Merge branch 'readonly-p4-master'
This commit is contained in:
committed by
The Android Open Source Project
commit
176cb4d67c
@@ -14,7 +14,8 @@
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* limitations under the License.
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*/
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// FIXME: review and cleanup
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// Android JET demonstration code:
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// See the JetBoyView.java file for examples on the use of the JetPlayer class.
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package com.example.android.jetboy;
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@@ -79,6 +80,7 @@ public class JetBoy extends Activity implements View.OnClickListener {
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mJetBoyView.SetTextView(mTextView);
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}
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/**
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* Handles component interaction
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@@ -15,7 +15,8 @@
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*
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*/
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// FIXME: review and cleanup
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// Android JET demonstration code:
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// All inline comments related to the use of the JetPlayer class are preceded by "JET info:"
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package com.example.android.jetboy;
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@@ -119,20 +120,19 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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public byte value;
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}
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// JET info: the JetBoyThread receives all the events from the JET player
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// JET info: through the OnJetEventListener interface.
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class JetBoyThread extends Thread implements OnJetEventListener {
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/*
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* State-tracking constants we don't actually use all of these in
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* JetBoy, borrowed wholesale from lunar lander.
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/**
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* State-tracking constants.
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*/
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public static final int STATE_START = -1;
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public static final int STATE_PLAY = 0;
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public static final int STATE_LOSE = 1;
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public static final int STATE_PAUSE = 2;
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public static final int STATE_READY = 3;
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public static final int STATE_RUNNING = 4;
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public static final int STATE_WIN = 5;
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public static final int STATE_RUNNING = 3;
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// how many frames per beat? The basic animation can be changed for
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// instance to 3/4 by changing this to 3.
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// untested is the impact on other parts of game logic for non 4/4 time.
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@@ -170,11 +170,11 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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/** The drawable to use as the close background of the animation canvas */
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private Bitmap mBackgroundImageNear;
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// event ID within JET file. 80,81, 82 are tested to use.
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// in this game 80 is used for sending asteroid
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// 82 is used as game time for 1/4 note beat.
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private final String mSendEvent = "80";
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private final String mTimerEvent = "82";
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// JET info: event IDs within the JET file.
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// JET info: in this game 80 is used for sending asteroid across the screen
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// JET info: 82 is used as game time for 1/4 note beat.
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private final byte NEW_ASTEROID_EVENT = 80;
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private final byte TIMER_EVENT = 82;
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// used to track beat for synch of mute/unmute actions
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private int mBeatCount = 1;
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@@ -196,8 +196,6 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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private Bitmap mLaserShot;
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// used to save the beat event system time.
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// right now we use System.currentMillis
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// should it use android stuff??
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private long mLastBeatTime;
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private long mPassedTime;
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@@ -209,7 +207,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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// but which land they start in is random.
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private Random mRandom = new Random();
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// the star of our show, a reference to the JetPlayer object.
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// JET info: the star of our show, a reference to the JetPlayer object.
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private JetPlayer mJet = null;
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private boolean mJetPlaying = false;
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@@ -260,7 +258,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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private int mBGFarMoveX = 0;
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private int mBGNearMoveX = 0;
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// this is has "high" (close to top) that jet boy can fly
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// how far up (close to top) jet boy can fly
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private int mJetBoyYMin = 40;
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private int mJetBoyX = 0;
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private int mJetBoyY = 0;
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@@ -271,14 +269,11 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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// how far up asteroid can be painted
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private int mAsteroidMinY = 40;
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// Jet does not pick up volume and pan changes?
