前兩天看到HarmonyOS開發(fā)者官網(wǎng)上發(fā)布的一個挑戰(zhàn)HarmonyOS分布式趣味應(yīng)用的帖子,然后有個想法想搞一個小游戲出來,結(jié)果三天的時間都卡在了自定義組件上,使用了各種方式方法去實現(xiàn)功能,但是還是沒有達到預(yù)期的效果,暫時先做個小總結(jié),其實坑有的時候真的很深...
一、效果演示
小應(yīng)用其實也挺簡單,以前也見到過,叫做數(shù)字華容道,當(dāng)你把所在的數(shù)字以順序放置完成后游戲結(jié)束。
其實屬于益智類的小游戲了;
最終實現(xiàn)效果:

當(dāng)前實現(xiàn)效果:

二、實現(xiàn)過程
暫時說一下現(xiàn)在的進度,每一個方塊可以表示一個棋子,棋子的名稱也就是3*3的九宮格,1-9的數(shù)字,只是最后一個數(shù)字單獨設(shè)置為空白。點擊空白周圍的棋子可以與這個空白棋子做一次位置調(diào)換,直到將所有棋子順序排列完成為止。
這里先說一個這個棋子,棋子有兩個東西需要被記住,一個是棋子的坐標(biāo)就是在九宮格里面的位置,另一個就是棋子的名稱;所以選擇使用自定義組件的方式將坐標(biāo)和名稱進行一個綁定。
Position.java
/**
* 定義棋子的位置
*/
public class Position {
public int sizeX; // 總列數(shù)
public int sizeY; // 總行數(shù)
public int x; // 橫坐標(biāo)
public int y; // 縱坐標(biāo)
public Position() {
}
public Position(int sizeX, int sizeY) {
this.sizeX = sizeX;
this.sizeY = sizeY;
}
public Position(int sizeX, int sizeY, int x, int y) {
this.sizeX = sizeX;
this.sizeY = sizeY;
this.x = x;
this.y = y;
}
public Position(Position orig) {
this(orig.sizeX, orig.sizeY, orig.x, orig.y);
}
/**
* 移動到下一個位置
*/
public boolean moveToNextPosition() {
if (x < sizeX - 1) {
x++;
} else if (y < sizeY - 1) {
x = 0;
y++;
} else {
return false;
}
return true;
}
@Override
public String toString() {
return "Position{" +
"x=" + x +
", y=" + y +
'}';
}
}
CubeView.java
public class CubeView extends ComponentContainer {
private Position mPosition;
private int mNumber;
private Text mTextCub;
private int mTextSize = 20;
public CubeView(Context context) {
super(context);
init();
}
public CubeView(Context context, AttrSet attrSet) {
super(context, attrSet);
init();
}
private void init(){
Component component = LayoutScatter.getInstance(getContext()).parse(ResourceTable.Layout_cube_view_item, this, false);
mTextCub = (Text) component.findComponentById(ResourceTable.Id_tv_item);
mTextCub.setTextSize(mTextSize, Text.TextSizeType.VP);
}
public void setNumber(int n) {
mNumber = n;
mTextCub.setText(String.valueOf(n));
}
public int getNumber() {
return mNumber;
}
public Position getPosition() {
return mPosition;
}
public void setPosition(Position position) {
this.mPosition = position;
}
@Override
public String toString() {
return "CubeView{" +
"mPosition=" + mPosition +
", mNumber=" + mNumber +
'}';
}
}
cube_view_item.xml
<?xml version="1.0" encoding="utf-8"?>
<DirectionalLayout
xmlns:ohos="http://schemas.huawei.com/res/ohos"
ohos:height="match_content"
ohos:width="match_content">
<Text
ohos:id="$+id:tv_item"
ohos:height="100vp"
ohos:width="100vp"
ohos:background_element="$graphic:cube_view_bg"
ohos:text="1"
ohos:text_alignment="center"
ohos:text_color="$color:cubeViewStroke"
ohos:text_size="20vp">
></Text>
</DirectionalLayout>
到這問題就來了,因為在代碼中只是使用到了setText()方法,那么有人會問我為什么不直接繼承Text組件,多寫一個布局有點麻煩了不是?
