一、整体项目结构
使用Maven来管理项目结构
二、基本功能实现
(一)创建游戏窗口(静态)
package com.baidu.czy;
import java.applet.Applet;
import java.applet.AudioClip;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.io.File;
import java.net.URI;
import java.net.URL;
import javax.swing.*;
//本类继承自JFrame,创建游戏窗口,只需要new本类对象
public class GameStart extends JFrame {
File f;
URI uri;
URL url;
private ActionEvent e;
// 添加背景音乐
public GameStart() {
try {
f = new File("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\bg1.wav");
uri = f.toURI();
url = uri.toURL(); //解析地址
AudioClip aau;
aau = Applet.newAudioClip(url);
aau.loop(); //循环播放
} catch (Exception e) {
e.printStackTrace();
}
}
private static final long serialVersionUID = 1L;
//用于存放数据的二维数组,构成4*4网格的游戏界面数值,数组中的值就是其对应位置方格的值,0代表无值
private int Numbers[][] = new int[4][4];
public void init() {
this.setTitle("2048游戏");
this.setLocation(450, 100);
this.setSize(800, 600);
//自定义,不使用面板布局格式
this.setLayout(null);
//添加标签
JLabel jLabel = new JLabel("欢迎来到2048游戏!");
jLabel.setFont(new Font("华文行楷", Font.CENTER_BASELINE, 40));
jLabel.setForeground(new Color(0X0000FF));
jLabel.setBounds(20, 500, 400, 50);
this.add(jLabel);
//添加图片1( Public ImageIcon(String filename)//参数可以是绝对路径也可以是相对路径 )
JLabel jLabel1 = new JLabel(new ImageIcon("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\c.png"));
jLabel1.setBounds(400, 5, 400, 600);
this.add(jLabel1);
//添加图片2
JLabel jLabel13 = new JLabel(new ImageIcon("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\d.png"));
jLabel13.setBounds(1, 80, 400, 600);
this.add(jLabel13);
// 开始游戏按钮
ImageIcon imgicon = new ImageIcon("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\start.png");
JButton start = new JButton(imgicon);
start.setFocusable(false);//设置此按钮不可获取焦点
start.setBorderPainted(false);//设置此按钮没有边框
start.setFocusPainted(false);//设置不绘制边框,设置 paintFocus属性,对于要绘制的焦点状态,该属性必须为 true。paintFocus 属性的默认值为 true。一些外观没有绘制焦点状态;它们将忽略此属性
start.setContentAreaFilled(false);//设置不绘制边框,设置 contentAreaFilled 属性。如果该属性为 true,则按钮将绘制内容区域。如果希望有一个透明的按钮,比如只是一个图标的按钮,那么应该将此属性设置为 false。不要调用 setOpaque(false)。contentAreaFilled 属性的默认值为 true。
start.setBounds(5, 10, 120, 30);// 设置按钮的x,y坐标位置和宽度与高度
this.add(start);
//后退一步按钮
ImageIcon backicon = new ImageIcon("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\backicon.png");
JButton back = new JButton(backicon);
back.setFocusable(false);
back.setBorderPainted(false);
back.setFocusPainted(false);
back.setContentAreaFilled(false);
back.setBounds(270, 10, 120, 30);// 设置按钮的x,y坐标位置和宽度与高度
this.add(back);
// 关于按钮
ImageIcon imgicon2 = new ImageIcon("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\about.png");
JButton about = new JButton(imgicon2);
about.setFocusable(false);
about.setBorderPainted(false);
about.setFocusPainted(false);
about.setContentAreaFilled(false);
