summaryrefslogtreecommitdiff
path: root/samples/Snake/src/com/example/android/snake/SnakeView.java
diff options
context:
space:
mode:
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.java248
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 + "]";
}
}
-
+
}