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
144 lines
4.6 KiB
Java
Executable File
144 lines
4.6 KiB
Java
Executable File
/*
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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.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 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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/**
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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 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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public void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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setContentView(R.layout.snake_layout);
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mSnakeView = (SnakeView) findViewById(R.id.snake);
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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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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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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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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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* 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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