Modified Snake Sample app to run on non-touch devices like Google Tv and also devices with no dpad support
2D canvas DrawVertex to create a vector graphic background touch & keypad playable landscape & portrait for all known device sizes. All measurements in DP and nicely scaling. using xml drawables to rotate "dpad" arrow Change-Id: I995acaaf0935c13c03fcbcf974ce5af06f46780e
This commit is contained in:
90
samples/Snake/src/com/example/android/snake/BackgroundView.java
Executable file
90
samples/Snake/src/com/example/android/snake/BackgroundView.java
Executable file
@@ -0,0 +1,90 @@
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/*
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* Copyright (C) 2012 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.content.Context;
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import android.content.res.TypedArray;
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import android.graphics.Canvas;
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import android.graphics.Color;
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import android.graphics.Paint;
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import android.util.AttributeSet;
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import android.view.View;
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import java.util.Arrays;
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/**
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* Background View: Draw 4 full-screen RGBY triangles
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*/
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public class BackgroundView extends View {
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private int[] mColors = new int[4];
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private final short[] mIndices =
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{ 0, 1, 2, 0, 3, 4, 0, 1, 4 // Corner points for triangles (with offset = 2)
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};
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private float[] mVertexPoints = null;
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public BackgroundView(Context context, AttributeSet attrs) {
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super(context, attrs);
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setFocusable(true);
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// retrieve colors for 4 segments from styleable properties
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TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.BackgroundView);
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mColors[0] = a.getColor(R.styleable.BackgroundView_colorSegmentOne, Color.RED);
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mColors[1] = a.getColor(R.styleable.BackgroundView_colorSegmentTwo, Color.YELLOW);
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mColors[2] = a.getColor(R.styleable.BackgroundView_colorSegmentThree, Color.BLUE);
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mColors[3] = a.getColor(R.styleable.BackgroundView_colorSegmentFour, Color.GREEN);
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a.recycle();
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}
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@Override
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protected void onDraw(Canvas canvas) {
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assert(mVertexPoints != null);
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// Colors for each vertex
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int[] mFillColors = new int[mVertexPoints.length];
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for (int triangle = 0; triangle < mColors.length; triangle++) {
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// Set color for all vertex points to current triangle color
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Arrays.fill(mFillColors, mColors[triangle]);
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// Draw one triangle
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canvas.drawVertices(Canvas.VertexMode.TRIANGLES, mVertexPoints.length, mVertexPoints,
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0, null, 0, // No Textures
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mFillColors, 0, mIndices,
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triangle * 2, 3, // Use 3 vertices via Index Array with offset 2
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new Paint());
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}
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}
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@Override
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protected void onSizeChanged(int w, int h, int oldw, int oldh) {
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super.onSizeChanged(w, h, oldw, oldh);
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// Construct our center and four corners
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mVertexPoints = new float[] {
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w / 2, h / 2,
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0, 0,
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w, 0,
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w, h,
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0, h
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};
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}
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}
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85
samples/Snake/src/com/example/android/snake/Snake.java
Normal file → Executable file
85
samples/Snake/src/com/example/android/snake/Snake.java
Normal file → Executable file
@@ -18,27 +18,38 @@ 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.view.KeyEvent;
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import android.view.MotionEvent;
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import android.view.View;
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import android.view.View.OnTouchListener;
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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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* This is an implementation of the classic Game "Snake", in which you control a serpent roaming
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* around the garden looking for apples. Be careful, though, because when you catch one, not only
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* will you become longer, but you'll move faster. Running into yourself or the walls will end the
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* 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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/**
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* Constants for desired direction of moving the snake
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*/
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public static int MOVE_LEFT = 0;
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public static int MOVE_UP = 1;
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public static int MOVE_DOWN = 2;
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public static int MOVE_RIGHT = 3;
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private static String ICICLE_KEY = "snake-view";
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private SnakeView mSnakeView;
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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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* Called when Activity is first created. Turns off the title bar, sets up the content views,
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* and fires up the SnakeView.
