【木棉花】学习笔记--分布式数字华容道(下) 原创 精华
前言
我又来了。最近比较忙,导致这一篇文章拖了好久还没写,只能趁着国庆放假抽空写一写了。继前两篇文章的铺垫,我们这一篇文章就来实现分布式数字华容道的双人模式。前面的请参考学习笔记–分布式数字华容道(中)。
那为了大家更好地熟练掌握鸿蒙手机应用开发,为了供大家更方便的学习鸿蒙手机的应用开发,我会将所有的笔记都整理到Awesome-HarmonyOS_木棉花,更多详细学习资料请查看Awesome-HarmonyOS_木棉花。也请关注我们这个项目,我们会持续更新的,会帮大家把资料都整理好更便于大家的学习。
那现在就先开始我们今天的学习吧。
正文
那我们在双人模式中呢,怎么进行同步就是一个最重要的问题了。那我们这个游戏呢,就运用分布式数据库来进行我们两台设备数据的同步了。
那要实现出一个分布式数据库的话,我们就需要先定义一些变量。
private static final HiLogLabel TAG = new HiLogLabel(HiLog.LOG_APP,0x12345,"signal");
private static int difficulty = 3;
private DirectionalLayout layout;
private static int length;
private static final int interval = 5;
private static final int left = 32;
private static final int top = 300;
private static final int margin = 15;
private static int length1;
private static final int left1 = 32;
private static final int top1 = 1350;
private static final int margin1 = 10;
private static int row_a0;
private static int column_a0;
private static int row_b0;
private static int column_b0;
private float startX;
private float startY;
private static Timer timer;
private static Timer updatetimer;
private static Timer restarttimer;
private static Timer backtimer;
private static Text timetext ;
private static Text maxtext;
private static Text wintext;
private static int hour;
private static int min;
private static int sec;
private static int msec;
private static int restart = 0;
private static int back = 0;
private static int maxhour = 23;
private static int maxmin = 59;
private static int maxsec = 59;
private static int maxmsec = 99;
private static int[][] grids_a;
private static int[][] grids_b;
private static final String STROE_ID = "data";
private static String randomstr = "";
private static String winner = "";
private static KvManager kvManager;
private static String strhour = "";
private static String strmin = "";
private static String strsec = "";
private static String strmsec = "";
private static String text = "暂停";
private SingleKvStore singleKvStore;
private static Button button_moveback;
private static Boolean isLocal;
接下来就是写一个分布式数据库
private KvManager createManger() {//辅助类
KvManager manager = null;
try{
KvManagerConfig config = new KvManagerConfig(this);
manager = KvManagerFactory.getInstance().createKvManager(config);
} catch (KvStoreException exception) {
HiLog.info(TAG,"ERROR");
}
return manager;
}
private SingleKvStore createDb(KvManager kvManager) {//数据库
SingleKvStore kvStore = null;
try{
Options options = new Options();
options.setCreateIfMissing(true).setEncrypt(false).setKvStoreType(KvStoreType.SINGLE_VERSION);
kvStore = kvManager.getKvStore(options,STROE_ID);
} catch (KvStoreException exception) {
HiLog.info(TAG,"ERROR");
}
return kvStore;
}
private void subscribeDb(SingleKvStore singleKvStore) {//订阅
class KvStoreObserveClient implements KvStoreObserver {
@Override
public void onChange(ChangeNotification notification) {
}
}
KvStoreObserver kvStoreObserverClient = new KvStoreObserveClient();
singleKvStore.subscribe(SubscribeType.SUBSCRIBE_TYPE_ALL,kvStoreObserverClient);
}
private void initDbManager() {
kvManager = createManger();
singleKvStore = createDb(kvManager);
subscribeDb(singleKvStore);
}
再写两个写入数据库的函数还有读取的函数。
private int queryContact_int(String key) {
try {
return singleKvStore.getInt(key);
} catch (KvStoreException exception) {
HiLog.info(TAG,"int error" + exception.getMessage());
return -1;
}
}
private String queryContact_String(String key) {
try {
return singleKvStore.getString(key);
} catch (KvStoreException exception) {
HiLog.info(TAG,"String error" + exception.getMessage());
return null;
}
}
private void writeData_String(String key , String value) {
if (key == null || key.isEmpty() || value == null || value.isEmpty())
return;
singleKvStore.putString(key,value);
}
private void writeData_int(String key,int value) {
