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
562 lines
17 KiB
Java
Executable File
562 lines
17 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.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.util.Log;
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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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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 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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public static final int READY = 1;
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public static final int RUNNING = 2;
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public static final int LOSE = 3;
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/**
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* Current direction the snake is headed.
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*/
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private int mDirection = NORTH;
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private int mNextDirection = NORTH;
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private static final int NORTH = 1;
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private static final int SOUTH = 2;
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private static final int EAST = 3;
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private static final int WEST = 4;
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/**
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* Labels for the drawables that will be loaded into the TileView class
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*/
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private static final int RED_STAR = 1;
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private static final int YELLOW_STAR = 2;
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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 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 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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*/
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private TextView mStatusText;
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/**
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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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/**
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* Everyone needs a little randomness in their life
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*/
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private static final Random RNG = new Random();
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/**
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* Create a simple handler that we can use to cause animation to happen. We set ourselves as a
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* target and we can use the sleep() function to cause an update/invalidate to occur at a later
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* date.
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*/
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private RefreshHandler mRedrawHandler = new RefreshHandler();
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class RefreshHandler extends Handler {
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@Override
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public void handleMessage(Message msg) {
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SnakeView.this.update();
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SnakeView.this.invalidate();
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}
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public void sleep(long delayMillis) {
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this.removeMessages(0);
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sendMessageDelayed(obtainMessage(0), delayMillis);
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}
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};
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/**
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* Constructs a SnakeView based on inflation from XML
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*
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* @param context
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* @param attrs
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*/
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public SnakeView(Context context, AttributeSet attrs) {
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super(context, attrs);
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initSnakeView(context);
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}
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public SnakeView(Context context, AttributeSet attrs, int defStyle) {
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super(context, attrs, defStyle);
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initSnakeView(context);
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}
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private void initSnakeView(Context context) {
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setFocusable(true);
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Resources r = this.getContext().getResources();
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resetTiles(4);
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loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
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loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
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loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));
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}
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private void initNewGame() {
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mSnakeTrail.clear();
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mAppleList.clear();
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// For now we're just going to load up a short default eastbound snake
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// that's just turned north
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mSnakeTrail.add(new Coordinate(7, 7));
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mSnakeTrail.add(new Coordinate(6, 7));
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mSnakeTrail.add(new Coordinate(5, 7));
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mSnakeTrail.add(new Coordinate(4, 7));
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mSnakeTrail.add(new Coordinate(3, 7));
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mSnakeTrail.add(new Coordinate(2, 7));
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mNextDirection = NORTH;
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// Two apples to start with
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addRandomApple();
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addRandomApple();
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mMoveDelay = 600;
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mScore = 0;
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}
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/**
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* Given a ArrayList of coordinates, we need to flatten them into an array of ints before we can
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* stuff them into a map for flattening and storage.
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*
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* @param cvec : a ArrayList of Coordinate objects
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* @return : a simple array containing the x/y values of the coordinates as
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* [x1,y1,x2,y2,x3,y3...]
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*/
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private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
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int[] rawArray = new int[cvec.size() * 2];
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int i = 0;
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for (Coordinate c : cvec) {
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rawArray[i++] = c.x;
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rawArray[i++] = c.y;
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}
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return rawArray;
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}
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/**
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* Save game state so that the user does not lose anything if the game process is killed while
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* we are in the background.
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*
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* @return a Bundle with this view's state
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*/
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public Bundle saveState() {
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Bundle map = new Bundle();
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map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
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map.putInt("mDirection", Integer.valueOf(mDirection));
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map.putInt("mNextDirection", Integer.valueOf(mNextDirection));
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map.putLong("mMoveDelay", Long.valueOf(mMoveDelay));
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map.putLong("mScore", Long.valueOf(mScore));
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map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));
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return map;
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}
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/**
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* Given a flattened array of ordinate pairs, we reconstitute them into a ArrayList of
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* Coordinate objects
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*
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* @param rawArray : [x1,y1,x2,y2,...]
