Back to project page Sushi-Shooter.
The source code is released under:
GNU General Public License
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/* * [[ Frozen-Bubble ]]//from ww w . j a va 2 s.c om * * Copyright (c) 2000-2003 Guillaume Cottenceau. * Java sourcecode - Copyright (c) 2003 Glenn Sanson. * * This code is distributed under the GNU General Public License * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * version 2, as published by the Free Software Foundation. * * 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, write to the Free Software Foundation, Inc., * 675 Mass Ave, Cambridge, MA 02139, USA. * * * Artwork: * Alexis Younes <73lab at free.fr> * (everything but the bubbles) * Amaury Amblard-Ladurantie <amaury at linuxfr.org> * (the bubbles) * * Soundtrack: * Matthias Le Bidan <matthias.le_bidan at caramail.com> * (the three musics and all the sound effects) * * Design & Programming: * Guillaume Cottenceau <guillaume.cottenceau at free.fr> * (design and manage the project, whole Perl sourcecode) * * Java version: * Glenn Sanson <glenn.sanson at free.fr> * (whole Java sourcecode, including JIGA classes * http://glenn.sanson.free.fr/jiga/) * * Android port: * Pawel Aleksander Fedorynski <pfedor@fuw.edu.pl> * Copyright (c) Google Inc. * * [[ http://glenn.sanson.free.fr/fb/ ]] * [[ http://www.frozen-bubble.org/ ]] */ package net.gamecloud.sushishooter; import java.util.Vector; import android.graphics.Canvas; import android.os.Bundle; public abstract class GameScreen { private Vector sprites; public final void saveSprites(Bundle map, Vector savedSprites) { for (int i = 0; i < sprites.size(); i++) { ((Sprite)sprites.elementAt(i)).saveState(map, savedSprites); map.putInt(String.format("game-%d", i), ((Sprite)sprites.elementAt(i)).getSavedId()); } map.putInt("numGameSprites", sprites.size()); } public final void restoreSprites(Bundle map, Vector savedSprites) { sprites = new Vector(); int numSprites = map.getInt("numGameSprites"); for (int i = 0; i < numSprites; i++) { int spriteIdx = map.getInt(String.format("game-%d", i)); sprites.addElement(savedSprites.elementAt(spriteIdx)); } } public GameScreen() { sprites = new Vector(); } public final void addSprite(Sprite sprite) { sprites.removeElement(sprite); sprites.addElement(sprite); } public final void removeSprite(Sprite sprite) { sprites.removeElement(sprite); } public final void spriteToBack(Sprite sprite) { sprites.removeElement(sprite); sprites.insertElementAt(sprite,0); } public final void spriteToFront(Sprite sprite) { sprites.removeElement(sprite); sprites.addElement(sprite); } public void paint(Canvas c, double scale, int dx, int dy) { for (int i = 0; i < sprites.size(); i++) { ((Sprite)sprites.elementAt(i)).paint(c, scale, dx, dy); } } public abstract boolean play(boolean key_left, boolean key_right, boolean key_fire, double trackball_dx, boolean touch_fire, double touch_x, double touch_y, boolean ats_touch_fire, double ats_touch_dx); }