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private boolean mMuteArrayHack = false;
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Resources mRes;
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// eight music beds, added a 9th to fix some kind of bug in JET around
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// pans and volume controls
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// ask Jenn about this
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// array to store the mute masks that are applied during game play to respond to
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// the player's hit streaks
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private boolean muteMask[][] = new boolean[9][32];
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/**
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@@ -290,15 +285,13 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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*/
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public JetBoyThread(SurfaceHolder surfaceHolder, Context context, Handler handler) {
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// get handles to some important objects
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mSurfaceHolder = surfaceHolder;
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mHandler = handler;
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mContext = context;
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mRes = context.getResources();
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// this are the mute arrays associated with the music beds in the
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// JET file
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// JET info: this are the mute arrays associated with the music beds in the
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// JET info: JET file
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for (int ii = 0; ii < 8; ii++) {
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for (int xx = 0; xx < 32; xx++) {
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muteMask[ii][xx] = true;
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@@ -360,9 +353,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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muteMask[7][17] = false;
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muteMask[7][18] = false;
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// set all tracks to play, do it for one beat and then switch to
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// mute array zero
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// hack for jet bug on pan and mutes
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// set all tracks to play
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for (int xx = 0; xx < 32; xx++) {
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muteMask[8][xx] = false;
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}
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@@ -425,29 +416,36 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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*/
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private void initializeJetPlayer() {
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// if (mJet!=null)
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// {
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// mJet.release();
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// mJet = null;
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// }
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// JET info: this is what we do to undesirable instances: we release them!
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if (mJet != null)
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{
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mJet.release();
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mJet = null;
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}
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// JET info: let's create our JetPlayer instance using the factory
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mJet = JetPlayer.getJetPlayer();
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mJetPlaying = false;
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// make sure we flush the queue
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// otherwise left over events from previous gameplay
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// can hang around.
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// JET info: make sure we flush the queue,
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// JET info: otherwise left over events from previous gameplay can hang around.
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// JET info: ok, here we don't really need that but if you ever reuse a JetPlayer
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// JET info: instance, clear the queue before reusing it, this will also clear any
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// JET info: trigger clips that have been triggered but not played yet.
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mJet.clearQueue();
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// mJet.setStatusUpdateListener(this);
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// JET info: we are going to receive in this example all the JET callbacks
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// JET info: inthis animation thread object.
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mJet.setEventListener(this);
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Log.d(TAG, "opening jet file");
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// mJet.loadJetFile(m_PathToJetFile);
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// JET info: load the actual JET content the game will be playing,
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// JET info: it's stored as a raw resource in our APK, and is labeled "level1"
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mJet.loadJetFile(mContext.getResources().openRawResourceFd(R.raw.level1));
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// JET info: if our JET file was stored on the sdcard for instance, we would have used
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// JET info: mJet.loadJetFile("/sdcard/level1.jet");
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Log.d(TAG, "opening jet file DONE");
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@@ -455,26 +453,34 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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byte sSegmentID = 0;
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Log.d(TAG, " start queuing jet file");
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// JET info: now we're all set to prepare queuing the JET audio segments for the game.
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// JET info: in this example, the game uses segment 0 for the duration of the game play,
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// JET info: and plays segment 1 several times as the "outro" music, so we're going to
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// JET info: queue everything upfront, but with more complex JET compositions, we could
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// JET info: also queue the segments during the game play.
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// this is the main game play music
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// it is located at segment 0
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// it uses lib #0 this allows DLS to play
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// -1 would mean no DLS
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// higher numbers untested
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// JET info: this is the main game play music
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// JET info: it is located at segment 0
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// JET info: it uses the first DLS lib in the .jet resource, which is at index 0
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// JET info: index -1 means no DLS
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mJet.queueJetSegment(0, 0, 0, 0, 0, sSegmentID);
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// end game music, loop 4 times normal pitch
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// JET info: end game music, loop 4 times normal pitch
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mJet.queueJetSegment(1, 0, 4, 0, 0, sSegmentID);
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// end game music loop 4 times up an octave
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// JET info: end game music loop 4 times up an octave
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mJet.queueJetSegment(1, 0, 4, 1, 0, sSegmentID);
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mJet.setMuteArray(muteMask[8], true);
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// JET info: set the mute mask as designed for the beginning of the game, when the
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// JET info: the player hasn't scored yet.