about.setBounds(160, 10, 70, 30);
this.add(about);
// 分数显示
JLabel scoreLabel = new JLabel("分数:0");
scoreLabel.setBounds(5, 45, 120, 30);
scoreLabel.setFont(new Font("幼圆", Font.CENTER_BASELINE, 18));
scoreLabel.setForeground(new Color(0x000000));
this.add(scoreLabel);
//静音按钮
JCheckBox isSoundBox = new JCheckBox("静音");
isSoundBox.setBounds(320, 45, 120, 30);
isSoundBox.setFont(new Font("黑体", Font.CENTER_BASELINE, 18));
isSoundBox.setFocusable(false);
isSoundBox.setBorderPainted(false);
isSoundBox.setFocusPainted(false);
isSoundBox.setContentAreaFilled(false);
this.add(isSoundBox);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);//使用 System exit 方法退出应用程序。仅在应用程序中使用。
this.setResizable(false); //设置此窗体是否可由用户调整大小。
this.setVisible(true);// 显示界面
// 创建事件处理类,将事件源绑定监听器
ComponentListener cl = new ComponentListener(this, Numbers, scoreLabel, start, about, back, isSoundBox);
start.addActionListener(cl);
about.addActionListener(cl);
back.addActionListener(cl);
isSoundBox.addActionListener(cl);
this.addKeyListener(cl);
}
// 重写窗体
@Override
//paint是Java中AWT画图方法
public void paint(Graphics g) {
//调用父类的构造方法
super.paint(g);
//设置画笔颜色
g.setColor(new Color(0x66FF66));
//填充整个4*4圆角矩形区域,使用当前颜色填充指定的圆角矩形
g.fillRoundRect(15, 110, 370, 370, 15, 15);// 大矩形框
g.setColor(new Color(0xFFFAFA));
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
//填充每一个4*4小方格区域
g.fillRoundRect(25 + i * 90, 120 + j * 90, 80, 80, 15, 15);// 小矩形框
}
}
// 调整数字的位置并上色
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
//如果小方格上数字不为0,则说明有值,进行绘制背景色与数字
if (Numbers[j][i] != 0) {
int FontSize = 30;
int MoveX = 0, MoveY = 0;
switch (Numbers[j][i]) {
case 2:
g.setColor(new Color(0xFF0000));
FontSize = 30;
MoveX = 0;
MoveY = 0;
break;
case 4:
g.setColor(new Color(0xede0c8));
FontSize = 30;
MoveX = 0;
MoveY = 0;
break;
case 8:
g.setColor(new Color(0xf2b179));
FontSize = 30;
MoveX = 0;
MoveY = 0;
break;
case 16:
g.setColor(new Color(0xf59563));
FontSize = 29;
MoveX = -5;
MoveY = 0;
break;
case 32:
g.setColor(new Color(0xf67c5f));
FontSize = 29;
MoveX = -5;
MoveY = 0;
break;
case 64:
g.setColor(new Color(0xf65e3b));
FontSize = 29;
MoveX = -5;
MoveY = 0;
break;
case 128:
g.setColor(new Color(0xedcf72));
FontSize = 28;
MoveX = -10;
MoveY = 0;
break;
case 256:
g.setColor(new Color(0xedcc61));
FontSize = 28;
MoveX = -10;
MoveY = 0;
break;
case 512:
g.setColor(new Color(0xedc850));
FontSize = 28;
MoveX = -10;
MoveY = 0;
break;
case 1024:
g.setColor(new Color(0xedc53f));
FontSize = 27;
MoveX = -15;
MoveY = 0;
break;
case 2048:
g.setColor(new Color(0xedc22e));
FontSize = 27;
MoveX = -15;
MoveY = 0;
break;
default:
g.setColor(new Color(0x000000));
break;
}
//数字不为0的小方格覆盖原色,根据不同的值上不同的色
g.fillRoundRect(25 + i * 90, 120 + j * 90, 80, 80, 15, 15);// 小矩形框覆盖上色
g.setColor(new Color(0x000000));
g.setFont(new Font("Kristen ITC", Font.PLAIN, FontSize));
