如何知道我触摸了网格的哪个单元格(10x10)?
Posted
技术标签:
【中文标题】如何知道我触摸了网格的哪个单元格(10x10)?【英文标题】:How to know which cell of a grid (10x10) I've touched? 【发布时间】:2015-03-18 16:34:19 【问题描述】:我正在使用 Canvas 和我使用 canvas.drawRect 绘制的 10x10 网格创建一个扫雷器。问题是,我不知道如何获取任何单元格的坐标(例如:在我的网格上的位置 (2,3) 中,物理坐标是什么?)。也许我没有正确地做网格? (我是初学者..)但我必须使用画布,没有图形。我在这里看到了一些答案,但没有真正帮助我..
代码如下:
package com.example.meinsweeper_ja;
import java.util.Random;
import android.annotation.SuppressLint;
import android.content.*;
import android.graphics.*;
import android.util.*;
import android.view.*;
public class CustomView extends View
private Paint black, grey, white, blue, green, yellow, red;
private Rect square, edge;
private boolean grid[][]; // true = uncovered false = covered
private boolean mines[][]; // true = mine false = no mine
private int arround[][]; // Nb of mine around
private float touchx[];
private float touchy[];
private int nb_mines, nb_ard;
public CustomView(Context c)
super(c);
init();
public CustomView(Context c, AttributeSet as)
super(c, as);
init();
public CustomView(Context c, AttributeSet as, int default_style)
super(c, as, default_style);
init();
private void init()
black = new Paint(Paint.ANTI_ALIAS_FLAG);
grey = new Paint(Paint.ANTI_ALIAS_FLAG);
white = new Paint(Paint.ANTI_ALIAS_FLAG);
yellow = new Paint(Paint.ANTI_ALIAS_FLAG);
red = new Paint(Paint.ANTI_ALIAS_FLAG);
green = new Paint(Paint.ANTI_ALIAS_FLAG);
blue = new Paint(Paint.ANTI_ALIAS_FLAG);
black.setColor(0xFF000000);
grey.setColor(0xFF808080);
white.setColor(0xFFFFFFFF);
yellow.setColor(0xFFFFFF00);
red.setColor(0xFFFF0000);
green.setColor(0xFF00FF00);
blue.setColor(0xFF0000FF);
touchx = new float[10];
touchy = new float[10];
grid = new boolean[10][10];
mines = new boolean[10][10];
arround = new int[10][10];
nb_mines = 20;
square = new Rect(-24, -24, 24, 24);
edge = new Rect(100, 100, 100, 100);
reset();
private void reset()
for (int i = 0; i < 10; i++)
for (int j = 0; j < 10; j++)
grid[i][j] = false; // CLEAR THE BOARD
if (nb_mines > 0) // PLACE 20 MINES
Random ping = new Random();
if ((ping.nextInt(4) == 1))
mines[i][j] = true;
nb_mines--;
for (int i = 0; i < 10; i++) // CALCULATES NB OF MINES AROUND
for (int j = 0; j < 10; j++)
if (!mines[i][j])
nb_ard = 0;
if (i == 0 && j == 0) // TOP LEFT
if (mines[0][1])
nb_ard++;
if (mines[1][0])
nb_ard++;
if (mines[1][1])
nb_ard++;
arround[i][j] = nb_ard;
else if (i == 0 && j > 0 && j < 9) // 1st Column
if (mines[0][j - 1])
nb_ard++;
if (mines[0][j + 1])
nb_ard++;
if (mines[1][j])
nb_ard++;
if (mines[1][j - 1])
nb_ard++;
if (mines[1][j + 1])
nb_ard++;
arround[i][j] = nb_ard;
else if (j == 0 && i < 9) // 1st Row
if (mines[i - 1][0])
nb_ard++;
if (mines[i + 1][0])
nb_ard++;
if (mines[i][1])
nb_ard++;
if (mines[i - 1][1])
nb_ard++;
if (mines[i + 1][1])
