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:
Kartic Grover
2012-05-01 11:02:58 -07:00
parent 424c95da4b
commit a1843415aa
21 changed files with 585 additions and 274 deletions

View File

@@ -0,0 +1,90 @@
/*
* Copyright (C) 2012 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.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.util.AttributeSet;
import android.view.View;
import java.util.Arrays;
/**
* Background View: Draw 4 full-screen RGBY triangles
*/
public class BackgroundView extends View {
private int[] mColors = new int[4];
private final short[] mIndices =
{ 0, 1, 2, 0, 3, 4, 0, 1, 4 // Corner points for triangles (with offset = 2)
};
private float[] mVertexPoints = null;
public BackgroundView(Context context, AttributeSet attrs) {
super(context, attrs);
setFocusable(true);
// retrieve colors for 4 segments from styleable properties
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.BackgroundView);
mColors[0] = a.getColor(R.styleable.BackgroundView_colorSegmentOne, Color.RED);
mColors[1] = a.getColor(R.styleable.BackgroundView_colorSegmentTwo, Color.YELLOW);
mColors[2] = a.getColor(R.styleable.BackgroundView_colorSegmentThree, Color.BLUE);
mColors[3] = a.getColor(R.styleable.BackgroundView_colorSegmentFour, Color.GREEN);
a.recycle();
}
@Override
protected void onDraw(Canvas canvas) {
assert(mVertexPoints != null);
// Colors for each vertex
int[] mFillColors = new int[mVertexPoints.length];
for (int triangle = 0; triangle < mColors.length; triangle++) {
// Set color for all vertex points to current triangle color
Arrays.fill(mFillColors, mColors[triangle]);
// Draw one triangle
canvas.drawVertices(Canvas.VertexMode.TRIANGLES, mVertexPoints.length, mVertexPoints,
0, null, 0, // No Textures
mFillColors, 0, mIndices,
triangle * 2, 3, // Use 3 vertices via Index Array with offset 2
new Paint());
}
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
// Construct our center and four corners
mVertexPoints = new float[] {
w / 2, h / 2,
0, 0,
w, 0,
w, h,
0, h
};
}
}

85
samples/Snake/src/com/example/android/snake/Snake.java Normal file → Executable file
View File

@@ -18,27 +18,38 @@ package com.example.android.snake;
import android.app.Activity;
import android.os.Bundle;
import android.view.Window;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
import android.widget.TextView;
/**
* Snake: a simple game that everyone can enjoy.
*
* This is an implementation of the classic Game "Snake", in which you control a
* serpent roaming around the garden looking for apples. Be careful, though,
* because when you catch one, not only will you become longer, but you'll move
* faster. Running into yourself or the walls will end the game.
* This is an implementation of the classic Game "Snake", in which you control a serpent roaming
* around the garden looking for apples. Be careful, though, because when you catch one, not only
* will you become longer, but you'll move faster. Running into yourself or the walls will end the
* game.
*
*/
public class Snake extends Activity {
private SnakeView mSnakeView;
/**
* Constants for desired direction of moving the snake
*/
public static int MOVE_LEFT = 0;
public static int MOVE_UP = 1;
public static int MOVE_DOWN = 2;
public static int MOVE_RIGHT = 3;
private static String ICICLE_KEY = "snake-view";
private SnakeView mSnakeView;
/**
* Called when Activity is first created. Turns off the title bar, sets up
* the content views, and fires up the SnakeView.
* Called when Activity is first created. Turns off the title bar, sets up the content views,
* and fires up the SnakeView.
*
*/
@Override
@@ -48,7 +59,8 @@ public class Snake extends Activity {
setContentView(R.layout.snake_layout);
mSnakeView = (SnakeView) findViewById(R.id.snake);
mSnakeView.setTextView((TextView) findViewById(R.id.text));
mSnakeView.setDependentViews((TextView) findViewById(R.id.text),
findViewById(R.id.arrowContainer), findViewById(R.id.background));
if (savedInstanceState == null) {
// We were just launched -- set up a new game
@@ -62,6 +74,31 @@ public class Snake extends Activity {
mSnakeView.setMode(SnakeView.PAUSE);
}
}
mSnakeView.setOnTouchListener(new OnTouchListener() {
@Override
public boolean onTouch(View v, MotionEvent event) {
if (mSnakeView.getGameState() == SnakeView.RUNNING) {
// Normalize x,y between 0 and 1
float x = event.getX() / v.getWidth();
float y = event.getY() / v.getHeight();
// Direction will be [0,1,2,3] depending on quadrant
int direction = 0;
direction = (x > y) ? 1 : 0;
direction |= (x > 1 - y) ? 2 : 0;
// Direction is same as the quadrant which was clicked
mSnakeView.moveSnake(direction);
} else {
// If the game is not running then on touching any part of the screen
// we start the game by sending MOVE_UP signal to SnakeView
mSnakeView.moveSnake(MOVE_UP);
}
return false;
}
});
}
@Override
@@ -73,8 +110,34 @@ public class Snake extends Activity {
@Override
public void onSaveInstanceState(Bundle outState) {
//Store the game state
// Store the game state
outState.putBundle(ICICLE_KEY, mSnakeView.saveState());
}
/**
* Handles key events in the game. Update the direction our snake is traveling based on the
* DPAD.
*
*/
@Override
public boolean onKeyDown(int keyCode, KeyEvent msg) {
switch (keyCode) {
case KeyEvent.KEYCODE_DPAD_UP:
mSnakeView.moveSnake(MOVE_UP);
break;
case KeyEvent.KEYCODE_DPAD_RIGHT:
mSnakeView.moveSnake(MOVE_RIGHT);
break;
case KeyEvent.KEYCODE_DPAD_DOWN:
mSnakeView.moveSnake(MOVE_DOWN);
break;
case KeyEvent.KEYCODE_DPAD_LEFT:
mSnakeView.moveSnake(MOVE_LEFT);
break;
}
return super.onKeyDown(keyCode, msg);
}
}