//绘制字符串,参数分别为:要绘制的字符串,字符串绘制的x坐标,y坐标
g.drawString(Numbers[j][i] + "", 25 + i * 90 + 30 + MoveX,
120 + j * 90 + 50 + MoveY);
}
}
}
}
}
(二)实现监听(具体功能的实现)
package com.baidu.czy;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.Arrays;
import java.util.Random;
import javax.swing.*;
public class ComponentListener extends KeyAdapter implements ActionListener {
private GameStart UI;// 界面对象
private int Numbers[][];// 存放数据的数组
private Random rand = new Random();
private int BackUp[][] = new int[4][4];//用于备份数组,供回退时使用
private int BackUp2[][] = new int[4][4];//用于备份数组,供起死回生时使用
public JLabel lb; //分数标签
int score = 0;
int tempscore, tempscore2;//记录回退的分数值
public JButton bt, about, back;
public JCheckBox isSoundBox;
//是否胜利,true:胜利,false:失败
private boolean isWin = false;
//是否复活,true:使用复活,false:不使用复活
private boolean relive = false;
//是否可以回退,true:不可回退,false:可以回退 (是否已经进行过一次回退了)
private boolean hasBack = false;
//是否播放音乐,true:播放音效,false:不播放音效
private boolean isSound = true;
//事件
private ActionEvent e;
public ComponentListener(GameStart UI, int[][] Numbers, JLabel lb, JButton bt, JButton about, JButton back, JCheckBox isSoundBox) {
this.UI = UI;
this.Numbers = Numbers;
this.lb = lb;
this.bt = bt;
this.about = about;
this.back = back;
this.isSoundBox = isSoundBox;
}
@Override
public void actionPerformed(ActionEvent e) {
if (e.getSource() == bt ) {
//游戏开始
isWin = false;
//各个小格赋初值0
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
Numbers[i][j] = 0;
//游戏开始,分数为0
score = 0;
lb.setText("分数:" + score);
//生成4个0-3之间的随机数
int r1 = rand.nextInt(4);
int r2 = rand.nextInt(4);
int c1 = rand.nextInt(4);
int c2 = rand.nextInt(4);
//由r1,c1;r2,c2组成两个初始值,所以初始值的坐标不能重复
while (r1 == r2 && c1 == c2) {
r2 = rand.nextInt(4);
c2 = rand.nextInt(4);
}
// 生成初始数字(2或者4)
int value1 = rand.nextInt(2) * 2 + 2;
int value2 = rand.nextInt(2) * 2 + 2;
// 把数字存进对应的位置
Numbers[r1][c1] = value1;
Numbers[r2][c2] = value2;
//数字更改,重新绘制图形,为此组件创建图形上下文
UI.paint(UI.getGraphics());
} else if (e.getSource() == about) {
//点击了关于标签
JOptionPane.showMessageDialog(UI, "游戏规则:\n"
+ "1、开始时棋盘内随机出现两个数字,出现的数字仅可能为2或4\n"
+ "2、玩家可以选择上下左右四个方向,若棋盘内的数字出现位移或合并,视为有效移动\n"
+ "3、玩家选择的方向上若有相同的数字则合并,每次有效移动可以同时合并,但不可以连续合并\n"
+ "4、合并所得的所有新生成数字相加即为该步的有效得分\n"
+ "5、玩家选择的方向行或列前方有空格则出现位移\n"
+ "6、每有效移动一步,棋盘的空位(无数字处)随机出现一个数字(依然可能为2或4)\n"
+ "7、棋盘被数字填满,无法进行有效移动,判负,游戏结束\n"
+ "8、棋盘上出现2048,判胜,游戏结束。\n"
);
} else if (e.getSource() == back && hasBack == false) {
System.out.println("回退");
//点击了回退一步标签,而且只能回退一次,只有再执行一次上下左右操作才可以再次回退
hasBack = true;
//判断本次回退是回退上一步,还是复活,回退上上步
if (relive == false) {
//替换上一步的分数
score = tempscore;
lb.setText("分数:" + score);
for (int i = 0; i < BackUp.length; i++) {
Numbers[i] = Arrays.copyOf(BackUp[i], BackUp[i].length);
}
} else {
//选择了起死回生
score = tempscore2;
lb.setText("分数:" + score);