if (key == null || key.isEmpty()) {
return;
}
singleKvStore.putInt(key,value);
}
那接下里我们就写一个在数据库中读取记录的函数,当开始游戏的时候,会读取该阶数中的最快的记录。
public void getrecord() {
if (queryContact_int("hour" + difficulty) != -1)
maxhour = queryContact_int("hour" + difficulty);
else
maxhour = 23;
if (queryContact_int("min" + difficulty) != -1)
maxmin = queryContact_int("min" + difficulty);
else
maxmin = 59;
if (queryContact_int("sec" + difficulty) != -1)
maxsec = queryContact_int("sec" + difficulty);
else
maxsec = 59;
if (queryContact_int("msec" + difficulty) != -1)
maxmsec = queryContact_int("msec" + difficulty);
else
maxmsec = 99;
}
接下来我们就开始初始化我们的数组了,然后把一台设备初始化完了的数组写到数据库中,让另外一台设备来读取数据库中的数据,再用来初始化该设备的数组。
public void createGrids() {
randomstr = "";
if (isLocal) {
int random;
int i = 0;
while(i < difficulty * difficulty * 5) {
random = (int)Math.floor(Math.random() *4 );
randomstr += random;
int temp_row = row_a0;
int tem_column = column_a0;
if(random == 0){
changeGrids(row_a0 - 1, column_a0);
}else if(random == 1){
changeGrids(row_a0 + 1, column_a0);
}else if(random == 2){
changeGrids(row_a0, column_a0 - 1);
}else if(random == 3){
changeGrids(row_a0, column_a0 + 1);
}
if(temp_row != row_a0 || tem_column != column_a0){
i++;
}
}
HiLog.info(TAG,randomstr);
writeData_String("randomstr",randomstr);
} else {
while (true) {
if (queryContact_String("randomstr") != null && !queryContact_String("randomstr").isEmpty()) {
break;
}
}
randomstr = queryContact_String("randomstr");
HiLog.info(TAG,"randomstr: "+randomstr);
int random;
int i = 0;
while(i < randomstr.length()) {
random = randomstr.charAt(i) - '0';
if(random == 0){
changeGrids(row_a0 - 1, column_a0);
}else if(random == 1){
changeGrids(row_a0 + 1, column_a0);
}else if(random == 2){
changeGrids(row_a0, column_a0 - 1);
}else if(random == 3){
changeGrids(row_a0, column_a0 + 1);
}
i++;
}
singleKvStore.putString("randomstr","");
}
for (int row = 0;row < difficulty; row++) {
for (int column = 0;column <difficulty; column++) {
grids_b[row][column] = grids_a[row][column];
}
}
row_b0 = row_a0;
column_b0 = column_a0;
HiLog.info(TAG,"row_a0: "+ row_a0 + " column_a0: " + column_a0);
}
那接下去就是把数组中的数字给画出来了。
public void drawGrids() {
layout.setLayoutConfig((new ComponentContainer.LayoutConfig(ComponentContainer.LayoutConfig.MATCH_PARENT, ComponentContainer.LayoutConfig.MATCH_PARENT)));
Component.DrawTask task = new Component.DrawTask() {
@Override
public void onDraw(Component component, Canvas canvas) {
Paint paint = new Paint();
Color backcolor = new Color(Color.rgb(151,75,49));
paint.setColor(backcolor);
RectFloat rect = new RectFloat(left - margin, top - margin, length * difficulty + interval * (difficulty - 1) + left + margin, length * difficulty + interval * (difficulty - 1) + top + margin);
canvas.drawRect(rect, paint);
for (int row = 0; row < difficulty; row++) {
for (int column = 0; column < difficulty; column++) {
Color backgroundcolor = new Color(Color.rgb(229,188,132));
paint.setColor(backgroundcolor);
RectFloat rectFloat = new RectFloat(left + column * (length + interval), top + row * (length + interval), left + length + column * (length + interval), top + length + row * (length + interval));
canvas.drawRect(rectFloat, paint);
Color numbercolor = new Color(Color.rgb(140,85,47));
paint.setColor(numbercolor);
paint.setTextSize(length / 2);
if(grids_a[row][column] != 0){
if(grids_a[row][column] < 10){
canvas.drawText(paint,Integer.toString(grids_a[row][column]),left + column * (length + interval) + length / 12 * 5,top + row * (length + interval) + length / 3 * 2);
}else{
canvas.drawText(paint,Integer.toString(grids_a[row][column]),left + column * (length + interval) + length / 12 * 3,top + row * (length + interval) + length / 3 * 2);
}
}
}
}
paint.setColor(backcolor);
