Android原生繪圖之炫酷倒數計時

張風捷特烈發表於2019-03-04

零、前言

1.本篇原型是慕課網的教程,但是用JavaScript實現在瀏覽器上的,詳見
2.最近感覺安卓Canvas不比html5的canvas差,使用想復刻一下到Android上
3.本篇並不止於教程,而是以知其所以然來運用字元點陣及動效,這也是從JavaScript移植到安卓的必要條件
4.本篇會深入地分析整體思路與邏輯,為大家提供一種canvas繪製的思路,相信會給你帶來收穫。

最終效果

最終效果.gif

一、字元的點陣顯示

第一個問題是如何字元的點陣顯示,以及點陣形狀的自定義:效果如下:

字元的點陣顯示.png

1.從1開始分析:先看一個陣列:
/**
 * 用來顯示點陣的二維陣列
 */
public static final int[][] digit_test = new int[][]
        {
                {0, 0, 0, 1, 1, 0, 0},
                {0, 1, 1, 1, 1, 0, 0},
                {0, 0, 0, 1, 1, 0, 0},
                {0, 0, 0, 1, 1, 0, 0},
                {0, 0, 0, 1, 1, 0, 0},
                {0, 0, 0, 1, 1, 0, 0},
                {0, 0, 0, 1, 1, 0, 0},
                {0, 0, 0, 1, 1, 0, 0},
                {0, 0, 0, 1, 1, 0, 0},
                {1, 1, 1, 1, 1, 1, 1}
        };//1
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/**
 * 顏色陣列
 */
public static final int[] colors = new int[]{
        0xff33B5E5, 0xff0099CC, 0xffAA66CC, 0xff9933CC,
        0xff99CC00, 0xff669900, 0xffFFBB33, 0xffFF8800, 0xffFF4444, 0xffCC0000};
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如果你高度散光,估計能一眼看出來些什麼,看不出來的話,看下圖:
你也許會說:暈,這麼簡單粗暴。----沒錯,就是這麼粗暴

Android原生繪圖之炫酷倒數計時

2.其實分析出來也不麻煩

就是二維陣列一行一行遍歷,遇到1就畫圖形,這裡是圓形,你可以自己畫任意的形狀
補充一下,這裡的1和0都是自定義的標示符,你可以任意,但繪製的邏輯也要同步修改

點陣分析.png

private void renderDigitTest(Canvas canvas) {
    for (int i = 0; i < Cons.digit_test.length; i++) {
        for (int j = 0; j < Cons.digit_test[j].length; j++) {//一行一行遍歷,遇到1就畫
            if (Cons.digit_test[i][j] == 1) {
                canvas.save();
                float rX = (j * 2 + 1) * (mRadius + 1);//第(i,j)個點圓心橫座標
                float rY = (i * 2 + 1) * (mRadius + 1);//第(i,j)個點圓心縱座標
                canvas.translate(rX, rY);
                canvas.drawCircle(rX, rY, mRadius, mPaint);//畫圓
                int color = Cons.colors[(int) (Math.random() * Cons.colors.length)];
                mPaint.setColor(color);
                canvas.restore();
            }
        }
    }
}
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3.如何多個數字呢?

上古有道,道生一,一生二,會一個自然第二個也就不遠了
既然一個二維陣列可以表示一個數,那麼用一個三維陣列再成放10個二維陣列不就表示數字了嗎!
三維陣列太長了,也沒有什麼技術含量,貼這裡影響市容,放在文尾,自行拷貝。

4.數字0~9的渲染函式:(這裡就畫五角星吧,路徑繪製可詳見Path篇)
    /**
     *
     * @param pos 偏移量 x,y
     * @param num 要顯示的數字
     * @param canvas 畫布
     */
    private void renderDigit(PointF pos, int num, Canvas canvas) {
        for (int i = 0; i < Cons.digit[num].length; i++) {
            for (int j = 0; j < Cons.digit[num][j].length; j++) {
                if (Cons.digit[num][i][j] == 1) {
                    canvas.save();
                    float rX = pos.x + j * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)個點圓心橫座標
                    float rY = pos.y + i * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)個點圓心縱座標
                    canvas.translate(rX, rY);
                    Path path = CommonPath.nStarPath(5, mRadius, mRadius / 2);
                    int color = Cons.colors[(int) (Math.random() * Cons.colors.length)];
                    mPaint.setColor(color);
                    canvas.drawPath(path, mPaint);
                    canvas.restore();
                }
            }
        }
    }
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OnDraw()中:

