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

@@ -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 + "]";
}
}
}