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* @return a ArrayList of Coordinates
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*/
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private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
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ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();
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int coordCount = rawArray.length;
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for (int index = 0; index < coordCount; index += 2) {
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Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
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coordArrayList.add(c);
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}
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return coordArrayList;
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}
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/**
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* Restore game state if our process is being relaunched
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*
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* @param icicle a Bundle containing the game state
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*/
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public void restoreState(Bundle icicle) {
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setMode(PAUSE);
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mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList"));
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mDirection = icicle.getInt("mDirection");
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mNextDirection = icicle.getInt("mNextDirection");
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mMoveDelay = icicle.getLong("mMoveDelay");
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mScore = icicle.getLong("mScore");
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mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
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}
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/**
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* Handles snake movement triggers from Snake Activity and moves the snake accordingly. Ignore
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* events that would cause the snake to immediately turn back on itself.
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*
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* @param direction The desired direction of movement
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*/
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public void moveSnake(int direction) {
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if (direction == Snake.MOVE_UP) {
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if (mMode == READY | mMode == LOSE) {
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/*
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* At the beginning of the game, or the end of a previous one,
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* we should start a new game if UP key is clicked.
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*/
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initNewGame();
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setMode(RUNNING);
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update();
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return;
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}
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if (mMode == PAUSE) {
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/*
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* If the game is merely paused, we should just continue where we left off.
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*/
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setMode(RUNNING);
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update();
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return;
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}
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if (mDirection != SOUTH) {
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mNextDirection = NORTH;
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}
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return;
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}
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if (direction == Snake.MOVE_DOWN) {
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if (mDirection != NORTH) {
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mNextDirection = SOUTH;
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}
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return;
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}
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if (direction == Snake.MOVE_LEFT) {
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if (mDirection != EAST) {
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mNextDirection = WEST;
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}
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return;
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}
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if (direction == Snake.MOVE_RIGHT) {
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if (mDirection != WEST) {
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mNextDirection = EAST;
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}
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return;
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}
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}
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/**
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* Sets the Dependent views that will be used to give information (such as "Game Over" to the
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* user and also to handle touch events for making movements
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*
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* @param newView
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*/
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public void setDependentViews(TextView msgView, View arrowView, View backgroundView) {
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mStatusText = msgView;
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mArrowsView = arrowView;
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mBackgroundView = backgroundView;
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}
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/**
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* Updates the current mode of the application (RUNNING or PAUSED or the like) as well as sets
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* the visibility of textview for notification
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*
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* @param newMode
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*/
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public void setMode(int newMode) {
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int oldMode = mMode;
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mMode = newMode;
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if (newMode == RUNNING && oldMode != RUNNING) {
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// hide the game instructions
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mStatusText.setVisibility(View.INVISIBLE);
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update();
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// make the background and arrows visible as soon the snake starts moving
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mArrowsView.setVisibility(View.VISIBLE);
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mBackgroundView.setVisibility(View.VISIBLE);
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return;
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}
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Resources res = getContext().getResources();
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CharSequence str = "";
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if (newMode == PAUSE) {
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mArrowsView.setVisibility(View.GONE);
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mBackgroundView.setVisibility(View.GONE);
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str = res.getText(R.string.mode_pause);
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}
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if (newMode == READY) {
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mArrowsView.setVisibility(View.GONE);
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mBackgroundView.setVisibility(View.GONE);
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str = res.getText(R.string.mode_ready);
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}
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if (newMode == LOSE) {
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mArrowsView.setVisibility(View.GONE);
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mBackgroundView.setVisibility(View.GONE);
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str = res.getString(R.string.mode_lose, mScore);
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}
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mStatusText.setText(str);
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mStatusText.setVisibility(View.VISIBLE);
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}
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/**
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* @return the Game state as Running, Ready, Paused, Lose
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*/
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public int getGameState() {
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return mMode;
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}
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/**
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* Selects a random location within the garden that is not currently covered by the snake.
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* Currently _could_ go into an infinite loop if the snake currently fills the garden, but we'll
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* leave discovery of this prize to a truly excellent snake-player.
