Android中贪吃蛇游戏的学习(三)
文章分类:移动开发
视图VIew的类的Snake的,主要关注的学习的类。
- package com.easyway.dev.android.snake;
- import java.util.ArrayList;
- import java.util.Random;
- 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.KeyEvent;
- import android.view.View;
- import android.widget.TextView;
- /**
- * View类是Android的一个超类,这个类几乎包含了所有的屏幕类型。但它们之间有一些不同。每一个view
- * 都有一个用于绘画的画布。这个画布可以用来进行任意扩展。
- *
- * 一个项目的R.java文件是一个定义所有资源的索引文件。 使用这个类就像使用一种速记方式来引用你项
- * 目中包含的资源。这个有点特别的强大像对于Eclipse这类IDE的代码编译特性,因为它使你快速的,互动
- * 式的定位你正在寻找的特定引用。
- *
- * 到目前需要注意的重要事情是叫做”layout”的内部类和他的成员变量”main”, 插件会通知你添加一个新
- * 的XML布局文件,然后从新产生这个R.java文件,比如你添加了新的资源到你的项目,你将会看到R.java
- * 也相应的改变了。放在你的项目目录的res/ 文件夹下。 “res”是”resources”的缩写,它是存放所有非
- * 代码资源的文件夹,包含象图片,本地化字符串和XML布局文件。
- *
- *
- * SnakeView: implementation of a simple game of Snake
- * 创建的view中一般要传入一个Context的实例,Context 可以控制系统的调用,它提供了诸如资源解析
- * ,访问数据库等。Activty类继承自Context类。
- *
- * 视图也可以被嵌套,但和J2ME不同,我们可以将定制的视图和Android团队发布的Widgets一起使用。
- * 在J2ME中,开发人员被迫选择GameCanvas和J2ME应用程序画布。这就意味着如果我们想要一个定制
- * 的效果,就必须在GameCanvas上重新设计我们所有的widget。Android还不仅仅是这些,视图类型
- * 也可以混合使用。Android还带了一个widget库,这个类库包括了滚动条,文本实体,进度条以及其
- * 他很多控件。这些标准的widget可以被重载或被按着我们的习惯定制。
- *
- */
- 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;
- /**
- * 设置方向
- * 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;
- /**
- * 用于存储贪吃蛇中,苹果和蛇的点阵的坐标的信息的集合
- * 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>();
- /**
- * 为创建苹果坐标使用随机对象
- * Everyone needs a little randomness in their life
- */
- private static final Random RNG = new Random();
- /**
- * 刷新界面处理器
- * 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();
- /**
- * 实现刷新的功能:
- *在J2ME中,刷新都是在canvas中通过调用线程结合repaint()来刷新, 他们使线程不断去循环,
- *去调用canvas, 笔者在android 入门时也曾经想用J2ME的模式用在android 中,结果报异常了,
- *为什么呢? 很多人认为Dalvik虚拟机是一个Java虚拟机,因为Android的编程语言恰恰就是Java语言。
- *但是这种说法并不准确,因为Dalvik虚拟机并不是按照Java虚拟机的规范来实现的,两者并不兼容;
- *同时还要两个明显的不同: Java虚拟机运行的是Java字节码,而Dalvik虚拟机运行的则是其专有的
- *文件格式DEX(Dalvik Executable)。所以在以前JAVA 里面能使用的模式, 可能在android
- *里面用不起来 。在自带的例子里面他是通过消息的机制来刷新的。而在android的消定义比较广泛,
- * 比如,手机的暂停, 启动, 来电话、短信,键盘按下,弹起都是一个消息。总的来说, 事件就是消息;
- * 只要继承Handler类就可以对消息进行控制,或者处理, 根据具体情况进行具体处理:
- *
- * @author Administrator
- * @date 2010-5-24
- * @version 1.0
- * @since JDK6.0
- */
- class RefreshHandler extends Handler {
- /**
- * 响应消息
- */
- @Override
- public void handleMessage(Message msg) {
- SnakeView.this.update();
- SnakeView.this.invalidate();
- }
- /**
- * 向外提供人工的调用消息的接口
- * @param delayMillis
- */
- public void sleep(long delayMillis) {
- //注销消息
- this.removeMessages(0);
- //添加消息
- 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();
- }
- public SnakeView(Context context, AttributeSet attrs, int defStyle) {
- super(context, attrs, defStyle);
- initSnakeView();
- }
- /**
- * 初始化界面的
- */
- private void initSnakeView() {
- 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));
- }
- /**
- * 初始化新的游戏
- */
- 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
- //设置初始化蛇的位置
- 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
- //设置苹果的位置
- addRandomApple();
- addRandomApple();
- //
- mMoveDelay = 600;
- //设置积分的
- 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 count = cvec.size();
- int[] rawArray = new int[count * 2];
- for (int index = 0; index < count; index++) {
- Coordinate c = cvec.get(index);
- rawArray[2 * index] = c.x;
- rawArray[2 * index + 1] = 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);
- //从资源中获取ArrayList
- 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"));
- }
- /**
- * 重点的控制代码
- *
- * 实现键盘事件: 键盘主要起操作作用, 在任何的手机游戏中键盘都是起重要的用,要本游戏中,
- * 他就是起控制蛇的行走方向: 现在我们分析他的代码:
- * 就是通过判断那个键按下, 然后再给要走的方向(mDirection)赋值。
- *
- * handles key events in the game. Update the direction our snake is traveling
- * based on the DPAD. Ignore events that would cause the snake to immediately
- * turn back on itself.