length1 = 600 / difficulty - interval;
RectFloat rect1= new RectFloat(left1 - margin1, top1 - margin1, length1 * difficulty + interval * (difficulty - 1) + left1 + margin1, length1 * difficulty + interval * (difficulty - 1) + top1 + margin1);
canvas.drawRect(rect1, paint);
for (int row = 0; row < difficulty; row++) {
for (int column = 0; column < difficulty; column++) {
Color backgroundcolor1 = new Color(Color.rgb(229,188,132));
paint.setColor(backgroundcolor1);
RectFloat rectFloat = new RectFloat(left1 + column * (length1 + interval), top1 + row * (length1 + interval), left1 + length1 + column * (length1 + interval), top1 + length1 + row * (length1 + interval));
canvas.drawRect(rectFloat, paint);
Color numbercolor1 = new Color(Color.rgb(140,85,47));
paint.setColor(numbercolor1);
paint.setTextSize(length1 / 2);
if(grids_b[row][column] != 0){
if(grids_b[row][column] < 10){
canvas.drawText(paint,Integer.toString(grids_b[row][column]),left1 + column * (length1 + interval) + length1 / 12 * 5,top1 + row * (length1 + interval) + length1 / 3 * 2);
}else{
canvas.drawText(paint,Integer.toString(grids_b[row][column]),left1 + column * (length1 + interval) + length1 / 12 * 3,top1 + row * (length1 + interval) + length1 / 3 * 2);
}
}
}
}
}
};
layout.addDrawTask(task);
setUIContent(layout);
}
接下来就是把我们的时间还有按钮这些给画出来了。
public void draw() {
maxtext = new Text(this);
setMaxtext();
maxtext.setTextSize(80);
maxtext.setMarginTop(40);
maxtext.setMarginLeft(140);
layout.addComponent(maxtext);
timetext = new Text(this);
timetext.setText("time: 00:00:00:00");
timetext.setTextSize(80);
timetext.setMarginTop(10);
timetext.setMarginLeft(230);
layout.addComponent(timetext);
ShapeElement background = new ShapeElement();
background.setRgbColor(new RgbColor(138,70,50));
background.setCornerRadius(100);
Button button_again = new Button(this);
button_again.setText("重新开始");
button_again.setTextAlignment(TextAlignment.CENTER);
button_again.setTextColor(Color.WHITE);
button_again.setTextSize(100);
button_again.setMarginTop(1150);
button_again.setMarginLeft(730);
button_again.setPadding(30, 0, 30, 0);
button_again.setBackground(background);
button_again.setClickedListener(new Component.ClickedListener() {
@Override
public void onClick(Component component) {
getrecord();
writeData_int("restart",1);
}
});
layout.addComponent(button_again);
Button button_back = new Button(this);
button_back.setText("返回");
button_back.setTextAlignment(TextAlignment.CENTER);
button_back.setTextColor(Color.WHITE);
button_back.setTextSize(100);
button_back.setMarginLeft(730);
button_back.setMarginTop(90);
button_back.setPadding(30, 0, 30, 0);
button_back.setBackground(background);
button_back.setClickedListener(new Component.ClickedListener() {
@Override
public void onClick(Component component) {
}
});
layout.addComponent(button_back);
setUIContent(layout);
}
这就是我们的效果图,你们也可以运行查看一下是否完全一样。保证一样了之后才继续跟着一步一步慢慢走。
我们这已经算是完成了最开始同步的问题了,这算是比较重要的一个问题了,那我们接下来就要继续先完成我们的游戏功能,那在完成游戏功能之前,我们需要先写一个判断游戏是否成功的函数。
public boolean gamesuccess() {
int[][] Grids = new int[difficulty][difficulty];
for (int row = 0; row < difficulty; row++){
for (int column = 0; column < difficulty; column++){
Grids[row][column] = difficulty * row + column + 1;
}
}
Grids[difficulty - 1][difficulty - 1] = 0;
for (int row = 0; row < difficulty; row++){
for (int column = 0; column < difficulty; column++){
if(grids_a[row][column] != Grids[row][column]){
return false;
}
}
}
return true;
}
那接下来再写一个判断当前时间是否比最短时间要快的函数,并且写一个将当前时间写到数据库的函数。
public boolean compare() {
int nowtime = hour * 36000 + min * 6000 + sec * 100 + msec;
int maxtime = maxhour * 36000 + maxmin * 6000 + maxsec * 100 + maxmsec;
return nowtime > maxtime;
}
public void Write() {
if (!compare()) {
writeData_int("hour" + difficulty, hour);
