Back to project page Handalfabet.
The source code is released under:
GNU General Public License
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package com.SwedishSignAlphabet; /*from w w w .j av a2 s . c o m*/ import com.SwedishSignAlphabet.R; import android.app.Activity; import android.content.Intent; import android.graphics.Bitmap; import android.os.Build; import android.os.Bundle; import android.support.v4.app.NavUtils; import android.view.KeyEvent; import android.view.Menu; import android.view.MenuItem; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.ImageButton; import android.widget.ImageView; import android.widget.ProgressBar; import android.widget.TextView; /** * Copyright? 2012, Grupp02 * * This file is part of Handalfabetet. * * Handalfabetet is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Handalfabetet 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 Handalfabetet. If not, see <http://www.gnu.org/licenses/>. */ /** * The Game Activity houses all GUI for the main game. * * @author : Grupp02 * @version : 2012-10-21, v1.0 */ public class Game extends Activity { // Audio Focus helper private AudioFocusHelper focusHelper; // GameLogic object GameLogic gameLogic; // Instance Variables private ImageView image1; private ImageView image2; private ImageView image3; private ImageButton nextButton; private Button firstOptionButton; private Button secondOptionButton; private Button thirdOptionButton; private TextView totalPoint; private TextView roundPoint; private ProgressBar timerBar; private int difficulty; private int numLetters; private TextView userName; private TextView userStatus; private Bitmap img; private ImageView userImg; private int answerID = 0; private final int maxProgress = 100; private final int difficultyOne = 1; private final int oneLetter = 1; private final int twoLetters = 2; private final int threeLetters = 3; private final int firstButton = 1; private final int secondButton = 2; private final int thirdButton = 3; private final int zero = 0; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.game); // Make sure we're running on Honeycomb or higher to use ActionBar APIs if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) { // getActionBar().setDisplayHomeAsUpEnabled( true ); } if (android.os.Build.VERSION.SDK_INT >= Build.VERSION_CODES.FROYO) { focusHelper = new AudioFocusHelper(this); } else { focusHelper = null; } // The text prompt view TextView questionView = (TextView) findViewById(R.id.question_view); // GUI variables timerBar = (ProgressBar) findViewById(R.id.timer_bar); image1 = (ImageView) findViewById(R.id.image_view1); image2 = (ImageView) findViewById(R.id.image_view2); image3 = (ImageView) findViewById(R.id.image_view3); nextButton = (ImageButton) findViewById(R.id.next_button); String pic_blank = "blank"; // User Image userImg = (ImageView) findViewById(R.id.userpic); userStatus = (TextView) findViewById(R.id.textView1); // Displays the username userName = (TextView) findViewById(R.id.textView2); // Initialize the layout setButtonsAndTextView(); // Check whether we're recreating a previously destroyed instance if (savedInstanceState != null) { //basic settings difficulty = savedInstanceState.getInt( "difficulty" ); numLetters = savedInstanceState.getInt( "letters" ); // The game logic object gameLogic = new GameLogic(difficulty, numLetters, this); //score int round = savedInstanceState.getInt( "roundScore" ); int total = savedInstanceState.getInt( "totalScore" ); gameLogic.setRoundScore(round); roundPoint.setText(Integer.toString( round )); gameLogic.setTotalScore(round); totalPoint.setText(Integer.toString( total )); // Restore name, user status, and user picture userName.setText(savedInstanceState.getString("Name")); userStatus.setText(savedInstanceState.getString("status")); img = savedInstanceState.getParcelable("picture"); userImg.setImageBitmap(img); //statistics gameLogic.setTotalTime(savedInstanceState.getInt( "totalTime" )); gameLogic.setNumCorrect(savedInstanceState.getInt( "numCorrect" )); //Buttons and correct sign String firstButtonString = savedInstanceState.getString( "firstButtonString" ); gameLogic.setFirstButtonString( firstButtonString ); firstOptionButton.setText(firstButtonString); String secondButtonString = savedInstanceState.getString( "secondButtonString" ); gameLogic.setSecondButtonString( secondButtonString ); secondOptionButton.setText(secondButtonString); String thirdButtonString = savedInstanceState.getString( "thirdButtonString" ); gameLogic.setThirdButtonString( thirdButtonString ); thirdOptionButton.setText(thirdButtonString); gameLogic.setCorrectChoice(savedInstanceState.getString( "correctSign" )); //Pictures String firstPicture = savedInstanceState.getString( "firstPicture" ); gameLogic.setFirstPicture( firstPicture ); image1.setImageResource(picSetter(firstPicture)); String secondPicture = savedInstanceState.getString( "secondPicture" ); gameLogic.setSecondPicture( secondPicture ); image2.setImageResource(picSetter(secondPicture)); String thirdPicture = savedInstanceState.getString( "thirdPicture" ); gameLogic.setThirdPicture( thirdPicture ); image3.setImageResource(picSetter(thirdPicture)); } else { // game difficulty, default level 1 difficulty = getIntent().getIntExtra("Difficulty", difficultyOne); numLetters = getIntent().getIntExtra("Letters", oneLetter); // User Image img = (Bitmap) (getIntent().getExtras().getParcelable("userImg")); userImg.setImageBitmap(img); userStatus.setText(R.string.logged_in); // Displays the username userName.setText(getIntent().getStringExtra("Name")); // The game logic object gameLogic = new GameLogic(difficulty, numLetters, this); // Changes the picture and button text deployTextButtons(); // Start the ticking noise playTicking(); } // Sets up the next button nextRound(); // Depending on one letter, or several letter words, alter the // question view text and the button appearance if (numLetters > oneLetter) { questionView.setText(R.string.word_view); nextButton.setBackgroundResource(R.drawable.next_word); } else { questionView.setText(R.string.letter_view); nextButton.setBackgroundResource(R.drawable.next_letter); } // Have certain pictures blank depending on difficulty level if (numLetters == 2) { image3.setImageResource(picSetter(pic_blank)); } else if (numLetters == 1) { image2.setImageResource(picSetter(pic_blank)); image3.setImageResource(picSetter(pic_blank)); } } @Override /** * onResume is overriden in order to utterly abandon sound focus if * sound has been turned off, or resume sound if on. * */ public void onResume() { super.onResume(); if (SoundPlayer.getSoundEnabled() == false) { if (focusHelper != null) { focusHelper.abandonFocus(); } SoundPlayer.stop(); } else { SoundPlayer.resume(); } gameLogic.restartTimer(); // Sadly this is going to give FULL time again. Have to try to fix this // restarts the count down timer // gameLogic.getCountDownTimer().start(); } @Override public void onPause() { super.onPause(); // Always call the superclass method first // Pause sound when paused if (SoundPlayer.getSoundEnabled()) { SoundPlayer.pause(); } // cancels the count down timer, this runs on startup though, so not // good // gameLogic.getCountDownTimer().cancel(); } @Override public void onSaveInstanceState(Bundle savedInstanceState) { // Save name, user status, and user picture savedInstanceState.putString("Name", userName.getText().toString()); savedInstanceState.putString("status", userStatus.getText().toString()); savedInstanceState.putParcelable("picture", img); //basic settings savedInstanceState.putInt( "difficulty", difficulty ); savedInstanceState.putInt( "letters", numLetters ); //score savedInstanceState.putInt( "roundScore", gameLogic.getRoundScore() ); savedInstanceState.putInt( "totalScore", gameLogic.getTotalScore() ); //time savedInstanceState.putInt( "timeCount", gameLogic.getTimeCount() ); savedInstanceState.putInt( "timeLimit", gameLogic.getTimeLimit() ); //Buttons and correct sign savedInstanceState.putString( "firstButtonString", gameLogic.getFirstButtonString() ); savedInstanceState.putString( "secondButtonString", gameLogic.getSecondButtonString() ); savedInstanceState.putString( "thirdButtonString", gameLogic.getThirdButtonString() ); savedInstanceState.putString( "correctSign", gameLogic.getCorrectChoice() ); //Pictures