第一個坑
這里就是第一個坑了,因為在以前寫Android自定義控件的時候,對于簡單的組件來說直接繼承它的組件名稱就可以了,不用去繼承公共類然后再去使用布局去定位到里面的組件。原本我也是這么寫的,CubeView直接繼承Text沒有毛病可以使用,可以看到兩者間并無差別。
public class CubeView extends Text {
private Position mPosition;
private int mNumber;
public CubeView(Context context) {
super(context);
init();
}
public CubeView(Context context, AttrSet attrSet) {
super(context, attrSet);
init();
}
private void init(){
}
public void setNumber(int n) {
mNumber = n;
setText(String.valueOf(n));
}
public int getNumber() {
return mNumber;
}
public Position getPosition() {
return mPosition;
}
public void setPosition(Position position) {
this.mPosition = position;
}
@Override
public String toString() {
return "CubeView{" +
"mPosition=" + mPosition +
", mNumber=" + mNumber +
'}';
}
}
但是在調(diào)用組件的時候出現(xiàn)了問題,因為我需要把這個棋子的組件添加到我的棋盤布局中,那么就需要先引入這個組件。引入組件后出問題了,布局報錯(在原來Android引入自定義組件的時候,單個組件也是可以直接引入的);報錯原因是,我最外層沒有放置布局導(dǎo)致不能直接識別單個組件,但是如果我加上一個布局的話,文件不會報錯,但是在我的棋盤上不能拿到這個棋子的組件;

為此我只能將棋子的自定義組件寫成了布局引入方式。
到這里,棋子的開發(fā)工作也就基本做完了,下面要對棋盤進行布局。還是選擇自定義組件的方式;
cube_view.xml
<?xml version="1.0" encoding="utf-8"?>
<com.example.codelabs_games_hrd.CubeView
xmlns:ohos="http://schemas.huawei.com/res/ohos"
ohos:background_element="$graphic:cube_view_bg"
ohos:height="100vp"
ohos:width="100vp"
ohos:id="$+id:title_bar_left"
ohos:text="1"
ohos:text_alignment="center"
ohos:text_color="$color:cubeViewStroke"
ohos:text_size="20vp"
>
</com.example.codelabs_games_hrd.CubeView>
ability_game.xml
<?xml version="1.0" encoding="utf-8"?>
<StackLayout
xmlns:ohos="http://schemas.huawei.com/res/ohos"
ohos:height="match_parent"
ohos:width="match_parent"
ohos:background_element="$color:cubeViewBg">
<com.example.codelabs_games_hrd.BoardView
ohos:id="$+id:board"
ohos:height="300vp"
ohos:width="300vp"
ohos:layout_alignment="center"
ohos:background_element="$color:boardViewBg">
</com.example.codelabs_games_hrd.BoardView>
<Text
ohos:id="$+id:tvCheat"
ohos:height="10vp"
ohos:width="10vp"></Text>
<Text
ohos:id="$+id:mask"
ohos:height="match_parent"
ohos:width="match_parent"
ohos:background_element="$color:cubeViewBg"
ohos:text="123456789"
ohos:text_size="48vp"></Text>
</StackLayout>
BoardView.java
public class BoardView extends ComponentContainer implements ComponentContainer.EstimateSizeListener, ComponentContainer.ArrangeListener {
private static final String TAG = "BoardView";
/**
* 每一行有多少個棋子
*/
private int mSizeX = 3;
/**
* 有多少行棋子
*/
private int mSizeY = 3;
private int maxWidth = 0;
private int maxHeight = 0;
private int mChildSize;
private Position mBlankPos;
private CubeView[] mChildren;
private OnFinishListener mFinishListener;
private int xx = 0;
private int yy = 0;
private int lastHeight = 0;
// 子組件索引與其布局?jǐn)?shù)據(jù)的集合
private final Map<Integer, Layout> axis = new HashMap<>();
//位置及大小
private static class Layout {
int positionX = 0;
int positionY = 0;
int width = 0;
int height = 0;
}
private void invalidateValues() {
xx = 0;
yy = 0;
maxWidth = 0;
maxHeight = 0;
axis.clear();
}
public BoardView(Context context) {
super(context);
}
public BoardView(Context context, AttrSet attrs) {
super(context, attrs);
setEstimateSizeListener(this);
setArrangeListener(this);
init();
}
private void init() {
mChildSize = mSizeX * mSizeY - 1;
mChildren = new CubeView[mChildSize];
Position p = new Position(mSizeX, mSizeY);
for (int i = 0; i < mChildSize; i++) {