writeData_int("min" + difficulty, min);
writeData_int("sec" + difficulty,sec);
writeData_int("msec" + difficulty, msec);
}
}
那现在我们就可以来完成的我们的游戏功能了,并且我们要实现出在这一台设备上玩游戏,要将数据写入数据库,让另外一台设备来读取数据,实现数据的同步。
public void swipeGrids(){
layout.setTouchEventListener(new Component.TouchEventListener() {
@Override
public boolean onTouchEvent(Component component, TouchEvent touchEvent) {
MmiPoint point = touchEvent.getPointerScreenPosition(0);
switch (touchEvent.getAction()) {
case TouchEvent.PRIMARY_POINT_DOWN:
startX = point.getX();
startY = point.getY();
String str_row = String.valueOf(Math.floor((startY - top - 80) / (length + interval)));
String str2_column = String.valueOf(Math.floor((startX - left) / (length + interval)));
if (!gamesuccess()) {
writeData_int("row" + isLocal ,str_row.charAt(0)-'0');
writeData_int("column" + isLocal ,str2_column.charAt(0)-'0');
changeGrids(str_row.charAt(0)-'0', str2_column.charAt(0)-'0');
drawGrids();
if(gamesuccess()){
getrecord();
setMaxtext();
HiLog.info(TAG,Integer.toString(maxmsec));
timer.cancel();
updatetimer.cancel();
if (!compare()) {
maxhour = hour;
maxmin = min;
maxsec = sec;
maxmsec = msec;
Write();
setMaxtext();
setUIContent(layout);
}
}
}
break;
}
return true;
}
});
}
那数据同步了之后,我们是还没将数据写呈现出来。那我们现在就需要将数组b中的内容给画出来了,那我们就来写另外一个时间线程,来实现这个功能。
public void update() {
updatetimer = new Timer();
updatetimer.schedule(new TimerTask() {
@Override
public void run() {
getUITaskDispatcher().asyncDispatch(() -> {
drawGrids();
});
}
},0,500);
}
那我们还需要在订阅函数中去添加一个数据同步的操作。
if (queryContact_int("row" + !isLocal)!=-1 && queryContact_int("column" + !isLocal)!=-1)
changeGrids_b(queryContact_int("row"+ !isLocal),queryContact_int("column"+ !isLocal));
那我们接下来就去写一个函数让我们的时间开始动起来。
public void runing(){
timer = new Timer();
timer.schedule(new TimerTask() {
@Override
public void run() {
getUITaskDispatcher().asyncDispatch(()->{
msec++;
if (msec >= 100){
sec++;
msec = msec % 100;
if (sec >= 60) {
min++;
sec = sec % 60;
if (min >= 60) {
hour++;
min = min % 60;
}
}
}
String strhour = "";
String strmin = "";
String strsec = "";
String strmsec = "";
if (msec < 10) {
strmsec = "0" + Integer.toString(msec);
} else if (msec >= 10) {
strmsec = Integer.toString(msec);
}
if (sec < 10){
strsec = "0" + Integer.toString(sec);
} else if (sec >= 10) {
strsec = Integer.toString(sec);
}
if (min < 10){
strmin = "0" + Integer.toString(min);
} else if (min >= 10) {
strmin = Integer.toString(min);
}
if (hour < 10){
strhour = "0" + Integer.toString(hour);
} else if (hour >= 10) {
strhour = Integer.toString(hour);
}
timetext.setText("time: "+ strhour +":"+strmin+":"+strsec+":"+strmsec);
});
}
},0,10);
}
同样的也是需要在订阅函数中实现数据的同步
if (queryContact_int("hour"+difficulty) != -1)
maxhour = queryContact_int("hour"+difficulty);
if(queryContact_int("min"+difficulty)!=-1)
maxmin = queryContact_int("min"+difficulty);
if(queryContact_int("sec"+difficulty)!=-1)
maxsec = queryContact_int("sec"+difficulty);
if (queryContact_int("msec"+difficulty)!=-1)
maxmsec = queryContact_int("msec"+difficulty);
那这样子我们就已经是完成了游戏功能了,接下去就来做返回按钮的点击事件吧。
timer.cancel();
updatetimer.cancel();
terminate();
那接下来我们就来写重新开始的点击事件了。那为了两台设备能同时重新开始,我就在点击重新开始的时候往数据库里面写一个信号,然后还是用一个时间线程来检测这个信号,检测到了,就重新开始游戏。
public void restarting() {
restarttimer = new Timer();
restarttimer.schedule(new TimerTask() {
@Override
public void run() {
getUITaskDispatcher().asyncDispatch(() ->{
if (restart == 1){
timer.cancel();
updatetimer.cancel();
restart = 0;
initialize();
runing();
update();
}
});
}
},0,25);
}
那到这里我们的游戏也就完成了。我们也可以利用这些分布式能力来创建更多双人小游戏了。
结语
源码我会放到附件中的,有需求的可以自行下载自行学习,大家有什么看不懂的地方可以私信问我或者对照源码进行学习。
更多资料请关注我们的项目 :Awesome-Harmony_木棉花
本项目会长期更新 ,希望继续关注,我们也会加油做得更好的。明年3月,深大校园内的木棉花会盛开,那时,鸿蒙也会变的更好,愿这花开,有你我的一份。
感谢楼主分享
楼主666
学习了,谢谢分享!
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