savedInstanceState.putString( "firstPicture", gameLogic.getFirstPicture() ); savedInstanceState.putString( "secondPicture", gameLogic.getSecondPicture() ); savedInstanceState.putString( "thirdPicture", gameLogic.getThirdPicture() ); //Answer ID savedInstanceState.putInt( "answer", answerID ); //statistics savedInstanceState.putInt( "totalTime", gameLogic.getTotalTime() ); savedInstanceState.putInt( "numCorrect", gameLogic.getNumCorrect() ); // Always call the superclass so it can save the view hierarchy state super.onSaveInstanceState(savedInstanceState); } @Override public void onRestoreInstanceState(Bundle savedInstanceState) { // Always call the superclass so it can restore the view hierarchy super.onRestoreInstanceState(savedInstanceState); //If the save is a valid one, restore the game if(getValidInstance()) { //time int timeCount = savedInstanceState.getInt( "timeCount" ); gameLogic.setTimeCount(timeCount); int tickTime = 1000; //Answer ID answerID = savedInstanceState.getInt( "answer" ); //If the timer was on it's way down and an answer wasn't given, //the timer should start where it left off if(timeCount < 10 && timeCount > 0 && answerID == 0) { int timeLimit = savedInstanceState.getInt( "timeLimit" ); gameLogic.setTimeLimit(timeLimit-(timeCount*tickTime)); gameLogic.restartTimer(); // Start the ticking noise //playTicking(); } //If an answer was given, restore that state else if(answerID != 0){ gameLogic.getCountDownTimer().cancel(); firstOptionButton.setEnabled(false); secondOptionButton.setEnabled(false); thirdOptionButton.setEnabled(false); switch (answerID) { case R.id.first_opt_button: if (gameLogic.getCorrectButton() == firstButton) { firstOptionButton .setBackgroundColor(android.graphics.Color.GREEN); } else { firstOptionButton .setBackgroundColor(android.graphics.Color.RED); } break; case R.id.second_opt_button: if (gameLogic.getCorrectButton() == secondButton) { secondOptionButton .setBackgroundColor(android.graphics.Color.GREEN); } else { secondOptionButton .setBackgroundColor(android.graphics.Color.RED); } break; case R.id.third_opt_button: if (gameLogic.getCorrectButton() == thirdButton) { thirdOptionButton .setBackgroundColor(android.graphics.Color.GREEN); } else { thirdOptionButton .setBackgroundColor(android.graphics.Color.RED); } break; } // Enable the next letter/word button nextButton.setEnabled(true); } //If time stopped make sure the countdown timer has stopped else if(timeCount <= 0){ gameLogic.getCountDownTimer().cancel(); } timerBar.setProgress(timeCount*tickTime); } //Otherwise create a new game round else { // game difficulty, default level 1 difficulty = getIntent().getIntExtra("Difficulty", difficultyOne); numLetters = getIntent().getIntExtra("Letters", oneLetter); gameLogic.setDiffLevel(difficulty); gameLogic.setNumLetters(numLetters); // User Image img = (Bitmap) (getIntent().getExtras().getParcelable("userImg")); userImg.setImageBitmap(img); userStatus.setText(R.string.logged_in); // Displays the username userName.setText(getIntent().getStringExtra("Name")); // Changes the picture and button text deployTextButtons(); // Start the ticking noise playTicking(); } } /** * getValidInstance */ private boolean getValidInstance() { if(firstOptionButton.getText().toString() != null && firstOptionButton.getText().toString() != "" && secondOptionButton.getText().toString() != null && secondOptionButton.getText().toString() != "" && thirdOptionButton.getText().toString() != null && thirdOptionButton.getText().toString() != "" && image1.getDrawable() != null) { if(difficulty == 3) { if(image3.getDrawable() != null && image2.getDrawable() != null && firstOptionButton.getText().toString().length() == 3) { return true; } } else if(difficulty == 2) { if(image2.getDrawable() != null && firstOptionButton.getText().toString().length() == 2) { return true; } } else { //difficulty 1 if(firstOptionButton.getText().toString().length() == 1) { return true; } } } return false; } /** * getTimerBar * * @return : returns the ProgressBar object timerBar */ public ProgressBar getTimerBar() { return timerBar; } /** * Initiate buttons and textViews */ private void setButtonsAndTextView() { firstOptionButton = (Button) findViewById(R.id.first_opt_button); secondOptionButton = (Button) findViewById(R.id.second_opt_button); thirdOptionButton = (Button) findViewById(R.id.third_opt_button); totalPoint = (TextView) findViewById(R.id.show_total_points); roundPoint = (TextView) findViewById(R.id.show_round_points); } /** * Displays the score on the screen */ private void scoreCounter() { gameLogic.scoreCounter(); totalPoint.setText(Integer.toString(gameLogic.getTotalScore())); roundPoint.setText(Integer.toString(gameLogic.getRoundScore())); } /** * Sets the green color on the button the player clicked for correct answer * and red for wrong answer * * @param v * Clicked answer button */ public void markButtonsAfterClicked(View v) { // stop the clock ticking sound, and play the button sound SoundPlayer.stop(); playButton(); // cancels the count down timer gameLogic.getCountDownTimer().cancel(); int button_id = v.getId(); answerID = button_id; //Set the answer and activate the next button setAnswer(button_id); } /** * setAnswer sets the answer and activate the next button */ private void setAnswer(int button_id) { firstOptionButton.setEnabled(false); secondOptionButton.setEnabled(false); thirdOptionButton.setEnabled(false); switch (button_id) { case R.id.first_opt_button: if (gameLogic.getCorrectButton() == firstButton) { firstOptionButton .setBackgroundColor(android.graphics.Color.GREEN); scoreCounter(); playRightChoice(); } else { firstOptionButton .setBackgroundColor(android.graphics.Color.RED); playWrongChoice(); } break; case R.id.second_opt_button: if (gameLogic.getCorrectButton() == secondButton) { secondOptionButton .setBackgroundColor(android.graphics.Color.GREEN); scoreCounter(); playRightChoice(); } else { secondOptionButton .setBackgroundColor(android.graphics.Color.RED); playWrongChoice(); } break; case R.id.third_opt_button: if (gameLogic.getCorrectButton() == thirdButton) { thirdOptionButton .setBackgroundColor(android.graphics.Color.GREEN); scoreCounter(); playRightChoice(); } else { thirdOptionButton .setBackgroundColor(android.graphics.Color.RED); playWrongChoice(); } break; } // Enable the next letter/word button nextButton.setEnabled(true); } /** * playRightChoice * * Unlike playButton, this also plays a vibration, so it is called as long * as sound or vibrations are enabled. */ public void playRightChoice() { if (SoundPlayer.getSoundEnabled() || SoundPlayer.getVibrationEnabled()) { if (focusHelper != null) { if (getAudioFocus()) { focusHelper.playRightChoice(); } } else { SoundPlayer.playRightChoice(this); } } } /** * playWrongChoice * * Unlike playButton, this also plays a vibration, so it is called as long * as sound or vibrations are enabled. */ public void playWrongChoice() { if (SoundPlayer.getSoundEnabled() || SoundPlayer.getVibrationEnabled()) { if (focusHelper != null) { if (getAudioFocus()) { focusHelper.playWrongChoice(); } } else { SoundPlayer.playWrongChoice(this); } } } /** * Changes the sign image when nextButton is clicked */ private void nextRound() { // Disable the next letter/word button nextButton.setEnabled(false); nextButton.setOnClickListener(new OnClickListener() { public void onClick(View arg0) { //Reset the answer variable answerID = 0; // play the button sound playButton(); // If all game rounds have completed, bring up the end screen if (gameLogic.countDownRounds()) { // kills current activity finish(); Intent endIntent = new Intent( "android.intent.action.GAMEEND"); endIntent.putExtra("NumCorrect", gameLogic.getNumCorrect()); endIntent.putExtra("TotalScore", gameLogic.getTotalScore()); endIntent.putExtra("AverageTime", gameLogic.getAverageTime()); endIntent.putExtra("Difficulty", difficulty); endIntent.putExtra("Letters", numLetters); endIntent.putExtra("name", getIntent().getStringExtra("Name")); endIntent.putExtra("userImg", img); startActivity(endIntent); } else { // start clock ticking playTicking(); // Reset round points to 0 roundPoint.setText(Integer.toString(zero)); // Reset answer button backgrounds firstOptionButton .setBackgroundColor(android.graphics.Color.LTGRAY); secondOptionButton .setBackgroundColor(android.graphics.Color.LTGRAY); thirdOptionButton .setBackgroundColor(android.graphics.Color.LTGRAY); // Enable answer buttons firstOptionButton.setEnabled(true); secondOptionButton.setEnabled(true); thirdOptionButton.setEnabled(true); // Get