Back to project page BlockDrop.
The source code is released under:
MIT License
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package com.seven.segment.roadsign.blockdrop; //from ww w . j ava 2 s. c o m import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Rect; import android.util.Log; public class GameEngine { private double blockStart = 0.2; private double blocksEnd = 0.8; private int blocksXNum = 16; // 20 Blocks across the entire screen private int blocksYNum = 30; private GameSurface theView; private Rect rRect; private Rect bRect; private Rect gRect; private Rect yRect; private Rect tRect; private int imagesSet = 0; private int imageBlockW = 30; private int[][] blocksArr; private Bitmap blocksimage; public GameEngine(GameSurface gameSurface) { theView = gameSurface; // Create the bitmaps here, so that rendering is easier. blocksimage = BitmapFactory.decodeResource(theView.getResources(), R.drawable.blocks); // Create all the rectangles rRect = new Rect(0 * imageBlockW, imagesSet * imageBlockW, 1 * imageBlockW, (imagesSet + 1) * imageBlockW); bRect = new Rect(1 * imageBlockW, imagesSet * imageBlockW, 2 * imageBlockW, (imagesSet + 1) * imageBlockW); gRect = new Rect(2 * imageBlockW, imagesSet * imageBlockW, 3 * imageBlockW, (imagesSet + 1) * imageBlockW); yRect = new Rect(3 * imageBlockW, imagesSet * imageBlockW, 4 * imageBlockW, (imagesSet + 1) * imageBlockW); tRect = new Rect(4 * imageBlockW, imagesSet * imageBlockW, 5 * imageBlockW, (imagesSet + 1) * imageBlockW); // Create the data array blocksArr = new int[blocksXNum][blocksYNum]; blocksArr[5][5] = 2; blocksArr[6][5] = 2; blocksArr[7][5] = 2; blocksArr[5][6] = 2; } public void update() { } public void render(Canvas c) { double blockWidth = c.getWidth() * (blocksEnd - blockStart) / blocksXNum; double xStartPos = c.getWidth() * blockStart; // Render all the blocks. Lets see how long it takes. // X direction for (int x = 0; x < blocksXNum; x++) { for (int y = 0; y < blocksYNum; y++) { Rect currBlock = null; switch (blocksArr[x][y]) { case 0: currBlock = tRect; break; case 1: currBlock = rRect; break; case 2: currBlock = bRect; break; case 3: currBlock = gRect; break; case 4: currBlock = yRect; break; default: currBlock = rRect; break; } c.drawBitmap(blocksimage, currBlock, new Rect((int) (xStartPos + x * blockWidth), (int) (y * blockWidth), (int) (xStartPos + (x + 1) * blockWidth), (int) ((y + 1) * blockWidth)), null); } } } public void leftPressed() { } public void rightPressed() { } public void rotatePressed() { } public void downPressed() { } }