1 | package com.example.advancewars;
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2 |
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3 | import java.util.*;
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4 |
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5 | import com.example.gui.*;
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6 |
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7 | import android.content.Context;
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8 | import android.graphics.*;
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9 | import android.os.*;
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10 | import android.view.*;
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11 | import android.util.AttributeSet;
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12 | import android.util.Log;
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13 | import android.widget.TextView;
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14 |
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15 | /**
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16 | * View that draws, takes keystrokes, etc. for a simple LunarLander game.
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17 | *
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18 | * Has a mode which RUNNING, PAUSED, etc. Has a x, y, dx, dy, ... capturing the
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19 | * current ship physics. All x/y etc. are measured with (0,0) at the lower left.
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20 | * updatePhysics() advances the physics based on realtime. draw() renders the
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21 | * ship, and does an invalidate() to prompt another draw() as soon as possible
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22 | * by the system.
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23 | */
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24 | class GameView extends SurfaceView implements SurfaceHolder.Callback {
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25 |
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26 | class DrawingThread extends Thread {
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27 | public AppState mAppState;
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28 | public GameState mGameState;
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29 |
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30 | /*
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31 | * UI constants (i.e. the speed & fuel bars)
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32 | */
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33 | public static final int UI_BAR = 100; // width of the bar(s)
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34 | public static final int UI_BAR_HEIGHT = 10; // height of the bar(s)
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35 |
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36 | /*
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37 | * Member (state) fields
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38 | */
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39 |
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40 | private int mCanvasHeight = 1;
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41 | private int mCanvasWidth = 1;
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42 | public int mPlayerWins = 0, mPlayerLosses = 0;
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43 |
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44 | /** Message handler used by thread to interact with TextView */
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45 | private Handler mHandler;
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46 |
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47 | /** Used to figure out elapsed time between frames */
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48 | private long mLastTime;
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49 |
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50 | /** Paint to draw the lines on screen. */
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51 | private Paint mLinePaint, mTextPaint, mButtonPaint, mTilePaint1, mTilePaint2;
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52 |
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53 | private Map mMap;
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54 |
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55 | /** Indicate whether the surface has been created & is ready to draw */
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56 | private boolean mRun = false;
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57 |
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58 | /** Handle to the surface manager object we interact with */
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59 | private SurfaceHolder mSurfaceHolder;
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60 |
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61 | private com.example.gui.Window wndMainMenu, wndBattleMap;
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62 |
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63 | public DrawingThread(SurfaceHolder surfaceHolder, Context context, Handler handler) {
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64 | // get handles to some important objects
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65 | mSurfaceHolder = surfaceHolder;
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66 | mHandler = handler;
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67 | mContext = context;
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68 |
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69 | mLinePaint = new Paint();
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70 | mLinePaint.setAntiAlias(true);
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71 | mLinePaint.setARGB(255, 0, 255, 0);
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72 |
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73 | mTextPaint = new Paint();
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74 | mTextPaint.setAntiAlias(true);
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75 | mTextPaint.setARGB(255, 255, 255, 255);
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76 | mTextPaint.setTextSize(12);
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77 | mTextPaint.setTextAlign(Paint.Align.CENTER);
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78 |
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79 | mButtonPaint = new Paint();
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80 | mButtonPaint.setAntiAlias(true);
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81 | mButtonPaint.setARGB(255, 0, 0, 0);
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82 | mButtonPaint.setTextSize(20);
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83 | mButtonPaint.setTextAlign(Paint.Align.CENTER);
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84 |
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85 | mTilePaint1 = new Paint();
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86 | mTilePaint1.setAntiAlias(true);
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87 | mTilePaint1.setARGB(255, 0, 255, 0);
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88 |
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89 | mTilePaint2 = new Paint();
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90 | mTilePaint2.setAntiAlias(true);
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91 | mTilePaint2.setARGB(255, 0, 0, 255);
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92 |
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93 | wndMainMenu = new com.example.gui.Window(0, 0, 320, 450);;
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94 | wndMainMenu.addGUIObject("txtTitle", new Text("Main Menu", 100, 30, 120, 20, mTextPaint));
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95 | wndMainMenu.addGUIObject("btnNewGame", new Button("New Game", 100, 90, 120, 20, mLinePaint, mButtonPaint));
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96 | wndMainMenu.addGUIObject("btnLoadGame", new Button("Load Game", 100, 125, 120, 20, mLinePaint, mButtonPaint));
