1 | package com.example.helloandroid;
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2 |
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3 | import android.content.Context;
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4 | import android.content.res.Resources;
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5 | import android.graphics.Bitmap;
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6 | import android.graphics.BitmapFactory;
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7 | import android.graphics.Canvas;
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8 | import android.graphics.Paint;
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9 | import android.graphics.RectF;
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10 | import android.graphics.drawable.Drawable;
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11 | import android.os.Bundle;
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12 | import android.os.Handler;
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13 | import android.os.Message;
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14 | import android.util.AttributeSet;
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15 | import android.view.KeyEvent;
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16 | import android.view.SurfaceHolder;
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17 | import android.view.SurfaceView;
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18 | import android.widget.TextView;
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19 |
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20 | /**
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21 | * View that draws, takes keystrokes, etc. for a simple LunarLander game.
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22 | *
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23 | * Has a mode which RUNNING, PAUSED, etc. Has a x, y, dx, dy, ... capturing the
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24 | * current ship physics. All x/y etc. are measured with (0,0) at the lower left.
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25 | * updatePhysics() advances the physics based on realtime. draw() renders the
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26 | * ship, and does an invalidate() to prompt another draw() as soon as possible
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27 | * by the system.
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28 | */
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29 | class GameView extends SurfaceView implements SurfaceHolder.Callback {
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30 | class DrawingThread extends Thread {
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31 | /*
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32 | * Difficulty setting constants
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33 | */
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34 | public static final int DIFFICULTY_EASY = 0;
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35 | public static final int DIFFICULTY_HARD = 1;
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36 | public static final int DIFFICULTY_MEDIUM = 2;
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37 | /*
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38 | * Physics constants
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39 | */
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40 | public static final int PHYS_DOWN_ACCEL_SEC = 35;
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41 | public static final int PHYS_FIRE_ACCEL_SEC = 80;
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42 | public static final int PHYS_FUEL_INIT = 60;
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43 | public static final int PHYS_FUEL_MAX = 100;
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44 | public static final int PHYS_FUEL_SEC = 10;
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45 | public static final int PHYS_SLEW_SEC = 120; // degrees/second rotate
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46 | public static final int PHYS_SPEED_HYPERSPACE = 180;
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47 | public static final int PHYS_SPEED_INIT = 30;
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48 | public static final int PHYS_SPEED_MAX = 120;
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49 | /*
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50 | * State-tracking constants
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51 | */
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52 | public static final int STATE_LOSE = 1;
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53 | public static final int STATE_PAUSE = 2;
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54 | public static final int STATE_READY = 3;
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55 | public static final int STATE_RUNNING = 4;
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56 | public static final int STATE_WIN = 5;
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57 |
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58 | /*
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59 | * Goal condition constants
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60 | */
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61 | public static final int TARGET_ANGLE = 18; // > this angle means crash
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62 | public static final int TARGET_BOTTOM_PADDING = 17; // px below gear
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63 | public static final int TARGET_PAD_HEIGHT = 8; // how high above ground
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64 | public static final int TARGET_SPEED = 28; // > this speed means crash
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65 | public static final double TARGET_WIDTH = 1.6; // width of target
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66 | /*
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67 | * UI constants (i.e. the speed & fuel bars)
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68 | */
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69 | public static final int UI_BAR = 100; // width of the bar(s)
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70 | public static final int UI_BAR_HEIGHT = 10; // height of the bar(s)
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71 | private static final String KEY_DIFFICULTY = "mDifficulty";
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72 | private static final String KEY_DX = "mDX";
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73 |
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74 | private static final String KEY_DY = "mDY";
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75 | private static final String KEY_FUEL = "mFuel";
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76 | private static final String KEY_GOAL_ANGLE = "mGoalAngle";
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77 | private static final String KEY_GOAL_SPEED = "mGoalSpeed";
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78 | private static final String KEY_GOAL_WIDTH = "mGoalWidth";
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79 |
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80 | private static final String KEY_GOAL_X = "mGoalX";
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81 | private static final String KEY_HEADING = "mHeading";
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82 | private static final String KEY_LANDER_HEIGHT = "mLanderHeight";
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83 | private static final String KEY_LANDER_WIDTH = "mLanderWidth";
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84 | private static final String KEY_WINS = "mWinsInARow";
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85 |
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86 | private static final String KEY_X = "mX";
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87 | private static final String KEY_Y = "mY";
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88 |
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89 | /*
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90 | * Member (state) fields
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91 | */
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92 | /** The drawable to use as the background of the animation canvas */
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93 | private Bitmap mBackgroundImage;
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94 |
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95 | /**
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96 | * Current height of the surface/canvas.
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97 | *
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98 | * @see #setSurfaceSize
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99 | */
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100 | private int mCanvasHeight = 1;
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101 |
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102 | /**
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103 | * Current width of the surface/canvas.
