• 使用Xamarin开发移动应用示例——数独游戏(七)添加新游戏


    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。

    现在我们增加添加新游戏的功能,创建一个页面,编辑初始局面,并保存到数据库。

    我们首先了解一下Xamarin中页面如何跳转。首先,需要为跳转的页面增加路由,这需要在AppShell中增加下面的代码:

            public AppShell()
            {
                InitializeComponent();
                Routing.RegisterRoute(nameof(GameEdit), typeof(GameEdit));
                Routing.RegisterRoute(nameof(GameList), typeof(GameList));
            }
    
    

    GameEdit和GameList是两个页面,GameList中显示数据库中现有的游戏列表,GameEdit用来编辑或新建游戏。通过GameList中的新建游戏按钮或者选择列表中现有的项目,可以跳转到GameEdit。在GameEdit中可以返回到GameList。导航的代码如下:

    GameList中新建游戏的代码如下:

            async void btn_NewGame_Clicked(object sender, EventArgs e)
            {
                await Shell.Current.GoToAsync($"{nameof(GameEdit)}?{nameof(GameEdit.ItemId)}=0");
            }
    

    GameList中选中现有项目,跳转到GameEdit的代码如下:

            async void Handle_ItemTapped(object sender, ItemTappedEventArgs e)
            {
                if (e.Item == null)
                    return;
                await Shell.Current.GoToAsync($"{nameof(GameEdit)}?{nameof(GameEdit.ItemId)}={e.Item}");
            }
    
    

    在GameEdit中,还需要定义接收传入的参数,这里传入的参数是ItemId,在GameEdit的声明中使用QueryProperty标记声明传入参数:

        [QueryProperty(nameof(ItemId), nameof(ItemId))]
        [XamlCompilation(XamlCompilationOptions.Compile)]
        public partial class GameEdit : ContentPage
    

    在接收ItemId时,从数据库中读取相应的记录并初始化页面:

            public string ItemId
            {
                get
                {
                    return currentId.ToString();
                }
                set
                {
                    currentId = int.Parse( value);
                    if (currentId > 0)
                    {
                        var game = App.Database.GetGameAsync(currentId).Result;
                        if(game != null) EditGame(game);
                    }
                    
                }
            }
    

    下面是GameList和GameEdit的完整代码。

    GameList页面代码:

    <?xml version="1.0" encoding="utf-8" ?>
    <ContentPage xmlns="http://xamarin.com/schemas/2014/forms"
                 xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml" xmlns:d="http://xamarin.com/schemas/2014/forms" xmlns:d1="http://xamarin.com/schemas/2014/forms/design"
                 x:Class="ZL.Shudu.Views.GameList">
        <ContentPage.Content>
            <StackLayout>
                <Button Text="新游戏"  Clicked="btn_NewGame_Clicked"></Button>
                <ListView x:Name="MyListView"
                d1:ItemsSource="{Binding Items}"
                ItemTapped="Handle_ItemTapped"
                CachingStrategy="RecycleElement"
                       IsVisible="True">
                    <d:ListView.ItemsSource>
                        <x:Array Type="{x:Type x:String}">
                            
                        </x:Array>
                    </d:ListView.ItemsSource>
                </ListView>
            </StackLayout>
        </ContentPage.Content>
    </ContentPage>
    

    GameList后台代码:

    using System;
    using System.Collections.Generic;
    using System.Collections.ObjectModel;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    
    using Xamarin.Forms;
    using Xamarin.Forms.Xaml;
    
    namespace ZL.Shudu.Views
    {
        [XamlCompilation(XamlCompilationOptions.Compile)]
        public partial class GameList : ContentPage
        {
            public ObservableCollection<string> Items { get; set; }
    
            public GameList()
            {
                InitializeComponent();
               
            }
    
            protected override async void OnAppearing()
            {
                await RefreshList();
            }
    
            public async Task RefreshList()
            {
                Items = await GetItems();
                MyListView.ItemsSource = Items;
                MyListView.IsVisible = true;
            }
    
            public async Task<ObservableCollection<string>> GetItems()
            {
                var items = new ObservableCollection<string>();
    
                var lst = await App.Database.GetGamesAsync();
    
                foreach (var obj in lst)
                {
                    items.Add(obj.ID.ToString());
                }
                return items;
            }
    
            async void Handle_ItemTapped(object sender, ItemTappedEventArgs e)
            {
                if (e.Item == null)
                    return;
                await Shell.Current.GoToAsync($"{nameof(GameEdit)}?{nameof(GameEdit.ItemId)}={e.Item}");
            }
    
            async void btn_NewGame_Clicked(object sender, EventArgs e)
            {
                await Shell.Current.GoToAsync($"{nameof(GameEdit)}?{nameof(GameEdit.ItemId)}=0");
            }
        }
    }
    

    GameEdit页面代码:

    <?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.GameEdit">
        <ContentPage.Content>
            <StackLayout>
                <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>
            