- *
- * (non-Javadoc)
- *
- * @see android.view.View#onKeyDown(int, android.os.KeyEvent)
- */
- @Override
- public boolean onKeyDown(int keyCode, KeyEvent msg) {
- if (keyCode == KeyEvent.KEYCODE_DPAD_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.
- */
- initNewGame();
- setMode(RUNNING);
- update();
- return (true);
- }
- if (mMode == PAUSE) {
- /*
- * If the game is merely paused, we should just continue where
- * we left off.
- */
- setMode(RUNNING);
- update();
- return (true);
- }
- if (mDirection != SOUTH) {
- mNextDirection = NORTH;
- }
- return (true);
- }
- if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
- if (mDirection != NORTH) {
- mNextDirection = SOUTH;
- }
- return (true);
- }
- if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
- if (mDirection != EAST) {
- mNextDirection = WEST;
- }
- return (true);
- }
- if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
- if (mDirection != WEST) {
- mNextDirection = EAST;
- }
- return (true);
- }
- return super.onKeyDown(keyCode, msg);
- }
- /**
- * Sets the TextView that will be used to give information (such as "Game
- * Over" to the user.
- *
- * @param newView
- */
- public void setTextView(TextView newView) {
- mStatusText = newView;
- }
- /**
- * 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) {
- mStatusText.setVisibility(View.INVISIBLE);
- update();
- return;
- }
- Resources res = getContext().getResources();
- CharSequence str = "";
- if (newMode == PAUSE) {
- str = res.getText(R.string.mode_pause);
- }
- if (newMode == READY) {
- str = res.getText(R.string.mode_ready);
- }
- if (newMode == LOSE) {
- str = res.getString(R.string.mode_lose_prefix) + mScore
- + res.getString(R.string.mode_lose_suffix);
- }
- mStatusText.setText(str);
- mStatusText.setVisibility(View.VISIBLE);
- }
- /**
- *
- * 生成苹果位置的代码:
- * 苹果的位置就是更简单了,他是随机生成的, 而且必须在现在蛇的位置相对远距离。
- *
- * 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) {
- //随机生成新的X,Y位置
- // 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++) {
- //检查一下存放的位置是否合理
- 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!");
- }
- //添加苹果的列表中的
- 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);
- }
- }
- /**
- * 调用以上的方法以循环的方式位置数组赋值以及图片的索引。
- *
- * Draws some walls.
- *
- */
- private void updateWalls() {
- for (int x = 0; x < mXTileCount; x++) {
- setTile(GREEN_STAR, x, 0); //设置顶部的界限的位置
- setTile(GREEN_STAR, x, mYTileCount - 1); //设置底部界限的位置
- }
- for (int y = 1; y < mYTileCount - 1; y++) {
- setTile(GREEN_STAR, 0, y); //设置顶部的界限的位置
- setTile(GREEN_STAR, mXTileCount - 1, y); //设置底部界限的位置
- }
- }
- /**
- * Draws some apples.
- *
- */
- private void updateApples() {
- for (Coordinate c : mAppleList) {
- setTile(YELLOW_STAR, c.x, c.y);
- }
- }
- /**
- * 设置当前蛇的方向位置:
- * 从以上的键盘代码我们可以看得出,程序中是通过触发来改变坐标(+1,-1)的方式来改蛇头的方向,
- * 可见坐标在游戏编程中的作用, 这个也是根据手机的屏幕是点阵的方式来显示, 所以坐标就是一个
- * 定位器。 在这里大家可能还有一个疑问。 就是就这个蛇什么能够以“7”字形来移动行走, 其实我们
- * 稍微仔细观察一下就知道了,在这里面, 他们也是通过坐标的传递来实现的, 只要把头部的坐标点
- * 依次赋给下一个点, 后面的每一个点都走过了头部所走过的点,而蛇的头部就是负责去获取坐标,整
- * 个蛇的行走起来就很自然和连贯。 坐标的方向变换又是通过判断那个方向按键的按下来改变的, 这
- * 样一来, 键盘的作用就发挥出来了。蛇吃苹果又是怎样去实现?上面我所说到的坐标就起了作用。在蛇
- * 所经过的每一个坐标, 他们都要在苹果所在的(ArrayList<Coordinate> mAppleList = new
- * ArrayList<Coordinate>())坐标集里面集依次判断,若是坐标相同,那个这个苹果就被蛇吃了 。
- *
- * 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
- //获取蛇的头部
- Coordinate head = mSnakeTrail.get(0);
- //创建一个新的蛇的头部应该的位置
- Coordinate newHead = new Coordinate(1, 1);
- //根据当前的为方向设置坐标的信息
- 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
- //查找苹果设置苹果新的位置的信息
- 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++;
- //设置的移动的速度
- mMoveDelay *= 0.9;
- growSnake = true;
- }
- }
- //将蛇头的位置信息放在第一个的对象中方取值
- // 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++;
- }
- }
- /**
- * 用于存储每一个位点的x,y坐标信息
- * 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 + "]";
- }
- }
- }