Android Open Source - Tilt-snake Head






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Back to project page Tilt-snake.

License

The source code is released under:

Apache License

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Java Source Code

/*The following code was borrowed from
 * http://developer.android.com/training/graphics/opengl/index.html
 * and modified to suit the needs of the application.
 * /*from w ww  .  ja  v a2 s  .  c o m*/
 * 
 * Copyright (C) 2011 The Android Open Source Project
 *
 * 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.awhittle.tiltsnake;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;

import android.opengl.GLES20;

/**
 * A two-dimensional square for use as a drawn object in OpenGL ES 2.0.
 */
public class Head {

    private final String vertexShaderCode =
            // This matrix member variable provides a hook to manipulate
            // the coordinates of the objects that use this vertex shader
            "uniform mat4 uMVPMatrix;" +
            "attribute vec4 vPosition;" +
            "void main() {" +
            // The matrix must be included as a modifier of gl_Position.
            // Note that the uMVPMatrix factor *must be first* in order
            // for the matrix multiplication product to be correct.
            "  gl_Position = uMVPMatrix * vPosition;" +
            "}";

    private final String fragmentShaderCode =
            "precision mediump float;" +
            "uniform vec4 vColor;" +
            "void main() {" +
            "  gl_FragColor = vColor;" +
            "}";

    private final FloatBuffer vertexBuffer;
    private final ShortBuffer drawListBuffer;
    private final int mProgram;
    private int mPositionHandle;
    private int mColorHandle;
    private int mMVPMatrixHandle;
    public static float[] headCoords;
    public static int[] headLocation = new int[2];

    // number of coordinates per vertex in this array
    static final int COORDS_PER_VERTEX = 3;
    private static final float headTemplate[] = {
        0.0f,  0.0f, 0.0f,   
       -0.05f, 0.1f, 0.0f,  
        0.05f, 0.1f, 0.0f,
        0.1f, 0.05f, 0.0f,
        0.1f, -0.05f, 0.0f,
        0.05f, -0.1f, 0.0f,
        -0.05f, -0.1f, 0.0f,
        -0.1f, -0.05f, 0.0f,
        -0.1f, 0.05f, 0.0f};
    
    public static final float initHeadCoords[] = ShapeTools.scaleMatrix(headTemplate, 0.5f);
    public static final int initHeadLocation[] = {0, 0};
    
    private static final short drawOrder[] = { 0,1,2, 0,2,3, 0,3,4, 0,4,5, 0,5,6, 0,6,7, 0,7,8, 0,8,1 }; // order to draw vertices

    private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

    float color[] = { 0.0f, 0.0f, 0.0f, 0.0f };

    /**
     * Sets up the drawing object data for use in an OpenGL ES context.
     */
    public Head() {
      resetHeadLocation();
      
        // initialize vertex byte buffer for shape coordinates
        ByteBuffer bb = ByteBuffer.allocateDirect(
        // (# of coordinate values * 4 bytes per float)
                headCoords.length * 4);
        bb.order(ByteOrder.nativeOrder());
        vertexBuffer = bb.asFloatBuffer();
        vertexBuffer.put(headCoords);
        vertexBuffer.position(0);

        // initialize byte buffer for the draw list
        ByteBuffer dlb = ByteBuffer.allocateDirect(
                // (# of coordinate values * 2 bytes per short)
                drawOrder.length * 2);
        dlb.order(ByteOrder.nativeOrder());
        drawListBuffer = dlb.asShortBuffer();
        drawListBuffer.put(drawOrder);
        drawListBuffer.position(0);

        // prepare shaders and OpenGL program
        int vertexShader = MyGLRenderer.loadShader(
                GLES20.GL_VERTEX_SHADER,
                vertexShaderCode);
        int fragmentShader = MyGLRenderer.loadShader(
                GLES20.GL_FRAGMENT_SHADER,
                fragmentShaderCode);

        mProgram = GLES20.glCreateProgram();             // create empty OpenGL Program
        GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
        GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
        GLES20.glLinkProgram(mProgram);                  // create OpenGL program executables
    }

    /**
     * Encapsulates the OpenGL ES instructions for drawing this shape.
     *
     * @param mvpMatrix - The Model View Project matrix in which to draw
     * this shape.
     */
    public void draw(float[] mvpMatrix) {
        // Add program to OpenGL environment
        GLES20.glUseProgram(mProgram);

        // get handle to vertex shader's vPosition member
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");

        // Enable a handle to the triangle vertices
        GLES20.glEnableVertexAttribArray(mPositionHandle);

        // Prepare the triangle coordinate data
        GLES20.glVertexAttribPointer(
                mPositionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer);

        // get handle to fragment shader's vColor member
        mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");

        // Set color for drawing the triangle
        GLES20.glUniform4fv(mColorHandle, 1, color, 0);

        // get handle to shape's transformation matrix
        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
        MyGLRenderer.checkGlError("glGetUniformLocation");

        // Apply the projection and view transformation
        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
        MyGLRenderer.checkGlError("glUniformMatrix4fv");

        // Draw the square
        GLES20.glDrawElements(
                GLES20.GL_TRIANGLES, drawOrder.length,
                GLES20.GL_UNSIGNED_SHORT, drawListBuffer);

        // Disable vertex array
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    }
    
  public static void resetHeadLocation() {
    Head.headCoords = Head.initHeadCoords;
    Head.headLocation = Head.initHeadLocation;
  }

}




Java Source Code List

com.awhittle.tiltsnake.Direction.java
com.awhittle.tiltsnake.Egg.java
com.awhittle.tiltsnake.GameActivity.java
com.awhittle.tiltsnake.Head.java
com.awhittle.tiltsnake.MainActivity.java
com.awhittle.tiltsnake.Movement.java
com.awhittle.tiltsnake.MyGLRenderer.java
com.awhittle.tiltsnake.MyGLSurfaceView.java
com.awhittle.tiltsnake.Saving.java
com.awhittle.tiltsnake.ShapeTools.java
com.awhittle.tiltsnake.Square.java
com.awhittle.tiltsnake.Tail.java