canvas.save();
renderDigit( 1, canvas);
canvas.translate(150, 0);
renderDigit( 9, canvas);
canvas.translate(150, 0);
renderDigit(9, canvas);
canvas.translate(150, 0);
renderDigit(4, canvas);
canvas.restore();
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字元的點陣顯示.png

OK,第一步完成,萬事開頭難,理解之後,後面就很簡單了


二、靜態時間顯示與倒數計時:

1.靜態時間顯示

只要動態獲取時間即可,在onDraw中將時間解析成響應數字繪製出來,是不是很簡單

mCalendar = Calendar.getInstance();
int hour = mCalendar.get(Calendar.HOUR_OF_DAY);
int min = mCalendar.get(Calendar.MINUTE);
int sec = mCalendar.get(Calendar.SECOND);
canvas.save();
//繪製小時
renderDigit(hour / 10, canvas);
canvas.translate(17*mRadius, 0);
renderDigit(hour % 10, canvas);
//繪製冒號:
canvas.translate(17*mRadius, 0);
renderDigit(10, canvas);
//繪製分鐘
canvas.translate(11*mRadius, 0);
renderDigit(min / 10, canvas);
canvas.translate(17*mRadius, 0);
renderDigit(min % 10, canvas);
//繪製冒號:
canvas.translate(17*mRadius, 0);
renderDigit(10, canvas);
//繪製秒:
canvas.translate(11*mRadius, 0);
renderDigit(sec / 10, canvas);
canvas.translate(17*mRadius, 0);
renderDigit(sec % 10, canvas);
canvas.restore();
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時鐘靜態效果.png

通過Handler定時傳送訊息更新檢視:

時鐘動態效果.gif


倒數計時處理
//初始時設定截止日期
mCalendar = Calendar.getInstance();
mCalendar.set(2018, 11-1, 11, 21, 21, 21);
mDeadTime = mCalendar.getTimeInMillis();
//OnDraw中獲取之間的毫秒數,處理
mCalendar = Calendar.getInstance();
long lastSec = (mDeadTime - mCalendar.getTimeInMillis()) / 1000;//持續時間

int hour = (int) (lastSec / 3600);
int min = (int) (lastSec - hour * 3600) / 60;
int sec = (int) (lastSec % 60);
Log.d(TAG, "render: "+ hour+","+min+","+sec);
//接下來的和上面一樣
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倒數計時處理.gif


4.重點:小球的運動

有點小複雜,簡單地畫了一個流程圖

分析.png

先把小球封裝一下:

/**
 * 作者:張風捷特烈<br/>
 * 時間:2018/11/11 0011:6:13<br/>
 * 郵箱:1981462002@qq.com<br/>
 * 說明:小球封裝類
 */
public class Ball {
    public float a;//加速度
    public float vX;//速度X
    public float vY;//速度Y
    public float pX;//點位X
    public float pY;//點位Y
    public int color;//顏色
}

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準備工作

//成員變數
private int mRadius = 12;//半徑
private int mLimitY;//Y邊界
private final static int BALLS_VY = 15;//y方向速度
private final static int BALLS_ABS_VX = 20;//x方向速度數值
private final static float BALLS_A = 0.98f;//小球的加速度
private List<Ball> mBalls = new ArrayList<>();//小球集合
private long mDeadTime;//剩餘時間
private int mCurDeadTime;//當前剩餘時間
private Paint mPaint;
private Path mStarPath;

//初始化:init()
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mPaint.setStyle(Paint.Style.FILL);
mLimitY = winSize.y - 200;
Calendar calendar = Calendar.getInstance();
calendar.set(2018, 11 - 1, 11, 21, 21, 21);
mDeadTime = calendar.getTimeInMillis();
mCurDeadTime = getLifeSec();
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1.使用ValueAnimator不斷重繪介面
ValueAnimator animator = ValueAnimator.ofFloat(0, 1);
animator.setRepeatCount(-1);
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
    @Override
    public void onAnimationUpdate(ValueAnimator animation) {
        update();
        invalidate();
    }
});
animator.start();
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2.小球集合的更新總函式
/**
 * 小球集合的更新總函式
 */
private void update() {
    addBalls();//新增小球
    updateBalls();//更新小球
}
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3.新增倒數計時中改動的點