View File

@@ -16,33 +16,29 @@
package com.example.android.snake;
import java.util.ArrayList;
import java.util.Random;
import android.content.Context;
import android.content.res.Resources;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.util.AttributeSet;
import android.os.Bundle;
import android.util.Log;
import android.view.KeyEvent;
import android.view.View;
import android.widget.TextView;
import java.util.ArrayList;
import java.util.Random;
/**
* SnakeView: implementation of a simple game of Snake
*
*
*/
public class SnakeView extends TileView {
private static final String TAG = "SnakeView";
/**
* Current mode of application: READY to run, RUNNING, or you have already
* lost. static final ints are used instead of an enum for performance
* reasons.
* Current mode of application: READY to run, RUNNING, or you have already lost. static final
* ints are used instead of an enum for performance reasons.
*/
private int mMode = READY;
public static final int PAUSE = 0;
@@ -68,26 +64,36 @@ public class SnakeView extends TileView {
private static final int GREEN_STAR = 3;
/**
* mScore: used to track the number of apples captured mMoveDelay: number of
* milliseconds between snake movements. This will decrease as apples are
* captured.
* mScore: Used to track the number of apples captured mMoveDelay: number of milliseconds
* between snake movements. This will decrease as apples are captured.
*/
private long mScore = 0;
private long mMoveDelay = 600;
/**
* mLastMove: tracks the absolute time when the snake last moved, and is used
* to determine if a move should be made based on mMoveDelay.
* mLastMove: Tracks the absolute time when the snake last moved, and is used to determine if a
* move should be made based on mMoveDelay.
*/
private long mLastMove;
/**
* mStatusText: text shows to the user in some run states
* mStatusText: Text shows to the user in some run states
*/
private TextView mStatusText;
/**
* mSnakeTrail: a list of Coordinates that make up the snake's body
* mAppleList: the secret location of the juicy apples the snake craves.
* mArrowsView: View which shows 4 arrows to signify 4 directions in which the snake can move
*/
private View mArrowsView;
/**
* mBackgroundView: Background View which shows 4 different colored triangles pressing which
* moves the snake
*/
private View mBackgroundView;
/**
* mSnakeTrail: A list of Coordinates that make up the snake's body mAppleList: The secret
* location of the juicy apples the snake craves.
*/
private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();
@@ -98,10 +104,11 @@ public class SnakeView extends TileView {
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
View 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();
}
}