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*
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*/
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@Override
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@@ -48,7 +59,8 @@ public class Snake extends Activity {
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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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mSnakeView.setDependentViews((TextView) findViewById(R.id.text),
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findViewById(R.id.arrowContainer), findViewById(R.id.background));
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if (savedInstanceState == null) {
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// We were just launched -- set up a new game
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@@ -62,6 +74,31 @@ public class Snake extends Activity {
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mSnakeView.setMode(SnakeView.PAUSE);
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}
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}
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mSnakeView.setOnTouchListener(new OnTouchListener() {
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@Override
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public boolean onTouch(View v, MotionEvent event) {
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if (mSnakeView.getGameState() == SnakeView.RUNNING) {
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// Normalize x,y between 0 and 1
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float x = event.getX() / v.getWidth();
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float y = event.getY() / v.getHeight();
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// Direction will be [0,1,2,3] depending on quadrant
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int direction = 0;
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direction = (x > y) ? 1 : 0;
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direction |= (x > 1 - y) ? 2 : 0;
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// Direction is same as the quadrant which was clicked
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mSnakeView.moveSnake(direction);
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} else {
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// If the game is not running then on touching any part of the screen
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// we start the game by sending MOVE_UP signal to SnakeView
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mSnakeView.moveSnake(MOVE_UP);
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}
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return false;
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}
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});
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}
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@Override
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@@ -73,8 +110,34 @@ public class Snake extends Activity {
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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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// 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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* Handles key events in the game. Update the direction our snake is traveling based on the
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* DPAD.
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*
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*/
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@Override
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public boolean onKeyDown(int keyCode, KeyEvent msg) {
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switch (keyCode) {
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case KeyEvent.KEYCODE_DPAD_UP:
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mSnakeView.moveSnake(MOVE_UP);
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break;
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case KeyEvent.KEYCODE_DPAD_RIGHT:
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mSnakeView.moveSnake(MOVE_RIGHT);
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break;
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case KeyEvent.KEYCODE_DPAD_DOWN:
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mSnakeView.moveSnake(MOVE_DOWN);
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break;
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case KeyEvent.KEYCODE_DPAD_LEFT:
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mSnakeView.moveSnake(MOVE_LEFT);
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break;
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}
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return super.onKeyDown(keyCode, msg);
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}
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}
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252
samples/Snake/src/com/example/android/snake/SnakeView.java
Normal file → Executable file
252
samples/Snake/src/com/example/android/snake/SnakeView.java
Normal file → Executable file
@@ -16,33 +16,29 @@
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package com.example.android.snake;
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import java.util.ArrayList;
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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.Bundle;
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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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import java.util.ArrayList;
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import java.util.Random;
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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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* Current mode of application: READY to run, RUNNING, or you have already lost. static final
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* ints are used instead of an enum for performance 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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@@ -68,26 +64,36 @@ public class SnakeView extends TileView {
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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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* mScore: Used to track the number of apples captured mMoveDelay: number of milliseconds
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* between snake movements. This will decrease as apples are 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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* mLastMove: Tracks the absolute time when the snake last moved, and is used to determine if a
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* 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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* 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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* mArrowsView: View which shows 4 arrows to signify 4 directions in which the snake can move
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*/
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private View mArrowsView;
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/**
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* mBackgroundView: Background View which shows 4 different colored triangles pressing which
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* moves the snake
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*/
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private View mBackgroundView;
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||||
/**
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* mSnakeTrail: A list of Coordinates that make up the snake's body mAppleList: The secret
|
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* 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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@@ -98,10 +104,11 @@ public class SnakeView extends TileView {
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||||
private static final Random RNG = new Random();
|
||||
|
||||
/**
|
||||
* Create a simple handler that we can use to cause animation to happen. We
|
||||
* set ourselves as a target and we can use the sleep()
|
||||
* function to cause an update/invalidate to occur at a later date.
|
||||
* Create a simple handler that we can use to cause animation to happen. We set ourselves as a
|
||||
* target and we can use the sleep() function to cause an update/invalidate to occur at a later
|
||||
* date.
