private void setNum() { int index = getTrueNum(); int a = new Random().nextInt(4); int x = new Random().nextInt(4); int y = new Random().nextInt(4); if (index != 16) { while (isOver[x][y]) { x = new Random().nextInt(4); y = new Random().nextInt(4); } TextView textView = findViewById(name[x][y]); isOver[x][y] = true; if (a < 2) { textView.setText(2 + ""); textView.setBackgroundResource(R.drawable.text_2); Animation animation = AnimationUtils.loadAnimation(this, R.anim.find); textView.setAnimation(animation); textView.startAnimation(animation); } else { textView.setText(4 + ""); textView.setBackgroundResource(R.drawable.text_4); Animation animation = AnimationUtils.loadAnimation(this, R.anim.find); textView.setAnimation(animation); textView.startAnimation(animation); } } else { dialog.show(); } }解释这段代码
时间: 2024-02-14 20:11:17 浏览: 56
这段代码是在 2048 游戏中生成新方块的方法 setNum()。具体解释如下:
首先,getTrueNum() 方法用于获取当前游戏面板上空余方块的数量。如果空余方块数量不为 16(即游戏面板还有空余方块),则继续生成新方块,否则弹出游戏结束提示框。
生成新方块时,首先随机获取一个数字 0~3 以及两个坐标 x 和 y(表示新方块的位置)。然后,通过判断 isOver 数组中对应位置是否为 true,确定位置是否可用。如果该位置已经有方块,就重新随机生成位置,直到找到一个空位置。
接下来,根据随机数 a 的值(0 或 1),生成一个新方块的数字,可以是 2 或 4。然后,通过 findViewById() 方法获取对应位置的 TextView 控件,设置其文本和背景,同时添加动画效果,使新方块的出现更为生动。最后,将该位置标记为已使用 isOver[x][y] = true。
如果游戏面板上已经没有空余方块,则弹出游戏结束提示框。
总之,这段代码实现了 2048 游戏中生成新方块的功能。
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import java.awt.Color;import java.awt.Graphics;import java.util.Random;import javax.swing.JFrame;import javax.swing.JPanel;public class Fireworks extends JPanel implements Runnable { private static final long serialVersionUID = 1L; private static final int WIDTH = 800; private static final int HEIGHT = 600; private static final int NUM_PARTICLES = 100; private static final int MAX_VELOCITY = 10; private static final int MAX_RADIUS = 10; private static final int MAX_LIFETIME = 100; private static final int DELAY = 10; private Particle[] particles; private Random random; public Fireworks() { particles = new Particle[NUM_PARTICLES]; random = new Random(); for (int i = 0; i < NUM_PARTICLES; i++) { particles[i] = new Particle(random.nextInt(WIDTH), random.nextInt(HEIGHT)); } } public void run() { while (true) { for (int i = 0; i < NUM_PARTICLES; i++) { particles[i].update(); } repaint(); try { Thread.sleep(DELAY); } catch (InterruptedException e) { e.printStackTrace(); } } } public void paint(Graphics g) { super.paint(g); for (int i = 0; i < NUM_PARTICLES; i++) { particles[i].draw(g); } } public static void main(String[] args) { JFrame frame = new JFrame("Fireworks"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(WIDTH, HEIGHT); Fireworks fireworks = new Fireworks(); frame.add(fireworks); frame.setVisible(true); new Thread(fireworks).start(); } private class Particle { private int x; private int y; private int radius; private int lifetime; private int velocityX; private int velocityY; private Color color; public Particle(int x, int y) { this.x = x; this.y = y; radius = random.nextInt(MAX_RADIUS) + 1; lifetime = random.nextInt(MAX_LIFETIME) + 1; velocityX = random.nextInt(MAX_VELOCITY * 2 + 1) - MAX_VELOCITY; velocityY = random.nextInt(MAX_VELOCITY * 2 + 1) - MAX_VELOCITY; color = new Color(random.nextInt(256), random.nextInt(256), random.nextInt(256)); } public void update() { x += velocityX; y += velocityY; lifetime--; if (lifetime <= 0) { x = random.nextInt(WIDTH); y = random.nextInt(HEIGHT); radius = random.nextInt(MAX_RADIUS) + 1; lifetime = random.nextInt(MAX_LIFETIME) + 1; velocityX = random.nextInt(MAX_VELOCITY * 2 + 1) - MAX_VELOCITY; velocityY = random.nextInt(MAX_VELOCITY * 2 + 1) - MAX_VELOCITY; color = new Color(random.nextInt(256), random.nextInt(256), random.nextInt(256)); } } public void draw(Graphics g) { g.setColor(color); g.fillOval(x - radius, y - radius, radius * 2, radius * 2); } }}解释这段代码
这段代码是一个 Java 程序,实现了一个简单的烟花效果。程序创建了一个窗口,然后在窗口中绘制了一些粒子,每个粒子具有随机的位置、大小、颜色、速度和生命周期。程序使用一个循环来更新粒子的状态,并在每次更新后重新绘制窗口。程序使用了 Java 的图形库来实现绘制和动画效果。
java用数组实现随机布雷 编程要求:在N*N的二维表格中实现随机布雷,布雷个数M预先定义。如果是雷,显示字符@,如果不是雷,显示本格周围雷个数的统计,编程提示(1)Block类:boolean isMine表示是不是雷,int num表示周围雷的个数。(2)用三重循环实现周围雷个数的统计
以下是Java实现随机布雷的代码:
```java
import java.util.Random;
public class MineSweeper {
private Block[][] mineField; // 雷区
private int size; // 大小
private int mineCount; // 雷数
public MineSweeper(int size, int mineCount) {
this.size = size;
this.mineCount = mineCount;
mineField = new Block[size][size];
initMineField();
setMines();
setNums();
}
// 初始化雷区
private void initMineField() {
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
mineField[i][j] = new Block();
}
}
}
// 放置雷
private void setMines() {
Random random = new Random();
int count = 0;
while (count < mineCount) {
int x = random.nextInt(size);
int y = random.nextInt(size);
if (!mineField[x][y].isMine()) {
mineField[x][y].setMine(true);
count++;
}
}
}
// 统计周围雷的数量
private void setNums() {
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
if (!mineField[i][j].isMine()) {
int count = 0;
for (int row = i - 1; row <= i + 1; row++) {
for (int col = j - 1; col <= j + 1; col++) {
if (row >= 0 && row < size && col >= 0 && col < size) {
if (mineField[row][col].isMine()) {
count++;
}
}
}
}
mineField[i][j].setNum(count);
}
}
}
}
// 打印雷区
public void printMineField() {
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
if (mineField[i][j].isMine()) {
System.out.print("@ ");
} else {
System.out.print(mineField[i][j].getNum() + " ");
}
}
System.out.println();
}
}
public static void main(String[] args) {
MineSweeper mineSweeper = new MineSweeper(10, 10);
mineSweeper.printMineField();
}
}
class Block {
private boolean isMine; // 是否是雷
private int num; // 周围雷的数量
public boolean isMine() {
return isMine;
}
public void setMine(boolean isMine) {
this.isMine = isMine;
}
public int getNum() {
return num;
}
public void setNum(int num) {
this.num = num;
}
}
```
代码中使用了三重循环来实现周围雷数的统计,首先遍历雷区中每个非雷方块,然后再遍历该方块周围的8个方块,统计周围雷数。如果遍历到的方块超出了雷区的边界,则不计入统计。
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