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104 | *
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105 | * @see #setSurfaceSize
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106 | */
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107 | private int mCanvasWidth = 1;
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108 |
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109 | /** What to draw for the Lander when it has crashed */
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110 | private Drawable mCrashedImage;
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111 |
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112 | /**
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113 | * Current difficulty -- amount of fuel, allowed angle, etc. Default is
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114 | * MEDIUM.
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115 | */
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116 | private int mDifficulty;
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117 |
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118 | /** Velocity dx. */
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119 | private double mDX;
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120 |
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121 | /** Velocity dy. */
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122 | private double mDY;
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123 |
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124 | /** Is the engine burning? */
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125 | private boolean mEngineFiring;
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126 |
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127 | /** What to draw for the Lander when the engine is firing */
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128 | private Drawable mFiringImage;
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129 |
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130 | /** Fuel remaining */
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131 | private double mFuel;
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132 |
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133 | /** Allowed angle. */
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134 | private int mGoalAngle;
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135 |
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136 | /** Allowed speed. */
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137 | private int mGoalSpeed;
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138 |
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139 | /** Width of the landing pad. */
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140 | private int mGoalWidth;
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141 |
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142 | /** X of the landing pad. */
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143 | private int mGoalX;
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144 |
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145 | /** Message handler used by thread to interact with TextView */
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146 | private Handler mHandler;
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147 |
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148 | /**
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149 | * Lander heading in degrees, with 0 up, 90 right. Kept in the range
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150 | * 0..360.
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151 | */
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152 | private double mHeading;
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153 |
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154 | /** Pixel height of lander image. */
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155 | private int mLanderHeight;
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156 |
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157 | /** What to draw for the Lander in its normal state */
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158 | private Drawable mLanderImage;
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159 |
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160 | /** Pixel width of lander image. */
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161 | private int mLanderWidth;
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162 |
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163 | /** Used to figure out elapsed time between frames */
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164 | private long mLastTime;
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165 |
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166 | /** Paint to draw the lines on screen. */
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167 | private Paint mLinePaint;
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168 |
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169 | /** "Bad" speed-too-high variant of the line color. */
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170 | private Paint mLinePaintBad;
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171 |
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172 | /** The state of the game. One of READY, RUNNING, PAUSE, LOSE, or WIN */
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173 | private int mMode;
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174 |
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175 | /** Currently rotating, -1 left, 0 none, 1 right. */
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176 | private int mRotating;
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177 |
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178 | /** Indicate whether the surface has been created & is ready to draw */
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179 | private boolean mRun = false;
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180 |
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181 | /** Scratch rect object. */
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182 | private RectF mScratchRect;
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183 |
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184 | /** Handle to the surface manager object we interact with */
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185 | private SurfaceHolder mSurfaceHolder;
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186 |
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187 | /** Number of wins in a row. */
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188 | private int mWinsInARow;
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189 |
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190 | /** X of lander center. */
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191 | private double mX;
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192 |
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193 | /** Y of lander center. */
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194 | private double mY;
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195 |
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196 | public DrawingThread(SurfaceHolder surfaceHolder, Context context,
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197 | Handler handler) {
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198 | // get handles to some important objects
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199 | mSurfaceHolder = surfaceHolder;
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200 | mHandler = handler;
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201 | mContext = context;
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202 |
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203 | Resources res = context.getResources();
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204 | // cache handles to our key sprites & other drawables
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205 | mLanderImage = context.getResources().getDrawable(
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206 | R.drawable.lander_plain);
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207 | mFiringImage = context.getResources().getDrawable(
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208 | R.drawable.lander_firing);
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209 | mCrashedImage = context.getResources().getDrawable(
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210 | R.drawable.lander_crashed);
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211 |
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212 | // load background image as a Bitmap instead of a Drawable b/c
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213 | // we don't need to transform it and it's faster to draw this way
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214 | mBackgroundImage = BitmapFactory.decodeResource(res,
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215 | R.drawable.earthrise);
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216 |
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217 | // Use the regular lander image as the model size for all sprites
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218 | mLanderWidth = mLanderImage.getIntrinsicWidth();
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219 | mLanderHeight = mLanderImage.getIntrinsicHeight();
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220 |
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221 | // Initialize paints for speedometer
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222 | mLinePaint = new Paint();
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223 | mLinePaint.setAntiAlias(true);
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224 | mLinePaint.setARGB(255, 0, 255, 0);
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225 |
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226 | mLinePaintBad = new Paint();
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227 | mLinePaintBad.setAntiAlias(true);
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228 | mLinePaintBad.setARGB(255, 120, 180, 0);
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229 |
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230 | mScratchRect = new RectF(0, 0, 0, 0);
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231 |
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232 | mWinsInARow = 0;
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233 | mDifficulty = DIFFICULTY_MEDIUM;
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234 |
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235 | // initial show-up of lander (not yet playing)
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236 | mX = mLanderWidth;
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237 | mY = mLanderHeight * 2;
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238 | mFuel = PHYS_FUEL_INIT;
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239 | mDX = 0;
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240 | mDY = 0;
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241 | mHeading = 0;
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242 | mEngineFiring = true;
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243 | }
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244 |
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245 | /**
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246 | * Starts the game, setting parameters for the current difficulty.