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mJet.setMuteArray(muteMask[0], true);
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Log.d(TAG, " start queuing jet file DONE");
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}
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private void doDraw(Canvas canvas) {
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if (mState == STATE_RUNNING) {
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@@ -482,18 +488,14 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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} else if (mState == STATE_START) {
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doDrawReady(canvas);
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} else if (mState == STATE_PLAY || mState == STATE_LOSE) {
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if (mTitleBG2 == null) {
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mTitleBG2 = BitmapFactory.decodeResource(mRes, R.drawable.title_bg_hori);
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}
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doDrawPlay(canvas);
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}// end state play block
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}
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/**
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* Draws current state of the game Canvas.
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*/
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@@ -542,8 +544,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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if (mShipIndex == 4)
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mShipIndex = 0;
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// draw the space ship.
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// This will have code to match asteroid lane
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// draw the space ship in the same lane as the next asteroid
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canvas.drawBitmap(mShipFlying[mShipIndex], mJetBoyX, mJetBoyY, null);
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if (mLaserOn) {
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@@ -561,8 +562,6 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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mJetBoyY = mJetBoyYMin;
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mMuteArrayHack = false;
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// set up jet stuff
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initializeJetPlayer();
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@@ -576,7 +575,6 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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mHitStreak = 0;
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mHitTotal = 0;
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// mTimerTotal="1:20";
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}
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private void doAsteroidAnimation(Canvas canvas) {
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@@ -585,20 +583,10 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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return;
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// Compute what percentage through a beat we are and adjust
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// animation and postion
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// based on that. This assumes 140bpm(428ms/beat), we really should
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// compute this
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// based on properties of the music file under ideal circumstances.
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// This is just
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// interbeat interpolation, no game state is updated
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// animation and position based on that. This assumes 140bpm(428ms/beat).
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// This is just inter-beat interpolation, no game state is updated
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long frameDelta = System.currentTimeMillis() - mLastBeatTime;
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// mPixelMoveX per beat
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// This hid the feeling of the asteroids moving to the beat and
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// caused some issues with
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// explosions not aligned with asteroids last position, so fix that
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// if we use this again.
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// int asteroidDrawOffset = (int)(mPixelMoveX * frameDelta/428L);
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// animation frames per beat
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int animOffset = (int)(ANIMATION_FRAMES_PER_BEAT * frameDelta / 428);
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for (int i = (mDangerWillRobinson.size() - 1); i >= 0; i--) {
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@@ -631,10 +619,10 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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canvas.drawBitmap(mTitleBG2, 0, 0, null);
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}
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/**
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* the heart of the worker bee
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*/
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public void run() {
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// while running do stuff in this loop...bzzz!
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while (mRun) {
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@@ -671,13 +659,10 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
|
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}// end of STATE_RUNNING block
|
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else if (mState == STATE_PLAY && !mInitialized)
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|
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{
|
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setInitialGameState();
|
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} else if (mState == STATE_LOSE) {
|
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|
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mInitialized = false;
|
||||
|
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}
|
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try {
|
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@@ -696,6 +681,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}// end while mrun block
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}
|
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/**
|
||||
* This method handles updating the model of the game state. No
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* rendering is done here only processing of inputs and update of state.
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@@ -719,7 +705,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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mKeyContext = processKeyEvent((KeyGameEvent)event, mKeyContext);
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// Update laser state. Having this here allows the laser to
|
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// be trigered right when the key is
|
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// be triggered right when the key is
|
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// pressed. If we comment this out the laser will only be
|
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// turned on when updateLaser is called
|
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// when processing a timer event below.
|
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@@ -731,7 +717,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
JetGameEvent jetEvent = (JetGameEvent)event;
|
||||
|
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// Only update state on a timer event
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if (jetEvent.value == 82) {
|
||||
if (jetEvent.value == TIMER_EVENT) {
|
||||
// Note the time of the last beat
|
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mLastBeatTime = System.currentTimeMillis();
|
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|
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@@ -740,7 +726,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
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||||
// on for too long.