for (int i = 0; i < BackUp2.length; i++) {
Numbers[i] = Arrays.copyOf(BackUp2[i], BackUp2[i].length);
}
//再给一次复活的机会
relive = false;
}
//重新绘制
UI.paint(UI.getGraphics());
} else if (e.getSource().equals(isSoundBox)) {
//是否选中静音复选框
if (isSoundBox.isSelected()) {
isSound = false;
} else {
isSound = true;
}
}
}
// 键盘监听,监听游戏焦点的←,↑,→,↓;方向键键值:左:37上:38右:39下:40
public void keyPressed(KeyEvent event) {
int Counter = 0;// 记录数字有效移动位数,判断是否移动了
int NumCounter = 0;// 记录当前有数字的小方格数量,判断是否已满
int NumNearCounter = 0;// 记录相邻格子数字相同的对数
hasBack = false;
//每次进行真正的移位合并操作之前,记录前一步
//记录上上步
if (BackUp != null || BackUp.length != 0) {
tempscore2 = tempscore;// 先把分数备份好
// 下面的for循环调用java.util.Arrays.copyOf()方法复制数组,实现备份
for (int i = 0; i < BackUp.length; i++) {
BackUp2[i] = Arrays.copyOf(BackUp[i], BackUp[i].length);
}
}
//记录上步
tempscore = score;// 先把分数备份好
// 下面的for循环调用java.util.Arrays.copyOf()方法复制数组,实现备份
for (int i = 0; i < Numbers.length; i++) {
BackUp[i] = Arrays.copyOf(Numbers[i], Numbers[i].length);
}
if (isWin == false) {
switch (event.getKeyCode()) {
case 37:
// 向左移动
/*
(1)在移动的过程中,判断与其相邻的格子,如果相邻的格子为空,则移动,并将当前的格子清0
(2)移动后,若格子相邻并且数值相等,则求和并且清0
*/
if (isSound == true) {
new PlaySound("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\move.wav").start();// 播放移位音乐
}
//经过这个循环,把每行有值的格子,都被搬到最左边了,同一行右侧有值的格子,覆盖左侧值为0的格子
for (int h = 0; h < 4; h++)
for (int l = 0; l < 4; l++)
if (Numbers[h][l] != 0) {
int temp = Numbers[h][l];
//per相当于是相邻位置
int pre = l - 1;
while (pre >= 0 && Numbers[h][pre] == 0) {
Numbers[h][pre] = temp;
//移动后清0
Numbers[h][pre + 1] = 0;
pre--;
Counter++;
}
}
//表盘当前左侧相邻相等的值会相加,造成左边值为【和】,相邻右边值为【0】
for (int h = 0; h < 4; h++)
for (int l = 0; l < 4; l++)
if (l + 1 < 4
&& (Numbers[h][l] == Numbers[h][l + 1]) //相邻两列数值相加,并要求两列不同时为0
&& (Numbers[h][l] != 0 || Numbers[h][l + 1] != 0)) {
if (isSound == true)
new PlaySound("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\merge.wav").start();
//数值合并
Numbers[h][l] = Numbers[h][l] + Numbers[h][l + 1];
Numbers[h][l + 1] = 0;
Counter++;
score += Numbers[h][l];
if (Numbers[h][l] == 2048) {
isWin = true;
}
}
//经过这个循环,把每行有值的格子,都被搬到最左边了,同一行右侧有值的格子,覆盖左侧值为0的格子
for (int h = 0; h < 4; h++)
for (int l = 0; l < 4; l++)
if (Numbers[h][l] != 0) {
int temp = Numbers[h][l];
int pre = l - 1;
while (pre >= 0 && Numbers[h][pre] == 0) {
Numbers[h][pre] = temp;
Numbers[h][pre + 1] = 0;
pre--;
Counter++;
}
}
break;
case 39:// 向右移动
if (isSound == true)
new PlaySound("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\move.wav").start();
for (int h = 3; h >= 0; h--)
for (int l = 3; l >= 0; l--)
if (Numbers[h][l] != 0) {
int temp = Numbers[h][l];
int pre = l + 1;
while (pre <= 3 && Numbers[h][pre] == 0) {
Numbers[h][pre] = temp;
Numbers[h][pre - 1] = 0;
pre++;
Counter++;
}
}
for (int h = 3; h >= 0; h--)
for (int l = 3; l >= 0; l--)