nb_ard++;
arround[i][j] = nb_ard;
else if (i == 9 && j == 9) // BOTTOM RIGHT
if (mines[8][8])
nb_ard++;
if (mines[8][9])
nb_ard++;
if (mines[9][8])
nb_ard++;
arround[i][j] = nb_ard;
else if (i == 9 && j < 9 && j > 0) // Last Column
if (mines[9][j - 1])
nb_ard++;
if (mines[9][j + 1])
nb_ard++;
if (mines[8][j])
nb_ard++;
if (mines[8][j - 1])
nb_ard++;
if (mines[8][j + 1])
nb_ard++;
arround[i][j] = nb_ard;
else if (j == 9 && i < 9 && i > 0) // Last Row
if (mines[i - 1][0])
nb_ard++;
if (mines[i + 1][0])
nb_ard++;
if (mines[i][8])
nb_ard++;
if (mines[i - 1][8])
nb_ard++;
if (mines[i + 1][8])
nb_ard++;
arround[i][j] = nb_ard;
else if (i == 0 && j == 9) // BOTTOM LEFT
if (mines[0][8])
nb_ard++;
if (mines[1][9])
nb_ard++;
if (mines[1][8])
nb_ard++;
arround[i][j] = nb_ard;
else if (i == 9 && j == 0) // TOP RIGHT
if (mines[9][1])
nb_ard++;
if (mines[8][0])
nb_ard++;
if (mines[8][1])
nb_ard++;
arround[i][j] = nb_ard;
else // MIDDLE GRID
if (mines[i - 1][j - 1])
nb_ard++;
if (mines[i - 1][j])
nb_ard++;
if (mines[i - 1][j + 1])
nb_ard++;
if (mines[i][j - 1])
nb_ard++;
if (mines[i][j + 1])
nb_ard++;
if (mines[i + 1][j - 1])
nb_ard++;
if (mines[i + 1][j])
nb_ard++;
if (mines[i + 1][j + 1])
nb_ard++;
arround[i][j] = nb_ard;
@Override
public void onDraw(Canvas canvas)
super.onDraw(canvas);
for (int i = 0; i < 10; i++)
for (int j = 0; j < 10; j++)
touchy[j] = 50.f;
canvas.save();
if (i == 0 && j == 0)
canvas.translate(200.f, touchy[j]);
else
canvas.translate(touchx[i], touchy[j]);
canvas.drawRect(edge, white);
if (!grid[i][j])
canvas.drawRect(square, black);
else
if (arround[i][j] == 1)
canvas.drawRect(square, grey);
canvas.drawText(Integer.toString(1), i, j, blue);
else if (arround[i][j] == 2)
canvas.drawRect(square, grey);
canvas.drawText(Integer.toString(2), i, j, green);
else if (arround[i][j] == 3)
canvas.drawRect(square, grey);
canvas.drawText(Integer.toString(3), i, j, yellow);
else if (arround[i][j] > 3)
canvas.drawRect(square, grey);
canvas.drawText(Integer.toString(arround[i][j]), i, j,
red);
else if (mines[i][j])
canvas.drawRect(square, red);
canvas.drawText("M", i, j, black);
else if (arround[i][j] == 0)
canvas.drawRect(square, grey);
touchx[i] += 50.f;
canvas.translate(touchx[i], -10 * touchx[i]);
@SuppressLint("ClickableViewAccessibility")
@Override
public boolean onTouchEvent(MotionEvent event)
if (event.getActionMasked() == MotionEvent.ACTION_DOWN)
int pidX = (int) event.getX();
int pidY = (int) event.getY();
for (int i = 0; i < 10; i++)
for (int j = 0; j < 10; j++)
if (touchx[i] == pidX && touchy[j] == pidY)
if (mines[i][j])
reset();
invalidate();
return true;
return super.onTouchEvent(event);
问题肯定出在 onDraw() 方法上,但正如我之前所说,我真的不知道如何以更好的方式绘制网格。希望你能理解我的问题。
我知道我有很大的方法,当我找到任何解决问题的方法时,我会解决这个问题。
提前致谢!