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97 | wndMainMenu.addGUIObject("btnMapEditor", new Button("Map Editor", 100, 160, 120, 20, mLinePaint, mButtonPaint));
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98 | wndMainMenu.addGUIObject("btnQuit", new Button("Quit", 100, 195, 120, 20, mLinePaint, mButtonPaint));
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99 |
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100 | Tile grassTile = new Tile(mTilePaint1);
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101 | Tile oceanTile = new Tile(mTilePaint2);
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102 |
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103 | mMap = new Map(grassTile, 6, 8);
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104 |
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105 | boolean land = true;
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106 |
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107 | for(int x=0; x<mMap.getWidth(); x++) {
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108 | for(int y=0; y<mMap.getHeight(); y++) {
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109 | if(land)
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110 | mMap.setTile(x, y, grassTile);
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111 | else
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112 | mMap.setTile(x, y, oceanTile);
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113 | land = !land;
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114 | }
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115 | land = !land;
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116 | }
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117 |
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118 | mGameState = GameState.MAIN_MENU;
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119 | }
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120 |
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121 | /**
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122 | * Starts the game, setting parameters for the current difficulty.
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123 | */
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124 | // I don't think this gets called now. maybe we should call it in the thread constructor
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125 | public void doStart() {
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126 | synchronized (mSurfaceHolder) {
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127 | mLastTime = System.currentTimeMillis() + 100;
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128 | setState(AppState.RUNNING);
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129 | Log.i("AdvanceWars", "Player's turn starting now");
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130 | mGameState = GameState.MAIN_MENU;
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131 | }
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132 | }
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133 |
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134 | /**
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135 | * Pauses the physics update & animation.
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136 | */
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137 | public void pause() {
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138 | synchronized (mSurfaceHolder) {
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139 | if (mAppState == AppState.RUNNING) setState(AppState.PAUSE);
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140 | }
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141 | }
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142 |
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143 | @Override
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144 | public void run() {
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145 | while (mRun) {
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146 | Canvas c = null;
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147 | try {
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148 | c = mSurfaceHolder.lockCanvas(null);
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149 | synchronized(mSurfaceHolder) {
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150 | if(mAppState == AppState.RUNNING)
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151 | updatePhysics();
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152 | doDraw(c);
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153 | }
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154 | } finally {
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155 | // do this in a finally so that if an exception is thrown
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156 | // during the above, we don't leave the Surface in an
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157 | // inconsistent state
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158 | if (c != null) {
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159 | mSurfaceHolder.unlockCanvasAndPost(c);
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160 | }
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161 | }
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162 | }
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163 | }
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164 |
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165 | /**
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166 | * Used to signal the thread whether it should be running or not.
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167 | * Passing true allows the thread to run; passing false will shut it
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168 | * down if it's already running. Calling start() after this was most
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169 | * recently called with false will result in an immediate shutdown.
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170 | *
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171 | * @param b true to run, false to shut down
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172 | */
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173 | public void setRunning(boolean b) {
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174 | mRun = b;
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175 | }
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176 |
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177 | /**
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178 | * Sets the game mode. That is, whether we are running, paused, in the
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179 | * failure state, in the victory state, etc.
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180 | *
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181 | * @see #setState(int, CharSequence)
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182 | * @param mode one of the STATE_* constants
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183 | */
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184 | public void setState(AppState state) {
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185 | synchronized (mSurfaceHolder) {
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186 | setState(state, null);
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187 | }
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188 | }
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189 |
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190 | public void setGameState(GameState state) {
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191 | synchronized (mSurfaceHolder) {
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192 | mGameState = state;
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193 | }
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194 | }
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195 |
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196 | /**
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197 | * Sets the game mode. That is, whether we are running, paused, in the
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198 | * failure state, in the victory state, etc.