|
||||
*/
|
||||
|
||||
private RefreshHandler mRedrawHandler = new RefreshHandler();
|
||||
|
||||
class RefreshHandler extends Handler {
|
||||
@@ -113,12 +120,11 @@ public class SnakeView extends TileView {
|
||||
}
|
||||
|
||||
public void sleep(long delayMillis) {
|
||||
this.removeMessages(0);
|
||||
this.removeMessages(0);
|
||||
sendMessageDelayed(obtainMessage(0), delayMillis);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Constructs a SnakeView based on inflation from XML
|
||||
*
|
||||
@@ -127,26 +133,26 @@ public class SnakeView extends TileView {
|
||||
*/
|
||||
public SnakeView(Context context, AttributeSet attrs) {
|
||||
super(context, attrs);
|
||||
initSnakeView();
|
||||
}
|
||||
|
||||
public SnakeView(Context context, AttributeSet attrs, int defStyle) {
|
||||
super(context, attrs, defStyle);
|
||||
initSnakeView();
|
||||
initSnakeView(context);
|
||||
}
|
||||
|
||||
private void initSnakeView() {
|
||||
public SnakeView(Context context, AttributeSet attrs, int defStyle) {
|
||||
super(context, attrs, defStyle);
|
||||
initSnakeView(context);
|
||||
}
|
||||
|
||||
private void initSnakeView(Context context) {
|
||||
|
||||
setFocusable(true);
|
||||
|
||||
Resources r = this.getContext().getResources();
|
||||
|
||||
|
||||
resetTiles(4);
|
||||
loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
|
||||
loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
|
||||
loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
private void initNewGame() {
|
||||
mSnakeTrail.clear();
|
||||
@@ -155,7 +161,6 @@ public class SnakeView extends TileView {
|
||||
// For now we're just going to load up a short default eastbound snake
|
||||
// that's just turned north
|
||||
|
||||
|
||||
mSnakeTrail.add(new Coordinate(7, 7));
|
||||
mSnakeTrail.add(new Coordinate(6, 7));
|
||||
mSnakeTrail.add(new Coordinate(5, 7));
|
||||
@@ -172,30 +177,29 @@ public class SnakeView extends TileView {
|
||||
mScore = 0;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Given a ArrayList of coordinates, we need to flatten them into an array of
|
||||
* ints before we can stuff them into a map for flattening and storage.
|
||||
* Given a ArrayList of coordinates, we need to flatten them into an array of ints before we can
|
||||
* stuff them into a map for flattening and storage.
|
||||
*
|
||||
* @param cvec : a ArrayList of Coordinate objects
|
||||
* @return : a simple array containing the x/y values of the coordinates
|
||||
* as [x1,y1,x2,y2,x3,y3...]
|
||||
* @return : a simple array containing the x/y values of the coordinates as
|
||||
* [x1,y1,x2,y2,x3,y3...]
|
||||
*/
|
||||
private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
|
||||
int count = cvec.size();
|
||||
int[] rawArray = new int[count * 2];
|
||||
for (int index = 0; index < count; index++) {
|
||||
Coordinate c = cvec.get(index);
|
||||
rawArray[2 * index] = c.x;
|
||||
rawArray[2 * index + 1] = c.y;
|
||||
int[] rawArray = new int[cvec.size() * 2];
|
||||
|
||||
int i = 0;
|
||||
for (Coordinate c : cvec) {
|
||||
rawArray[i++] = c.x;
|
||||
rawArray[i++] = c.y;
|
||||
}
|
||||
|
||||
return rawArray;
|
||||
}
|
||||
|
||||
/**
|
||||
* Save game state so that the user does not lose anything
|
||||
* if the game process is killed while we are in the
|
||||
* background.
|
||||
* Save game state so that the user does not lose anything if the game process is killed while
|
||||
* we are in the background.
|
||||
*
|
||||
* @return a Bundle with this view's state
|
||||
*/
|
||||
@@ -213,8 +217,8 @@ public class SnakeView extends TileView {
|
||||
}
|
||||
|
||||
/**
|
||||
* Given a flattened array of ordinate pairs, we reconstitute them into a
|
||||
* ArrayList of Coordinate objects
|
||||
* Given a flattened array of ordinate pairs, we reconstitute them into a ArrayList of
|
||||
* Coordinate objects
|
||||
*
|
||||
* @param rawArray : [x1,y1,x2,y2,...]
