Initial Contribution
This commit is contained in:
83
samples/Snake/src/com/example/android/snake/Snake.java
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83
samples/Snake/src/com/example/android/snake/Snake.java
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/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.snake;
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import android.app.Activity;
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import android.os.Bundle;
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import android.view.Window;
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import android.widget.TextView;
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/**
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* Snake: a simple game that everyone can enjoy.
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*
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* This is an implementation of the classic Game "Snake", in which you control a
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* serpent roaming around the garden looking for apples. Be careful, though,
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* because when you catch one, not only will you become longer, but you'll move
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* faster. Running into yourself or the walls will end the game.
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*
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*/
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public class Snake extends Activity {
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private SnakeView mSnakeView;
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private static String ICICLE_KEY = "snake-view";
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/**
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* Called when Activity is first created. Turns off the title bar, sets up
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* the content views, and fires up the SnakeView.
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*
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*/
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@Override
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public void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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// No Title bar
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requestWindowFeature(Window.FEATURE_NO_TITLE);
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setContentView(R.layout.snake_layout);
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mSnakeView = (SnakeView) findViewById(R.id.snake);
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mSnakeView.setTextView((TextView) findViewById(R.id.text));
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if (savedInstanceState == null) {
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// We were just launched -- set up a new game
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mSnakeView.setMode(SnakeView.READY);
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} else {
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// We are being restored
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Bundle map = savedInstanceState.getBundle(ICICLE_KEY);
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if (map != null) {
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mSnakeView.restoreState(map);
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} else {
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mSnakeView.setMode(SnakeView.PAUSE);
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}
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}
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}
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@Override
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protected void onPause() {
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super.onPause();
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// Pause the game along with the activity
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mSnakeView.setMode(SnakeView.PAUSE);
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}
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@Override
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public void onSaveInstanceState(Bundle outState) {
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//Store the game state
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outState.putBundle(ICICLE_KEY, mSnakeView.saveState());
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}
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}
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555
samples/Snake/src/com/example/android/snake/SnakeView.java
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555
samples/Snake/src/com/example/android/snake/SnakeView.java
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/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.snake;
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import java.util.ArrayList;
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import java.util.Map;
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import java.util.Random;
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import android.content.Context;
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import android.content.res.Resources;
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import android.os.Handler;
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import android.os.Message;
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import android.util.AttributeSet;
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import android.os.Bundle;
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import android.util.Log;
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import android.view.KeyEvent;
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import android.view.View;
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import android.widget.TextView;
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/**
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* SnakeView: implementation of a simple game of Snake
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*
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*
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*/
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public class SnakeView extends TileView {
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private static final String TAG = "SnakeView";
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/**
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* Current mode of application: READY to run, RUNNING, or you have already
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* lost. static final ints are used instead of an enum for performance
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* reasons.
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*/
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private int mMode = READY;
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public static final int PAUSE = 0;
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public static final int READY = 1;
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public static final int RUNNING = 2;
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public static final int LOSE = 3;
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/**
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* Current direction the snake is headed.
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*/
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private int mDirection = NORTH;
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private int mNextDirection = NORTH;
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private static final int NORTH = 1;
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private static final int SOUTH = 2;
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private static final int EAST = 3;
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private static final int WEST = 4;
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/**
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* Labels for the drawables that will be loaded into the TileView class
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*/
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private static final int RED_STAR = 1;
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private static final int YELLOW_STAR = 2;
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private static final int GREEN_STAR = 3;
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/**
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* mScore: used to track the number of apples captured mMoveDelay: number of
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* milliseconds between snake movements. This will decrease as apples are
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* captured.
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*/
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private long mScore = 0;
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private long mMoveDelay = 600;
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/**
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* mLastMove: tracks the absolute time when the snake last moved, and is used
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* to determine if a move should be made based on mMoveDelay.
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*/
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private long mLastMove;
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/**
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* mStatusText: text shows to the user in some run states
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*/
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private TextView mStatusText;
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/**
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* mSnakeTrail: a list of Coordinates that make up the snake's body
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* mAppleList: the secret location of the juicy apples the snake craves.
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*/
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private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
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private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();
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/**
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* Everyone needs a little randomness in their life
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*/
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private static final Random RNG = new Random();
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/**
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* Create a simple handler that we can use to cause animation to happen. We
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* set ourselves as a target and we can use the sleep()
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* function to cause an update/invalidate to occur at a later date.
