Back to project page RetroGames.
The source code is released under:
GNU General Public License
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/* * Copyright 2012 Miquel Sabat <mikisabate@gmail.com> */*w w w . j av a 2s .c om*/ * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU Library General Public License as * published by the Free Software Foundation; either version 3 of the * License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package com.mssola.games; import com.mssola.helpers.Statistics; import com.mssola.retrogames.RetroGamesApplication; import android.app.Activity; import android.content.Context; import android.content.res.Resources; import android.graphics.Canvas; import android.graphics.Paint; import android.os.Handler; import android.view.SurfaceHolder; /** * The game thread of the Space Invaders. */ public class SIThread extends Thread { private SurfaceHolder _surfaceHolder; private Paint _paint; private SIState _state; private Activity _act; private Statistics _stats; static private boolean _running; static private boolean lock; /** * Constructor. */ public SIThread(SurfaceHolder surfaceHolder, Context context, Handler handler) { _surfaceHolder = surfaceHolder; _paint = new Paint(); _act = (Activity) context; RetroGamesApplication app = (RetroGamesApplication) context.getApplicationContext(); Resources res = context.getResources(); _stats = app.getStatistics(); _state = new SIState(app, res); lock = false; } /** * The run method. Take care of the drawing and update the game. */ @Override public void run() { while(_running) { Canvas canvas = _surfaceHolder.lockCanvas(); if (_state.should_finish && !lock) { lock = true; _stats.games++; _act.finish(); } else { _state.update(); _state.draw(canvas,_paint); } _surfaceHolder.unlockCanvasAndPost(canvas); } } /** * @return the current game state. */ public SIState getGameState() { return _state; } /** * Set if this thread running attribute. * @param running The new value for the running attribute. */ public void setRunning(boolean running) { _running = running; } /** * @return the value of the running attribute. */ public boolean getRunning() { return _running; } }