|
||||
* @return a ArrayList of Coordinates
|
||||
@@ -246,83 +250,79 @@ public class SnakeView extends TileView {
|
||||
mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
|
||||
}
|
||||
|
||||
/*
|
||||
* handles key events in the game. Update the direction our snake is traveling
|
||||
* based on the DPAD. Ignore events that would cause the snake to immediately
|
||||
* turn back on itself.
|
||||
*
|
||||
* (non-Javadoc)
|
||||
*
|
||||
* @see android.view.View#onKeyDown(int, android.os.KeyEvent)
|
||||
/**
|
||||
* Handles snake movement triggers from Snake Activity and moves the snake accordingly. Ignore
|
||||
* events that would cause the snake to immediately turn back on itself.
|
||||
*
|
||||
* @param direction The desired direction of movement
|
||||
*/
|
||||
@Override
|
||||
public boolean onKeyDown(int keyCode, KeyEvent msg) {
|
||||
public void moveSnake(int direction) {
|
||||
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
|
||||
if (direction == Snake.MOVE_UP) {
|
||||
if (mMode == READY | mMode == LOSE) {
|
||||
/*
|
||||
* At the beginning of the game, or the end of a previous one,
|
||||
* we should start a new game.
|
||||
* we should start a new game if UP key is clicked.
|
||||
*/
|
||||
initNewGame();
|
||||
setMode(RUNNING);
|
||||
update();
|
||||
return (true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (mMode == PAUSE) {
|
||||
/*
|
||||
* If the game is merely paused, we should just continue where
|
||||
* we left off.
|
||||
* If the game is merely paused, we should just continue where we left off.
|
||||
*/
|
||||
setMode(RUNNING);
|
||||
update();
|
||||
return (true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (mDirection != SOUTH) {
|
||||
mNextDirection = NORTH;
|
||||
}
|
||||
return (true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
|
||||
if (direction == Snake.MOVE_DOWN) {
|
||||
if (mDirection != NORTH) {
|
||||
mNextDirection = SOUTH;
|
||||
}
|
||||
return (true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
|
||||
if (direction == Snake.MOVE_LEFT) {
|
||||
if (mDirection != EAST) {
|
||||
mNextDirection = WEST;
|
||||
}
|
||||
return (true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
|
||||
if (direction == Snake.MOVE_RIGHT) {
|
||||
if (mDirection != WEST) {
|
||||
mNextDirection = EAST;
|
||||
}
|
||||
return (true);
|
||||
return;
|
||||
}
|
||||
|
||||
return super.onKeyDown(keyCode, msg);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the TextView that will be used to give information (such as "Game
|
||||
* Over" to the user.
|
||||
* Sets the Dependent views that will be used to give information (such as "Game Over" to the
|
||||
* user and also to handle touch events for making movements
|
||||
*
|
||||
* @param newView
|
||||
*/
|
||||
public void setTextView(TextView newView) {
|
||||
mStatusText = newView;
|
||||
public void setDependentViews(TextView msgView, View arrowView, View backgroundView) {
|
||||
mStatusText = msgView;
|
||||
mArrowsView = arrowView;
|
||||
mBackgroundView = backgroundView;
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the current mode of the application (RUNNING or PAUSED or the like)
|
||||
* as well as sets the visibility of textview for notification
|
||||
* 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
|
||||
*/
|
||||
@@ -330,23 +330,33 @@ public class SnakeView extends TileView {
|
||||
int oldMode = mMode;
|
||||
mMode = newMode;
|
||||
|
||||
if (newMode == RUNNING & oldMode != RUNNING) {
|
||||
if (newMode == RUNNING && oldMode != RUNNING) {
|
||||
// hide the game instructions
|
||||
mStatusText.setVisibility(View.INVISIBLE);
|
||||
update();
|
||||
// make the background and arrows visible as soon the snake starts moving
|
||||
mArrowsView.setVisibility(View.VISIBLE);
|
||||
mBackgroundView.setVisibility(View.VISIBLE);
|
||||
return;
|
||||
}
|
||||
|
||||
Resources res = getContext().getResources();
|
||||
CharSequence str = "";
|
||||
if (newMode == PAUSE) {
|
||||
mArrowsView.setVisibility(View.GONE);
|
||||
mBackgroundView.setVisibility(View.GONE);
|
||||
str = res.getText(R.string.mode_pause);
|
||||
}
|
||||
if (newMode == READY) {
|
||||
mArrowsView.setVisibility(View.GONE);
|
||||
mBackgroundView.setVisibility(View.GONE);
|
||||
|
||||
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);
|
||||
mArrowsView.setVisibility(View.GONE);
|
||||
mBackgroundView.setVisibility(View.GONE);
|
||||
str = res.getString(R.string.mode_lose, mScore);
|
||||
}
|
||||
|
||||
mStatusText.setText(str);
|
||||
@@ -354,11 +364,16 @@ public class SnakeView extends TileView {
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* @return the Game state as Running, Ready, Paused, Lose
|
||||
*/
|
||||
public int getGameState() {
|
||||
return mMode;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
@@ -388,10 +403,9 @@ public class SnakeView extends TileView {
|
||||
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.