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*/
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private RefreshHandler mRedrawHandler = new RefreshHandler();
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class RefreshHandler extends Handler {
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@Override
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public void handleMessage(Message msg) {
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SnakeView.this.update();
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SnakeView.this.invalidate();
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}
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public void sleep(long delayMillis) {
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this.removeMessages(0);
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sendMessageDelayed(obtainMessage(0), delayMillis);
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}
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};
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/**
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* Constructs a SnakeView based on inflation from XML
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*
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* @param context
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* @param attrs
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*/
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public SnakeView(Context context, AttributeSet attrs) {
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super(context, attrs);
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initSnakeView();
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}
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public SnakeView(Context context, AttributeSet attrs, int defStyle) {
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super(context, attrs, defStyle);
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initSnakeView();
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}
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private void initSnakeView() {
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setFocusable(true);
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Resources r = this.getContext().getResources();
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resetTiles(4);
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loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
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loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
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loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));
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}
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private void initNewGame() {
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mSnakeTrail.clear();
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mAppleList.clear();
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// For now we're just going to load up a short default eastbound snake
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// that's just turned north
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mSnakeTrail.add(new Coordinate(7, 7));
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mSnakeTrail.add(new Coordinate(6, 7));
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mSnakeTrail.add(new Coordinate(5, 7));
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mSnakeTrail.add(new Coordinate(4, 7));
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mSnakeTrail.add(new Coordinate(3, 7));
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mSnakeTrail.add(new Coordinate(2, 7));
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mNextDirection = NORTH;
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// Two apples to start with
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addRandomApple();
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addRandomApple();
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mMoveDelay = 600;
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mScore = 0;
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}
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/**
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* Given a ArrayList of coordinates, we need to flatten them into an array of
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* ints before we can stuff them into a map for flattening and storage.
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*
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* @param cvec : a ArrayList of Coordinate objects
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* @return : a simple array containing the x/y values of the coordinates
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* as [x1,y1,x2,y2,x3,y3...]
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*/
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private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
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int count = cvec.size();
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int[] rawArray = new int[count * 2];
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for (int index = 0; index < count; index++) {
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Coordinate c = cvec.get(index);
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rawArray[2 * index] = c.x;
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rawArray[2 * index + 1] = c.y;
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}
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return rawArray;
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}
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/**
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* Save game state so that the user does not lose anything
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* if the game process is killed while we are in the
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* background.
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*
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* @return a Bundle with this view's state
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*/
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public Bundle saveState() {
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Bundle map = new Bundle();
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map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
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map.putInt("mDirection", Integer.valueOf(mDirection));
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map.putInt("mNextDirection", Integer.valueOf(mNextDirection));
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map.putLong("mMoveDelay", Long.valueOf(mMoveDelay));
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map.putLong("mScore", Long.valueOf(mScore));
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map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));
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return map;
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}
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/**
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* Given a flattened array of ordinate pairs, we reconstitute them into a
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* ArrayList of Coordinate objects
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*
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* @param rawArray : [x1,y1,x2,y2,...]
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* @return a ArrayList of Coordinates
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*/
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private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
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ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();
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int coordCount = rawArray.length;
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for (int index = 0; index < coordCount; index += 2) {
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Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
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coordArrayList.add(c);
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}
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return coordArrayList;
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}
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/**
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* Restore game state if our process is being relaunched
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*
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* @param icicle a Bundle containing the game state
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*/
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public void restoreState(Bundle icicle) {
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setMode(PAUSE);
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mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList"));
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||||
mDirection = icicle.getInt("mDirection");
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mNextDirection = icicle.getInt("mNextDirection");
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mMoveDelay = icicle.getLong("mMoveDelay");
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mScore = icicle.getLong("mScore");
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mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
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}
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/*
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* handles key events in the game. Update the direction our snake is traveling
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* based on the DPAD. Ignore events that would cause the snake to immediately
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* turn back on itself.
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*
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* (non-Javadoc)
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*
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* @see android.view.View#onKeyDown(int, android.os.KeyEvent)
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||||
*/
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||||
@Override
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public boolean onKeyDown(int keyCode, KeyEvent msg) {
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if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
|
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if (mMode == READY | mMode == LOSE) {
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||||
/*
|
||||
* At the beginning of the game, or the end of a previous one,
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||||
* we should start a new game.
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||||
*/
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||||
initNewGame();
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setMode(RUNNING);
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update();
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return (true);
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||||
}
|
||||
|
||||
if (mMode == PAUSE) {
|
||||
/*
|
||||
* If the game is merely paused, we should just continue where
|
||||
* we left off.