                    <Button Text="保存" Grid.Row="9" Grid.Column="2"  Grid.ColumnSpan="2" Clicked="btn_Save_Clicked"></Button>
                    <Button Text="删除" x:Name="btn_Delete" Grid.Row="9" Grid.Column="4"  Grid.ColumnSpan="2" Clicked="btn_Delete_Clicked"></Button>
                    <Button Text="返回" Grid.Row="9" Grid.Column="6"  Grid.ColumnSpan="2" Clicked="btn_Back_Clicked"></Button>
    
    
                    <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>
    

    GameEdit后台代码:

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    
    using Xamarin.Forms;
    using Xamarin.Forms.Xaml;
    using ZL.Shudu.Services;
    
    namespace ZL.Shudu.Views
    {
        [QueryProperty(nameof(ItemId), nameof(ItemId))]
        [XamlCompilation(XamlCompilationOptions.Compile)]
        public partial class GameEdit : ContentPage
        {
            private bool IsSaved=false;
            private int currentId = 0;
            private static int[,] chess = new int[9, 9];
            private Button[,] buttons = new Button[9, 9];
            private Button[,] numbuttons = new Button[2, 5];
            private Button currentButton;
            private Button currentNumBtn;
    
            public string ItemId
            {
                get
                {
                    return currentId.ToString();
                }
                set
                {
                    currentId = int.Parse( value);
                    if (currentId > 0)
                    {
                        var game = App.Database.GetGameAsync(currentId).Result;
                        if(game != null) EditGame(game);
                    }
                    
                }
            }
            public GameEdit()
            {
                InitializeComponent();
                SetLayout();
                SetNumButtons();
            }
            internal void EditGame(InputGameInfo game)
            {
                currentId = game.ID;
                for (var i = 0; i < 9; i++)
                    for (var j = 0; j < 9; j++)
                    {
                        chess[i, j] = int.Parse(game.Sudoku.Substring(i * 9 + j, 1));
                        buttons[i, j].Text = chess[i, j] > 0 ? chess[i, j].ToString() : "";
                        buttons[i, j].IsEnabled = true;
    
                    }
            }
    
            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 += Clear_Clicked;
                            btn.FontSize = 15;
                        }
                        else
                        {
                            btn.Text = num.ToString();
                            btn.Clicked += Num_Clicked;
                            btn.FontSize = 16;
                        }
                        btn.Padding = 0;
                        grdNumber.Children.Add(btn, j, i);
                        numbuttons[i, j] = btn;
                        num++;
                    }
                }
            }
    
            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(0.7, 0.7, 0.7);
                        }
                        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;
    
    
                    }
                }
            }
    
            private async void btn_Save_Clicked(object sender, EventArgs e)
            {
                var str = "";
                for (var i = 0; i < 9; i++)
                    for (var j = 0; j < 9; j++)
                    {
                        if (string.IsNullOrEmpty(buttons[i, j].Text))
                            chess[i, j] = 0;
                        else
                            chess[i, j] = int.Parse(buttons[i, j].Text);
                        str += chess[i, j].ToString();
                    }
    
                var newgame = new InputGameInfo
                {
                    Sudoku = str,
                    InputDate = DateTime.Now
                };
                if (currentId > 0)
                {
                    newgame.ID = currentId;
                    await App.Database.UpdateGameAsync(newgame);
                }
                else
                {
                    currentId = await App.Database.SaveGameAsync(newgame);
                }
                lbMessage.Text = "保存成功";
                lbMessage.IsVisible = true;
            }
    
            private void btn_New_Clicked(object sender, EventArgs e)
            {
                lbMessage.Text = "";
                currentId = 0;
                for (var i = 0; i < 9; i++)
                    for (var j = 0; j < 9; j++)
                    {
                        buttons[i, j].Text = "";
                        buttons[i, j].IsEnabled = true;
                        chess[i, j] = 0;
                    }
            }
    
            private void Btn_Clicked(object sender, EventArgs e)
            {
                currentButton = sender as Button;
                rowResult.Height = 1;
                rowButton.Height = 1;
                grdNumber.IsVisible = true;
            }
            private async void btn_Delete_Clicked(object sender, EventArgs e)
            {
                if (currentId > 0)
                {
                    await App.Database.DeleteGameAsync(new InputGameInfo { ID = currentId });
                    await Shell.Current.GoToAsync($"///{nameof(GameList)}");
    
                }
            }
    
            private void 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);
    
                currentButton.Text = currentNumBtn.Text;
                myGrid.IsVisible = true;
                grdNumber.IsVisible = false;
                rowResult.Height = 40;
                rowButton.Height = 40;
                
            }
    
            private void 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 async void btn_Back_Clicked(object sender, EventArgs e)
            {
                
                await Shell.Current.GoToAsync($"///{nameof(GameList)}");
            }
        }
    }
    

    编辑功能完成了,但还有一个问题,如果输入的游戏无法完成怎么办?这需要增加判断游戏是否可以完成的逻辑,如果无法完成,需要将UsedInGame属性设置为false,避免无效游戏。