text for buttons and disable next button deployTextButtons(); nextButton.setEnabled(false); // Reset the timer timerBar.setProgress(maxProgress); gameLogic.resetTimeCount(); // (re)starts the count down timer //gameLogic.getCountDownTimer().start(); } } }); } /** * Sets random letters to the buttons and the correct letter for the shown * sign. */ private void deployTextButtons() { // Determine sign picture and button text gameLogic.determineChoices(); // Set the picture image1.setImageResource(picSetter(gameLogic.getFirstPicture())); if (numLetters >= twoLetters) { image2.setImageResource(picSetter(gameLogic.getSecondPicture())); } if (numLetters == threeLetters) { image3.setImageResource(picSetter(gameLogic.getThirdPicture())); } // Set the button text firstOptionButton.setText(gameLogic.getFirstButtonString()); secondOptionButton.setText(gameLogic.getSecondButtonString()); thirdOptionButton.setText(gameLogic.getThirdButtonString()); } /** * Gets the id for the sign image letter/word * * @param word * @return the id number */ private int picSetter(String word) { int resource; if (word.equals(Character.toString('?'))) { resource = getResources().getIdentifier("ae", "drawable", "com.SwedishSignAlphabet"); } else if (word.equals(Character.toString('?'))) { resource = getResources().getIdentifier("ao", "drawable", "com.SwedishSignAlphabet"); } else if (word.equals(Character.toString('?'))) { resource = getResources().getIdentifier("oe", "drawable", "com.SwedishSignAlphabet"); } else { resource = getResources().getIdentifier(word, "drawable", "com.SwedishSignAlphabet"); } return resource; } /** * The getAudioFocus method attempts to gain focus for playing audio. If * full access can't be gained, transitive access at a quiet volume is * attempted. If that can't be granted, false is returned. * * @return : true if focus in some form is granted, otherwise false */ private boolean getAudioFocus() { if (focusHelper != null) { if (!focusHelper.requestFocus()) { if (!focusHelper.requestQuietFocus()) { return false; } else { return true; } } else { return true; } } return false; } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_game, menu); return true; } @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case android.R.id.home: NavUtils.navigateUpFromSameTask(this); return true; } return super.onOptionsItemSelected(item); } /** * playButton plays the button sound * * If there is an AudioFocusHelper (api >= 8) use it, otherwise default to * SoundPlayer */ public void playButton() { if (SoundPlayer.getSoundEnabled()) { if (focusHelper != null) { if (getAudioFocus()) { focusHelper.playButton(); } } else { SoundPlayer.playButton(this); } } } /** * playTicking plays the ticking sound * * If there is an AudioFocusHelper (api >= 8) use it, otherwise default to * SoundPlayer */ public void playTicking() { if (SoundPlayer.getSoundEnabled()) { if (focusHelper != null) { if (getAudioFocus()) { focusHelper.playTicking(); } } else { SoundPlayer.playTicking(this); } } } /** * onStop is called when the activity is shut down, usually before being * destroyed. We need to stop the timer and media players to properly free * up memory. The focus helper should lose focus anyway, but no reason not * to tie up loose ends. */ @Override public void onStop() { // cancels the count down timer gameLogic.getCountDownTimer().cancel(); // call the super method super.onStop(); } /** * onKeyDown overrides onKeyDown and allows code to be executed when the * back button is pushed in the simulator / on the mobile phone Since * pushing "back" won't necessarily call the destroy method as far as I * understand it. * * @param keyCode * : code of the key pressed * @param event * : the event for the key pressed */ @Override public boolean onKeyDown(int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_BACK && event.getRepeatCount() == zero) { //This code cannot be in onStop in Game because //it also kills the applause noise as GameEnd begins // cancel any noises and abandon focus SoundPlayer.stop(); if (focusHelper != null) { focusHelper.abandonFocus(); } // continue backwards (kills current activity) finish(); return true; } return super.onKeyDown(keyCode, event); } }