核心是:判斷當前時間是否改變,再將點位放到集合中
這是要注意我繪製小球放在繪製秒的前面,所以根據繪製小球時的畫布原點,在加入是對小球的點位進行偏移

    /**
     * 新增倒數計時中改動的點
     */
    private void addBalls() {
        int nextSec = getLifeSec();
        int nextHours = nextSec / 3600;
        int nextMinutes = (nextSec - nextHours * 3600) / 60;
        int nextSeconds = nextSec % 60;

        int curHours = mCurDeadTime / 3600;
        int curMinutes = (mCurDeadTime - curHours * 3600) / 60;
        int curSeconds = mCurDeadTime % 60;

        if (nextSeconds != curSeconds) {//判斷當前時間是否改變,再將點位放到集合中
            if ((curHours / 10) != (nextHours / 10)) {
                addBalls((-17 * 5 - 11 * 2) * mRadius, curHours / 10);
            }
            if ((curHours % 10) != (nextHours % 10)) {
                addBalls((-17 * 4 - 11 * 2) * mRadius, curHours % 10);
            }
            if ((curMinutes / 10) != (nextMinutes / 10)) {
                addBalls((-17 * 3 - 11) * mRadius, curMinutes / 10);
            }
            if ((curMinutes % 10) != (nextMinutes % 10)) {
                addBalls((-17 * 2 - 11) * mRadius, curMinutes % 10);
            }
            if ((curSeconds / 10) != (nextSeconds / 10)) {
                addBalls(-17 * mRadius, curSeconds / 10);
            }
            if ((curSeconds % 10) != (nextSeconds % 10)) {
                addBalls(0, nextSeconds % 10);
            }
            mCurDeadTime = nextSec;
        }
    }

    /**
     * 新增小球的核心邏輯
     *
     * @param offsetX x方向偏移
     * @param num     改變的時間數字
     */
    private void addBalls(int offsetX, int num) {
        for (int i = 0; i < Cons.digit[num].length; i++) {
            for (int j = 0; j < Cons.digit[num][i].length; j++) {
                if (Cons.digit[num][i][j] == 1) {
                    Ball ball = new Ball();
                    ball.a = BALLS_A;
                    ball.vX = (float) (Math.pow(-1, Math.ceil(Math.random() * 1000)) * BALLS_ABS_VX * Math.random());
                    ball.vY = (float) (BALLS_VY * Math.random());
                    ball.pX = offsetX + j * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)個點圓心橫座標
                    ball.pY = i * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)個點圓心縱座標
                    ball.color = Cons.colors[(int) (Math.random() * Cons.colors.length)];
                    mBalls.add(ball);
                }
            }
        }
    }
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4.這裡是讓小球運動的核心:

更新所有球的位置---讓球運動,並且越界移除
根據速度和加速度的公式,每次重新整理的時間作為單位時間
安卓的ValueAnimator是0.167秒,由於程式碼的執行效率,會有一點偏差,大太多就會造成不流暢,即視覺卡頓

    /**
     * 更新所有球的位置---讓球運動
     * 並且越界移除
     */
    private void updateBalls() {
        int minX = (-17 * 5 - 11 * 2) * mRadius;//限定x範圍最小值
        int maxX = 400;//限定x範圍大值

        for (Ball ball : mBalls) {
            ball.pX += ball.vX;//x=xo+v*t
            ball.pY += ball.vY;
            ball.pY += ball.a;//v=vo+a*t

            if (ball.pY >= mLimitY - mRadius) {//超過Y底線,反彈
                ball.pY = mLimitY - mRadius;
                ball.vY = -ball.vY * 0.99f;
            }

            if (ball.pX > maxX) {//超過X最大值,反彈
                ball.pX = maxX - mRadius;
                ball.vX = -ball.vX * 0.99f;
            }
        }

