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  • libgdx自制简易版Don't Touch The White Tile

    Don't Toutch The White说来也奇快,本来没什么难的,但是在欧美ios榜上却雄踞榜首好长时间。即使是在国内,也很火,还真是想不通,谁能解释下,难道真是所谓的抓住了用户的G点,或是这些开发者够极客。

    这个问题,很难回答。算了,不去追究了,技术人员还是安心敲个代码吧!!!

    下面是我自己的代码,使用libgdx做的,纯手工的。

    game类,游戏入口,主类

    package com.fxb.whitetile;
    
    import com.badlogic.gdx.Game;
    import com.badlogic.gdx.Gdx;
    import com.badlogic.gdx.scenes.scene2d.ui.Skin;
    
    public class WhiteTile extends Game{
    
        static Skin skin;
        StartScreen startScreen;
        static GameScreen gameScreen;
        LevelScreen levelScreen;
        
        @Override
        public void create() {
            // TODO Auto-generated method stub    
            skin = new Skin( Gdx.files.internal( "skin/uiskin.json" ) );
            startScreen = new StartScreen( this );
            gameScreen = new GameScreen( this );
            levelScreen = new LevelScreen( this );
            
            setScreen( startScreen );
        }
    
    
        @Override
        public void dispose() {
            // TODO Auto-generated method stub
            skin.dispose();
            startScreen.dispose();
            gameScreen.dispose();
            levelScreen.dispose();
            super.dispose();
        }
    }
    //开始场景
    package
    com.fxb.whitetile; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.ScreenAdapter; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.scenes.scene2d.Action; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.actions.Actions; import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; public class StartScreen extends ScreenAdapter{ WhiteTile game; Stage stage; TextButton btnStart, btnLevel; SequenceAction actionTotal; public StartScreen(WhiteTile game0){ game = game0; stage = new Stage(); btnStart = new TextButton( "Start Game", WhiteTile.skin, "default" ); btnStart.addListener( new InputListener(){ @Override public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub return true; } @Override public void touchUp(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub stage.addAction( actionTotal ); } }); btnLevel = new TextButton( "Select Mode", WhiteTile.skin, "default" ); btnLevel.addListener( new InputListener(){ @Override public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub return true; } @Override public void touchUp(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub game.setScreen( game.levelScreen ); } }); //stage.addAction( Actions.fadeOut( 2 ) ); Action actionChange = new Action(){ @Override public boolean act(float delta) { // TODO Auto-generated method stub game.setScreen( game.gameScreen ); dispose(); return false; } }; Action actionRotate = Actions.rotateBy( -360, 2 ); //actionTotal = Actions.sequence( Actions.parallel( actionRotate, Actions.fadeOut(2) ), actionChange ); actionTotal = Actions.sequence( Actions.fadeOut(0.2f), actionChange ); btnStart.setSize( 150, 70 ); btnStart.setPosition( stage.getWidth()/2-btnStart.getWidth()/2, stage.getHeight()/2-btnStart.getHeight()-50 ); btnLevel.setSize( 150, 70 ); btnLevel.setPosition( stage.getWidth()/2-btnStart.getWidth()/2, stage.getHeight()/2+50 ); stage.addActor( btnStart ); stage.addActor( btnLevel ); } @Override public void show() { // TODO Auto-generated method stub Gdx.input.setInputProcessor( stage ); } @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor( 0, 1, 1, 1 ); Gdx.gl.glClear( GL10.GL_COLOR_BUFFER_BIT ); stage.act(); stage.draw(); } @Override public void dispose() { // TODO Auto-generated method stub //stage.dispose(); super.dispose(); } }
    //模式选择场景
    package
