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quweishuxue

一款趣味数学app

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└─com └─example ├─db │ DBHelper.Java 数据库,存储成绩用 │ ├─model │ chengji.java 成绩数据结构 │ chengjiAdapter.java 成绩列表更新器 │ └─sx │ app.java app 实例,提供了配置存储功能 │ cjdActivity.java 成绩单界面 │ gameActivity.java 主要功能界面 │ ksmsActivity.java 考试模式设置界面 │ MainActivity.java 主菜单 │ MusicService.java 音乐播放后台 │ ssmsActivity.java 速算模式设置界面 │ xlmsActivity.java 训练模式 │ ├─adapter │ GridViewItem.java 等级,设置,时间设置弹出的框 │ MyAdapter.java 适配器 │ ├─utils │ │ Helper.java 帮助文件,存储设置值 │ │ util.java dx转px的工具 │ │ │ └─easyfont │ EasyFonts.java 一个字体库接口 │ FontSourceProcessor.java │ └─view CountdownView.java 一个倒计时 CustomCountDownTimer.java 源码设计流程: MainActivity 主界面,显示四个菜单: 代码里面有详细注释

private ImageView tab_2_img; // 速算模式 private ImageView tab_3_img; // 考试模式 private ImageView tab_1_img; // 训练模式 private ImageView tab_4_img;// 成绩单

回调进入各个界面

// 点击进入训练模式 case R.id.tab_1_img: startActivity(new Intent(this, xlmsActivity.class)); break; // 点击进入速算模式 case R.id.tab_2_img: startActivity(new Intent(this, ssmsActivity.class)); break; // 点击进入考试模式 case R.id.tab_3_img: startActivity(new Intent(this, ksmsActivity.class)); break; // 点击进入考试模式 case R.id.tab_4_img: startActivity(new Intent(this, cjdActivity.class)); break; case R.id.img_exit: finish();// 退出 break; case R.id.img_sound: // 切换设置 boolean on = helper.getMusiconoff(); if (on) { img_sound.setImageResource(R.drawable.sound_off); } else { img_sound.setImageResource(R.drawable.sound_on); } helper.setMusiconoff(!on);

训练模式: 设置点击选择运算方式的时候的回调 lin_setting_oprate = findView(R.id.lin_setting_oprate); lin_setting_oprate.setOnClickListener(this); 设置选择难度等级的回调 lin_setting_level = findView(R.id.lin_setting_level); lin_setting_level.setOnClickListener(this);

case R.id.lin_setting_oprate:
弹出选择操作的框,以及设置回调数据 showPopupWindow(lin_setting_oprate, true); break; case R.id.lin_setting_level: showPopupWindow(lin_setting_level, false); break;

点击开始进行练习模式 taining_confirm = findView(R.id.taining_confirm); taining_confirm.setOnClickListener(this); case R.id.taining_confirm: Intent game = new Intent(this, gameActivity.class); game.putExtra("nandu", nandu); 难度值 game.putExtra("caozuo", caozuo); 选择的运算 game.putExtra("moshi", 0);// 0训练模式 startActivity(game); break;

选择难度时相对应的显示星星: img_star1 = findView(R.id.img_star1); img_star2 = findView(R.id.img_star2); img_star3 = findView(R.id.img_star3);

再说一个关键函数

// 加一个逻辑,用来处理是操作还是选择的难易程度

private void showPopupWindow(View view, boolean oprate) {

// 一个自定义的布局,作为显示的内容 GridView contentView = (GridView) LayoutInflater.from(this).inflate( R.layout.window, null); //一个对话框popwindow final PopupWindow popupWindow = new PopupWindow(contentView, WindowManager.LayoutParams.MATCH_PARENT, util.dp2px(this, 80), true); //如果选择的是运算 显示运算列表,加减乘除,设置后将界面更新 //img_oprate.setImageResource(intArray[position]); 存储下当前选择的运算符,在进入练习时需要

// 难度等级的设计,一样,操作的回调是更新界面的星星数目,存储下来值,后面进入练习需要

if (oprate) {

final int[] intArray = { R.drawable.plus_setting, R.drawable.minus_setting, R.drawable.multi_setting, R.drawable.division_setting }; String[] strArray = { "加法", "减法", "乘法", "除法" }; List<HashMap<String, GridViewItem>> hashMapList = new ArrayList<HashMap<String, GridViewItem>>(); // 测试数据 for (int i = 0; i < 4; i++) { GridViewItem item = new GridViewItem(intArray[i], strArray[i]); HashMap<String, GridViewItem> tempHashMap = new HashMap<String, GridViewItem>(); tempHashMap.put("item", item); hashMapList.add(tempHashMap); } MyAdapter myAdapter = new MyAdapter(this, hashMapList); contentView.setAdapter(myAdapter); contentView.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View view, int position, long id) { img_oprate.setImageResource(intArray[position]); caozuo = position;// 存储下来位置,0是+ 以此类推 popupWindow.dismiss(); }