|
||||
* 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) {
|
||||
@@ -411,7 +425,6 @@ public class SnakeView extends TileView {
|
||||
|
||||
/**
|
||||
* Draws some walls.
|
||||
*
|
||||
*/
|
||||
private void updateWalls() {
|
||||
for (int x = 0; x < mXTileCount; x++) {
|
||||
@@ -426,7 +439,6 @@ public class SnakeView extends TileView {
|
||||
|
||||
/**
|
||||
* Draws some apples.
|
||||
*
|
||||
*/
|
||||
private void updateApples() {
|
||||
for (Coordinate c : mAppleList) {
|
||||
@@ -435,38 +447,36 @@ public class SnakeView extends TileView {
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* 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
|
||||
// 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;
|
||||
}
|
||||
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
|
||||
@@ -495,7 +505,7 @@ public class SnakeView extends TileView {
|
||||
if (c.equals(newHead)) {
|
||||
mAppleList.remove(c);
|
||||
addRandomApple();
|
||||
|
||||
|
||||
mScore++;
|
||||
mMoveDelay *= 0.9;
|
||||
|
||||
@@ -523,10 +533,8 @@ public class SnakeView extends TileView {
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* 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;
|
||||
@@ -549,5 +557,5 @@ public class SnakeView extends TileView {
|
||||
return "Coordinate: [" + x + "," + y + "]";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
152
samples/Snake/src/com/example/android/snake/TileView.java
Normal file → Executable file
152
samples/Snake/src/com/example/android/snake/TileView.java
Normal file → Executable file
@@ -25,18 +25,16 @@ import android.graphics.drawable.Drawable;
|
||||
import android.util.AttributeSet;
|
||||
import android.view.View;
|
||||
|
||||
|
||||
/**
|
||||
* TileView: a View-variant designed for handling arrays of "icons" or other
|
||||
* drawables.
|
||||
* 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.
|
||||
* 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;
|
||||
@@ -47,81 +45,37 @@ public class TileView extends View {
|
||||
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);
|
||||
/**
|
||||
* A hash that maps integer handles specified by the subclasser to the drawable that will be
|
||||
* used for that reference
|
||||
*/
|
||||
private Bitmap[] mTileArray;
|
||||
|
||||
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.TileView);
|
||||
|
||||
mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);
|
||||
|
||||
a.recycle();
|
||||
}
|
||||
/**
|
||||
* 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;
|
||||
|
||||
public TileView(Context context, AttributeSet attrs) {
|
||||
super(context, attrs);
|
||||
|
||||
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.TileView);
|
||||
mTileSize = a.getDimensionPixelSize(R.styleable.TileView_tileSize, 12);
|
||||
|
||||
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];
|
||||
}
|
||||
public TileView(Context context, AttributeSet attrs, int defStyle) {
|
||||
super(context, attrs, defStyle);
|
||||
|
||||
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.TileView);
|
||||
mTileSize = a.getDimensionPixelSize(R.styleable.TileView_tileSize, 12);
|
||||
|
||||
@Override
|
||||
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
|
||||
mXTileCount = (int) Math.floor(w / mTileSize);
|
||||
mYTileCount = (int) Math.floor(h / mTileSize);
|
||||
a.recycle();
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -137,9 +91,48 @@ public class TileView extends View {
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* 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;
|
||||
}
|
||||
|
||||
@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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 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];
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
@@ -149,21 +142,16 @@ public class TileView extends View {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
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();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user