    com.fxb.whitetile; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.ScreenAdapter; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; public class LevelScreen extends ScreenAdapter{ WhiteTile game; Stage stage; //Table table; TextButton[] sButton; public LevelScreen(WhiteTile game0){ game = game0; stage = new Stage(); //table = new Table( WhiteTile.skin ); sButton = new TextButton[3]; String[] arrStr = { "Simple", "Normal", "Hard" }; for( int i=0; i<sButton.length; ++i ){ sButton[i] = new TextButton( arrStr[i], WhiteTile.skin ); sButton[i].setSize( 150, 60 ); stage.addActor( sButton[i] ); //table.row(); } sButton[0].addListener(new InputListener(){ @Override public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub return true; } @Override public void touchUp(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub Constant.level = 1; game.setScreen( game.startScreen ); } }); sButton[1].addListener(new InputListener(){ @Override public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub return true; } @Override public void touchUp(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub Constant.level = 2; game.setScreen( game.startScreen ); } }); sButton[2].addListener(new InputListener(){ @Override public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub return true; } @Override public void touchUp(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub Constant.level = 3; game.setScreen( game.startScreen ); } }); //stage.addActor( table ); //table //sButton[i].setPosition( stage.getWidth()/2-sButton[i].getWidth()/2, stage.getHeight()/2 ); sButton[0].setPosition( stage.getWidth()/2-sButton[0].getWidth()/2, stage.getHeight()/2+sButton[0].getHeight()/2+50 ); sButton[1].setPosition( stage.getWidth()/2-sButton[1].getWidth()/2, stage.getHeight()/2-sButton[1].getHeight()/2 ); sButton[2].setPosition( stage.getWidth()/2-sButton[2].getWidth()/2, stage.getHeight()/2-3*sButton[2].getHeight()/2-50 ); } public boolean IsInside( Actor actor, float x, float y ){ return x>actor.getX() && x<actor.getRight() && y>actor.getY() && y>actor.getTop(); } @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor( 0, 1, 1, 1 ); Gdx.gl.glClear( GL10.GL_COLOR_BUFFER_BIT ); stage.act(); stage.draw(); } @Override public void show() { // TODO Auto-generated method stub Gdx.input.setInputProcessor( stage ); super.show(); } @Override public void dispose() { // TODO Auto-generated method stub super.dispose(); } }
    //游戏主场景
    package
    com.fxb.whitetile; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.ScreenAdapter; import com.badlogic.gdx.graphics.GL10; public class GameScreen extends ScreenAdapter{ WhiteTile game; GameStage gameStage; OverStage overStage; public GameScreen( WhiteTile game0 ){ game = game0; gameStage = new GameStage(this); overStage = new OverStage(); } @Override public void show() { // TODO Auto-generated method stub Gdx.input.setInputProcessor( gameStage ); //Constant.state = Constant.GameState.game_on; } @Override public void render(float delta) { // TODO Auto-generated method stub if( Constant.state == Constant.GameState.game_ready ){ gameStage.act(); gameStage.draw(); gameStage.Clear(); Constant.state = Constant.GameState.game_on; Gdx.input.setInputProcessor( gameStage ); } else if( Constant.state == Constant.GameState.game_on ){ Gdx.gl.glClearColor( 0, 1, 1, 1 ); Gdx.gl.glClear( GL10.GL_COLOR_BUFFER_BIT ); gameStage.act(); gameStage.draw(); } else if( Constant.state == Constant.GameState.game_preover ){ Gdx.gl.glClearColor( 0, 1, 1, 1 ); Gdx.gl.glClear( GL10.GL_COLOR_BUFFER_BIT ); gameStage.draw(); overStage.act(); overStage.draw(); Gdx.input.setInputProcessor( overStage ); } else if( Constant.state == Constant.GameState.game_over ){ //dispose(); Gdx.app.exit(); } } @Override public void dispose() { // TODO Auto-generated method stub gameStage.dispose(); super.dispose(); } }
    //游戏主舞台
    package
    com.fxb.whitetile;
    import com.badlogic.gdx.Gdx;
    import com.badlogic.gdx.graphics.Color;
    import com.badlogic.gdx.math.MathUtils;
    import com.badlogic.gdx.scenes.scene2d.Group;
    import com.badlogic.gdx.scenes.scene2d.InputEvent;
    import com.badlogic.gdx.scenes.scene2d.InputListener;
    import com.badlogic.gdx.scenes.scene2d.Stage;
    import com.badlogic.gdx.scenes.scene2d.ui.Image;
    import com.badlogic.gdx.scenes.scene2d.utils.Drawable;
    import com.badlogic.gdx.utils.Pool;
    import com.badlogic.gdx.utils.Pools;
    import com.fxb.whitetile.Constant.GameState;
    