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199 | *
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200 | * @param mode one of the STATE_* constants
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201 | * @param message string to add to screen or null
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202 | */
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203 | public void setState(AppState mode, CharSequence message) {
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204 | /*
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205 | * This method optionally can cause a text message to be displayed
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206 | * to the user when the mode changes. Since the View that actually
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207 | * renders that text is part of the main View hierarchy and not
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208 | * owned by this thread, we can't touch the state of that View.
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209 | * Instead we use a Message + Handler to relay commands to the main
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210 | * thread, which updates the user-text View.
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211 | */
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212 | synchronized (mSurfaceHolder) {
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213 | mAppState = mode;
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214 |
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215 | if (mAppState == AppState.RUNNING) {
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216 | Message msg = mHandler.obtainMessage();
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217 | Bundle b = new Bundle();
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218 | b.putString("text", "");
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219 | b.putInt("viz", GameView.INVISIBLE);
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220 | msg.setData(b);
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221 | mHandler.sendMessage(msg);
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222 | } else {
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223 | CharSequence str = "";
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224 | str = "Mode probably changed";
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225 |
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226 | if (message != null) {
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227 | str = message + "\n" + str;
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228 | }
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229 |
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230 | Message msg = mHandler.obtainMessage();
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231 | Bundle b = new Bundle();
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232 | b.putString("text", str.toString());
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233 | b.putInt("viz", GameView.VISIBLE);
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234 | msg.setData(b);
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235 | //mHandler.sendMessage(msg);
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236 | }
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237 | }
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238 | }
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239 |
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240 | /* Callback invoked when the surface dimensions change. */
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241 | public void setSurfaceSize(int width, int height) {
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242 | // synchronized to make sure these all change atomically
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243 | synchronized (mSurfaceHolder) {
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244 | mCanvasWidth = width;
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245 | mCanvasHeight = height;
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246 |
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247 | Log.i("AdvanceWars", "width: "+mCanvasWidth+", height: "+mCanvasHeight);
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248 | }
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249 | }
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250 |
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251 | /**
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252 | * Resumes from a pause.
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253 | */
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254 | public void unpause() {
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255 | // Move the real time clock up to now
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256 | synchronized (mSurfaceHolder) {
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257 | mLastTime = System.currentTimeMillis() + 100;
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258 | }
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259 | setState(AppState.RUNNING);
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260 | }
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261 |
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262 | /**
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263 | * Handles a key-down event.
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264 | *
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265 | * @param keyCode the key that was pressed
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266 | * @param msg the original event object
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267 | * @return true
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268 | */
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269 | boolean doKeyDown(int keyCode, KeyEvent msg) {
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270 | synchronized (mSurfaceHolder) {
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271 | boolean okStart = false;
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272 | if (keyCode == KeyEvent.KEYCODE_DPAD_UP) okStart = true;
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273 | if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) okStart = true;
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274 | if (keyCode == KeyEvent.KEYCODE_S) okStart = true;
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275 |
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276 | if (okStart
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277 | && (mAppState == AppState.READY || mAppState == AppState.LOSE || mAppState == AppState.WIN)) {
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278 | // ready-to-start -> start
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279 | doStart();
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280 | return true;
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281 | } else if (mAppState == AppState.PAUSE && okStart) {
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282 | // paused -> running
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283 | unpause();
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284 | return true;
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285 | } else if (mAppState == AppState.RUNNING) {
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286 | return true;
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287 | }
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288 |
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289 | return false;
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290 | }
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291 | }
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292 |
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293 | /**
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294 | * Handles a key-up event.