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||||
*/
|
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setMode(RUNNING);
|
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update();
|
||||
return (true);
|
||||
}
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||||
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||||
if (mDirection != SOUTH) {
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||||
mNextDirection = NORTH;
|
||||
}
|
||||
return (true);
|
||||
}
|
||||
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
|
||||
if (mDirection != NORTH) {
|
||||
mNextDirection = SOUTH;
|
||||
}
|
||||
return (true);
|
||||
}
|
||||
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||||
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
|
||||
if (mDirection != EAST) {
|
||||
mNextDirection = WEST;
|
||||
}
|
||||
return (true);
|
||||
}
|
||||
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
|
||||
if (mDirection != WEST) {
|
||||
mNextDirection = EAST;
|
||||
}
|
||||
return (true);
|
||||
}
|
||||
|
||||
return super.onKeyDown(keyCode, msg);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the TextView that will be used to give information (such as "Game
|
||||
* Over" to the user.
|
||||
*
|
||||
* @param newView
|
||||
*/
|
||||
public void setTextView(TextView newView) {
|
||||
mStatusText = newView;
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the current mode of the application (RUNNING or PAUSED or the like)
|
||||
* as well as sets the visibility of textview for notification
|
||||
*
|
||||
* @param newMode
|
||||
*/
|
||||
public void setMode(int newMode) {
|
||||
int oldMode = mMode;
|
||||
mMode = newMode;
|
||||
|
||||
if (newMode == RUNNING & oldMode != RUNNING) {
|
||||
mStatusText.setVisibility(View.INVISIBLE);
|
||||
update();
|
||||
return;
|
||||
}
|
||||
|
||||
Resources res = getContext().getResources();
|
||||
CharSequence str = "";
|
||||
if (newMode == PAUSE) {
|
||||
str = res.getText(R.string.mode_pause);
|
||||
}
|
||||
if (newMode == READY) {
|
||||
str = res.getText(R.string.mode_ready);
|
||||
}
|
||||
if (newMode == LOSE) {
|
||||
str = res.getString(R.string.mode_lose_prefix) + mScore
|
||||
+ res.getString(R.string.mode_lose_suffix);
|
||||
}
|
||||
|
||||
mStatusText.setText(str);
|
||||
mStatusText.setVisibility(View.VISIBLE);
|
||||
}
|
||||
|
||||
/**
|
||||
* Selects a random location within the garden that is not currently covered
|
||||
* by the snake. Currently _could_ go into an infinite loop if the snake
|
||||
* currently fills the garden, but we'll leave discovery of this prize to a
|
||||
* truly excellent snake-player.
|
||||
*
|
||||
*/
|
||||
private void addRandomApple() {
|
||||
Coordinate newCoord = null;
|
||||
boolean found = false;
|
||||
while (!found) {
|
||||
// Choose a new location for our apple
|
||||
int newX = 1 + RNG.nextInt(mXTileCount - 2);
|
||||
int newY = 1 + RNG.nextInt(mYTileCount - 2);
|
||||
newCoord = new Coordinate(newX, newY);
|
||||
|
||||
// Make sure it's not already under the snake
|
||||
boolean collision = false;
|
||||
int snakelength = mSnakeTrail.size();
|
||||
for (int index = 0; index < snakelength; index++) {
|
||||
if (mSnakeTrail.get(index).equals(newCoord)) {
|
||||
collision = true;
|
||||
}
|
||||
}
|
||||
// if we're here and there's been no collision, then we have
|
||||
// a good location for an apple. Otherwise, we'll circle back
|
||||
// and try again
|
||||
found = !collision;
|
||||
}
|
||||
if (newCoord == null) {
|
||||
Log.e(TAG, "Somehow ended up with a null newCoord!");
|
||||
}
|
||||
mAppleList.add(newCoord);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Handles the basic update loop, checking to see if we are in the running
|
||||
* state, determining if a move should be made, updating the snake's location.
|
||||
*/
|
||||
public void update() {
|
||||
if (mMode == RUNNING) {
|
||||
long now = System.currentTimeMillis();
|
||||
|
||||
if (now - mLastMove > mMoveDelay) {
|
||||
clearTiles();
|
||||
updateWalls();
|
||||
updateSnake();
|
||||
updateApples();
|
||||
mLastMove = now;
|
||||
}
|
||||
mRedrawHandler.sleep(mMoveDelay);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws some walls.
