diff options
Diffstat (limited to 'samples/Snake/src/com/example/android/snake/SnakeView.java')
| -rwxr-xr-x[-rw-r--r--] | samples/Snake/src/com/example/android/snake/SnakeView.java | 248 |
1 files changed, 128 insertions, 120 deletions
diff --git a/samples/Snake/src/com/example/android/snake/SnakeView.java b/samples/Snake/src/com/example/android/snake/SnakeView.java index 8dd023209..a8e654ffb 100644..100755 --- a/samples/Snake/src/com/example/android/snake/SnakeView.java +++ b/samples/Snake/src/com/example/android/snake/SnakeView.java @@ -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(); - } + initSnakeView(context); + } public SnakeView(Context context, AttributeSet attrs, int defStyle) { - super(context, attrs, defStyle); - initSnakeView(); + super(context, attrs, defStyle); + initSnakeView(context); } - private void initSnakeView() { + 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 + "]"; } } - + } |
