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The source code is released under:
Apache License
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/* * Copyright (C) 2007 The Android Open Source Project *// w ww . jav a 2 s .com * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.example.android.snake; import java.util.ArrayList; import java.util.HashMap; import java.util.Random; import java.util.Set; import android.content.Context; import android.content.res.Resources; import android.graphics.Bitmap; import android.os.Bundle; import android.os.Handler; import android.os.Message; import android.util.AttributeSet; import android.util.Log; import android.view.View; import android.widget.TextView; /** * 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. */ private int mMode = READY; public static final int PAUSE = 0; public static final int READY = 1; public static final int RUNNING = 2; public static final int LOSE = 3; /** * Current direction the snake is headed. */ private int mDirection = NORTH; private int mNextDirection = NORTH; private static final int NORTH = 1; private static final int SOUTH = 2; private static final int EAST = 3; private static final int WEST = 4; /** * Labels for the drawables that will be loaded into the TileView class */ public static final int RED_STAR = 1; public static final int YELLOW_STAR = 2; public static final int GREEN_STAR = 3; public static final int CUSTOM_STAR_1 = 4; public static final int CUSTOM_STAR_2 = 5; public static final int CUSTOM_STAR_3 = 6; public static final int CUSTOM_STAR_4 = 7; public static final int CUSTOM_STAR_5 = 8; /** * 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. */ private long mLastMove; /** * mStatusText: Text shows to the user in some run states */ private TextView mStatusText; /** * 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>(); /** * Everyone needs a little randomness in their life */ 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. */ private RefreshHandler mRedrawHandler = new RefreshHandler(); class RefreshHandler extends Handler { @Override public void handleMessage(Message msg) { SnakeView.this.update(); SnakeView.this.invalidate(); } public void sleep(long delayMillis) { this.removeMessages(0); sendMessageDelayed(obtainMessage(0), delayMillis); } }; // private ArrayList<SnakePlayer> mSnakePlayers = new ArrayList<SnakePlayer>(); private HashMap<String, SnakePlayer> mPlayers = new HashMap<String, SnakePlayer>(); public int color = YELLOW_STAR; /** * Constructs a SnakeView based on inflation from XML * * @param context * @param attrs */ public SnakeView(Context context, AttributeSet attrs) { super(context, attrs); initSnakeView(context); } public SnakeView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); initSnakeView(context); } private void initSnakeView(Context context) { setFocusable(true); Resources r = this.getContext().getResources(); resetTiles(9); loadTile(RED_STAR, r.getDrawable(R.drawable.redstar)); loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar)); loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar)); loadTile(CUSTOM_STAR_1, r.getDrawable(R.drawable.customstar1)); loadTile(CUSTOM_STAR_2, r.getDrawable(R.drawable.customstar2)); loadTile(CUSTOM_STAR_3, r.getDrawable(R.drawable.customstar3)); loadTile(CUSTOM_STAR_4, r.getDrawable(R.drawable.customstar4)); loadTile(CUSTOM_STAR_5, r.getDrawable(R.drawable.customstar5)); } private void initNewGame() { mSnakeTrail.clear(); mAppleList.clear(); // 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)); mSnakeTrail.add(new Coordinate(4, 7)); mSnakeTrail.add(new Coordinate(3, 7)); mSnakeTrail.add(new Coordinate(2, 7)); mNextDirection = NORTH; // Two apples to start with addRandomApple(); addRandomApple(); mMoveDelay = 600; mScore = 0; } public int[] getAppleCoordinates() { return coordArrayListToArray(mAppleList); } public Bitmap[] getTileArray() { return mTileArray; } public int[] getSnakeTrailCoordinates() { return coordArrayListToArray(mSnakeTrail); } public int getDirection() { return mNextDirection; } public long getMoveDelay() { return mMoveDelay; } public void updatePlayers(HashMap<String, SnakePlayer> players) { mPlayers = players; updateSnakePlayers(); } private void updateSnakePlayers() { Set<String> keySet = mPlayers.keySet(); for (String node : keySet) { SnakePlayer p = mPlayers.get(node); Log.i("","mPlayers p="+p.toString()); if (p.mSnakeTrail.size() == 0 || p.ready == false) { continue; } Coordinate head = p.mSnakeTrail.get(0); Coordinate newHead = new Coordinate(1, 1); switch (p.direction) { 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 // For now we have a 1-square wall around the entire arena if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2) || (newHead.y > mYTileCount - 2)) { p.ready = false; continue; } p.mSnakeTrail.add(0, newHead); p.mSnakeTrail.remove(p.mSnakeTrail.size() - 1); int index = 0; for (Coordinate c : p.mSnakeTrail) { if (index == 0) { setTile(p.color, c.x, c.y); } else { setTile(RED_STAR, c.x, c.y); } index++; } } } /** * 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...] */ private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) { 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. * * @return