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247 | */
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248 | public void doStart() {
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249 | synchronized (mSurfaceHolder) {
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250 | // First set the game for Medium difficulty
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251 | mFuel = PHYS_FUEL_INIT;
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252 | mEngineFiring = false;
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253 | mGoalWidth = (int) (mLanderWidth * TARGET_WIDTH);
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254 | mGoalSpeed = TARGET_SPEED;
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255 | mGoalAngle = TARGET_ANGLE;
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256 | int speedInit = PHYS_SPEED_INIT;
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257 |
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258 | // Adjust difficulty params for EASY/HARD
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259 | if (mDifficulty == DIFFICULTY_EASY) {
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260 | mFuel = mFuel * 3 / 2;
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261 | mGoalWidth = mGoalWidth * 4 / 3;
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262 | mGoalSpeed = mGoalSpeed * 3 / 2;
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263 | mGoalAngle = mGoalAngle * 4 / 3;
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264 | speedInit = speedInit * 3 / 4;
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265 | } else if (mDifficulty == DIFFICULTY_HARD) {
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266 | mFuel = mFuel * 7 / 8;
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267 | mGoalWidth = mGoalWidth * 3 / 4;
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268 | mGoalSpeed = mGoalSpeed * 7 / 8;
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269 | speedInit = speedInit * 4 / 3;
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270 | }
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271 |
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272 | // pick a convenient initial location for the lander sprite
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273 | mX = mCanvasWidth / 2;
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274 | mY = mCanvasHeight - mLanderHeight / 2;
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275 |
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276 | // start with a little random motion
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277 | mDY = Math.random() * -speedInit;
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278 | mDX = Math.random() * 2 * speedInit - speedInit;
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279 | mHeading = 0;
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280 |
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281 | // Figure initial spot for landing, not too near center
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282 | while (true) {
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283 | mGoalX = (int) (Math.random() * (mCanvasWidth - mGoalWidth));
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284 | if (Math.abs(mGoalX - (mX - mLanderWidth / 2)) > mCanvasHeight / 6)
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285 | break;
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286 | }
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287 |
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288 | mLastTime = System.currentTimeMillis() + 100;
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289 | setState(STATE_RUNNING);
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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 | * Pauses the physics update & animation.
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295 | */
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296 | public void pause() {
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297 | synchronized (mSurfaceHolder) {
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298 | if (mMode == STATE_RUNNING) setState(STATE_PAUSE);
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299 | }
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300 | }
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301 |
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302 | /**
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303 | * Restores game state from the indicated Bundle. Typically called when
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304 | * the Activity is being restored after having been previously
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305 | * destroyed.
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306 | *
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307 | * @param savedState Bundle containing the game state
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308 | */
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309 | public synchronized void restoreState(Bundle savedState) {
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310 | synchronized (mSurfaceHolder) {
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311 | setState(STATE_PAUSE);
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312 | mRotating = 0;
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313 | mEngineFiring = false;
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314 |
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315 | mDifficulty = savedState.getInt(KEY_DIFFICULTY);
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316 | mX = savedState.getDouble(KEY_X);
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317 | mY = savedState.getDouble(KEY_Y);
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318 | mDX = savedState.getDouble(KEY_DX);
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319 | mDY = savedState.getDouble(KEY_DY);
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320 | mHeading = savedState.getDouble(KEY_HEADING);
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321 |
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322 | mLanderWidth = savedState.getInt(KEY_LANDER_WIDTH);
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323 | mLanderHeight = savedState.getInt(KEY_LANDER_HEIGHT);
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324 | mGoalX = savedState.getInt(KEY_GOAL_X);
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325 | mGoalSpeed = savedState.getInt(KEY_GOAL_SPEED);
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326 | mGoalAngle = savedState.getInt(KEY_GOAL_ANGLE);
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327 | mGoalWidth = savedState.getInt(KEY_GOAL_WIDTH);
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328 | mWinsInARow = savedState.getInt(KEY_WINS);
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329 | mFuel = savedState.getDouble(KEY_FUEL);
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330 | }
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331 | }
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332 |
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333 | @Override
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334 | public void run() {
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335 | while (mRun) {
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336 | Canvas c = null;
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337 | try {
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338 | c = mSurfaceHolder.lockCanvas(null);
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339 | synchronized (mSurfaceHolder) {
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340 | if (mMode == STATE_RUNNING) updatePhysics();
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341 | doDraw(c);
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342 | }
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343 | } finally {
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344 | // do this in a finally so that if an exception is thrown
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345 | // during the above, we don't leave the Surface in an
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346 | // inconsistent state
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347 | if (c != null) {
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348 | mSurfaceHolder.unlockCanvasAndPost(c);
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349 | }
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350 | }
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351 | }
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352 | }
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353 |
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354 | /**
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355 | * Dump game state to the provided Bundle. Typically called when the
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356 | * Activity is being suspended.