|
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updateLaser(mKeyContext);
|
||||
|
||||
// Update explosions before we updated asteroids because
|
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// Update explosions before we update asteroids because
|
||||
// updateAsteroids may add
|
||||
// new explosions that we do not want updated until next
|
||||
// frame
|
||||
@@ -756,13 +742,14 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* This method handles the state updates that can be caused by key press
|
||||
* events. Key events may mean different things depending on what has
|
||||
* come before, to support this concept this method takes an opaque
|
||||
* context object as a parameter and returns an updated version. This
|
||||
* context should be set to null for the first event then should be set
|
||||
* to the last value returned for subsiquent events.
|
||||
* to the last value returned for subsequent events.
|
||||
*/
|
||||
protected Object processKeyEvent(KeyGameEvent event, Object context) {
|
||||
// Log.d(TAG, "key code is " + event.keyCode + " " + (event.up ?
|
||||
@@ -789,6 +776,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
return context;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* This method updates the laser status based on user input and shot
|
||||
* duration
|
||||
@@ -803,17 +791,14 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
|
||||
// If the laser has been on too long shut it down
|
||||
if (mLaserOn && System.currentTimeMillis() - mLaserFireTime > 400) {
|
||||
|
||||
mLaserOn = false;
|
||||
|
||||
}
|
||||
|
||||
// trying to tune the laser hit timing
|
||||
else if (System.currentTimeMillis() - mLaserFireTime > 300) {
|
||||
// if (mJet!=null)
|
||||
// {
|
||||
// JET info: the laser sound is on track 23, we mute it (true) right away (false)
|
||||
mJet.setMuteFlag(23, true, false);
|
||||
// }
|
||||
|
||||
}
|
||||
|
||||
// Now check to see if we should turn the laser on. We do this after
|
||||
@@ -826,7 +811,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
mLaserOn = true;
|
||||
mLaserFireTime = keyTime;
|
||||
|
||||
// Log.d(TAG, "*** LASER ON ***");
|
||||
// JET info: unmute the laser track (false) right away (false)
|
||||
mJet.setMuteFlag(23, false, false);
|
||||
}
|
||||
}
|
||||
@@ -841,14 +826,9 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
for (int i = (mDangerWillRobinson.size() - 1); i >= 0; i--) {
|
||||
Asteroid asteroid = mDangerWillRobinson.elementAt(i);
|
||||
|
||||
// If the asteroid is within laser ranged but not already missed
|
||||
// check if the
|
||||
// key was pressed close enough to the beat to make a hit
|
||||
|
||||
// there isnt any real logic here. just played with it until the
|
||||
// game "felt right"
|
||||
// If the asteroid is within laser range but not already missed
|
||||
// check if the key was pressed close enough to the beat to make a hit
|
||||
if (asteroid.mDrawX <= mAsteroidMoveLimitX + 20 && !asteroid.mMissed)
|
||||
|
||||
{
|
||||
// If the laser was fired on the beat destroy the asteroid
|
||||
if (mLaserOn) {
|
||||
@@ -870,9 +850,8 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
// This asteroid has been removed process the next one
|
||||
continue;
|
||||
} else {
|
||||
// Sorry, timing was not good enough, marke the asteroid
|
||||
// as missed so
|
||||
// on next frame it cannot be hit even if it is still
|
||||
// Sorry, timing was not good enough, mark the asteroid
|
||||
// as missed so on next frame it cannot be hit even if it is still
|
||||
// within range
|
||||
asteroid.mMissed = true;
|
||||
|
||||
@@ -928,27 +907,17 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
protected void processJetEvent(JetPlayer player, short segment, byte track, byte channel,
|
||||
byte controller, byte value) {
|
||||
|
||||
Log.d(TAG, "onJetEvent(): seg=" + segment + " track=" + track + " chan=" + channel
|
||||
+ " cntrlr=" + controller + " val=" + value);
|
||||
//Log.d(TAG, "onJetEvent(): seg=" + segment + " track=" + track + " chan=" + channel
|
||||
// + " cntrlr=" + controller + " val=" + value);
|
||||
|
||||
String eventID = "" + value;
|
||||
|
||||
// Check for an event that triggers a new asteroid
|
||||
if (eventID.equalsIgnoreCase(mSendEvent)) {
|
||||
// Log.d(TAG, "~~~~ setting create to true");
|
||||
|
||||
if (value == NEW_ASTEROID_EVENT) {
|
||||
doAsteroidCreation();
|
||||
}
|
||||
|
||||
mBeatCount++;
|
||||
|
||||
if (!mMuteArrayHack) {
|
||||
mMuteArrayHack = true;
|
||||
|
||||
mJet.setMuteArray(muteMask[0], false);
|
||||
|
||||
}
|
||||
|
||||
if (mBeatCount > 4) {
|
||||
mBeatCount = 1;
|
||||
|
||||
@@ -958,11 +927,10 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
|
||||
// it was a game requirement to change the mute array on 1st beat of
|
||||
// the next measure when needed
|
||||
// and so we track beat count, after than we track hitStreak to
|
||||
// determine music level
|
||||
// if the level has go gone up, call trigger clip otherwise just
|
||||
// execute rest of change music bed logic.
