| /* |
| * Copyright (C) 2007 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.example.android.snake; |
| |
| import android.content.Context; |
| import android.content.res.Resources; |
| import android.os.Bundle; |
| import android.os.Handler; |
| import android.os.Message; |
| import android.util.AttributeSet; |
| import android.util.Log; |
| import android.view.View; |
| import android.widget.TextView; |
| |
| import java.util.ArrayList; |
| import java.util.Random; |
| |
| /** |
| * SnakeView: implementation of a simple game of Snake |
| */ |
| public class SnakeView extends TileView { |
| |
| private static final String TAG = "SnakeView"; |
| |
| /** |
| * Current mode of application: READY to run, RUNNING, or you have already lost. static final |
| * ints are used instead of an enum for performance reasons. |
| */ |
| private int mMode = READY; |
| public static final int PAUSE = 0; |
| public static final int READY = 1; |
| public static final int RUNNING = 2; |
| public static final int LOSE = 3; |
| |
| /** |
| * Current direction the snake is headed. |
| */ |
| private int mDirection = NORTH; |
| private int mNextDirection = NORTH; |
| private static final int NORTH = 1; |
| private static final int SOUTH = 2; |
| private static final int EAST = 3; |
| private static final int WEST = 4; |
| |
| /** |
| * Labels for the drawables that will be loaded into the TileView class |
| */ |
| private static final int RED_STAR = 1; |
| private static final int YELLOW_STAR = 2; |
| private static final int GREEN_STAR = 3; |
| |
| /** |
| * mScore: Used to track the number of apples captured mMoveDelay: number of milliseconds |
| * between snake movements. This will decrease as apples are captured. |
| */ |
| private long mScore = 0; |
| private long mMoveDelay = 600; |
| /** |
| * mLastMove: Tracks the absolute time when the snake last moved, and is used to determine if a |
| * move should be made based on mMoveDelay. |
| */ |
| private long mLastMove; |
| |
| /** |
| * mStatusText: Text shows to the user in some run states |
| */ |
| private TextView mStatusText; |
| |
| /** |
| * mArrowsView: View which shows 4 arrows to signify 4 directions in which the snake can move |
| */ |
| private View mArrowsView; |
| |
| /** |
| * mBackgroundView: Background View which shows 4 different colored triangles pressing which |
| * moves the snake |
| */ |
| private View mBackgroundView; |
| |
| /** |
| * mSnakeTrail: A list of Coordinates that make up the snake's body mAppleList: The secret |
| * location of the juicy apples the snake craves. |
| */ |
| private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>(); |
| private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>(); |
| |
| /** |
| * Everyone needs a little randomness in their life |
| */ |
| private static final Random RNG = new Random(); |
| |
| /** |
| * Create a simple handler that we can use to cause animation to happen. We set ourselves as a |
| * target and we can use the sleep() function to cause an update/invalidate to occur at a later |
| * date. |
| */ |
| |
| private RefreshHandler mRedrawHandler = new RefreshHandler(); |
| |
| class RefreshHandler extends Handler { |
| |
| @Override |
| public void handleMessage(Message msg) { |
| SnakeView.this.update(); |
| SnakeView.this.invalidate(); |
| } |
| |
| public void sleep(long delayMillis) { |
| this.removeMessages(0); |
| sendMessageDelayed(obtainMessage(0), delayMillis); |
| } |
| }; |
| |
| /** |
| * Constructs a SnakeView based on inflation from XML |
| * |
| * @param context |
| * @param attrs |
| */ |
| public SnakeView(Context context, AttributeSet attrs) { |
| super(context, attrs); |
| initSnakeView(context); |
| } |
| |
| public SnakeView(Context context, AttributeSet attrs, int defStyle) { |