//添加棋子
CubeView view = (CubeView) LayoutScatter.getInstance(getContext()).parse(ResourceTable.Layout_cube_view, this, false);
view.setPosition(new Position(p));
view.setClickedListener(component -> moveChildToBlank(view));
addComponent(view);
p.moveToNextPosition();
mChildren[i] = view;
}
//最后一個空白棋子
mBlankPos = new Position(mSizeX, mSizeY, mSizeX - 1, mSizeY - 1);
}
public void setData(List<Integer> data) {
for (int i = 0; i < mChildSize; i++) {
CubeView view = (CubeView) getComponentAt(i);
view.setNumber(data.get(i));
}
}
//測量監(jiān)聽方法
@Override
public boolean onEstimateSize(int widthEstimatedConfig, int heightEstimatedConfig) {
invalidateValues();
//測量子組件的大小
measureChildren( widthEstimatedConfig, heightEstimatedConfig);
//關(guān)聯(lián)子組件的索引與其布局?jǐn)?shù)據(jù)
for (int idx = 0; idx < getChildCount(); idx++) {
CubeView childView = (CubeView) getComponentAt(idx);
addChild(childView, idx, EstimateSpec.getSize(widthEstimatedConfig));
}
//測量本身大小
setEstimatedSize( widthEstimatedConfig, heightEstimatedConfig);
return true;
}
private void measureChildren(int widthEstimatedConfig, int heightEstimatedConfig) {
for (int idx = 0; idx < getChildCount(); idx++) {
CubeView childView = (CubeView) getComponentAt(idx);
if (childView != null) {
LayoutConfig lc = childView.getLayoutConfig();
int childWidthMeasureSpec;
int childHeightMeasureSpec;
if (lc.width == LayoutConfig.MATCH_CONTENT) {
childWidthMeasureSpec = EstimateSpec.getSizeWithMode(lc.width, EstimateSpec.NOT_EXCEED);
} else if (lc.width == LayoutConfig.MATCH_PARENT) {
int parentWidth = EstimateSpec.getSize(widthEstimatedConfig);
int childWidth = parentWidth - childView.getMarginLeft() - childView.getMarginRight();
childWidthMeasureSpec = EstimateSpec.getSizeWithMode(childWidth, EstimateSpec.PRECISE);
} else {
childWidthMeasureSpec = EstimateSpec.getSizeWithMode(lc.width, EstimateSpec.PRECISE);
}
if (lc.height == LayoutConfig.MATCH_CONTENT) {
childHeightMeasureSpec = EstimateSpec.getSizeWithMode(lc.height, EstimateSpec.NOT_EXCEED);
} else if (lc.height == LayoutConfig.MATCH_PARENT) {
int parentHeight = EstimateSpec.getSize(heightEstimatedConfig);
int childHeight = parentHeight - childView.getMarginTop() - childView.getMarginBottom();
childHeightMeasureSpec = EstimateSpec.getSizeWithMode(childHeight, EstimateSpec.PRECISE);
} else {
childHeightMeasureSpec = EstimateSpec.getSizeWithMode(lc.height, EstimateSpec.PRECISE);
}
childView.estimateSize(childWidthMeasureSpec, childHeightMeasureSpec);
}
}
}
private void measureSelf(int widthEstimatedConfig, int heightEstimatedConfig) {
int widthSpce = EstimateSpec.getMode(widthEstimatedConfig);
int heightSpce = EstimateSpec.getMode(heightEstimatedConfig);
int widthConfig = 0;
switch (widthSpce) {
case EstimateSpec.UNCONSTRAINT:
case EstimateSpec.PRECISE:
int width = EstimateSpec.getSize(widthEstimatedConfig);
widthConfig = EstimateSpec.getSizeWithMode(width, EstimateSpec.PRECISE);
break;
case EstimateSpec.NOT_EXCEED:
widthConfig = EstimateSpec.getSizeWithMode(maxWidth, EstimateSpec.PRECISE);
break;
default:
break;
}
int heightConfig = 0;
switch (heightSpce) {
case EstimateSpec.UNCONSTRAINT:
case EstimateSpec.PRECISE:
int height = EstimateSpec.getSize(heightEstimatedConfig);
heightConfig = EstimateSpec.getSizeWithMode(height, EstimateSpec.PRECISE);