|
||||
// could probably be a method call here.
|
||||
// and so we track beat count, after that we track hitStreak to
|
||||
// determine the music "intensity"
|
||||
// if the intensity has go gone up, call a corresponding trigger clip, otherwise just
|
||||
// execute the rest of the music bed change logic.
|
||||
if (mBeatCount == 1) {
|
||||
|
||||
// do it back wards so you fall into the correct one
|
||||
@@ -976,18 +944,21 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
|
||||
mCurrentBed = 7;
|
||||
// JET info: change the mute mask to update the way the music plays based
|
||||
// JET info: on the player's skills.
|
||||
mJet.setMuteArray(muteMask[7], false);
|
||||
|
||||
}
|
||||
} else if (mHitStreak > 24) {
|
||||
if (mCurrentBed != 6) {
|
||||
if (mCurrentBed < 6) {
|
||||
// JET info: quite a few asteroids hit, trigger the clip with the guy's
|
||||
// JET info: voice that encourages the player.
|
||||
mJet.triggerClip(6);
|
||||
}
|
||||
|
||||
mCurrentBed = 6;
|
||||
mJet.setMuteArray(muteMask[6], false);
|
||||
// mJet.triggerClip(6);
|
||||
}
|
||||
} else if (mHitStreak > 20) {
|
||||
if (mCurrentBed != 5) {
|
||||
@@ -997,7 +968,6 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
|
||||
mCurrentBed = 5;
|
||||
mJet.setMuteArray(muteMask[5], false);
|
||||
// mJet.triggerClip(5);
|
||||
}
|
||||
} else if (mHitStreak > 16) {
|
||||
if (mCurrentBed != 4) {
|
||||
@@ -1007,7 +977,6 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
mCurrentBed = 4;
|
||||
mJet.setMuteArray(muteMask[4], false);
|
||||
// mJet.triggerClip(4);
|
||||
}
|
||||
} else if (mHitStreak > 12) {
|
||||
if (mCurrentBed != 3) {
|
||||
@@ -1016,7 +985,6 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
mCurrentBed = 3;
|
||||
mJet.setMuteArray(muteMask[3], false);
|
||||
// mJet.triggerClip(3);
|
||||
}
|
||||
} else if (mHitStreak > 8) {
|
||||
if (mCurrentBed != 2) {
|
||||
@@ -1026,7 +994,6 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
|
||||
mCurrentBed = 2;
|
||||
mJet.setMuteArray(muteMask[2], false);
|
||||
// mJet.triggerClip(2);
|
||||
}
|
||||
} else if (mHitStreak > 4) {
|
||||
if (mCurrentBed != 1) {
|
||||
@@ -1036,23 +1003,14 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
|
||||
mJet.setMuteArray(muteMask[1], false);
|
||||
// mJet.triggerClip(1);
|
||||
|
||||
mCurrentBed = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* try { Log.d(TAG,"onJetEvent: segment =" + segment);
|
||||
* Log.d(TAG,"onJetEvent(): track =" + track);
|
||||
* Log.d(TAG,"onJetEvent(): channel =" + channel);
|
||||
* Log.d(TAG,"onJetEvent(): controller =" + controller);
|
||||
* Log.d(TAG,"onJetEvent(): value =" + value); } catch(Exception e1) {
|
||||
* Log.e(TAG,"on Jet Event caught " + e1.toString()); }
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
private void doAsteroidCreation() {
|
||||
// Log.d(TAG, "asteroid created");
|
||||
|
||||
@@ -1070,6 +1028,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
mDangerWillRobinson.add(_as);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Used to signal the thread whether it should be running or not.