| super(context, attrs, defStyle); |
| initSnakeView(context); |
| } |
| |
| private void initSnakeView(Context context) { |
| |
| setFocusable(true); |
| |
| Resources r = this.getContext().getResources(); |
| |
| resetTiles(4); |
| loadTile(RED_STAR, r.getDrawable(R.drawable.redstar)); |
| loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar)); |
| loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar)); |
| |
| } |
| |
| private void initNewGame() { |
| mSnakeTrail.clear(); |
| mAppleList.clear(); |
| |
| // For now we're just going to load up a short default eastbound snake |
| // that's just turned north |
| |
| mSnakeTrail.add(new Coordinate(7, 7)); |
| mSnakeTrail.add(new Coordinate(6, 7)); |
| mSnakeTrail.add(new Coordinate(5, 7)); |
| mSnakeTrail.add(new Coordinate(4, 7)); |
| mSnakeTrail.add(new Coordinate(3, 7)); |
| mSnakeTrail.add(new Coordinate(2, 7)); |
| mNextDirection = NORTH; |
| |
| // Two apples to start with |
| addRandomApple(); |
| addRandomApple(); |
| |
| mMoveDelay = 600; |
| mScore = 0; |
| } |
| |
| /** |
| * Given a ArrayList of coordinates, we need to flatten them into an array of ints before we can |
| * stuff them into a map for flattening and storage. |
| * |
| * @param cvec : a ArrayList of Coordinate objects |
| * @return : a simple array containing the x/y values of the coordinates as |
| * [x1,y1,x2,y2,x3,y3...] |
| */ |
| private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) { |
| int[] rawArray = new int[cvec.size() * 2]; |
| |
| int i = 0; |
| for (Coordinate c : cvec) { |
| rawArray[i++] = c.x; |
| rawArray[i++] = c.y; |
| } |
| |
| return rawArray; |
| } |
| |
| /** |
| * Save game state so that the user does not lose anything if the game process is killed while |
| * we are in the background. |
| * |
| * @return a Bundle with this view's state |
| */ |
| public Bundle saveState() { |
| Bundle map = new Bundle(); |
| |
| map.putIntArray("mAppleList", coordArrayListToArray(mAppleList)); |
| map.putInt("mDirection", Integer.valueOf(mDirection)); |
| map.putInt("mNextDirection", Integer.valueOf(mNextDirection)); |
| map.putLong("mMoveDelay", Long.valueOf(mMoveDelay)); |
| map.putLong("mScore", Long.valueOf(mScore)); |
| map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail)); |
| |
| return map; |
| } |
| |
| /** |
| * Given a flattened array of ordinate pairs, we reconstitute them into a ArrayList of |
| * Coordinate objects |
| * |
| * @param rawArray : [x1,y1,x2,y2,...] |
| * @return a ArrayList of Coordinates |
| */ |
| private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) { |
| ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>(); |
| |
| int coordCount = rawArray.length; |
| for (int index = 0; index < coordCount; index += 2) { |
| Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]); |
| coordArrayList.add(c); |
| } |
| return coordArrayList; |
| } |
| |
| /** |
| * Restore game state if our process is being relaunched |
| * |
| * @param icicle a Bundle containing the game state |
| */ |
| public void restoreState(Bundle icicle) { |
| setMode(PAUSE); |
| |
| mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList")); |
| mDirection = icicle.getInt("mDirection"); |
| mNextDirection = icicle.getInt("mNextDirection"); |
| mMoveDelay = icicle.getLong("mMoveDelay"); |
| mScore = icicle.getLong("mScore"); |
| mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail")); |
| } |
| |
| /** |
| * Handles snake movement triggers from Snake Activity and moves the snake accordingly. Ignore |
| * events that would cause the snake to immediately turn back on itself. |
| * |
| * @param direction The desired direction of movement |
| */ |
| public void moveSnake(int direction) { |
| |
| if (direction == Snake.MOVE_UP) { |
| if (mMode == READY | mMode == LOSE) { |
