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/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.snake;
import android.content.Context;
import android.content.res.Resources;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.util.AttributeSet;
import android.util.Log;
import android.view.View;
import android.widget.TextView;
import java.util.ArrayList;
import java.util.Random;
/**
* SnakeView: implementation of a simple game of Snake
*/
public class SnakeView extends TileView {
private static final String TAG = "SnakeView";
/**
* Current mode of application: READY to run, RUNNING, or you have already lost. static final
* ints are used instead of an enum for performance reasons.
*/
private int mMode = READY;
public static final int PAUSE = 0;
public static final int READY = 1;
public static final int RUNNING = 2;
public static final int LOSE = 3;
/**
* Current direction the snake is headed.
*/
private int mDirection = NORTH;
private int mNextDirection = NORTH;
private static final int NORTH = 1;
private static final int SOUTH = 2;
private static final int EAST = 3;
private static final int WEST = 4;
/**
* Labels for the drawables that will be loaded into the TileView class
*/
private static final int RED_STAR = 1;
private static final int YELLOW_STAR = 2;
private static final int GREEN_STAR = 3;
/**
* mScore: Used to track the number of apples captured mMoveDelay: number of milliseconds
* between snake movements. This will decrease as apples are captured.
*/
private long mScore = 0;
private long mMoveDelay = 600;
/**
* mLastMove: Tracks the absolute time when the snake last moved, and is used to determine if a
* move should be made based on mMoveDelay.
*/
private long mLastMove;
/**
* mStatusText: Text shows to the user in some run states
*/
private TextView mStatusText;
/**
* mArrowsView: View which shows 4 arrows to signify 4 directions in which the snake can move
*/
private View mArrowsView;
/**
* mBackgroundView: Background View which shows 4 different colored triangles pressing which
* moves the snake
*/
private View mBackgroundView;
/**
* mSnakeTrail: A list of Coordinates that make up the snake's body mAppleList: The secret
* location of the juicy apples the snake craves.
*/
private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();
/**
* Everyone needs a little randomness in their life
*/
private static final Random RNG = new Random();
/**
* Create a simple handler that we can use to cause animation to happen. We set ourselves as a
* target and we can use the sleep() function to cause an update/invalidate to occur at a later
* date.
*/
private RefreshHandler mRedrawHandler = new RefreshHandler();
class RefreshHandler extends Handler {
@Override
public void handleMessage(Message msg) {
SnakeView.this.update();
SnakeView.this.invalidate();
}
public void sleep(long delayMillis) {
this.removeMessages(0);
sendMessageDelayed(obtainMessage(0), delayMillis);
}
};
/**
* Constructs a SnakeView based on inflation from XML
*
* @param context
* @param attrs
*/
public SnakeView(Context context, AttributeSet attrs) {
super(context, attrs);
initSnakeView(context);
}
public SnakeView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
initSnakeView(context);
}
private void initSnakeView(Context context) {
setFocusable(true);
Resources r = this.getContext().getResources();
resetTiles(4);
loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));
}
private void initNewGame() {
mSnakeTrail.clear();
mAppleList.clear();
// For now we're just going to load up a short default eastbound snake
// that's just turned north
mSnakeTrail.add(new Coordinate(7, 7));
mSnakeTrail.add(new Coordinate(6, 7));
mSnakeTrail.add(new Coordinate(5, 7));
mSnakeTrail.add(new Coordinate(4, 7));
mSnakeTrail.add(new Coordinate(3, 7));
mSnakeTrail.add(new Coordinate(2, 7));
mNextDirection = NORTH;
// Two apples to start with
addRandomApple();
addRandomApple();
mMoveDelay = 600;
mScore = 0;
}
/**
* Given a ArrayList of coordinates, we need to flatten them into an array of ints before we can
* stuff them into a map for flattening and storage.
*
* @param cvec : a ArrayList of Coordinate objects
* @return : a simple array containing the x/y values of the coordinates as
* [x1,y1,x2,y2,x3,y3...]
*/
private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
int[] rawArray = new int[cvec.size() * 2];
int i = 0;
for (Coordinate c : cvec) {
rawArray[i++] = c.x;
rawArray[i++] = c.y;
}
return rawArray;
}
/**
* Save game state so that the user does not lose anything if the game process is killed while
* we are in the background.