|
||||
* Passing true allows the thread to run; passing false will shut it
|
||||
@@ -1087,6 +1046,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* returns the current int value of game state as defined by state
|
||||
* tracking constants
|
||||
@@ -1099,6 +1059,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Sets the game mode. That is, whether we are running, paused, in the
|
||||
* failure state, in the victory state, etc.
|
||||
@@ -1112,13 +1073,13 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Sets state based on input, optionally also passing in a text message.
|
||||
*
|
||||
* @param state
|
||||
* @param message
|
||||
*/
|
||||
// TODO - Modeled from lunar lander Determine if best way to do this.
|
||||
public void setGameState(int state, CharSequence message) {
|
||||
|
||||
synchronized (mSurfaceHolder) {
|
||||
@@ -1149,23 +1110,24 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
// events in the queue
|
||||
mEventQueue.clear();
|
||||
|
||||
// And reset the ket state so we dont think a button is pressed that isn't
|
||||
// And reset the key state so we don't think a button is pressed when it isn't
|
||||
mKeyContext = null;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Add key press input to the GameEvent queue
|
||||
*/
|
||||
|
||||
public boolean doKeyDown(int keyCode, KeyEvent msg) {
|
||||
mEventQueue.add(new KeyGameEvent(keyCode, false, msg));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Add key press input to the GameEvent queue
|
||||
*/
|
||||
@@ -1175,6 +1137,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/* Callback invoked when the surface dimensions change. */
|
||||
public void setSurfaceSize(int width, int height) {
|
||||
// synchronized to make sure these all change atomically
|
||||
@@ -1192,10 +1155,10 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Pauses the physics update & animation.
|
||||
*/
|
||||
//TODO should probably add a pause to the menu button
|
||||
public void pause() {
|
||||
synchronized (mSurfaceHolder) {
|
||||
if (mState == STATE_RUNNING)
|
||||
@@ -1206,11 +1169,11 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
|
||||
if (mJet != null) {
|
||||
mJet.pause();
|
||||
mJet.release();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Does the work of updating timer
|
||||
*
|
||||
@@ -1276,27 +1239,21 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* required JetPlayer method. Informs listener of when a queue segement
|
||||
* event has been generated.
|
||||
*
|
||||
* @param nbSegments
|
||||
*/
|
||||
public void onJetNumQueuedSegmentUpdate(int nbSegments) {
|
||||
Log.i(TAG, "onJetNumQueuedSegmentUpdate(): nbSegments =" + nbSegments);
|
||||
}
|
||||
|
||||
// JET info: JET event listener interface implementation:
|
||||
/**
|
||||
* required JetPlayer method. A more specific handler.
|
||||
* required OnJetEventListener method. Notifications for queue updates
|
||||
*
|
||||
* @param player
|
||||
* @param nbSegments
|
||||
*/
|
||||
public void onJetNumQueuedSegmentUpdate(JetPlayer player, int nbSegments) {
|
||||
Log.i(TAG, "onJetNumQueuedUpdate(): nbSegs =" + nbSegments);
|
||||
//Log.i(TAG, "onJetNumQueuedUpdate(): nbSegs =" + nbSegments);
|
||||
|
||||
}
|
||||
|
||||
|
||||
// JET info: JET event listener interface implementation:
|
||||
/**
|
||||
* The method which receives notification from event listener.
