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/* * Copyright (C) 2007 The Android Open Source Project */*from w w w . j a v a2 s . c o m*/ * 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.Random; import org.code.kata.snake.Coordinates; import org.code.kata.snake.Game; import org.code.kata.snake.GameFactory; import org.code.kata.snake.Snake; import org.code.kata.snake.SnakeHitYardWallException; import org.code.kata.snake.SnakeRenderer; import org.code.kata.snake.Yard; import android.content.Context; import android.content.res.Resources; 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.MotionEvent; 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. */ /* TODO private int mDirection = NORTH; private int mNextDirection = NORTH; */ private static final String NORTH = "U"; private static final String SOUTH = "D"; private static final String EAST = "R"; private static final String WEST = "L"; Game game; /** * Labels for the drawables that will be loaded into the TileView class */ private static final int RED_STAR = 1; private static final int YELLOW_STAR = 2; 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. */ private long mScore = 0; // TODO 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. */ // TODO private long mLastMove; /** * 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. */ // TODO 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); } }; /** * Constructs a SnakeView based on inflation from XML * * @param context * @param attrs */ public SnakeView(Context context, AttributeSet attrs) { super(context, attrs); initSnakeView(); } public SnakeView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); initSnakeView(); } private void initSnakeView() { 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() { // TODO mSnakeTrail.clear(); mAppleList.clear(); // For now we're just going to load up a short default eastbound snake // that's just turned north /* TODO 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; */ this.game = GameFactory.createGameWithYardDimensions(TileView.mXTileCount, TileView.mYTileCount); game.init(); // Two apples to start with addRandomApple(); addRandomApple(); // TODO mMoveDelay = 600; 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. * * @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 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; } 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)); // TODO map.putInt("mDirection", Integer.valueOf(mDirection)); // TODO map.putInt("mNextDirection", Integer.valueOf(mNextDirection)); // TODO map.putLong("mMoveDelay", Long.valueOf(mMoveDelay)); map.putLong("mScore", Long.valueOf(mScore)); // TODO 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")); // TODO mDirection = icicle.getInt("mDirection"); // TODO mNextDirection = icicle.getInt("mNextDirection"); // TODO mMoveDelay = icicle.getLong("mMoveDelay"); mScore = icicle.getLong("mScore"); // TODO mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail")); } /* * The original example required a D-Pad present on the device. * Since I have a Samsung Galaxy Mini (GT-S5570) I copied the * behaviour from the onKeyDown() to this onTouchEvent() method. * Therefore, you can control the snake by touching the phone screen. */ @Override public boolean onTouchEvent(MotionEvent event) { if (mMode == READY | mMode == LOSE) { /* * At the beginning of the game, or the end of a previous one, * we should start a new game. */ initNewGame(); setMode(RUNNING); update(); } if (mMode == PAUSE) { /* * If the game is merely paused, we should just continue where * we left off. */ setMode(RUNNING); update(); } // On every touch of the phone screen the snake turns clockwise if (event.getAction() == MotionEvent.ACTION_DOWN) { Snake snake = this.game.getYard().getSnake(); String mDirection = snake.getCurrentDirection(); if (SOUTH.equals(mDirection)) { snake.headLeft(); } if (WEST.equals(mDirection)) { snake.headUp(); } if (NORTH.equals(mDirection)) { snake.headRight(); } if (EAST.equals(mDirection)) { snake.headDown(); } } return true; } /** * Sets the TextView that will be used to give information (such as "Game * Over" to the user. * * @param newView */ public void setTextView(TextView newView) { mStatusText = newView; } /** * 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) { mStatusText.setVisibility(View.INVISIBLE); update(); return; } Resources res = getContext().getResources(); CharSequence str = ""; if (newMode == PAUSE) { str = res.getText(R.string.mode_pause); } if (newMode == READY) { 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); } mStatusText.setText(str); mStatusText.setVisibility(View.VISIBLE); } /** * 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; 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; /* TODO 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) { /* TODO long now = System.currentTimeMillis(); if (now - mLastMove > mMoveDelay) { clearTiles(); updateWalls(); updateSnake(); updateApples(); mLastMove = now; } */ clearTiles(); updateWalls(); updateSnake(); updateApples(); try { game.tick(); } catch (SnakeHitYardWallException e) { setMode(LOSE); } long mMoveDelay = game.getDelay(); 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() { // TODO boolean growSnake = false; // grab the snake by the head // TODO Coordinate head = mSnakeTrail.get(0); // TODO Coordinate newHead = new Coordinate(1, 1); Yard yard = this.game.getYard(); Snake snake = yard.getSnake(); /* TODO 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 /* TODO if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2) || (newHead.y > mYTileCount - 2)) { setMode(LOSE); return; } */ // Look for collisions with itself /* TODO 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); Coordinates head = snake.getHeadCoordinates(); if (c.x == head.x && c.y == head.y) { // TODO if (c.equals(newHead)) { mAppleList.remove(c); addRandomApple(); mScore++; // TODO mMoveDelay *= 0.9; // TODO growSnake = true; snake.eat(); } } // push a new head onto the ArrayList and pull off the tail /* TODO mSnakeTrail.add(0, newHead); // except if we want the snake to grow if (!growSnake) { mSnakeTrail.remove(mSnakeTrail.size() - 1); } */ /* TODO int index = 0; for (Coordinate c : mSnakeTrail) { if (index == 0) { setTile(YELLOW_STAR, c.x, c.y); } else { setTile(RED_STAR, c.x, c.y); } index++; } */ snake.render(new SnakeRenderer() { @Override public void renderHead(Coordinates headCoordinates, char direction) { setTile(YELLOW_STAR, headCoordinates.x, headCoordinates.y); } @Override public void renderBody(Coordinates coordinates) { setTile(RED_STAR, coordinates.x, coordinates.y); } }); } /** * 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; public int y; public Coordinate(int newX, int newY) { x = newX; y = newY; } public boolean equals(Coordinate other) { if (x == other.x && y == other.y) { return true; } return false; } @Override public String toString() { return "Coordinate: [" + x + "," + y + "]"; } } }