*
* @return a Bundle with this view's state
*/
public Bundle saveState() {
Bundle map = new Bundle();
map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
map.putInt("mDirection", Integer.valueOf(mDirection));
map.putInt("mNextDirection", Integer.valueOf(mNextDirection));
map.putLong("mMoveDelay", Long.valueOf(mMoveDelay));
map.putLong("mScore", Long.valueOf(mScore));
map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));
return map;
}
/**
* Given a flattened array of ordinate pairs, we reconstitute them into a ArrayList of
* Coordinate objects
*
* @param rawArray : [x1,y1,x2,y2,...]
* @return a ArrayList of Coordinates
*/
private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();
int coordCount = rawArray.length;
for (int index = 0; index < coordCount; index += 2) {
Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
coordArrayList.add(c);
}
return coordArrayList;
}
/**
* Restore game state if our process is being relaunched
*
* @param icicle a Bundle containing the game state
*/
public void restoreState(Bundle icicle) {
setMode(PAUSE);
mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList"));
mDirection = icicle.getInt("mDirection");
mNextDirection = icicle.getInt("mNextDirection");
mMoveDelay = icicle.getLong("mMoveDelay");
mScore = icicle.getLong("mScore");
mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
}
/**
* Handles snake movement triggers from Snake Activity and moves the snake accordingly. Ignore
* events that would cause the snake to immediately turn back on itself.
*
* @param direction The desired direction of movement
*/
public void moveSnake(int direction) {
if (direction == Snake.MOVE_UP) {
if (mMode == READY | mMode == LOSE) {
/*
* At the beginning of the game, or the end of a previous one,
* we should start a new game if UP key is clicked.
*/
initNewGame();
setMode(RUNNING);
update();
return;
}
if (mMode == PAUSE) {
/*
* If the game is merely paused, we should just continue where we left off.
*/
setMode(RUNNING);
update();
return;
}
if (mDirection != SOUTH) {
mNextDirection = NORTH;
}
return;
}
if (direction == Snake.MOVE_DOWN) {
if (mDirection != NORTH) {
mNextDirection = SOUTH;
}
return;
}
if (direction == Snake.MOVE_LEFT) {
if (mDirection != EAST) {
mNextDirection = WEST;
}
return;
}
if (direction == Snake.MOVE_RIGHT) {
if (mDirection != WEST) {
mNextDirection = EAST;
}
return;
}
}
/**
* Sets the Dependent views that will be used to give information (such as "Game Over" to the
* user and also to handle touch events for making movements
*
* @param newView
*/
public void setDependentViews(TextView msgView, View arrowView, View backgroundView) {
mStatusText = msgView;
mArrowsView = arrowView;
mBackgroundView = backgroundView;
}
/**
* Updates the current mode of the application (RUNNING or PAUSED or the like) as well as sets
* the visibility of textview for notification
*
* @param newMode
*/
public void setMode(int newMode) {
int oldMode = mMode;
mMode = newMode;
if (newMode == RUNNING && oldMode != RUNNING) {
// hide the game instructions
mStatusText.setVisibility(View.INVISIBLE);
update();
// make the background and arrows visible as soon the snake starts moving
mArrowsView.setVisibility(View.VISIBLE);
mBackgroundView.setVisibility(View.VISIBLE);
return;
}
Resources res = getContext().getResources();
CharSequence str = "";
if (newMode == PAUSE) {
mArrowsView.setVisibility(View.GONE);
mBackgroundView.setVisibility(View.GONE);
str = res.getText(R.string.mode_pause);
}
if (newMode == READY) {
mArrowsView.setVisibility(View.GONE);
mBackgroundView.setVisibility(View.GONE);
str = res.getText(R.string.mode_ready);
}
if (newMode == LOSE) {
mArrowsView.setVisibility(View.GONE);
mBackgroundView.setVisibility(View.GONE);
str = res.getString(R.string.mode_lose, mScore);
}
mStatusText.setText(str);
mStatusText.setVisibility(View.VISIBLE);
}
/**
* @return the Game state as Running, Ready, Paused, Lose
*/
public int getGameState() {
return mMode;
}
/**
* Selects a random location within the garden that is not currently covered by the snake.
* Currently _could_ go into an infinite loop if the snake currently fills the garden, but we'll
* leave discovery of this prize to a truly excellent snake-player.