        for (int i = 0; i < mBalls.size(); i++) {//刪除越界的點
            if (mBalls.get(i).pX + mRadius < minX || mBalls.get(i).pY + mRadius < 0
                    || mBalls.get(i).pX - mRadius > maxX) {
                mBalls.remove(i);
            }
        }
    }
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5.獲取倒數計時剩餘秒數
    /**
     * 獲取倒數計時剩餘秒數
     *
     * @return 倒數計時剩餘秒數
     */
    private int getLifeSec() {
        int life = Math.round((mDeadTime - System.currentTimeMillis()) / 1000);
        life = life > 0 ? life : 0;
        return life;
    }
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6.繪製的方法:

和上面比就多了個畫圓球的方法,把化數字的方法抽取了一下。


    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        int hour = getLifeSec() / 3600;
        int min = (getLifeSec() - hour * 3600) / 60;
        int sec = getLifeSec() % 60;
        canvas.save();
        //繪製小時
        drawHour(canvas, hour);
        //繪製冒號:
        drawDot(canvas);
        //繪製分鐘
        drawMin(canvas, min);
        //繪製冒號:
        drawDot(canvas);
        //繪製秒:
        drawSec(canvas, sec);
        canvas.restore();
    }
    
    /**
     * 繪製秒
     *
     * @param canvas
     * @param sec
     */
    private void drawSec(Canvas canvas, int sec) {
        canvas.translate(11 * mRadius, 0);
        drawBall(canvas);//繪製小球
        renderDigit(sec / 10, canvas);
        canvas.translate(17 * mRadius, 0);
        renderDigit(sec % 10, canvas);
    }

    /**
     * 繪製小球
     *
     * @param canvas
     */
    private void drawBall(Canvas canvas) {
        canvas.save();
        canvas.translate(17 * mRadius, 0);
        for (Ball ball : mBalls) {
            mPaint.setColor(ball.color);
            mPaint.setStyle(Paint.Style.FILL);
            canvas.drawCircle(ball.pX, ball.pY, mRadius, mPaint);
        }
        canvas.restore();
    }

    /**
     * 繪製分鐘
     * @param canvas
     * @param min
     */
    private void drawMin(Canvas canvas, int min) {
        canvas.translate(11 * mRadius, 0);
        renderDigit(min / 10, canvas);
        canvas.translate(17 * mRadius, 0);
        renderDigit(min % 10, canvas);
    }

    /**
     *  繪製冒號
     * @param canvas
     */
    private void drawDot(Canvas canvas) {
        canvas.translate(17 * mRadius, 0);
        renderDigit(10, canvas);
    }

    /**
     * 繪製小時
     * @param canvas
     * @param hour
     */
    private void drawHour(Canvas canvas, int hour) {
        renderDigit(hour / 10, canvas);
        canvas.translate(17 * mRadius, 0);
        renderDigit(hour % 10, canvas);
    }

    /**
     * 渲染數字
     * @param num    要顯示的數字
     * @param canvas 畫布
     */
    private void renderDigit(int num, Canvas canvas) {
        for (int i = 0; i < Cons.digit[num].length; i++) {
            for (int j = 0; j < Cons.digit[num][j].length; j++) {
                if (Cons.digit[num][i][j] == 1) {
                    canvas.save();
                    float rX = j * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)個點圓心橫座標
                    float rY = i * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)個點圓心縱座標
                    canvas.translate(rX, rY);
                    mPaint.setColor(Color.BLUE);
                    canvas.drawPath(mStarPath, mPaint);
                    canvas.restore();
                }
            }
        }
    }
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最終效果.gif

到這裡就OK了,是不是比想象中的要簡單


後記:捷文規範

1.本文成長記錄及勘誤表
專案原始碼 日期 備註
V0.1--無 2018-11-11 Android原生繪圖之炫酷倒數計時
2.更多關於我
筆名 QQ 微信 愛好
張風捷特烈 1981462002 zdl1994328 語言
我的github 我的簡書 我的CSDN 個人網站
3.宣告