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*/
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private void addRandomApple() {
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Coordinate newCoord = null;
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boolean found = false;
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while (!found) {
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// Choose a new location for our apple
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int newX = 1 + RNG.nextInt(mXTileCount - 2);
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int newY = 1 + RNG.nextInt(mYTileCount - 2);
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newCoord = new Coordinate(newX, newY);
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// Make sure it's not already under the snake
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boolean collision = false;
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int snakelength = mSnakeTrail.size();
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for (int index = 0; index < snakelength; index++) {
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if (mSnakeTrail.get(index).equals(newCoord)) {
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collision = true;
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}
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}
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// if we're here and there's been no collision, then we have
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// a good location for an apple. Otherwise, we'll circle back
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// and try again
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found = !collision;
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}
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if (newCoord == null) {
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Log.e(TAG, "Somehow ended up with a null newCoord!");
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}
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mAppleList.add(newCoord);
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}
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/**
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* Handles the basic update loop, checking to see if we are in the running state, determining if
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* a move should be made, updating the snake's location.
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*/
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public void update() {
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if (mMode == RUNNING) {
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long now = System.currentTimeMillis();
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if (now - mLastMove > mMoveDelay) {
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clearTiles();
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updateWalls();
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updateSnake();
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updateApples();
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mLastMove = now;
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}
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mRedrawHandler.sleep(mMoveDelay);
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}
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}
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/**
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* Draws some walls.
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*/
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private void updateWalls() {
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for (int x = 0; x < mXTileCount; x++) {
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setTile(GREEN_STAR, x, 0);
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setTile(GREEN_STAR, x, mYTileCount - 1);
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}
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for (int y = 1; y < mYTileCount - 1; y++) {
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setTile(GREEN_STAR, 0, y);
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setTile(GREEN_STAR, mXTileCount - 1, y);
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}
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}
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/**
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* Draws some apples.
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*/
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private void updateApples() {
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for (Coordinate c : mAppleList) {
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setTile(YELLOW_STAR, c.x, c.y);
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}
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}
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/**
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* Figure out which way the snake is going, see if he's run into anything (the walls, himself,
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* or an apple). If he's not going to die, we then add to the front and subtract from the rear
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* in order to simulate motion. If we want to grow him, we don't subtract from the rear.
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*/
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private void updateSnake() {
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boolean growSnake = false;
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// Grab the snake by the head
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Coordinate head = mSnakeTrail.get(0);
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Coordinate newHead = new Coordinate(1, 1);
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mDirection = mNextDirection;
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switch (mDirection) {
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case EAST: {
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newHead = new Coordinate(head.x + 1, head.y);
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break;
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}
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case WEST: {
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newHead = new Coordinate(head.x - 1, head.y);
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break;
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}
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case NORTH: {
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newHead = new Coordinate(head.x, head.y - 1);
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break;
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}
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case SOUTH: {
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newHead = new Coordinate(head.x, head.y + 1);
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break;
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}
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}
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// Collision detection
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// For now we have a 1-square wall around the entire arena
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if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
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|| (newHead.y > mYTileCount - 2)) {
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setMode(LOSE);
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return;
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}
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// Look for collisions with itself
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int snakelength = mSnakeTrail.size();
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for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {
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Coordinate c = mSnakeTrail.get(snakeindex);
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if (c.equals(newHead)) {
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setMode(LOSE);
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return;
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}
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}
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// Look for apples
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int applecount = mAppleList.size();
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for (int appleindex = 0; appleindex < applecount; appleindex++) {
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Coordinate c = mAppleList.get(appleindex);
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if (c.equals(newHead)) {
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mAppleList.remove(c);
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addRandomApple();
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mScore++;
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mMoveDelay *= 0.9;
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growSnake = true;
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}
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}
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// push a new head onto the ArrayList and pull off the tail
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mSnakeTrail.add(0, newHead);
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// except if we want the snake to grow
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if (!growSnake) {
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mSnakeTrail.remove(mSnakeTrail.size() - 1);
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}
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int index = 0;
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for (Coordinate c : mSnakeTrail) {
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if (index == 0) {
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setTile(YELLOW_STAR, c.x, c.y);
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} else {
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setTile(RED_STAR, c.x, c.y);
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}
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index++;
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}
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}
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/**
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* Simple class containing two integer values and a comparison function. There's probably
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* something I should use instead, but this was quick and easy to build.
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*/
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private class Coordinate {
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public int x;
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public int y;
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public Coordinate(int newX, int newY) {
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x = newX;
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y = newY;
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}
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public boolean equals(Coordinate other) {
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if (x == other.x && y == other.y) {
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return true;
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}
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return false;
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}
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@Override
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public String toString() {
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return "Coordinate: [" + x + "," + y + "]";
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}
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|
}
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|
|
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}
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