a Bundle with this view's state */ public Bundle saveState() { Bundle map = new Bundle(); map.putIntArray("mAppleList", coordArrayListToArray(mAppleList)); map.putInt("mDirection", Integer.valueOf(mDirection)); map.putInt("mNextDirection", Integer.valueOf(mNextDirection)); map.putLong("mMoveDelay", Long.valueOf(mMoveDelay)); map.putLong("mScore", Long.valueOf(mScore)); map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail)); return map; } /** * 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 */ private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) { ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>(); int coordCount = rawArray.length; for (int index = 0; index < coordCount; index += 2) { Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]); coordArrayList.add(c); } return coordArrayList; } /** * Restore game state if our process is being relaunched * * @param icicle a Bundle containing the game state */ public void restoreState(Bundle icicle) { setMode(PAUSE); mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList")); mDirection = icicle.getInt("mDirection"); mNextDirection = icicle.getInt("mNextDirection"); mMoveDelay = icicle.getLong("mMoveDelay"); mScore = icicle.getLong("mScore"); mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail")); } /** * 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 */ public void moveSnake(int direction) { 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 if UP key is clicked. */ initNewGame(); setMode(RUNNING); update(); return; } if (mMode == PAUSE) { /* * If the game is merely paused, we should just continue where we left off. */ setMode(RUNNING); update(); return; } if (mDirection != SOUTH) { mNextDirection = NORTH; } return; } if (direction == Snake.MOVE_DOWN) { if (mDirection != NORTH) { mNextDirection = SOUTH; } return; } if (direction == Snake.MOVE_LEFT) { if (mDirection != EAST) { mNextDirection = WEST; } return; } if (direction == Snake.MOVE_RIGHT) { if (mDirection != WEST) { mNextDirection = EAST; } return; } } /** * 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 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 * * @param newMode */ public void setMode(int newMode) { int oldMode = mMode; mMode = newMode; 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) { mArrowsView.setVisibility(View.GONE); mBackgroundView.setVisibility(View.GONE); str = res.getString(R.string.mode_lose, mScore); } mStatusText.setText(str); mStatusText.setVisibility(View.VISIBLE); } /** * @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. */ public void addRandomApple() { Coordinate newCoord = null; boolean found = false; while (!found) { // Choose a new location for our apple int newX = 1 + RNG.nextInt(mXTileCount - 2); int newY = 1 + RNG.nextInt(mYTileCount - 2); newCoord = new Coordinate(newX, newY); // Make sure it's not already under the snake boolean collision = false; int snakelength = mSnakeTrail.size(); for (int index = 0; index < snakelength; index++) { if (mSnakeTrail.get(index).equals(newCoord)) { collision = true; } } // if we're here and there's been no collision, then we have // a good location for an apple. Otherwise, we'll circle back // and try again found = !collision; } if (newCoord == null) { Log.e(TAG, "Somehow ended up with a null newCoord!"); } 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. */ public void update() { if (mMode == RUNNING) { long now = System.currentTimeMillis(); if (now - mLastMove > mMoveDelay) { clearTiles(); updateWalls(); updateSnake(); updateSnakePlayers(); updateApples(); mLastMove = now; } mRedrawHandler.sleep(mMoveDelay); } } /** * Draws some walls. */ private void updateWalls() { for (int x = 0; x < mXTileCount; x++) { setTile(GREEN_STAR, x, 0); setTile(GREEN_STAR, x, mYTileCount - 1); } for (int y = 1; y < mYTileCount - 1; y++) { setTile(GREEN_STAR, 0, y); setTile(GREEN_STAR, mXTileCount - 1, y); } } /** * Draws some apples. */ private void updateApples() { for (Coordinate c : mAppleList) { setTile(YELLOW_STAR, c.x, c.y); } } /** * 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 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; } } // Collision detection // For now we have a 1-square wall around the entire arena if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2) || (newHead.y > mYTileCount - 2)) { setMode(LOSE); return; } // Look for collisions with itself int snakelength = mSnakeTrail.size(); for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) { Coordinate c = mSnakeTrail.get(snakeindex); if (c.equals(newHead)) { setMode(LOSE); return; } } // Look for apples int applecount = mAppleList.size(); for (int appleindex = 0; appleindex < applecount; appleindex++) { Coordinate c = mAppleList.get(appleindex); if (c.equals(newHead)) { mAppleList.remove(c); addRandomApple(); mScore++; // mMoveDelay *= 0.9; growSnake = true; } } // push a new head onto the ArrayList and pull off the tail mSnakeTrail.add(0, newHead); // except if we want the snake to grow if (!growSnake) { mSnakeTrail.remove(mSnakeTrail.size() - 1); } int index = 0; for (Coordinate c : mSnakeTrail) { if (index == 0) { setTile(this.color, c.x, c.y); } else { setTile(RED_STAR, c.x, c.y); } index++; } } }