Implementation of the tic-tac-toe sample.

Added some README.txt

Change-Id: Ie2703ffdfdeba773d0fd27153ec0cdb806b2e2dc
This commit is contained in:
Raphael
2010-04-02 22:05:14 -07:00
parent 718a35143d
commit b8a884fbab
13 changed files with 697 additions and 58 deletions

View File

@@ -16,15 +16,36 @@
package com.example.tictactoe.library;
import java.util.Random;
import android.app.Activity;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.os.Handler.Callback;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.TextView;
import com.example.tictactoe.library.GameView.ICellListener;
import com.example.tictactoe.library.GameView.State;
public class GameActivity extends Activity {
public final static String EXTRA_START_WITH_HUMAN =
"com.example.tictactoe.library.GameActivity.EXTRA_START_WITH_HUMAN";
/** Start player. Must be 1 or 2. Default is 1. */
public static final String EXTRA_START_PLAYER =
"com.example.tictactoe.library.GameActivity.EXTRA_START_PLAYER";
private boolean mTurnIsHuman;
private static final int MSG_COMPUTER_TURN = 1;
private static final long COMPUTER_DELAY_MS = 500;
private Handler mHandler = new Handler(new MyHandlerCallback());
private Random mRnd = new Random();
private GameView mGameView;
private TextView mInfoView;
private Button mButtonNext;
/** Called when the activity is first created. */
@Override
@@ -32,22 +53,207 @@ public class GameActivity extends Activity {
super.onCreate(bundle);
/*
* IMPORTANT TIP: all resource IDs from this library must be
* different from the projects that will include it. E.g.
* if my layout were named "main.xml", I would have to use the ID
* R.layout.main; however there is already a *different*
* ID with the same name in the main project and when the library
* gets merged in the project the wrong ID would end up being used.
* IMPORTANT: all resource IDs from this library will eventually be merged
* with the resources from the main project that will use the library.
*
* To avoid such potential conflicts, it's probably a good idea
* to add a prefix to the library resource names.
* If the main project and the libraries define the same resource IDs,
* the application project will always have priority and override library resources
* and IDs defined in multiple libraries are resolved based on the libraries priority
* defined in the main project.
*
* An intentional consequence is that the main project can override some resources
* from the library.
* (TODO insert example).
*
* To avoid potential conflicts, it is suggested to add a prefix to the
* library resource names.
*/
setContentView(R.layout.lib_game);
mTurnIsHuman = getIntent().getBooleanExtra(
EXTRA_START_WITH_HUMAN, true);
mGameView = (GameView) findViewById(R.id.game_view);
mInfoView = (TextView) findViewById(R.id.info_turn);
mButtonNext = (Button) findViewById(R.id.next_turn);
mGameView.setFocusable(true);
mGameView.setFocusableInTouchMode(true);
mGameView.setCellListener(new MyCellListener());
mButtonNext.setOnClickListener(new MyButtonListener());
}
@Override
protected void onResume() {
super.onResume();
State player = mGameView.getCurrentPlayer();
if (player == State.UNKNOWN) {
player = State.fromInt(getIntent().getIntExtra(EXTRA_START_PLAYER, 1));
if (!checkGameFinished(player)) {
selectTurn(player);
}
}
if (player == State.PLAYER2) {
mHandler.sendEmptyMessageDelayed(MSG_COMPUTER_TURN, COMPUTER_DELAY_MS);
}
if (player == State.WIN) {
setWinState(mGameView.getWinner());
}
}
private State selectTurn(State player) {
mGameView.setCurrentPlayer(player);
mButtonNext.setEnabled(false);
if (player == State.PLAYER1) {
mInfoView.setText("Player 1's turn -- that's you!");
mGameView.setEnabled(true);
} else if (player == State.PLAYER2) {
mInfoView.setText("Player 2's turn (that's the computer)");
mGameView.setEnabled(false);
}
return player;
}
private class MyCellListener implements ICellListener {
public void onCellSelected() {
if (mGameView.getCurrentPlayer() == State.PLAYER1) {
int cell = mGameView.getSelection();
mButtonNext.setEnabled(cell >= 0);
}
}
}
private class MyButtonListener implements OnClickListener {
public void onClick(View v) {
State player = mGameView.getCurrentPlayer();
if (player == State.WIN) {
GameActivity.this.finish();
} else if (player == State.PLAYER1) {
int cell = mGameView.getSelection();
if (cell >= 0) {
mGameView.stopBlink();
mGameView.setCell(cell, player);
finishTurn();
}
}
}
}
private class MyHandlerCallback implements Callback {
public boolean handleMessage(Message msg) {
if (msg.what == MSG_COMPUTER_TURN) {
// Pick a non-used cell at random. That's about all the AI you need for this game.
State[] data = mGameView.getData();
int used = 0;
while (used != 0x1F) {
int index = mRnd.nextInt(9);
if (((used >> index) & 1) == 0) {
used |= 1 << index;
if (data[index] == State.EMPTY) {
mGameView.setCell(index, mGameView.getCurrentPlayer());
break;
}
}
}
finishTurn();
return true;
}
return false;
}
}
private State getOtherPlayer(State player) {
return player == State.PLAYER1 ? State.PLAYER2 : State.PLAYER1;
}
private void finishTurn() {
State player = mGameView.getCurrentPlayer();
if (!checkGameFinished(player)) {
player = selectTurn(getOtherPlayer(player));
if (player == State.PLAYER2) {
mHandler.sendEmptyMessageDelayed(MSG_COMPUTER_TURN, COMPUTER_DELAY_MS);
}
}
}
public boolean checkGameFinished(State player) {
State[] data = mGameView.getData();
boolean full = true;
int col = -1;
int row = -1;
int diag = -1;
// check rows
for (int j = 0, k = 0; j < 3; j++, k += 3) {
if (data[k] != State.EMPTY && data[k] == data[k+1] && data[k] == data[k+2]) {
row = j;
}
if (full && (data[k] == State.EMPTY ||
data[k+1] == State.EMPTY ||
data[k+2] == State.EMPTY)) {
full = false;
}
}
// check columns
for (int i = 0; i < 3; i++) {
if (data[i] != State.EMPTY && data[i] == data[i+3] && data[i] == data[i+6]) {
col = i;
}
}
// check diagonals
if (data[0] != State.EMPTY && data[0] == data[1+3] && data[0] == data[2+6]) {
diag = 0;
} else if (data[2] != State.EMPTY && data[2] == data[1+3] && data[2] == data[0+6]) {
diag = 1;
}
if (col != -1 || row != -1 || diag != -1) {
setFinished(player, col, row, diag);
return true;
}
// if we get here, there's no winner but the board is full.
if (full) {
setFinished(State.EMPTY, -1, -1, -1);
return true;
}
return false;
}
private void setFinished(State player, int col, int row, int diagonal) {
mGameView.setCurrentPlayer(State.WIN);
mGameView.setWinner(player);
mGameView.setEnabled(false);
mGameView.setFinished(col, row, diagonal);
setWinState(player);
}
private void setWinState(State player) {
mButtonNext.setEnabled(true);
mButtonNext.setText("Back");
String text;
if (player == State.EMPTY) {
text = "This is a tie! No one wins!";
} else if (player == State.PLAYER1) {
text = "Player 1 (you) wins!";
} else {
text = "Player 2 (computer) wins!";
}
mInfoView.setText(text);
}
}