| /* |
| * At the beginning of the game, or the end of a previous one, |
| * we should start a new game if UP key is clicked. |
| */ |
| initNewGame(); |
| setMode(RUNNING); |
| update(); |
| return; |
| } |
| |
| if (mMode == PAUSE) { |
| /* |
| * If the game is merely paused, we should just continue where we left off. |
| */ |
| setMode(RUNNING); |
| update(); |
| return; |
| } |
| |
| if (mDirection != SOUTH) { |
| mNextDirection = NORTH; |
| } |
| return; |
| } |
| |
| if (direction == Snake.MOVE_DOWN) { |
| if (mDirection != NORTH) { |
| mNextDirection = SOUTH; |
| } |
| return; |
| } |
| |
| if (direction == Snake.MOVE_LEFT) { |
| if (mDirection != EAST) { |
| mNextDirection = WEST; |
| } |
| return; |
| } |
| |
| if (direction == Snake.MOVE_RIGHT) { |
| if (mDirection != WEST) { |
| mNextDirection = EAST; |
| } |
| return; |
| } |
| |
| } |
| |
| /** |
| * Sets the Dependent views that will be used to give information (such as "Game Over" to the |
| * user and also to handle touch events for making movements |
| * |
| * @param newView |
| */ |
| public void setDependentViews(TextView msgView, View arrowView, View backgroundView) { |
| mStatusText = msgView; |
| mArrowsView = arrowView; |
| mBackgroundView = backgroundView; |
| } |
| |
| /** |
| * Updates the current mode of the application (RUNNING or PAUSED or the like) as well as sets |
| * the visibility of textview for notification |
| * |
| * @param newMode |
| */ |
| public void setMode(int newMode) { |
| int oldMode = mMode; |
| mMode = newMode; |
| |
| if (newMode == RUNNING && oldMode != RUNNING) { |
| // hide the game instructions |
| mStatusText.setVisibility(View.INVISIBLE); |
| update(); |
| // make the background and arrows visible as soon the snake starts moving |
| mArrowsView.setVisibility(View.VISIBLE); |
| mBackgroundView.setVisibility(View.VISIBLE); |
| return; |
| } |
| |
| Resources res = getContext().getResources(); |
| CharSequence str = ""; |
| if (newMode == PAUSE) { |
| mArrowsView.setVisibility(View.GONE); |
| mBackgroundView.setVisibility(View.GONE); |
| str = res.getText(R.string.mode_pause); |
| } |
| if (newMode == READY) { |
| mArrowsView.setVisibility(View.GONE); |
| mBackgroundView.setVisibility(View.GONE); |
| |
| str = res.getText(R.string.mode_ready); |
| } |
| if (newMode == LOSE) { |
| mArrowsView.setVisibility(View.GONE); |
| mBackgroundView.setVisibility(View.GONE); |
| str = res.getString(R.string.mode_lose, mScore); |
| } |
| |
| mStatusText.setText(str); |
| mStatusText.setVisibility(View.VISIBLE); |
| } |
| |
| /** |
| * @return the Game state as Running, Ready, Paused, Lose |
| */ |
| public int getGameState() { |
| return mMode; |
| } |
| |
| /** |
| * Selects a random location within the garden that is not currently covered by the snake. |
| * Currently _could_ go into an infinite loop if the snake currently fills the garden, but we'll |
| * leave discovery of this prize to a truly excellent snake-player. |
| */ |
| private void addRandomApple() { |
| Coordinate newCoord = null; |
| boolean found = false; |
| while (!found) { |
| // Choose a new location for our apple |
| int newX = 1 + RNG.nextInt(mXTileCount - 2); |
| int newY = 1 + RNG.nextInt(mYTileCount - 2); |
| newCoord = new Coordinate(newX, newY); |
| |
| // Make sure it's not already under the snake |
| boolean collision = false; |
| int snakelength = mSnakeTrail.size(); |
| for (int index = 0; index < snakelength; index++) { |
| if (mSnakeTrail.get(index).equals(newCoord)) { |
| collision = true; |
| } |
| } |
| // if we're here and there's been no collision, then we have |
| // a good location for an apple. Otherwise, we'll circle back |
| // and try again |
| found = !collision; |
| } |
| if (newCoord == null) { |
| Log.e(TAG, "Somehow ended up with a null newCoord!"); |