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357 | *
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358 | * @return Bundle with this view's state
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359 | */
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360 | public Bundle saveState(Bundle map) {
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361 | synchronized (mSurfaceHolder) {
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362 | if (map != null) {
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363 | map.putInt(KEY_DIFFICULTY, Integer.valueOf(mDifficulty));
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364 | map.putDouble(KEY_X, Double.valueOf(mX));
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365 | map.putDouble(KEY_Y, Double.valueOf(mY));
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366 | map.putDouble(KEY_DX, Double.valueOf(mDX));
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367 | map.putDouble(KEY_DY, Double.valueOf(mDY));
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368 | map.putDouble(KEY_HEADING, Double.valueOf(mHeading));
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369 | map.putInt(KEY_LANDER_WIDTH, Integer.valueOf(mLanderWidth));
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370 | map.putInt(KEY_LANDER_HEIGHT, Integer
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371 | .valueOf(mLanderHeight));
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372 | map.putInt(KEY_GOAL_X, Integer.valueOf(mGoalX));
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373 | map.putInt(KEY_GOAL_SPEED, Integer.valueOf(mGoalSpeed));
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374 | map.putInt(KEY_GOAL_ANGLE, Integer.valueOf(mGoalAngle));
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375 | map.putInt(KEY_GOAL_WIDTH, Integer.valueOf(mGoalWidth));
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376 | map.putInt(KEY_WINS, Integer.valueOf(mWinsInARow));
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377 | map.putDouble(KEY_FUEL, Double.valueOf(mFuel));
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378 | }
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379 | }
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380 | return map;
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381 | }
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382 |
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383 | /**
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384 | * Sets the current difficulty.
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385 | *
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386 | * @param difficulty
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387 | */
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388 | public void setDifficulty(int difficulty) {
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389 | synchronized (mSurfaceHolder) {
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390 | mDifficulty = difficulty;
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391 | }
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392 | }
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393 |
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394 | /**
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395 | * Sets if the engine is currently firing.
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396 | */
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397 | public void setFiring(boolean firing) {
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398 | synchronized (mSurfaceHolder) {
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399 | mEngineFiring = firing;
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400 | }
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401 | }
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402 |
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403 | /**
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404 | * Used to signal the thread whether it should be running or not.
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405 | * Passing true allows the thread to run; passing false will shut it
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406 | * down if it's already running. Calling start() after this was most
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407 | * recently called with false will result in an immediate shutdown.
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408 | *
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409 | * @param b true to run, false to shut down
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410 | */
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411 | public void setRunning(boolean b) {
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412 | mRun = b;
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413 | }
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414 |
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415 | /**
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416 | * Sets the game mode. That is, whether we are running, paused, in the
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417 | * failure state, in the victory state, etc.
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418 | *
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419 | * @see #setState(int, CharSequence)
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420 | * @param mode one of the STATE_* constants
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421 | */
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422 | public void setState(int mode) {
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423 | synchronized (mSurfaceHolder) {
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424 | setState(mode, null);
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425 | }
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426 | }
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427 |
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428 | /**
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429 | * Sets the game mode. That is, whether we are running, paused, in the
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430 | * failure state, in the victory state, etc.
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431 | *
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432 | * @param mode one of the STATE_* constants
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433 | * @param message string to add to screen or null
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434 | */
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435 | public void setState(int mode, CharSequence message) {
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436 | /*
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437 | * This method optionally can cause a text message to be displayed
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438 | * to the user when the mode changes. Since the View that actually
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439 | * renders that text is part of the main View hierarchy and not
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440 | * owned by this thread, we can't touch the state of that View.
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441 | * Instead we use a Message + Handler to relay commands to the main
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442 | * thread, which updates the user-text View.