if (l + 1 < 4
&& (Numbers[h][l] == Numbers[h][l + 1])
&& (Numbers[h][l] != 0 || Numbers[h][l + 1] != 0)) {
if (isSound == true)
new PlaySound("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\merge.wav").start();
Numbers[h][l + 1] = Numbers[h][l]
+ Numbers[h][l + 1];
Numbers[h][l] = 0;
Counter++;
score += Numbers[h][l + 1];
if (Numbers[h][l + 1] == 2048) {
isWin = true;
}
}
for (int h = 3; h >= 0; h--)
for (int l = 3; l >= 0; l--)
if (Numbers[h][l] != 0) {
int temp = Numbers[h][l];
int pre = l + 1;
while (pre <= 3 && Numbers[h][pre] == 0) {
Numbers[h][pre] = temp;
Numbers[h][pre - 1] = 0;
pre++;
Counter++;
}
}
break;
case 38:
// 向上移动
if (isSound == true)
new PlaySound("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\move.wav").start();
for (int l = 0; l < 4; l++)
for (int h = 0; h < 4; h++)
if (Numbers[h][l] != 0) {
int temp = Numbers[h][l];
int pre = h - 1;
while (pre >= 0 && Numbers[pre][l] == 0) {
Numbers[pre][l] = temp;
Numbers[pre + 1][l] = 0;
pre--;
Counter++;
}
}
for (int l = 0; l < 4; l++)
for (int h = 0; h < 4; h++)
if (h + 1 < 4
&& (Numbers[h][l] == Numbers[h + 1][l])
&& (Numbers[h][l] != 0 || Numbers[h + 1][l] != 0)) {
if (isSound == true)
new PlaySound("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\merge.wav").start();
Numbers[h][l] = Numbers[h][l] + Numbers[h + 1][l];
Numbers[h + 1][l] = 0;
Counter++;
score += Numbers[h][l];
if (Numbers[h][l] == 2048) {
isWin = true;
}
}
for (int l = 0; l < 4; l++)
for (int h = 0; h < 4; h++)
if (Numbers[h][l] != 0) {
int temp = Numbers[h][l];
int pre = h - 1;
while (pre >= 0 && Numbers[pre][l] == 0) {
Numbers[pre][l] = temp;
Numbers[pre + 1][l] = 0;
pre--;
Counter++;
}
}
break;
case 40:
// 向下移动
if (isSound == true)
new PlaySound("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\move.wav").start();
for (int l = 3; l >= 0; l--)
for (int h = 3; h >= 0; h--)
if (Numbers[h][l] != 0) {
int temp = Numbers[h][l];
int pre = h + 1;
while (pre <= 3 && Numbers[pre][l] == 0) {
Numbers[pre][l] = temp;
Numbers[pre - 1][l] = 0;
pre++;
Counter++;
}
}
for (int l = 3; l >= 0; l--)
for (int h = 3; h >= 0; h--)
if (h + 1 < 4
&& (Numbers[h][l] == Numbers[h + 1][l])
&& (Numbers[h][l] != 0 || Numbers[h + 1][l] != 0)) {
if (isSound == true)
new PlaySound("E:\\JavaProject\\HandleGame2048(2)\\src\\main\\resources\\res\\merge.wav").start();
Numbers[h + 1][l] = Numbers[h][l]
+ Numbers[h + 1][l];
Numbers[h][l] = 0;
Counter++;
score += Numbers[h + 1][l];
if (Numbers[h + 1][l] == 2048) {
isWin = true;
}
}
for (int l = 3; l >= 0; l--)
for (int h = 3; h >= 0; h--)
if (Numbers[h][l] != 0) {
int temp = Numbers[h][l];
int pre = h + 1;
while (pre <= 3 && Numbers[pre][l] == 0) {
Numbers[pre][l] = temp;
Numbers[pre - 1][l] = 0;
pre++;
Counter++;
}
}
break;
}
//移位,合并,移位完成后,判断是否有可重复值