}); } else { String[] strArray = { "初级", "中级", "高级" }; List<HashMap<String, GridViewItem>> hashMapList = new ArrayList<HashMap<String, GridViewItem>>(); // 测试数据 for (int i = 0; i < 3; i++) { GridViewItem item = new GridViewItem(R.drawable.star, strArray[i]); HashMap<String, GridViewItem> tempHashMap = new HashMap<String, GridViewItem>(); tempHashMap.put("item", item); hashMapList.add(tempHashMap); } MyAdapter myAdapter = new MyAdapter(this, hashMapList); contentView.setAdapter(myAdapter); contentView.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View view, int position, long id) { nandu = position; if (position == 0) { img_star1.setVisibility(View.VISIBLE); img_star2.setVisibility(View.GONE); img_star3.setVisibility(View.GONE); } else if (position == 1) { img_star1.setVisibility(View.VISIBLE); img_star2.setVisibility(View.VISIBLE); img_star3.setVisibility(View.GONE); } else { img_star1.setVisibility(View.VISIBLE); img_star2.setVisibility(View.VISIBLE); img_star3.setVisibility(View.VISIBLE); } popupWindow.dismiss(); }

}); }

popupWindow.setTouchable(true);

popupWindow.setTouchInterceptor(new OnTouchListener() {

@Override public boolean onTouch(View v, MotionEvent event) {

Log.i("mengdd", "onTouch : ");

return false; // 这里如果返回true的话,touch事件将被拦截 // 拦截后 PopupWindow的onTouchEvent不被调用,这样点击外部区域无法dismiss } });

// 如果不设置PopupWindow的背景,无论是点击外部区域还是Back键都无法dismiss弹框 // 我觉得这里是API的一个bug popupWindow.setBackgroundDrawable(getResources().getDrawable( R.drawable.bk_ground1)); // 设置好参数之后再show popupWindow.showAsDropDown(view);

}

主要界面gameActivity

代码里面注释已经够用,这里我说下整体流程 主界面 有三个模式: 训练模式 速算模式 考试模式 点击各个进入自己的设置界面,设置难易程度,设置时间,设置运算符等。 然后带着参数 进入gameActivity界面,

参数有:shijian caozuo moshi

读取到模式后,根据当前模式进行设置:

训练模式: 拿到难易度 和加减乘除操作,开始生成试题即可。 速算模式: 拿到难易程度 和 时间值,这里时间是0-1-2 对应的时间值是int[] time1 = { 3, 5, 7 };// 时间值,然后启动定时器,开始生成试题,开始计算,时间到后提示时间到,可以选择重新开始或者退出。 考试模式:拿到难易度 和时间值,时间对应为final int[] time2 = { 20, 50, 100 };// 时间值 考试模式的值,20分钟 50分钟 100分钟,然后启动定时器,开始生成试题,开始计算,时间到后提示时间到,可以选择重新开始或者退出。 考试模式比速算模式多一个存储成绩的功能,如果时间到,存储下成绩,成绩单那边显示

关键函数,随机生成计算等式:

// 生成随机数 List list = random_shuffle(4, 4); if (moshi != 0) { caozuo = RANDOM.nextInt(4); operation.setBackgroundResource(intArray[caozuo]); } switch (caozuo) { case 0:// + { // 算出两个值来,计算出结果 int first = RANDOM.nextInt(addArray[nandu]); int second = RANDOM.nextInt(addArray[nandu]); int sum = first + second; // 初始化两个值,显示在界面上 firstQueNo.setText(first + ""); secondQueNo.setText(second + ""); // 生成三个随机答案 HashSet s = new HashSet(); s.add(sum); while (s.size() < 4) { int i = RANDOM.nextInt(sum * 2 + 4); if (!s.contains(i)) { s.add(i); } } // 随机显示到答案列表 int index = 0; for (Integer i : s) { // 得到界面 TextView item = ViewArray.get(list.get(index));

if (i == sum) { id_ok = item.getId();// // id,后续判断需要这个值 } // 设置答案列表数据 item.setText(i + ""); index++; } // }

试题生成思路:

比如上面的+ 根据难易度,选择多少以内的加法

生成加数int first = RANDOM.nextInt(addArray[nandu]); 生成被加数 int second = RANDOM.nextInt(addArray[nandu]); int sum = first + second; 计算结果 然后进行显示第一个数和第二个 后面随机生成4个不同的值,有一个是正确的。 然后将显示四个答案的地方,将正确答案随机生成在一个view上,记录下来正确答案在哪个view 后面判断是否答对了还是错了使用这个判断。

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