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295 | *
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296 | * @param keyCode the key that was pressed
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297 | * @param msg the original event object
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298 | * @return true if the key was handled and consumed, or else false
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299 | */
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300 | boolean doKeyUp(int keyCode, KeyEvent msg) {
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301 | boolean handled = false;
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302 |
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303 | synchronized (mSurfaceHolder) {
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304 | if (mAppState == AppState.RUNNING) {
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305 | if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER
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306 | || keyCode == KeyEvent.KEYCODE_SPACE) {
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307 | handled = true;
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308 | } else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT
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309 | || keyCode == KeyEvent.KEYCODE_Q
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310 | || keyCode == KeyEvent.KEYCODE_DPAD_RIGHT
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311 | || keyCode == KeyEvent.KEYCODE_W) {
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312 | handled = true;
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313 | }
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314 | }
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315 | }
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316 |
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317 | return handled;
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318 | }
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319 |
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320 | /**
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321 | * Draws the ship, fuel/speed bars, and background to the provided
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322 | * Canvas.
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323 | */
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324 | private void doDraw(Canvas canvas) {
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325 | canvas.drawColor(Color.BLACK);
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326 |
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327 | String text;
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328 | Paint.FontMetrics metrics = mTextPaint.getFontMetrics();
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329 |
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330 | switch(mGameState) {
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331 | case MAIN_MENU:
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332 | wndMainMenu.draw(canvas);
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333 | break;
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334 | case BATTLE_MAP:
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335 | mTextPaint.setTextSize(12);
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336 |
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337 | mMap.draw(canvas, 10, 25);
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338 |
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339 | text = "Advance Wars grid test";
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340 | canvas.drawText(text, 0, 450-(metrics.ascent+metrics.descent)/2, mTextPaint);
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341 | break;
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342 | }
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343 | }
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344 |
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345 | /**
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346 | * Figures the lander state (x, y, fuel, ...) based on the passage of
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347 | * realtime. Does not invalidate(). Called at the start of draw().
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348 | * Detects the end-of-game and sets the UI to the next state.
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349 | */
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350 | private void updatePhysics() {
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351 | long now = System.currentTimeMillis();
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352 |
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353 | // Do nothing if mLastTime is in the future.
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354 | // This allows the game-start to delay the start of the physics
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355 | // by 100ms or whatever.
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356 | if (mLastTime > now) return;
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357 |
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358 | // DO SHIT HERE
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359 |
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360 | mLastTime = now+50;
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361 | }
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362 | }
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363 |
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364 | /** Handle to the application context, used to e.g. fetch Drawables. */
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365 | private Context mContext;
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366 |
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367 | /** Pointer to the text view to display "Paused.." etc. */
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368 | private TextView mStatusText;
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369 |
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370 | /** The thread that actually draws the animation */
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371 | private DrawingThread thread;
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372 |
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373 | public Game mGame;
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374 |
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375 | public GameView(Context context, AttributeSet attrs) {
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376 | super(context, attrs);
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377 |
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378 | // register our interest in hearing about changes to our surface
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379 | SurfaceHolder holder = getHolder();
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380 | holder.addCallback(this);
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381 |
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382 | // create thread only; it's started in surfaceCreated()
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383 | thread = new DrawingThread(holder, context, new Handler() {
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384 | @Override
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385 | public void handleMessage(Message m) {
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386 | mStatusText.setVisibility(m.getData().getInt("viz"));
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387 | mStatusText.setText(m.getData().getString("text"));
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388 | }
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389 | });
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390 |
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391 | setFocusable(true); // make sure we get key events
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392 | }
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393 |
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394 | @Override public boolean onTouchEvent(MotionEvent event) {
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395 | Log.i("AdvanceWars", "Detected touch event");
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396 |
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397 | if(event.getAction() == MotionEvent.ACTION_UP) {
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398 | Log.i("AdvanceWars", "Detected UP touch action");
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399 | switch(thread.mGameState) {
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400 | case MAIN_MENU:
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401 | Log.i("AdvanceWars", "Switching to battle map");
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402 | if(thread.wndMainMenu.getGUIObject("btnNewGame").isClicked(event.getX(), event.getY())) {
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403 | thread.mGameState = GameState.BATTLE_MAP;
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404 | }else if(thread.wndMainMenu.getGUIObject("btnLoadGame").isClicked(event.getX(), event.getY())) {
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405 | thread.mGameState = GameState.BATTLE_MAP;
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406 | }else if(thread.wndMainMenu.getGUIObject("btnQuit").isClicked(event.getX(), event.getY())) {
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407 | mGame.finish();
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408 | }
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409 | break;
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410 | case BATTLE_MAP:
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411 | Log.i("AdvanceWars", "Touch event detected on battle map");
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412 | thread.mGameState = GameState.MAIN_MENU;
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413 | break;
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414 | }
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415 | }else if(event.getAction() == MotionEvent.ACTION_DOWN) {
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416 |
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417 | }
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418 |
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419 | return true;
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420 | }
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421 |
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422 | /**
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423 | * Fetches the animation thread corresponding to this LunarView.