break;
case EstimateSpec.NOT_EXCEED:
heightConfig = EstimateSpec.getSizeWithMode(maxHeight, EstimateSpec.PRECISE);
break;
default:
break;
}
setEstimatedSize(widthConfig, heightConfig);
}
//每個棋子組件的位置及大小
@Override
public boolean onArrange(int l, int t, int r, int b) {
for (int idx = 0; idx < getChildCount(); idx++) {
Component childView = getComponentAt(idx);
Layout layout = axis.get(idx);
if (layout != null) {
childView.arrange(layout.positionX, layout.positionY, layout.width, layout.height);
}
}
return true;
}
private void addChild(CubeView component, int id, int layoutWidth) {
Layout layout = new Layout();
layout.positionX = xx + component.getMarginLeft();
layout.positionY = yy + component.getMarginTop();
layout.width = component.getEstimatedWidth();
layout.height = component.getEstimatedHeight();
if ((xx + layout.width) > layoutWidth) {
xx = 0;
yy += lastHeight;
lastHeight = 0;
layout.positionX = xx + component.getMarginLeft();
layout.positionY = yy + component.getMarginTop();
}
axis.put(id, layout);
lastHeight = Math.max(lastHeight, layout.height + component.getMarginBottom());
xx += layout.width + component.getMarginRight();
maxWidth = Math.max(maxWidth, layout.positionX + layout.width + component.getMarginRight());
maxHeight = Math.max(maxHeight, layout.positionY + layout.height + component.getMarginBottom());
}
//點擊棋子后進行位置切換
public void moveChildToBlank(@org.jetbrains.annotations.NotNull CubeView child) {
Position childPos = child.getPosition();
Position dstPos = mBlankPos;
if (childPos.x == dstPos.x && Math.abs(childPos.y - dstPos.y) == 1 ||
childPos.y == dstPos.y && Math.abs(childPos.x - dstPos.x) == 1) {
child.setPosition(dstPos);
//component中沒有對組件進行物理平移的方法
//setTranslationX(),setTranslationY()兩個方法沒有
child.setTranslationX(dstPos.x * xx);
child.setTranslationY(dstPos.y * yy);
mBlankPos = childPos;
mStepCounter.add();
}
checkPosition();
}
/**
* 檢查所有格子位置是否正確
*/
private void checkPosition() {
if (mBlankPos.x != mSizeX - 1 || mBlankPos.y != mSizeY - 1) {
return;
}
for (CubeView child : mChildren) {
int num = child.getNumber();
int x = child.getPosition().x;
int y = child.getPosition().y;
if (y * mSizeX + x + 1 != num) {
return;
}
}
if (mFinishListener != null) {
mFinishListener.onFinished(mStepCounter.step);
}
for (CubeView child : mChildren) {
child.setClickable(false);
}
}
public void setOnFinishedListener(OnFinishListener l) {
mFinishListener = l;
}
public interface OnFinishListener {
void onFinished(int step);
}
public int getSizeX() {
return mSizeX;
}
public int getSizeY() {
return mSizeY;
}
/**
* 步數(shù)統(tǒng)計
*/
class StepCounter {
private int step = 0;
void add() {
step++;
}
void clear() {
step = 0;
}
}
private StepCounter mStepCounter = new StepCounter();
}
棋盤的自定義布局也完成了。棋盤的布局稍微復(fù)雜一點,因為需要根據(jù)棋盤的大小計算每一個棋子的大小,還需要對棋子進行綁定,尤其是需要對最后一個棋子做空白處理。
然后點擊棋子進行棋子的平移,平移后與其位置進行互換。
第二個坑

[外鏈圖片轉(zhuǎn)存失敗,源站可能有防盜鏈機制,建議將圖片保存下來直接上傳(img-PvmUPB0c-1634810943992)(C:\Users\HHCH\AppData\Roaming\Typora\typora-user-images\image-20211021175237912.png)]
點擊棋子進行位置平移,因為在API里面沒有找到component公共組件下的平移方法,setTranslationX()/setTranslationY()方法,沒有辦法做到組件的物理位置平移,導(dǎo)致大家看到開頭演示的效果,點擊后與空白位置坐了切換但是重新對其進行物理位置賦值的時候沒有辦法去賦值,這個問題困擾了我兩天。
現(xiàn)在還是沒有解決掉,試著想想是不是可以使用TouchEvent事件一個滑動處理,不做點擊事件做滑動事件。
最終現(xiàn)在項目的結(jié)構(gòu)如下:

總結(jié)
后面還會繼續(xù)去完善,以至于到整個功能可以正常去使用,踩坑還是要踩的,總會有收獲的時候.....