|
||||
* This is where we queue up events 80 and 82.
|
||||
@@ -1314,20 +1271,23 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
public void onJetEvent(JetPlayer player, short segment, byte track, byte channel,
|
||||
byte controller, byte value) {
|
||||
|
||||
Log.d(TAG, "jet got event " + value);
|
||||
//Log.d(TAG, "jet got event " + value);
|
||||
|
||||
//events fire outside the animation thread. This can cause timing issues.
|
||||
//put in queue for processing by animation thread.
|
||||
mEventQueue.add(new JetGameEvent(player, segment, track, channel, controller, value));
|
||||
}
|
||||
|
||||
|
||||
// JET info: JET event listener interface implementation:
|
||||
public void onJetPauseUpdate(JetPlayer player, int paused) {
|
||||
Log.i(TAG, "onJetPauseUpdate(): paused =" + paused);
|
||||
//Log.i(TAG, "onJetPauseUpdate(): paused =" + paused);
|
||||
|
||||
}
|
||||
|
||||
// JET info: JET event listener interface implementation:
|
||||
public void onJetUserIdUpdate(JetPlayer player, int userId, int repeatCount) {
|
||||
Log.i(TAG, "onJetUserIdUpdate(): userId =" + userId + " repeatCount=" + repeatCount);
|
||||
//Log.i(TAG, "onJetUserIdUpdate(): userId =" + userId + " repeatCount=" + repeatCount);
|
||||
|
||||
}
|
||||
|
||||
@@ -1367,9 +1327,6 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
|
||||
mTimerView.setText(m.getData().getString("text"));
|
||||
|
||||
//ok so maybe it isn't really a "lose"
|
||||
//this bit was borrowed from lunar lander and then evolved.
|
||||
//too close to deadline to mess with now.
|
||||
if (m.getData().getString("STATE_LOSE") != null) {
|
||||
//mButtonRestart.setVisibility(View.VISIBLE);
|
||||
mButtonRetry.setVisibility(View.VISIBLE);
|
||||
@@ -1400,6 +1357,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
Log.d(TAG, "@@@ done creating view!");
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Pass in a reference to the timer view widget so we can update it from here.
|
||||
*
|
||||
@@ -1409,15 +1367,13 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
mTimerView = tv;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Standard window-focus override. Notice focus lost so we can pause on
|
||||
* focus lost. e.g. user switches to take a call.
|
||||
*/
|
||||
@Override
|
||||
public void onWindowFocusChanged(boolean hasWindowFocus) {
|
||||
|
||||
Log.d(TAG, "@@@FOCUS CHANGED!");
|
||||
|
||||
if (!hasWindowFocus) {
|
||||
if (thread != null)
|
||||
thread.pause();
|
||||
@@ -1425,6 +1381,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Fetches the animation thread corresponding to this LunarView.
|
||||
*
|
||||
@@ -1434,11 +1391,13 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
return thread;
|
||||
}
|
||||
|
||||
|
||||
/* Callback invoked when the surface dimensions change. */
|
||||
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
|
||||
thread.setSurfaceSize(width, height);
|
||||
}
|
||||
|
||||
|
||||
public void surfaceCreated(SurfaceHolder arg0) {
|
||||
// start the thread here so that we don't busy-wait in run()
|
||||
// waiting for the surface to be created
|
||||
@@ -1446,6 +1405,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
thread.start();
|
||||
}
|
||||
|
||||
|
||||
public void surfaceDestroyed(SurfaceHolder arg0) {
|
||||
boolean retry = true;
|
||||
thread.setRunning(false);
|
||||
@@ -1459,6 +1419,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* A reference to the button to start game over.
|
||||
*
|
||||
@@ -1470,6 +1431,7 @@ public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback {
|
||||
// mButtonRestart = _buttonRestart;
|
||||
}
|
||||
|
||||
|
||||
//we reuse the help screen from the end game screen.
|
||||
public void SetTextView(TextView textView) {
|
||||
mTextView = textView;
|
||||
|
||||
Reference in New Issue
Block a user