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443 | */
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444 | synchronized (mSurfaceHolder) {
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445 | mMode = mode;
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446 |
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447 | if (mMode == STATE_RUNNING) {
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448 | Message msg = mHandler.obtainMessage();
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449 | Bundle b = new Bundle();
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450 | b.putString("text", "");
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451 | b.putInt("viz", GameView.INVISIBLE);
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452 | msg.setData(b);
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453 | mHandler.sendMessage(msg);
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454 | } else {
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455 | mRotating = 0;
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456 | mEngineFiring = false;
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457 | Resources res = mContext.getResources();
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458 | CharSequence str = "";
|
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459 | if (mMode == STATE_READY)
|
---|
460 | str = res.getText(R.string.mode_ready);
|
---|
461 | else if (mMode == STATE_PAUSE)
|
---|
462 | str = res.getText(R.string.mode_pause);
|
---|
463 | else if (mMode == STATE_LOSE)
|
---|
464 | str = res.getText(R.string.mode_lose);
|
---|
465 | else if (mMode == STATE_WIN)
|
---|
466 | str = res.getString(R.string.mode_win_prefix)
|
---|
467 | + mWinsInARow + " "
|
---|
468 | + res.getString(R.string.mode_win_suffix);
|
---|
469 |
|
---|
470 | if (message != null) {
|
---|
471 | str = message + "\n" + str;
|
---|
472 | }
|
---|
473 |
|
---|
474 | if (mMode == STATE_LOSE) mWinsInARow = 0;
|
---|
475 |
|
---|
476 | Message msg = mHandler.obtainMessage();
|
---|
477 | Bundle b = new Bundle();
|
---|
478 | b.putString("text", str.toString());
|
---|
479 | b.putInt("viz", GameView.VISIBLE);
|
---|
480 | msg.setData(b);
|
---|
481 | mHandler.sendMessage(msg);
|
---|
482 | }
|
---|
483 | }
|
---|
484 | }
|
---|
485 |
|
---|
486 | /* Callback invoked when the surface dimensions change. */
|
---|
487 | public void setSurfaceSize(int width, int height) {
|
---|
488 | // synchronized to make sure these all change atomically
|
---|
489 | synchronized (mSurfaceHolder) {
|
---|
490 | mCanvasWidth = width;
|
---|
491 | mCanvasHeight = height;
|
---|
492 |
|
---|
493 | // don't forget to resize the background image
|
---|
494 | mBackgroundImage = Bitmap.createScaledBitmap(mBackgroundImage, width, height, true);
|
---|
495 | }
|
---|
496 | }
|
---|
497 |
|
---|
498 | /**
|
---|
499 | * Resumes from a pause.
|
---|
500 | */
|
---|
501 | public void unpause() {
|
---|
502 | // Move the real time clock up to now
|
---|
503 | synchronized (mSurfaceHolder) {
|
---|
504 | mLastTime = System.currentTimeMillis() + 100;
|
---|
505 | }
|
---|
506 | setState(STATE_RUNNING);
|
---|
507 | }
|
---|
508 |
|
---|
509 | /**
|
---|
510 | * Handles a key-down event.
|
---|
511 | *
|
---|
512 | * @param keyCode the key that was pressed
|
---|
513 | * @param msg the original event object
|
---|
514 | * @return true
|
---|
515 | */
|
---|
516 | boolean doKeyDown(int keyCode, KeyEvent msg) {
|
---|
517 | synchronized (mSurfaceHolder) {
|
---|
518 | boolean okStart = false;
|
---|
519 | if (keyCode == KeyEvent.KEYCODE_DPAD_UP) okStart = true;
|
---|
520 | if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) okStart = true;
|
---|
521 | if (keyCode == KeyEvent.KEYCODE_S) okStart = true;
|
---|
522 |
|
---|
523 | if (okStart
|
---|
524 | && (mMode == STATE_READY || mMode == STATE_LOSE || mMode == STATE_WIN)) {
|
---|
525 | // ready-to-start -> start
|
---|
526 | doStart();
|
---|
527 | return true;
|
---|
528 | } else if (mMode == STATE_PAUSE && okStart) {
|
---|
529 | // paused -> running
|
---|
530 | unpause();
|
---|
531 | return true;
|
---|
532 | } else if (mMode == STATE_RUNNING) {
|
---|
533 | // center/space -> fire
|
---|
534 | if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER
|
---|
535 | || keyCode == KeyEvent.KEYCODE_SPACE) {
|
---|
536 | setFiring(true);
|
---|
537 | return true;
|
---|
538 | // left/q -> left
|
---|
539 | } else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT
|
---|
540 | || keyCode == KeyEvent.KEYCODE_Q) {
|
---|
541 | mRotating = -1;
|
---|
542 | return true;
|
---|
543 | // right/w -> right
|
---|
544 | } else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT
|
---|
545 | || keyCode == KeyEvent.KEYCODE_W) {
|
---|
546 | mRotating = 1;
|
---|
547 | return true;
|
---|
548 | // up -> pause
|
---|
549 | } else if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
|
---|
550 | pause();
|
---|
551 | return true;
|
---|
552 | }
|
---|
553 | }
|
---|
554 |
|
---|
555 | return false;
|
---|
556 | }
|
---|
557 | }
|
---|
558 |
|
---|
559 | /**
|
---|
560 | * Handles a key-up event.
|
---|
561 | *
|
---|
562 | * @param keyCode the key that was pressed
|
---|
563 | * @param msg the original event object
|
---|
564 | * @return true if the key was handled and consumed, or else false
|
---|
565 | */
|
---|
566 | boolean doKeyUp(int keyCode, KeyEvent msg) {
|
---|
567 | boolean handled = false;
|
---|
568 |
|
---|
569 | synchronized (mSurfaceHolder) {
|
---|
570 | if (mMode == STATE_RUNNING) {
|
---|
571 | if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER
|
---|
572 | || keyCode == KeyEvent.KEYCODE_SPACE) {
|
---|
573 | setFiring(false);
|
---|
574 | handled = true;
|
---|
575 | } else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT
|
---|
576 | || keyCode == KeyEvent.KEYCODE_Q
|
---|
577 | || keyCode == KeyEvent.KEYCODE_DPAD_RIGHT
|
---|
578 | || keyCode == KeyEvent.KEYCODE_W) {
|
---|
579 | mRotating = 0;
|
---|
580 | handled = true;
|
---|
581 | }
|
---|
582 | }
|
---|
583 | }
|
---|
584 |
|
---|
585 | return handled;
|
---|
586 | }
|
---|
587 |
|
---|
588 | /**
|
---|
589 | * Draws the ship, fuel/speed bars, and background to the provided
|
---|
590 | * Canvas.