|
||||
*
|
||||
*/
|
||||
private void updateWalls() {
|
||||
for (int x = 0; x < mXTileCount; x++) {
|
||||
setTile(GREEN_STAR, x, 0);
|
||||
setTile(GREEN_STAR, x, mYTileCount - 1);
|
||||
}
|
||||
for (int y = 1; y < mYTileCount - 1; y++) {
|
||||
setTile(GREEN_STAR, 0, y);
|
||||
setTile(GREEN_STAR, mXTileCount - 1, y);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws some apples.
|
||||
*
|
||||
*/
|
||||
private void updateApples() {
|
||||
for (Coordinate c : mAppleList) {
|
||||
setTile(YELLOW_STAR, c.x, c.y);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Figure out which way the snake is going, see if he's run into anything (the
|
||||
* walls, himself, or an apple). If he's not going to die, we then add to the
|
||||
* front and subtract from the rear in order to simulate motion. If we want to
|
||||
* grow him, we don't subtract from the rear.
|
||||
*
|
||||
*/
|
||||
private void updateSnake() {
|
||||
boolean growSnake = false;
|
||||
|
||||
// grab the snake by the head
|
||||
Coordinate head = mSnakeTrail.get(0);
|
||||
Coordinate newHead = new Coordinate(1, 1);
|
||||
|
||||
mDirection = mNextDirection;
|
||||
|
||||
switch (mDirection) {
|
||||
case EAST: {
|
||||
newHead = new Coordinate(head.x + 1, head.y);
|
||||
break;
|
||||
}
|
||||
case WEST: {
|
||||
newHead = new Coordinate(head.x - 1, head.y);
|
||||
break;
|
||||
}
|
||||
case NORTH: {
|
||||
newHead = new Coordinate(head.x, head.y - 1);
|
||||
break;
|
||||
}
|
||||
case SOUTH: {
|
||||
newHead = new Coordinate(head.x, head.y + 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Collision detection
|
||||
// For now we have a 1-square wall around the entire arena
|
||||
if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
|
||||
|| (newHead.y > mYTileCount - 2)) {
|
||||
setMode(LOSE);
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
// Look for collisions with itself
|
||||
int snakelength = mSnakeTrail.size();
|
||||
for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {
|
||||
Coordinate c = mSnakeTrail.get(snakeindex);
|
||||
if (c.equals(newHead)) {
|
||||
setMode(LOSE);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Look for apples
|
||||
int applecount = mAppleList.size();
|
||||
for (int appleindex = 0; appleindex < applecount; appleindex++) {
|
||||
Coordinate c = mAppleList.get(appleindex);
|
||||
if (c.equals(newHead)) {
|
||||
mAppleList.remove(c);
|
||||
addRandomApple();
|
||||
|
||||
mScore++;
|
||||
mMoveDelay *= 0.9;
|
||||
|
||||
growSnake = true;
|
||||
}
|
||||
}
|
||||
|
||||
// push a new head onto the ArrayList and pull off the tail
|
||||
mSnakeTrail.add(0, newHead);
|
||||
// except if we want the snake to grow
|
||||
if (!growSnake) {
|
||||
mSnakeTrail.remove(mSnakeTrail.size() - 1);
|
||||
}
|
||||
|
||||
int index = 0;
|
||||
for (Coordinate c : mSnakeTrail) {
|
||||
if (index == 0) {
|
||||
setTile(YELLOW_STAR, c.x, c.y);
|
||||
} else {
|
||||
setTile(RED_STAR, c.x, c.y);
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Simple class containing two integer values and a comparison function.
|
||||
* There's probably something I should use instead, but this was quick and
|
||||
* easy to build.
|
||||
*
|
||||
*/
|
||||
private class Coordinate {
|
||||
public int x;
|
||||
public int y;
|
||||
|
||||
public Coordinate(int newX, int newY) {
|
||||
x = newX;
|
||||
y = newY;
|
||||
}
|
||||
|
||||
public boolean equals(Coordinate other) {
|
||||
if (x == other.x && y == other.y) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public String toString() {
|
||||
return "Coordinate: [" + x + "," + y + "]";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
170
samples/Snake/src/com/example/android/snake/TileView.java
Normal file
170
samples/Snake/src/com/example/android/snake/TileView.java
Normal file
@@ -0,0 +1,170 @@
|
||||
/*
|
||||
* Copyright (C) 2007 The Android Open Source Project
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
package com.example.android.snake;
|
||||
|
||||
import android.content.Context;
|
||||
import android.content.res.TypedArray;
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.Canvas;
|
||||
import android.graphics.Paint;
|
||||
import android.graphics.drawable.Drawable;
|
||||
import android.util.AttributeSet;
|
||||
import android.view.View;
|
||||
|
||||
import java.util.Map;
|
||||
|
||||
/**
|
||||
* TileView: a View-variant designed for handling arrays of "icons" or other
|
||||
* drawables.