【问题讨论】:
请不要破坏您的帖子。如果你想删除你的问题,那很好。 【参考方案1】:所以你可能会考虑重构你的代码......
创建一个像“Tile”这样的对象,而不是使用不同的对象。它可能看起来像:
public enum DrawState
Normal,
Safe,
Exploded;
public class Paints
public static Paint NORMAL, SAFE, EXPLODED;
static
NORMAL = new Paint(); NORMAL.setColor(...) setStyle(...)
// etc
// these can even be members of the DrawState just pass them into the
// constructor then you can do like DrawState.Exploded.getPaint();
public class Tile
private final int id;
private Rect boundingRect;
private boolean hasMine;
private DrawState drawState;
public Tile(int theId, Rect theBoundingRect, boolean mined)
id = theId;
boundingRect = theBoundingRect;
hasMine = mined;
drawState = DrawState.Normal;
public boolean containsTouch(int x, int y)
return boundingRect.contains(x, y);
public void draw(Canvas c)
switch (state)
case Normal:
c.drawRect(boundingRect, Paints.NORMAL);
return;
case Safe:
c.drawRect(boundingRect, Paints.SAFE);
return;
case Exploded:
c.drawRect(boundingRect, Paints.EXPLODED);
public void setInspected()
drawState = DrawState.SAFE;
public boolean isMined() return hasMine;
public int getId() return id;
// etc
现在在您的自定义字段视图中,您可以执行以下操作:
@Override
public boolean onTouch(MotionEvent event)
for (Tile t : tiles)
if (t.containsTouch(event.getX(), event.getY()))
if (t.isMined())
reset();
else
t.setInspected();
invalidate();
这让事情变得简单多了。当然,你必须初始化你的瓦片列表,你可以通过计算每个矩形的左、上、右、下,然后将 new Rect(l, t, r, b)
传入瓦片构造函数。然后它可以很容易地获取 id 或数组位置以及许多其他东西......
当然,如果你想把 id 作为一个元组,你可以使用取模运算符;如果您知道您的图块将保留在列表中的初始索引位置,您甚至不需要保存 id。同样,您也可以在初始化图块时传入 i 和 j 而不是 id。
希望这会有所帮助!
为进一步解释而编辑:
所以现在由于每个图块都有足够的信息来照顾自己,它可以有一个绘图功能,例如:
public void draw(Canvas c)
c.drawRect(boundingRect, drawState.getPaint());
// assuming the paint is set to Style.FILL it'll fill the
// rect with t/l/b/r as was set during construction
// if you had a flag image, you could draw it on top of the boundingRect
// int t = boundingRect.centerX() - (flagImage.getIntrisnicWidth()/2);
// int l = boundingRect.centerY() - (flagImage.getIntrisnicHeight()/2);
// c.drawBitmap(flagImage, bitmapTop, bitmapLeft, null);
现在从您的自定义网格视图类中:
@Override
public void onDraw(Canvas c)
// draw other things
for (Tile t : tiles)
t.draw(c);
// draw other things
请记住,首先绘制的将被绘制,所以如果你这样做:
canvas.drawRect(rect1);
canvas.drawRect(rect2);
并且 rect2 与 rect1 在同一个位置,它会将其绘制在 rect1 上。
【讨论】:
谢谢,但在这种情况下,我不明白我是如何绘制网格的..? 更新了我原来的帖子来回答你的评论问题。如果回答对您有帮助,您能否将其标记为解决方案?以上是关于如何知道我触摸了网格的哪个单元格(10x10)?的主要内容,如果未能解决你的问题,请参考以下文章
当我滚动 tableView 时,我怎么知道哪个单元格触摸了绿色区域
获取我正在触摸的文本视图在哪个 UIcollectionviewcell
如何使用 javascript 引用剑道网格中的特定单元格?