|
---|
591 | */
|
---|
592 | private void doDraw(Canvas canvas) {
|
---|
593 | // Draw the background image. Operations on the Canvas accumulate
|
---|
594 | // so this is like clearing the screen.
|
---|
595 | canvas.drawBitmap(mBackgroundImage, 0, 0, null);
|
---|
596 |
|
---|
597 | int yTop = mCanvasHeight - ((int) mY + mLanderHeight / 2);
|
---|
598 | int xLeft = (int) mX - mLanderWidth / 2;
|
---|
599 |
|
---|
600 | // Draw the fuel gauge
|
---|
601 | int fuelWidth = (int) (UI_BAR * mFuel / PHYS_FUEL_MAX);
|
---|
602 | mScratchRect.set(4, 4, 4 + fuelWidth, 4 + UI_BAR_HEIGHT);
|
---|
603 | canvas.drawRect(mScratchRect, mLinePaint);
|
---|
604 |
|
---|
605 | // Draw the speed gauge, with a two-tone effect
|
---|
606 | double speed = Math.sqrt(mDX * mDX + mDY * mDY);
|
---|
607 | int speedWidth = (int) (UI_BAR * speed / PHYS_SPEED_MAX);
|
---|
608 |
|
---|
609 | if (speed <= mGoalSpeed) {
|
---|
610 | mScratchRect.set(4 + UI_BAR + 4, 4,
|
---|
611 | 4 + UI_BAR + 4 + speedWidth, 4 + UI_BAR_HEIGHT);
|
---|
612 | canvas.drawRect(mScratchRect, mLinePaint);
|
---|
613 | } else {
|
---|
614 | // Draw the bad color in back, with the good color in front of
|
---|
615 | // it
|
---|
616 | mScratchRect.set(4 + UI_BAR + 4, 4,
|
---|
617 | 4 + UI_BAR + 4 + speedWidth, 4 + UI_BAR_HEIGHT);
|
---|
618 | canvas.drawRect(mScratchRect, mLinePaintBad);
|
---|
619 | int goalWidth = (UI_BAR * mGoalSpeed / PHYS_SPEED_MAX);
|
---|
620 | mScratchRect.set(4 + UI_BAR + 4, 4, 4 + UI_BAR + 4 + goalWidth,
|
---|
621 | 4 + UI_BAR_HEIGHT);
|
---|
622 | canvas.drawRect(mScratchRect, mLinePaint);
|
---|
623 | }
|
---|
624 |
|
---|
625 | // Draw the landing pad
|
---|
626 | canvas.drawLine(mGoalX, 1 + mCanvasHeight - TARGET_PAD_HEIGHT,
|
---|
627 | mGoalX + mGoalWidth, 1 + mCanvasHeight - TARGET_PAD_HEIGHT,
|
---|
628 | mLinePaint);
|
---|
629 |
|
---|
630 |
|
---|
631 | // Draw the ship with its current rotation
|
---|
632 | canvas.save();
|
---|
633 | canvas.rotate((float) mHeading, (float) mX, mCanvasHeight
|
---|
634 | - (float) mY);
|
---|
635 | if (mMode == STATE_LOSE) {
|
---|
636 | mCrashedImage.setBounds(xLeft, yTop, xLeft + mLanderWidth, yTop
|
---|
637 | + mLanderHeight);
|
---|
638 | mCrashedImage.draw(canvas);
|
---|
639 | } else if (mEngineFiring) {
|
---|
640 | mFiringImage.setBounds(xLeft, yTop, xLeft + mLanderWidth, yTop
|
---|
641 | + mLanderHeight);
|
---|
642 | mFiringImage.draw(canvas);
|
---|
643 | } else {
|
---|
644 | mLanderImage.setBounds(xLeft, yTop, xLeft + mLanderWidth, yTop
|
---|
645 | + mLanderHeight);
|
---|
646 | mLanderImage.draw(canvas);
|
---|
647 | }
|
---|
648 | canvas.restore();
|
---|
649 | }
|
---|
650 |
|
---|
651 | /**
|
---|
652 | * Figures the lander state (x, y, fuel, ...) based on the passage of
|
---|
653 | * realtime. Does not invalidate(). Called at the start of draw().
|
---|
654 | * Detects the end-of-game and sets the UI to the next state.
|
---|
655 | */
|
---|
656 | private void updatePhysics() {
|
---|
657 | long now = System.currentTimeMillis();
|
---|
658 |
|
---|
659 | // Do nothing if mLastTime is in the future.