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
//判断相邻左右位置有没有重复值
if (Numbers[i][j] == Numbers[i][j + 1]
&& Numbers[i][j] != 0) {
NumNearCounter++;
}
//判断相邻上下位置有没有重复值
if (Numbers[i][j] == Numbers[i + 1][j]
&& Numbers[i][j] != 0) {
NumNearCounter++;
}
if (Numbers[3][j] == Numbers[3][j + 1]//第四行只需要判断是否与右边有重复
&& Numbers[3][j] != 0) {
NumNearCounter++;
}
if (Numbers[i][3] == Numbers[i + 1][3]//第四列只需要判断与下边是否有重复
&& Numbers[i][3] != 0) {
NumNearCounter++;
}
}
}
//判断不为0的空余格子数
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (Numbers[i][j] != 0) {
NumCounter++;
}
}
}
System.out.println(Counter);
//有效移位数>0,则补充一个新的2或者4
if (Counter > 0) {
lb.setText("分数:" + score);
//随机产生0~3的数字,选中位置
int r1 = rand.nextInt(4);
int c1 = rand.nextInt(4);
while (Numbers[r1][c1] != 0) {
r1 = rand.nextInt(4);
c1 = rand.nextInt(4);
}
//产生2或4
int value1 = rand.nextInt(2) * 2 + 2;
Numbers[r1][c1] = value1;
}
if (isWin == true) {
UI.paint(UI.getGraphics());
JOptionPane.showMessageDialog(UI, "恭喜你赢了!\n您的最终得分为:" + score);
}
if (NumCounter == 16 && NumNearCounter == 0) {
//移动后满格并且没有可合并的小格子,游戏结束relive:复活一次
relive = true;
JOptionPane.showMessageDialog(UI, "没地方可以合并咯!!"
+ "\n很遗憾,您输了~>_<~" + "\n悄悄告诉你,游戏有起死回生功能哦,不信你“退一步”试试?"
+ "\n说不定能扭转乾坤捏 (^_~)");
}
UI.paint(UI.getGraphics());
}
}
}
(三)实现线程播放音乐
package com.baidu.czy;
import java.io.File;
import java.io.IOException;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.DataLine;
import javax.sound.sampled.SourceDataLine;
//播放声音的线程
public class PlaySound extends Thread {
private String filename;
public PlaySound(String wavfile) {
filename = "" + wavfile;
}
public void run() {
File soundFile = new File(filename);
AudioInputStream audioInputStream = null;
try {
//获得音频输入流
audioInputStream = AudioSystem.getAudioInputStream(soundFile);
} catch (Exception e1) {
e1.printStackTrace();
return;
}
//指定声音流中特定数据安排
AudioFormat format = audioInputStream.getFormat();
SourceDataLine auline = null;
DataLine.Info info = new DataLine.Info(SourceDataLine.class, format);
try {
//从混频器获得源数据行
auline = (SourceDataLine) AudioSystem.getLine(info);
//打开具有指定格式的行,这样可使行获得所有所需的系统资源并变得可操作。
auline.open(format);
} catch (Exception e) {
e.printStackTrace();
return;
}
//允许数据行执行数据 I/O
auline.start();
int nBytesRead = 0;
// 这是缓冲
byte[] abData = new byte[512];
try {
while (nBytesRead != -1) {
//从音频流读取指定的最大数量的数据字节,并将其放入给定的字节数组中
nBytesRead = audioInputStream.read(abData, 0, abData.length);
if (nBytesRead >= 0)
//通过此源数据行将音频数据写入混频器
auline.write(abData, 0, nBytesRead);
}
} catch (IOException e) {
e.printStackTrace();
return;
} finally {
auline.drain();
auline.close();
}
}
}
(四)测试类
package com.baidu.czy.test;
import com.baidu.czy.GameStart;
public class StartGameTest {
public static void main(String[] args) {
GameStart view = new GameStart();
view.init();
new GameStart();
}
}
三、运行结果