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424 | *
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425 | * @return the animation thread
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426 | */
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427 | public DrawingThread getThread() {
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428 | return thread;
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429 | }
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430 |
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431 | /**
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432 | * Standard override to get key-press events.
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433 | */
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434 | @Override
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435 | public boolean onKeyDown(int keyCode, KeyEvent msg) {
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436 | return thread.doKeyDown(keyCode, msg);
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437 | }
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438 |
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439 | /**
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440 | * Standard override for key-up. We actually care about these, so we can
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441 | * turn off the engine or stop rotating.
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442 | */
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443 | @Override
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444 | public boolean onKeyUp(int keyCode, KeyEvent msg) {
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445 | return thread.doKeyUp(keyCode, msg);
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446 | }
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447 |
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448 | /**
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449 | * Standard window-focus override. Notice focus lost so we can pause on
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450 | * focus lost. e.g. user switches to take a call.
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451 | */
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452 | @Override
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453 | public void onWindowFocusChanged(boolean hasWindowFocus) {
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454 | if (!hasWindowFocus) thread.pause();
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455 | }
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456 |
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457 | /**
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458 | * Installs a pointer to the text view used for messages.
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459 | */
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460 | public void setTextView(TextView textView) {
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461 | mStatusText = textView;
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462 | }
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463 |
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464 | /* Callback invoked when the surface dimensions change. */
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465 | public void surfaceChanged(SurfaceHolder holder, int format, int width,
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466 | int height) {
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467 | thread.setSurfaceSize(width, height);
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468 | }
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469 |
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470 | /*
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471 | * Callback invoked when the Surface has been created and is ready to be
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472 | * used.
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473 | */
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474 | public void surfaceCreated(SurfaceHolder holder) {
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475 | // start the thread here so that we don't busy-wait in run()
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476 | // waiting for the surface to be created
|
---|
477 | thread.setRunning(true);
|
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478 |
|
---|
479 | //if(thread.mAppState == AppState.PAUSE)
|
---|
480 | //thread.unpause();
|
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481 | //else
|
---|
482 | thread.start();
|
---|
483 | }
|
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484 |
|
---|
485 | /*
|
---|
486 | * Callback invoked when the Surface has been destroyed and must no longer
|
---|
487 | * be touched. WARNING: after this method returns, the Surface/Canvas must
|
---|
488 | * never be touched again!
|
---|
489 | */
|
---|
490 | public void surfaceDestroyed(SurfaceHolder holder) {
|
---|
491 | // we have to tell thread to shut down & wait for it to finish, or else
|
---|
492 | // it might touch the Surface after we return and explode
|
---|
493 | boolean retry = true;
|
---|
494 | thread.setRunning(false);
|
---|
495 | while (retry) {
|
---|
496 | try {
|
---|
497 | thread.join();
|
---|
498 | retry = false;
|
---|
499 | } catch (InterruptedException e) {
|
---|
500 | }
|
---|
501 | }
|
---|
502 | }
|
---|
503 | }
|
---|