|
---|
660 | // This allows the game-start to delay the start of the physics
|
---|
661 | // by 100ms or whatever.
|
---|
662 | if (mLastTime > now) return;
|
---|
663 |
|
---|
664 | double elapsed = (now - mLastTime) / 1000.0;
|
---|
665 |
|
---|
666 | // mRotating -- update heading
|
---|
667 | if (mRotating != 0) {
|
---|
668 | mHeading += mRotating * (PHYS_SLEW_SEC * elapsed);
|
---|
669 |
|
---|
670 | // Bring things back into the range 0..360
|
---|
671 | if (mHeading < 0)
|
---|
672 | mHeading += 360;
|
---|
673 | else if (mHeading >= 360) mHeading -= 360;
|
---|
674 | }
|
---|
675 |
|
---|
676 | // Base accelerations -- 0 for x, gravity for y
|
---|
677 | double ddx = 0.0;
|
---|
678 | double ddy = -PHYS_DOWN_ACCEL_SEC * elapsed;
|
---|
679 |
|
---|
680 | if (mEngineFiring) {
|
---|
681 | // taking 0 as up, 90 as to the right
|
---|
682 | // cos(deg) is ddy component, sin(deg) is ddx component
|
---|
683 | double elapsedFiring = elapsed;
|
---|
684 | double fuelUsed = elapsedFiring * PHYS_FUEL_SEC;
|
---|
685 |
|
---|
686 | // tricky case where we run out of fuel partway through the
|
---|
687 | // elapsed
|
---|
688 | if (fuelUsed > mFuel) {
|
---|
689 | elapsedFiring = mFuel / fuelUsed * elapsed;
|
---|
690 | fuelUsed = mFuel;
|
---|
691 |
|
---|
692 | // Oddball case where we adjust the "control" from here
|
---|
693 | mEngineFiring = false;
|
---|
694 | }
|
---|
695 |
|
---|
696 | mFuel -= fuelUsed;
|
---|
697 |
|
---|
698 | // have this much acceleration from the engine
|
---|
699 | double accel = PHYS_FIRE_ACCEL_SEC * elapsedFiring;
|
---|
700 |
|
---|
701 | double radians = 2 * Math.PI * mHeading / 360;
|
---|
702 | ddx = Math.sin(radians) * accel;
|
---|
703 | ddy += Math.cos(radians) * accel;
|
---|
704 | }
|
---|
705 |
|
---|
706 | double dxOld = mDX;
|
---|
707 | double dyOld = mDY;
|
---|
708 |
|
---|
709 | // figure speeds for the end of the period
|
---|
710 | mDX += ddx;
|
---|
711 | mDY += ddy;
|
---|
712 |
|
---|
713 | // figure position based on average speed during the period
|
---|
714 | mX += elapsed * (mDX + dxOld) / 2;
|
---|
715 | mY += elapsed * (mDY + dyOld) / 2;
|
---|
716 |
|
---|
717 | mLastTime = now;
|
---|
718 |
|
---|
719 | // Evaluate if we have landed ... stop the game
|
---|
720 | double yLowerBound = TARGET_PAD_HEIGHT + mLanderHeight / 2
|
---|
721 | - TARGET_BOTTOM_PADDING;
|
---|
722 | if (mY <= yLowerBound) {
|
---|
723 | mY = yLowerBound;
|
---|
724 |
|
---|
725 | int result = STATE_LOSE;
|
---|
726 | CharSequence message = "";
|
---|
727 | Resources res = mContext.getResources();
|
---|
728 | double speed = Math.sqrt(mDX * mDX + mDY * mDY);
|
---|
729 | boolean onGoal = (mGoalX <= mX - mLanderWidth / 2 && mX
|
---|
730 | + mLanderWidth / 2 <= mGoalX + mGoalWidth);
|
---|
731 |
|
---|
732 | // "Hyperspace" win -- upside down, going fast,
|
---|
733 | // puts you back at the top.
|
---|
734 | if (onGoal && Math.abs(mHeading - 180) < mGoalAngle
|
---|
735 | && speed > PHYS_SPEED_HYPERSPACE) {
|
---|
736 | result = STATE_WIN;
|
---|
737 | mWinsInARow++;
|
---|
738 | doStart();
|
---|
739 |
|
---|
740 | return;
|
---|
741 | // Oddball case: this case does a return, all other cases
|
---|
742 | // fall through to setMode() below.
