Android Open Source - maze-android Maze Activity






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Back to project page maze-android.

License

The source code is released under:

GNU General Public License

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Java Source Code

/*
 *  Maze-Android//from ww w .ja v a 2s.c o m
 *  Copyright 2009, 2010, 2011, 2012 Marco Mandrioli
 *
 *  This file is part of Maze-Android.
 *
 *  Maze-Android 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.
 *
 *  Maze-Android 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 Maze-Android.  If not, see <http://www.gnu.org/licenses/>.
 *
 */


package it.zavo.maze;

import it.zavo.maze.android.SensorListener;
import it.zavo.maze.graphics.Graphics;
import it.zavo.maze.util.Status;
import android.app.Activity;
import android.hardware.Sensor;
import android.hardware.SensorManager;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.Window;
import android.view.WindowManager;

/**
 * The main activity.
 * 
 * @author Marco Mandrioli
 */
public class MazeActivity extends Activity {
  SensorListener sensorListener;
  SensorManager sm;
  GLSurfaceView glSurface;

  private static Status status;

  /** Called when the activity is first created. */
  @Override
  public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    
    status = Status.INITIALIZE_NEW_LEVEL;

    // prevents the device from disabling the screen
    getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);

    // gets reference to SensorManager
    sm = (SensorManager) getSystemService(SENSOR_SERVICE);
    sensorListener = new SensorListener();

    // registers the listeners
    sm.registerListener(sensorListener,
        sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER),
        SensorManager.SENSOR_DELAY_GAME);
    sm.registerListener(sensorListener,
        sm.getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD),
        SensorManager.SENSOR_DELAY_GAME);

    // sets the window to full screen with no title
    this.requestWindowFeature(Window.FEATURE_NO_TITLE);
    getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
        WindowManager.LayoutParams.FLAG_FULLSCREEN);

    // creates the gl surface and sets the renderer
    glSurface = new GLSurfaceView(this);
    glSurface.setRenderer(new Graphics(this));

    // sets the content to the new gl surface
    setContentView(glSurface);
  }

  /** Called when the activity is going into the background. */
  @Override
  protected void onPause() {
    glSurface.onPause();

    // unregisters listener
    sm.unregisterListener(sensorListener);

    super.onPause();
  }

  /** Called when the activity is restarting. */
  @Override
  protected void onResume() {
    super.onResume();

    glSurface.onResume();

    // registers this class as a listener for the orientation sensor
    sm.registerListener(sensorListener,
        sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER),
        SensorManager.SENSOR_DELAY_GAME);
    sm.registerListener(sensorListener,
        sm.getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD),
        SensorManager.SENSOR_DELAY_GAME);
  }

  /** Called when the activity is no longer visible to the user. */
  @Override
  protected void onStop() {
    glSurface.onPause();
    
    // unregisters listener
    sm.unregisterListener(sensorListener);

    super.onStop();
  }

  /** Called when a touch event happens. */
  @Override
  public boolean onTouchEvent(MotionEvent event) {
    super.onTouchEvent(event);

    // if the status is not GAME_OK, changes the status when a tap on the
    // screen occurs
    if (event.getAction() == MotionEvent.ACTION_DOWN) {
      if (MazeActivity.status == Status.GAME_OK
          || MazeActivity.status == Status.LEVEL_LOST) {
        MazeActivity.status = Status.RESET_LEVEL;
      } else if (MazeActivity.status == Status.LEVEL_COMPLETE) {
        MazeActivity.status = Status.INITIALIZE_NEW_LEVEL;
      }
      
      return true;
    }

    return false;
  }

  /**
   * Returns the application status.
   * 
   * @return the status of the application.
   * 
   * @see it.zavo.maze.util.Status enum Status
   */
  public static Status getStatus() {
    return status;
  }

  /**
   * Sets the status of the application to
   * {@link it.zavo.maze.util.Status#GAME_OK GAME_OK}.
   * 
   * @see it.zavo.maze.util.Status enum Status
   */
  public static void setGameOk() {
    MazeActivity.status = Status.GAME_OK;
  }

  /**
   * Sets the status of the application to
   * {@link it.zavo.maze.util.Status#LEVEL_COMPLETE LEVEL_COMPLETE}.
   * 
   * @see it.zavo.maze.util.Status enum Status
   */
  public static void setLevelComplete() {
    MazeActivity.status = Status.LEVEL_COMPLETE;
  }

  /**
   * Sets the status of the application to
   * {@link it.zavo.maze.util.Status#LEVEL_LOST LEVEL_LOST}.
   * 
   * @see it.zavo.maze.util.Status enum Status
   */
  public static void setLevelLost() {
    MazeActivity.status = Status.LEVEL_LOST;
  }
}




Java Source Code List

it.zavo.maze.MazeActivity.java
it.zavo.maze.android.SensorListener.java
it.zavo.maze.graphics.Graphics.java
it.zavo.maze.graphics.TextureManager.java
it.zavo.maze.graphics.Texture.java
it.zavo.maze.graphics.shape.Circle.java
it.zavo.maze.graphics.shape.Rectangle.java
it.zavo.maze.maze.Ball.java
it.zavo.maze.maze.Hole.java
it.zavo.maze.maze.Maze.java
it.zavo.maze.maze.Wall.java
it.zavo.maze.physics.Physics.java
it.zavo.maze.util.Status.java
it.zavo.maze.util.Tex.java
it.zavo.maze.util.Xml.java