在本系列第一部分,我们创建了程序框架,现在我们创建游戏的界面,项目代码可以从Github下载:https://github.com/zhenl/ZL.Shudu 。代码随项目进度更新。
首先在Views目录下添加一个内容页面,名称为Game.xaml:
然后,在AppShell.xaml中增加这个页面导航:
<TabBar>
<ShellContent Title="游戏" Icon="icon_about.png" Route="Game" ContentTemplate="{DataTemplate local:Game}" />
<ShellContent Title="关于" Icon="icon_about.png" Route="AboutPage" ContentTemplate="{DataTemplate local:AboutPage}" />
<ShellContent Title="Browse" Icon="icon_feed.png" ContentTemplate="{DataTemplate local:ItemsPage}" />
</TabBar>
如果这时运行程序,会发现页面底部增加了一个“游戏”分页,并且初始页面也改为这个页面。现在我们修改这个页面,改造为数独游戏界面。数独的界面是9X9的格子,这些格子组成九个九宫格,每个格子中是1-9的数字,玩家需要将所有的格子填满,并且行、列和九宫格中的数据不能重复。我们可以使用Grid进行布局,构造九行九列,每个格子中放置一个按钮(Button),用户按下按钮,弹出数字输入框,输入数字后,数字显示在按钮上,完成一个输入。
下面是页面的布局XAML:
<?xml version="1.0" encoding="utf-8" ?>
<ContentPage xmlns="http://xamarin.com/schemas/2014/forms"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
x:Class="ZL.Shudu.Views.Game">
<ContentPage.Content>
<StackLayout x:Name="outerStack" Orientation="Vertical">
<!-- Place new controls here -->
<Grid x:Name="myGrid" IsVisible="True" >
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="40" x:Name="rowButton" />
<RowDefinition Height="40" x:Name="rowResult" />
</Grid.RowDefinitions>
<Label x:Name="lbFinish" Text="完成" IsVisible="false" Grid.Row="10" Grid.Column="0" Grid.ColumnSpan="2" />
<Label x:Name="lbTime" Grid.Row="10" Grid.Column="3" Grid.ColumnSpan="2" Text="" IsVisible="False"></Label>
<Label x:Name="lbMessage" Grid.Row="10" Grid.Column="5" Grid.ColumnSpan="4" Text="" IsVisible="False"></Label>
</Grid>
<Grid x:Name="grdNumber" IsVisible="false">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="*" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
</Grid>
</StackLayout>
</ContentPage.Content>
</ContentPage>
在页面初始化时,生成数字按钮、游戏界面中每个单元格按钮,并根据初始数据确定按钮的文本和使能。
public Game()
{
try
{
InitializeComponent();
SetNumButtons();
SetLayout();
SetNewGame();
}
catch (Exception ex)
{
lbMessage.IsVisible = true;
rowResult.Height = 40;
lbMessage.Text = ex.Message;
//throw;
}
}
设置数字按钮的函数代码如下:
private void SetNumButtons()
{
var num = 1;
for (var i = 0; i < 2; i++)
{
for (var j = 0; j < 5; j++)
{
var btn = new Button();
if (num == 10)
{
btn.Text = "清除";
btn.Clicked += btn_Clear_Clicked;
btn.FontSize = 15;
}
else
{
btn.Text = num.ToString();
btn.Clicked += btn_Num_Clicked;
btn.FontSize = 16;
}
btn.Padding = 0;
grdNumber.Children.Add(btn, j, i);
numbuttons[i, j] = btn;
num++;
}
}
}
设置数独界面按钮的代码如下:
private void SetLayout()
{
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
int m = i / 3;
int n = j / 3;
var btn = new Button();
var c = new Color(0.9, 0.9, 0.9);
if ((m + n) % 2 == 0)
{
c = new Color(0.5,0.5, 0.5);
}
btn.BackgroundColor = c;
btn.Padding = 0;
btn.Margin = 0;
btn.FontSize = 20;
myGrid.Children.Add(btn, i, j);
btn.Clicked += Btn_Clicked;
buttons[i, j] = btn;
}
}
}
根据初始化数据,设置按钮状态的代码如下:
private void SetGame(int[,] inp)
{
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
chess[i, j] = inp[i, j];
}
}
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
var btn = buttons[i, j];
if (chess[i, j] > 0)
{
btn.Text = chess[i, j].ToString();
btn.IsEnabled = false;
}
else
{
btn.Text = "";
btn.IsEnabled = true;
}
}
}
this.lbFinish.IsVisible = false;
this.lbTime.IsVisible = false;
this.lbMessage.IsVisible = false;
this.rowResult.Height = 1;
lbTime.Text = "";
lbMessage.Text = "";
}
按钮的响应事件如下:
private void Btn_Clicked(object sender, EventArgs e)
{
currentButton = sender as Button;
rowResult.Height = 1;
rowButton.Height = 1;
grdNumber.IsVisible = true;
}
private void btn_Clear_Clicked(object sender, EventArgs e)
{
if (currentButton == null) return;
currentButton.Text = "";
grdNumber.IsVisible = false;
myGrid.IsVisible = true;
rowResult.Height = 40;
rowButton.Height = 40;
}
private void btn_Num_Clicked(object sender, EventArgs e)
{
currentNumBtn = sender as Button;
int x = -1, y = -1;
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
if (buttons[i, j] == currentButton)
{
x = i;
y = j;
break;
}
}
}
var num = int.Parse(currentNumBtn.Text);
if (!checkval(x, y, num))
{
return;
}
currentButton.Text = currentNumBtn.Text;
myGrid.IsVisible = true;
grdNumber.IsVisible = false;
rowResult.Height = 40;
rowButton.Height = 40;
if (IsFinish())
{
lbFinish.IsVisible = true;
rowResult.Height = 40;
}
}
判断输入状态和游戏结束的函数如下:
private bool checkval(int x, int y, int num)
{
for (var i = 0; i < 9; i++)
{
var buttonnum = string.IsNullOrEmpty(buttons[x, i].Text) ? 0 : int.Parse(buttons[x, i].Text);
if (i != y && buttonnum == num) return false;
}
for (var i = 0; i < 9; i++)
{
var buttonnum = string.IsNullOrEmpty(buttons[i, y].Text) ? 0 : int.Parse(buttons[i, y].Text);
if (i != x && buttonnum == num) return false;
}
int m = x / 3;
int n = y / 3;
for (int i = m * 3; i < (m + 1) * 3; i++)
{
for (int j = n * 3; j < (n + 1) * 3; j++)
{
var buttonnum = string.IsNullOrEmpty(buttons[i, j].Text) ? 0 : int.Parse(buttons[i, j].Text);
if (i != x && j != y && buttonnum == num) return false;
}
}
return true;
}
private bool IsFinish()
{
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
if (string.IsNullOrEmpty(buttons[i, j].Text)) return false;
}
}
return true;
}
}
运行效果如下:
现在基本界面已经搭建完成,后续需要增加允许回退、历史记录、退出保存以及自动完成等功能。项目代码可以从Github下载:https://github.com/zhenl/ZL.Shudu 。代码随项目进度更新。