|
---|
743 | } else if (!onGoal) {
|
---|
744 | message = res.getText(R.string.message_off_pad);
|
---|
745 | } else if (!(mHeading <= mGoalAngle || mHeading >= 360 - mGoalAngle)) {
|
---|
746 | message = res.getText(R.string.message_bad_angle);
|
---|
747 | } else if (speed > mGoalSpeed) {
|
---|
748 | message = res.getText(R.string.message_too_fast);
|
---|
749 | } else {
|
---|
750 | result = STATE_WIN;
|
---|
751 | mWinsInARow++;
|
---|
752 | }
|
---|
753 |
|
---|
754 | setState(result, message);
|
---|
755 | }
|
---|
756 | }
|
---|
757 | }
|
---|
758 |
|
---|
759 | /** Handle to the application context, used to e.g. fetch Drawables. */
|
---|
760 | private Context mContext;
|
---|
761 |
|
---|
762 | /** Pointer to the text view to display "Paused.." etc. */
|
---|
763 | private TextView mStatusText;
|
---|
764 |
|
---|
765 | /** The thread that actually draws the animation */
|
---|
766 | private DrawingThread thread;
|
---|
767 |
|
---|
768 | public GameView(Context context, AttributeSet attrs) {
|
---|
769 | super(context, attrs);
|
---|
770 |
|
---|
771 | // register our interest in hearing about changes to our surface
|
---|
772 | SurfaceHolder holder = getHolder();
|
---|
773 | holder.addCallback(this);
|
---|
774 |
|
---|
775 | // create thread only; it's started in surfaceCreated()
|
---|
776 | thread = new DrawingThread(holder, context, new Handler() {
|
---|
777 | @Override
|
---|
778 | public void handleMessage(Message m) {
|
---|
779 | mStatusText.setVisibility(m.getData().getInt("viz"));
|
---|
780 | mStatusText.setText(m.getData().getString("text"));
|
---|
781 | }
|
---|
782 | });
|
---|
783 |
|
---|
784 | setFocusable(true); // make sure we get key events
|
---|
785 | }
|
---|
786 |
|
---|
787 | /**
|
---|
788 | * Fetches the animation thread corresponding to this LunarView.
|
---|
789 | *
|
---|
790 | * @return the animation thread
|
---|
791 | */
|
---|
792 | public DrawingThread getThread() {
|
---|
793 | return thread;
|
---|
794 | }
|
---|
795 |
|
---|
796 | /**
|
---|
797 | * Standard override to get key-press events.
|
---|
798 | */
|
---|
799 | @Override
|
---|
800 | public boolean onKeyDown(int keyCode, KeyEvent msg) {
|
---|
801 | return thread.doKeyDown(keyCode, msg);
|
---|
802 | }
|
---|
803 |
|
---|
804 | /**
|
---|
805 | * Standard override for key-up. We actually care about these, so we can
|
---|
806 | * turn off the engine or stop rotating.
|
---|
807 | */
|
---|
808 | @Override
|
---|
809 | public boolean onKeyUp(int keyCode, KeyEvent msg) {
|
---|
810 | return thread.doKeyUp(keyCode, msg);
|
---|
811 | }
|
---|
812 |
|
---|
813 | /**
|
---|
814 | * Standard window-focus override. Notice focus lost so we can pause on
|
---|
815 | * focus lost. e.g. user switches to take a call.
|
---|
816 | */
|
---|
817 | @Override
|
---|
818 | public void onWindowFocusChanged(boolean hasWindowFocus) {
|
---|
819 | if (!hasWindowFocus) thread.pause();
|
---|
820 | }
|
---|
821 |
|
---|
822 | /**
|
---|
823 | * Installs a pointer to the text view used for messages.
|
---|
824 | */
|
---|
825 | public void setTextView(TextView textView) {
|
---|
826 | mStatusText = textView;
|
---|
827 | }
|
---|
828 |
|
---|
829 | /* Callback invoked when the surface dimensions change. */
|
---|
830 | public void surfaceChanged(SurfaceHolder holder, int format, int width,
|
---|
831 | int height) {
|
---|
832 | thread.setSurfaceSize(width, height);
|
---|
833 | }
|
---|
834 |
|
---|
835 | /*
|
---|
836 | * Callback invoked when the Surface has been created and is ready to be
|
---|
837 | * used.
|
---|
838 | */
|
---|
839 | public void surfaceCreated(SurfaceHolder holder) {
|
---|
840 | // start the thread here so that we don't busy-wait in run()
|
---|
841 | // waiting for the surface to be created
|
---|
842 | thread.setRunning(true);
|
---|
843 | thread.start();
|
---|
844 | }
|
---|
845 |
|
---|
846 | /*
|
---|
847 | * Callback invoked when the Surface has been destroyed and must no longer
|
---|
848 | * be touched. WARNING: after this method returns, the Surface/Canvas must
|
---|
849 | * never be touched again!
|
---|
850 | */
|
---|
851 | public void surfaceDestroyed(SurfaceHolder holder) {
|
---|
852 | // we have to tell thread to shut down & wait for it to finish, or else
|
---|
853 | // it might touch the Surface after we return and explode
|
---|
854 | boolean retry = true;
|
---|
855 | thread.setRunning(false);
|
---|
856 | while (retry) {
|
---|
857 | try {
|
---|
858 | thread.join();
|
---|
859 | retry = false;
|
---|
860 | } catch (InterruptedException e) {
|
---|
861 | }
|
---|
862 | }
|
---|
863 | }
|
---|
864 | }
|
---|