程正對上下左右各不同樣。原理很easy:
技術分享圖片
原理就是在途中的花點的地方繪制一下數字就好了。也就是所謂的線性插值法。

在隨機位置隨機生成2或者4

生成2或者4就太簡單了,隨機位置怎麽計算呢?這裏要註意實在空白方格的隨機位置哦,因此首先要獲取當前有多少個空格:

    public int getBlankCount(){
        return mNumbers.getBlankCount();
    }

進一步:

    public int getBlankCount(){
        int count = 0;
        for(int i=0;i<Game2048StaticControl.gamePlayMode;i++){
            for(int j=0;j<Game2048StaticControl.gamePlayMode;j++){
                if(mNumbers[i][j].mScores==0){
                    count++;
                }
            }
        }
        return count;
    }

比方說當前有7個空白處。那麽就僅僅能生7以內的隨機數n,然後 把它插到第n個空白處。


插入方法例如以下:

    public int  setOneRandomNumberInRandomPosition(){
        int scores = Game2048Algorithm.getRandom2Or4();
        int blankCount = getBlankCount();
        Log.d(TAG,"blankCount:"+blankCount);
        int blankTh = 0;
        if(blankCount<=0){
            return -1;
        }else{
            blankTh = Game2048Algorithm.getRandomPosition(blankCount);
        }
        int position = mNumbers.getPositonFromBlankCountTh(blankTh);
        if (position<0){
            Log.d(TAG,"getPositonFromBlankCountTh return error");
            return -1;
        }
        Number num = mNumbers.getNumber(position/Game2048StaticControl.gamePlayMode,position%Game2048StaticControl.gamePlayMode);
        num.mScores = scores;
        num.mBeforePosition = num.mCurPosition = position;
        num.isNeedCombine = num.isNeedMove = false;
        return position;
    }

檢測遊戲失敗

檢測遊戲的失敗也有一個通用的方式:

   public boolean checkGameOver(){
        Log.d(TAG,"checkGameOver");
        for (int i = 0; i < Game2048StaticControl.gamePlayMode; i++)
        {
            for (int j = 0; j < Game2048StaticControl.gamePlayMode; j++)
            {
                if (j != Game2048StaticControl.gamePlayMode-1 && getNumber(i,j).mScores == getNumber(i,j+1).mScores)
                    return false;
                if (i != Game2048StaticControl.gamePlayMode-1 && getNumber(i,j).mScores == getNumber(i+1,j).mScores)
                    return false;
            }
        }
        if (mListener!=null){
            mListener.onGameOver();
        }
        return true;
    }

算法的核心思想就是一定要對每個數字對照它的前後左右。

僅僅要發現有相等的就覺得能夠繼續。當然。推斷的前提的空白格子的數量為0。

2048遊戲回想二:算法總結(移動、合並、動畫等)