|
||||
*
|
||||
*/
|
||||
public class TileView extends View {
|
||||
|
||||
/**
|
||||
* Parameters controlling the size of the tiles and their range within view.
|
||||
* Width/Height are in pixels, and Drawables will be scaled to fit to these
|
||||
* dimensions. X/Y Tile Counts are the number of tiles that will be drawn.
|
||||
*/
|
||||
|
||||
protected static int mTileSize;
|
||||
|
||||
protected static int mXTileCount;
|
||||
protected static int mYTileCount;
|
||||
|
||||
private static int mXOffset;
|
||||
private static int mYOffset;
|
||||
|
||||
|
||||
/**
|
||||
* A hash that maps integer handles specified by the subclasser to the
|
||||
* drawable that will be used for that reference
|
||||
*/
|
||||
private Bitmap[] mTileArray;
|
||||
|
||||
/**
|
||||
* A two-dimensional array of integers in which the number represents the
|
||||
* index of the tile that should be drawn at that locations
|
||||
*/
|
||||
private int[][] mTileGrid;
|
||||
|
||||
private final Paint mPaint = new Paint();
|
||||
|
||||
public TileView(Context context, AttributeSet attrs, int defStyle) {
|
||||
super(context, attrs, defStyle);
|
||||
|
||||
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.TileView);
|
||||
|
||||
mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);
|
||||
|
||||
a.recycle();
|
||||
}
|
||||
|
||||
public TileView(Context context, AttributeSet attrs) {
|
||||
super(context, attrs);
|
||||
|
||||
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.TileView);
|
||||
|
||||
mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);
|
||||
|
||||
a.recycle();
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Rests the internal array of Bitmaps used for drawing tiles, and
|
||||
* sets the maximum index of tiles to be inserted
|
||||
*
|
||||
* @param tilecount
|
||||
*/
|
||||
|
||||
public void resetTiles(int tilecount) {
|
||||
mTileArray = new Bitmap[tilecount];
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
|
||||
mXTileCount = (int) Math.floor(w / mTileSize);
|
||||
mYTileCount = (int) Math.floor(h / mTileSize);
|
||||
|
||||
mXOffset = ((w - (mTileSize * mXTileCount)) / 2);
|
||||
mYOffset = ((h - (mTileSize * mYTileCount)) / 2);
|
||||
|
||||
mTileGrid = new int[mXTileCount][mYTileCount];
|
||||
clearTiles();
|
||||
}
|
||||
|
||||
/**
|
||||
* Function to set the specified Drawable as the tile for a particular
|
||||
* integer key.
|
||||
*
|
||||
* @param key
|
||||
* @param tile
|
||||
*/
|
||||
public void loadTile(int key, Drawable tile) {
|
||||
Bitmap bitmap = Bitmap.createBitmap(mTileSize, mTileSize, Bitmap.Config.ARGB_8888);
|
||||
Canvas canvas = new Canvas(bitmap);
|
||||
tile.setBounds(0, 0, mTileSize, mTileSize);
|
||||
tile.draw(canvas);
|
||||
|
||||
mTileArray[key] = bitmap;
|
||||
}
|
||||
|
||||
/**
|
||||
* Resets all tiles to 0 (empty)
|
||||
*
|
||||
*/
|
||||
public void clearTiles() {
|
||||
for (int x = 0; x < mXTileCount; x++) {
|
||||
for (int y = 0; y < mYTileCount; y++) {
|
||||
setTile(0, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Used to indicate that a particular tile (set with loadTile and referenced
|
||||
* by an integer) should be drawn at the given x/y coordinates during the
|
||||
* next invalidate/draw cycle.
|
||||
*
|
||||
* @param tileindex
|
||||
* @param x
|
||||
* @param y
|
||||
*/
|
||||
public void setTile(int tileindex, int x, int y) {
|
||||
mTileGrid[x][y] = tileindex;
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
public void onDraw(Canvas canvas) {
|
||||
super.onDraw(canvas);
|
||||
for (int x = 0; x < mXTileCount; x += 1) {
|
||||
for (int y = 0; y < mYTileCount; y += 1) {
|
||||
if (mTileGrid[x][y] > 0) {
|
||||
canvas.drawBitmap(mTileArray[mTileGrid[x][y]],
|
||||
mXOffset + x * mTileSize,
|
||||
mYOffset + y * mTileSize,
|
||||
mPaint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user