    在输入新的游戏时,我们需要确保输入的游戏合法并且能够完成,在输入过程中,可能需要随时检查合法性,在保存之前,需要确保游戏合法且可完成,然后才能保存。验证的方法就是使用计算机算法完成数独游戏,如果可以完成,就是合法的,否则就需要修改。相关的算法已经封装在程序包中,实现细节在这里不做讨论,将来会作为独立的文章详细介绍实现过程。可以使用Nuget程序包管理器进行安装:ZL.Sudoku.Lib。使用方法如下:

                    var comp = new FindOneSolution(cinp);
                    var res = comp.Comp();
                    var fchess = comp.Matrix;
    
    

    上面算法中,cinp是输入的数独数组,使用Comp方法进行计算,如果res=2,说明计算完成,输出的结果使用Matrix属性获得,也是一个二维数组。如果res=1,说明无法完成,如果是其它值说明输入有错误。

    安装完这个程序包后,我们可以改造GameEdit页面。首先增加一个按钮,用来在输入过程中验证是否合法和能够完成。

                    <Button Text="检查" x:Name="btn_Check" Grid.Row="9" Grid.Column="0"  Grid.ColumnSpan="2" Clicked="btn_Check_Clicked"></Button>
                    <Button Text="保存" Grid.Row="9" Grid.Column="2"  Grid.ColumnSpan="2" Clicked="btn_Save_Clicked"></Button>
                    <Button Text="删除" x:Name="btn_Delete" Grid.Row="9" Grid.Column="4"  Grid.ColumnSpan="2" Clicked="btn_Delete_Clicked"></Button>
                    <Button Text="返回" Grid.Row="9" Grid.Column="6"  Grid.ColumnSpan="2" Clicked="btn_Back_Clicked"></Button>
    

    后台代码:

          private void btn_Check_Clicked(object sender, EventArgs e)
            {
                if (btn_Check.Text == "检查")
                {
                    var cinp = getChess();
                    lastinput = cinp;
                    var comp = new FindOneSolution(cinp);
                    var res = comp.Comp();
                    var fchess = comp.Matrix;
    
                    for (var i = 0; i < 9; i++)
                    {
                        for (var j = 0; j < 9; j++)
                        {
                            var btn = buttons[i, j];
                            if (cinp[i, j] > 0)
                            {
                                btn.Text = cinp[i, j].ToString();
    
                            }
                            else
                            {
                                btn.Text = fchess[i, j] > 0 ? fchess[i, j].ToString() : "";
                            }
                        }
                    }
                    if (res == 0) lbMessage.Text = "不合法";
                    else if (res == 1) lbMessage.Text = "计算不出来";
                    else if (res == 2) lbMessage.Text = "计算完成";
                    else lbMessage.Text = "其它错误";
                    btn_Check.Text = "继续";
                }
                else
                {
                    lbMessage.Text = "";
                    btn_Check.Text = "检查";
                    for (var i = 0; i < 9; i++)
                    {
                        for (var j = 0; j < 9; j++)
                        {
                            var btn = buttons[i, j];
                            if (lastinput[i, j] > 0)
                            {
                                btn.Text = lastinput[i, j].ToString();
    
                            }
                            else
                            {
                                btn.Text ="";
                            }
                        }
                    }
                }
            }
    
            private int[,] getChess()
            {
                var res = new int[9, 9];
                for (var i = 0; i < 9; i++)
                {
                    for (var j = 0; j < 9; j++)
                    {
                        var btn = buttons[i, j];
                        if(string.IsNullOrEmpty(btn.Text)) res[i,j]= 0;
                        else res[i, j]=int.Parse(btn.Text);
                    }
                }
                return res;
            }
    

    在保存前,也需要进行检查,如果不合法或者无法完成,就提示继续编辑,不能保存:

           private async void btn_Save_Clicked(object sender, EventArgs e)
            {
                if(btn_Check.Text=="继续") btn_Check_Clicked(null,null);
                var str = "";
                var chess = getChess();
                for (var i = 0; i < 9; i++)
                    for (var j = 0; j < 9; j++)
                    {
                      str +=  chess[i, j].ToString();
                    }
                var comp = new FindOneSolution(chess);
                var res = comp.Comp();
                if(res != 2)
                {
                    lbMessage.Text = "不合法或者无法完成的游戏,请修改后保存";
                    return;
                }
                var newgame = new InputGameInfo
                {
                    Sudoku = str,
                    InputDate = DateTime.Now,
                    UsedInGame = true
                };
                if (currentId > 0)
                {
                    newgame.ID = currentId;
                    await App.Database.UpdateGameAsync(newgame);
                }
                else
                {
                    currentId = await App.Database.SaveGameAsync(newgame);
                }
                lbMessage.Text = "保存成功";
            }
    

    到此,我们的数独游戏基本完成。下一步的工作是增加完成历史列表页面,让玩家查看已经完成的历史,并且能够复盘。

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  • 原文地址:https://www.cnblogs.com/zhenl/p/15841119.html
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