    public class GameStage extends Stage{
    
        //Pool<Image> poolWhite;
        //Pool<Image> poolBlack;
        
        Pool<Block> poolBlock;
        int topIndex;
        float transferHeight;
        float imgHeight;
        Group groupImg;
        
        Drawable drawWhite;
        Drawable drawGray;
        
        GameScreen gameScreen;
        float speed;
        int count;
        
        int lastIndex1, lastIndex2;
        
        Block block;
        
        public GameStage(GameScreen screen0){
            //poolWhite = Pools.get( Image.class );
            //poolBlack = Pools.get( Image.class );
            gameScreen = screen0;    
            poolBlock = Pools.get( Block.class );
            imgHeight = (this.getHeight()-9)/4;
            
            groupImg = new Group();
            this.addActor( groupImg );
            
            drawGray = WhiteTile.skin.newDrawable( "white", Color.GRAY );
            drawWhite = WhiteTile.skin.newDrawable( "white" );
            
            //Block.gameScreen = gameScreen;
            
            Clear();
        }
        
        public void Clear(){
            topIndex = 5;
            this.getCamera().translate( 0, -transferHeight, 0 );
            transferHeight = 0;        
            speed = Constant.initSpeed*Constant.level;
            count = 0;
            
            groupImg.clear();
            poolBlock.clear();
                    
            lastIndex1 = lastIndex2 = -1;
            
            for( int j=0; j<topIndex; ++j ){
                AddBlock( j );
            }
        }
        
        
        public void AddBlock( int yIndex ){
            int index;
            do{
                index = MathUtils.random( 98 )%3;
            }while( lastIndex1==lastIndex2 && index==lastIndex1 );
            
            lastIndex2 = lastIndex1;        
            lastIndex1 = index;
            
            for( int i=0; i<3; ++i ){
                Block block = poolBlock.obtain();
                block.Clear();
                if( i == index ){
                    block.color = Color.GRAY;
                    block.setDrawable( drawGray );
                }else{
                    block.color = Color.WHITE;
                    block.setDrawable( drawWhite );
                }
                        
                //blockTran = block;
                //block.gameScreen = gameScreen;
                
                block.setSize( (this.getWidth()-12)/3, imgHeight );
                block.setPosition( 3+3*i+i*block.getWidth(), (yIndex+2)*(imgHeight+3) );
                groupImg.addActor( block );
            }
        }
        
        
        
        @Override
        public void draw() {
            // TODO Auto-generated method stub
            super.draw();
        }
    
        @Override
        public void act() {
            // TODO Auto-generated method stub
                
            count++;
            if( count > 60 ){
                count = 0;
                speed += Constant.speedInc*Constant.level;
            }
            
            
            getCamera().translate( 0, speed, 0 );
            transferHeight += speed;
            
            
            /*
            for( int i=0; i<groupImg.getChildren().size; ++i ){
                Block block = (Block)groupImg.getChildren().items[i];
                if( block.getY() < transferHeight && block.color==Color.GRAY && !block.isTouch ){
                    Constant.state = Constant.GameState.game_preover;
                }
            }
            */
                    
            boolean bIsDis = false;
            for( int i=0; i<groupImg.getChildren().size; ++i ){
                Block block = (Block)groupImg.getChildren().items[i];
                
                if( block.color==Color.WHITE && block.isTouch ){
                    Constant.state = Constant.GameState.game_preover;
                    //gameScreen.overStage = new OverStage();
                    gameScreen.overStage.Show();
                    Gdx.input.setInputProcessor( gameScreen.overStage );
                }
                
                if( block.getTop() < transferHeight )
                {
                    if( block.color==Color.GRAY && !block.isTouch ){
                        Constant.state = Constant.GameState.game_preover;
                        //gameScreen.overStage = new OverStage();
                        gameScreen.overStage.Show();
                        Gdx.input.setInputProcessor( gameScreen.overStage );
                    }
                    
                    groupImg.removeActor( block );
                    poolBlock.free( block );
                    if( !bIsDis ){
                        bIsDis = true;                    
                    }
                }
            }
            if( bIsDis ){
                AddBlock( topIndex );
                topIndex++;
            }
                    
            super.act();
        }
    
        @Override
        public void dispose() {
            // TODO Auto-generated method stub
            
            super.dispose();
        }
    
        
    }
    //游戏结束舞台
    package
    com.fxb.whitetile; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Dialog; public class OverStage extends Stage{ Dialog dialogOver; GameScreen gameScreen; public OverStage(){ dialogOver = new Dialog( "", WhiteTile.skin, "dialog" ){ @Override protected void result(Object object) { // TODO Auto-generated method stub //System.out.println( "Chosen" + object ); if( object.toString().equals( "true" ) ){ Constant.state = Constant.GameState.game_ready; }else{ System.out.println( "No" ); Constant.state = Constant.GameState.game_over; Gdx.app.exit(); } } }; dialogOver.text("GAME OVER").button("Again", true).button("Exit", false); addActor( dialogOver ); dialogOver.setSize( 150, 100 ); dialogOver.setPosition( this.getWidth()/2-dialogOver.getWidth()/2, this.getHeight()/2-dialogOver.getHeight()/2 ); //dialogOver.show( this ); } public void Show(){ //addActor( dialogOver ); dialogOver.show(this); } }
    //游戏中元素块,白块或灰块
    package
    com.fxb.whitetile; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.ui.Image; public class Block extends Image{ Color color; boolean isTouch; //GameScreen gameScreen; public Block(){ Clear(); addListener( new InputListener(){ @Override public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { // TODO Auto-generated method stub isTouch = true; if( color == Color.WHITE ){ //Constant.state = Constant.GameState.game_preover; //gameScreen.game. overStage.Show(); //gameScreen.overStage.Show(); } return true; } }); } public void Clear(){ isTouch = false; } }
    //全局参数类
    package
    com.fxb.whitetile; public class Constant { enum GameState{ game_ready, game_on, game_pause, game_over, game_preover }; public static GameState state = GameState.game_ready; public static float initSpeed = 5; public static float speedInc = 0.25f; public static int level = 2; }
    复制代码

    游戏写的很粗糙,自己试了下,在android手机下能运行,但有些bug,还有待改进。还望大家多多指正,谢谢!!!

     
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  • 原文地址:https://www.cnblogs.com/MiniHouse/p/3738450.html
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