| } |
| mAppleList.add(newCoord); |
| } |
| |
| /** |
| * Handles the basic update loop, checking to see if we are in the running state, determining if |
| * a move should be made, updating the snake's location. |
| */ |
| public void update() { |
| if (mMode == RUNNING) { |
| long now = System.currentTimeMillis(); |
| |
| if (now - mLastMove > mMoveDelay) { |
| clearTiles(); |
| updateWalls(); |
| updateSnake(); |
| updateApples(); |
| mLastMove = now; |
| } |
| mRedrawHandler.sleep(mMoveDelay); |
| } |
| |
| } |
| |
| /** |
| * Draws some walls. |
| */ |
| private void updateWalls() { |
| for (int x = 0; x < mXTileCount; x++) { |
| setTile(GREEN_STAR, x, 0); |
| setTile(GREEN_STAR, x, mYTileCount - 1); |
| } |
| for (int y = 1; y < mYTileCount - 1; y++) { |
| setTile(GREEN_STAR, 0, y); |
| setTile(GREEN_STAR, mXTileCount - 1, y); |
| } |
| } |
| |
| /** |
| * Draws some apples. |
| */ |
| private void updateApples() { |
| for (Coordinate c : mAppleList) { |
| setTile(YELLOW_STAR, c.x, c.y); |
| } |
| } |
| |
| /** |
| * Figure out which way the snake is going, see if he's run into anything (the walls, himself, |
| * or an apple). If he's not going to die, we then add to the front and subtract from the rear |
| * in order to simulate motion. If we want to grow him, we don't subtract from the rear. |
| */ |
| private void updateSnake() { |
| boolean growSnake = false; |
| |
| // Grab the snake by the head |
| Coordinate head = mSnakeTrail.get(0); |
| Coordinate newHead = new Coordinate(1, 1); |
| |
| mDirection = mNextDirection; |
| |
| switch (mDirection) { |
| case EAST: { |
| newHead = new Coordinate(head.x + 1, head.y); |
| break; |
| } |
| case WEST: { |
| newHead = new Coordinate(head.x - 1, head.y); |
| break; |
| } |
| case NORTH: { |
| newHead = new Coordinate(head.x, head.y - 1); |
| break; |
| } |
| case SOUTH: { |
| newHead = new Coordinate(head.x, head.y + 1); |
| break; |
| } |
| } |
| |
| // Collision detection |
| // For now we have a 1-square wall around the entire arena |
| if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2) |
| || (newHead.y > mYTileCount - 2)) { |
| setMode(LOSE); |
| return; |
| |
| } |
| |
| // Look for collisions with itself |
| int snakelength = mSnakeTrail.size(); |
| for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) { |
| Coordinate c = mSnakeTrail.get(snakeindex); |
| if (c.equals(newHead)) { |
| setMode(LOSE); |
| return; |
| } |
| } |
| |
| // Look for apples |
| int applecount = mAppleList.size(); |
| for (int appleindex = 0; appleindex < applecount; appleindex++) { |
| Coordinate c = mAppleList.get(appleindex); |
| if (c.equals(newHead)) { |
| mAppleList.remove(c); |
| addRandomApple(); |
| |
| mScore++; |
| mMoveDelay *= 0.9; |
| |
| growSnake = true; |
| } |
| } |
| |
| // push a new head onto the ArrayList and pull off the tail |
| mSnakeTrail.add(0, newHead); |
| // except if we want the snake to grow |
| if (!growSnake) { |
| mSnakeTrail.remove(mSnakeTrail.size() - 1); |
| } |
| |
| int index = 0; |
| for (Coordinate c : mSnakeTrail) { |
| if (index == 0) { |
| setTile(YELLOW_STAR, c.x, c.y); |
| } else { |
| setTile(RED_STAR, c.x, c.y); |
| } |
| index++; |
| } |
| |
| } |
| |
| /** |
| * Simple class containing two integer values and a comparison function. There's probably |
| * something I should use instead, but this was quick and easy to build. |
| */ |
| private class Coordinate { |
| public int x; |
| public int y; |
| |
| public Coordinate(int newX, int newY) { |
| x = newX; |
| y = newY; |
| } |
| |
| public boolean equals(Coordinate other) { |
| if (x == other.x && y == other.y) { |
| return true; |
| } |
| return false; |
| } |
| |
| @Override |
| public String toString() { |
| return "Coordinate: [" + x + "," + y + "]"; |
| } |
| } |
| |
| } |