1----本文由張風捷特烈原創,轉載請註明
2----歡迎廣大程式設計愛好者共同交流
3----個人能力有限,如有不正之處歡迎大家批評指證,必定虛心改正
4----看到這裡,我在此感謝你的喜歡與支援

附錄、靜態常量

/**
 * 作者:張風捷特烈<br/>
 * 時間:2018/11/11 0011:6:02<br/>
 * 郵箱:1981462002@qq.com<br/>
 * 說明:常量
 */
public class Cons {

    /**
     * 顏色陣列
     */
    public static final int[] colors = new int[]{
            0xff33B5E5, 0xff0099CC, 0xffAA66CC, 0xff9933CC,
            0xff99CC00, 0xff669900, 0xffFFBB33, 0xffFF8800, 0xffFF4444, 0xffCC0000};

    /**
     * 用來顯示點陣的三維陣列
     */
    public static final int[][] digit_test = new int[][]

            {
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 1, 1, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {1, 1, 1, 1, 1, 1, 1}
            };//1




    /**
     * 用來顯示點陣的三維陣列
     */
    public static final int[][][] digit = new int[][][]{
            {
                    {0, 0, 1, 1, 1, 0, 0},
                    {0, 1, 1, 0, 1, 1, 0},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {0, 1, 1, 0, 1, 1, 0},
                    {0, 0, 1, 1, 1, 0, 0}
            },//0
            {
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 1, 1, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {1, 1, 1, 1, 1, 1, 1}
            },//1
            {
                    {0, 1, 1, 1, 1, 1, 0},
                    {1, 1, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 1, 1, 0, 0, 0},
                    {0, 1, 1, 0, 0, 0, 0},
                    {1, 1, 0, 0, 0, 0, 0},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 1, 1, 1, 1, 1}
            },//2
            {
                    {1, 1, 1, 1, 1, 1, 1},
                    {0, 0, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 1, 1, 1, 0, 0},
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {0, 1, 1, 1, 1, 1, 0}
            },//3
            {
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 1, 1, 1, 0},
                    {0, 0, 1, 1, 1, 1, 0},
                    {0, 1, 1, 0, 1, 1, 0},
                    {1, 1, 0, 0, 1, 1, 0},
                    {1, 1, 1, 1, 1, 1, 1},
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 1, 1, 1, 1}
            },//4
            {
                    {1, 1, 1, 1, 1, 1, 1},
                    {1, 1, 0, 0, 0, 0, 0},
                    {1, 1, 0, 0, 0, 0, 0},
                    {1, 1, 1, 1, 1, 1, 0},
                    {0, 0, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {0, 1, 1, 1, 1, 1, 0}
            },//5
            {
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 1, 1, 0, 0, 0},
                    {0, 1, 1, 0, 0, 0, 0},
                    {1, 1, 0, 0, 0, 0, 0},
                    {1, 1, 0, 1, 1, 1, 0},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {0, 1, 1, 1, 1, 1, 0}
            },//6
            {
                    {1, 1, 1, 1, 1, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 0, 1, 1, 0, 0, 0},
                    {0, 0, 1, 1, 0, 0, 0},
                    {0, 0, 1, 1, 0, 0, 0},
                    {0, 0, 1, 1, 0, 0, 0}
            },//7
            {
                    {0, 1, 1, 1, 1, 1, 0},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {0, 1, 1, 1, 1, 1, 0},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {0, 1, 1, 1, 1, 1, 0}
            },//8
            {
                    {0, 1, 1, 1, 1, 1, 0},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {1, 1, 0, 0, 0, 1, 1},
                    {0, 1, 1, 1, 0, 1, 1},
                    {0, 0, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 0, 1, 1},
                    {0, 0, 0, 0, 1, 1, 0},
                    {0, 0, 0, 1, 1, 0, 0},
                    {0, 1, 1, 0, 0, 0, 0}
            },//9
            {
                    {0, 0, 0, 0},
                    {0, 0, 0, 0},
                    {0, 1, 1, 0},
                    {0, 1, 1, 0},
                    {0, 0, 0, 0},
                    {0, 0, 0, 0},
                    {0, 1, 1, 0},
                    {0, 1, 1, 0},
                    {0, 0, 0, 0},
                    {0, 0, 0, 0}
            }//:
    };
}

複製程式碼

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