*/
private void addRandomApple() {
Coordinate newCoord = null;
boolean found = false;
while (!found) {
// Choose a new location for our apple
int newX = 1 + RNG.nextInt(mXTileCount - 2);
int newY = 1 + RNG.nextInt(mYTileCount - 2);
newCoord = new Coordinate(newX, newY);
// Make sure it's not already under the snake
boolean collision = false;
int snakelength = mSnakeTrail.size();
for (int index = 0; index < snakelength; index++) {
if (mSnakeTrail.get(index).equals(newCoord)) {
collision = true;
}
}
// if we're here and there's been no collision, then we have
// a good location for an apple. Otherwise, we'll circle back
// and try again
found = !collision;
}
if (newCoord == null) {
Log.e(TAG, "Somehow ended up with a null newCoord!");
}
mAppleList.add(newCoord);
}
/**
* Handles the basic update loop, checking to see if we are in the running state, determining if
* a move should be made, updating the snake's location.
*/
public void update() {
if (mMode == RUNNING) {
long now = System.currentTimeMillis();
if (now - mLastMove > mMoveDelay) {
clearTiles();
updateWalls();
updateSnake();
updateApples();
mLastMove = now;
}
mRedrawHandler.sleep(mMoveDelay);
}
}
/**
* Draws some walls.
*/
private void updateWalls() {
for (int x = 0; x < mXTileCount; x++) {
setTile(GREEN_STAR, x, 0);
setTile(GREEN_STAR, x, mYTileCount - 1);
}
for (int y = 1; y < mYTileCount - 1; y++) {
setTile(GREEN_STAR, 0, y);
setTile(GREEN_STAR, mXTileCount - 1, y);
}
}
/**
* Draws some apples.
*/
private void updateApples() {
for (Coordinate c : mAppleList) {
setTile(YELLOW_STAR, c.x, c.y);
}
}
/**
* Figure out which way the snake is going, see if he's run into anything (the walls, himself,
* or an apple). If he's not going to die, we then add to the front and subtract from the rear
* in order to simulate motion. If we want to grow him, we don't subtract from the rear.
*/
private void updateSnake() {
boolean growSnake = false;
// Grab the snake by the head
Coordinate head = mSnakeTrail.get(0);
Coordinate newHead = new Coordinate(1, 1);
mDirection = mNextDirection;
switch (mDirection) {
case EAST: {
newHead = new Coordinate(head.x + 1, head.y);
break;
}
case WEST: {
newHead = new Coordinate(head.x - 1, head.y);
break;
}
case NORTH: {
newHead = new Coordinate(head.x, head.y - 1);
break;
}
case SOUTH: {
newHead = new Coordinate(head.x, head.y + 1);
break;
}
}
// Collision detection
// For now we have a 1-square wall around the entire arena
if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
|| (newHead.y > mYTileCount - 2)) {
setMode(LOSE);
return;
}
// Look for collisions with itself
int snakelength = mSnakeTrail.size();
for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {
Coordinate c = mSnakeTrail.get(snakeindex);
if (c.equals(newHead)) {
setMode(LOSE);
return;
}
}
// Look for apples
int applecount = mAppleList.size();
for (int appleindex = 0; appleindex < applecount; appleindex++) {
Coordinate c = mAppleList.get(appleindex);
if (c.equals(newHead)) {
mAppleList.remove(c);
addRandomApple();
mScore++;
mMoveDelay *= 0.9;
growSnake = true;
}
}
// push a new head onto the ArrayList and pull off the tail
mSnakeTrail.add(0, newHead);
// except if we want the snake to grow
if (!growSnake) {
mSnakeTrail.remove(mSnakeTrail.size() - 1);
}
int index = 0;
for (Coordinate c : mSnakeTrail) {
if (index == 0) {
setTile(YELLOW_STAR, c.x, c.y);
} else {
setTile(RED_STAR, c.x, c.y);
}
index++;
}
}
/**
* Simple class containing two integer values and a comparison function. There's probably
* something I should use instead, but this was quick and easy to build.
*/
private class Coordinate {
public int x;
public int y;
public Coordinate(int newX, int newY) {
x = newX;
y = newY;
}
public boolean equals(Coordinate other) {
if (x == other.x && y == other.y) {
return true;
}
return false;
}
@Override
public String toString() {
return "Coordinate: [" + x + "," + y + "]";
}
}
}