贪吃蛇是一款足够经典的游戏。它的经典,在于用户操作的简单,在于技术实现的简介,在于他的经久不衰。
这里的贪吃蛇的android实现,是SDK Samples中的开源例程。可能各位都有看过~界面如下图啦~
作为一个刚入门或者还没入门的新手,着实花了我一些力气来理解这段代码。
对于各种不懂的地方,慢慢查询资料,对于新的方法,通过修改代码尝试效果。到现在终于能算个一知半解。
在代码中,对于自己有所收获的地方,我都做了相应的注释。
回过头来,觉得从这段代码中,能学到不少东西~~
包括android应用的基本架构,他的面向对象的思想,以及代码的简洁明了。
于是,我想到,何不将这些东西分享出来,如果碰巧对感兴趣的朋友们有搜帮助,那就更好了~
好了,闲话不说~代码和注释如下(处于对源码的敬意,原本的英文注释部分都没有删去~大家可以配合理解):
PS:最近我正在写自己的“贪吃蛇”,说事贪吃蛇,其实完全颠覆了这个经典版本的设计理念和操作方式。具体细节先卖一个关子,作品准备参加这次第二届大学生android应用开发大赛。
应该一个月内能完成,到时候也会开源出代码来~欢迎大家讨论指正·~
************************************************************************************************************************************
Snake工程中,总共有三个文件: *TileView是基于Android的View类实现的方块图类,用来支撑上层类的调用,绘制方块图的显示界面。通过这些代码,能打之了解如何 扩展View,实现特色的界面效果。 *SnakeView调用了TileView,实现了游戏逻辑 和 具体的显示。 *Snake为主Activity类。
建议大家按照上面的顺序看三个文件,可能逻辑上更舒服一点~~
下面贴上代码和注释。
PS: 调试版本为android2.2。 其他版本应该也没问题吧,不过得用虚拟机。因为它是上下左右按键操作,现在大多数android机是没有方向键的吧。
TileView.java
package com.example.android.snake;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.view.View;
/**
* TileView: a View-variant designed for handling arrays of "icons" or other
* drawables.
*
*/
public class TileView extends View {
/**
* Parameters controlling the size of the tiles and their range within view.
* Width/Height are in pixels, and Drawables will be scaled to fit to these
* dimensions. X/Y Tile Counts are the number of tiles that will be drawn.
*/
protected static int mTileSize; //每个tile的边长的像素数量
protected static int mXTileCount; //屏幕内能容纳的 X方向上方块的总数量
protected static int mYTileCount;//屏幕内能容纳的 Y方向上方块的总数量
private static int mXOffset; //原点坐标,按pixel计。
private static int mYOffset;
/**
* A hash that maps integer handles specified by the subclasser to the
* drawable that will be used for that reference
* 存储着不同种类的bitmap图。通过resetTiles,loadTile,将游戏中的方块加载到这个数组。
* 可以理解为 砖块字典
*/
private Bitmap[] mTileArray;
/**
* A two-dimensional array of integers in which the number represents the
* index of the tile that should be drawn at that locations
* 存储整个界面内每个tile位置应该绘制的tile。
* 可看作是我们直接操作的画布。
* 通过setTile、clearTile 进行图形显示的修改操作。
*
*/
private int[][] mTileGrid;
//画笔,canvas的图形绘制,需要画笔Paint实现。
private final Paint mPaint = new Paint();
public TileView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
//使用TypedArray,获取在attrs.xml中为TileView定义的新属性tileSize 。参考: http://weizhulin.blog.51cto.com/1556324/311453
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.TileView);
mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);
a.recycle();
}
public TileView(Context context, AttributeSet attrs) {
super(context, attrs);
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.TileView);
mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);
a.recycle();
}
/**
* Rests the internal array of Bitmaps used for drawing tiles, and
* sets the maximum index of tiles to be inserted
* 重置清零mTileArray,在游戏初始的时候使用。
* 即清空砖块字典
* @param tilecount
*/
public void resetTiles(int tilecount) {
mTileArray = new Bitmap[tilecount];
}
/*
* 当改变屏幕大小尺寸时,同时修改tile的相关计数指标。
*/
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
mXTileCount = (int) Math.floor(w / mTileSize);
mYTileCount = (int) Math.floor(h / mTileSize);
//mXOffset mYOffset是绘图的起点坐标。
mXOffset = ((w - (mTileSize * mXTileCount)) / 2);
mYOffset = ((h - (mTileSize * mYTileCount)) / 2);
mTileGrid = new int[mXTileCount][mYTileCount];
clearTiles();
}
/**
* Function to set the specified Drawable as the tile for a particular
* integer key.
* 加载具体的砖块图片 到 砖块字典。
* 即将对应的砖块的图片 对应的加载到 mTileArray数组中
* @param key
* @param tile
*/
public void loadTile(int key, Drawable tile) {
//这里做了一个 Drawable 到 bitmap 的转换。由于外部程序使用的时候是直接读取资源文件中的图片,
//是drawable格式,而我们的数组是bitmap格式,方便最终的绘制。所以,需要进行一次到 bitmap的转换。
Bitmap bitmap = Bitmap.createBitmap(mTileSize, mTileSize, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
tile.setBounds(0, 0, mTileSize, mTileSize);
tile.draw(canvas);
mTileArray[key] = bitmap;
}
/**
* Used to indicate that a particular tile (set with loadTile and referenced
* by an integer) should be drawn at the given x/y coordinates during the
* next invalidate/draw cycle.
* 在相应的坐标位置绘制相应的砖块
* 记得哦,mTileGrid其实就是我们直接操作的画布。
* @param tileindex
* @param x
* @param y
*/
public void setTile(int tileindex, int x, int y) {
mTileGrid[x][y] = tileindex;
}
/**
* Resets all tiles to 0 (empty)
* 清空图形显示。
* 用以更新画面。
* 调用了绘图的setTile()。
*/
public void clearTiles() {
for (int x = 0; x < mXTileCount; x++) {
for (int y = 0; y < mYTileCount; y++) {
setTile(0, x, y);
}
}
}
/*
* 将我们直接操作的画布绘制到手机界面上!
* @see android.view.View#onDraw(android.graphics.Canvas)
*/
@Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
for (int x = 0; x < mXTileCount; x += 1) {
for (int y = 0; y < mYTileCount; y += 1) {
if (mTileGrid[x][y] > 0) {
canvas.drawBitmap(mTileArray[mTileGrid[x][y]],
mXOffset + x * mTileSize,
mYOffset + y * mTileSize,
mPaint);
}
}
}
}
}
package com.example.android.snake;
import java.util.ArrayList;
import java.util.Random;
import android.content.Context;
import android.content.res.Resources;
import android.os.Handler;
import android.os.Message;
import android.util.AttributeSet;
import android.os.Bundle;
import android.util.Log;
import android.view.KeyEvent;
import android.view.View;
import android.widget.TextView;
/**
* 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.
* 游戏的四种状态。初始时为 预备开始的状态。
*/
private int mMode = READY;
public static final int PAUSE = 0; //暂停
public static final int READY = 1; //准备好了,预备开始
public static final int RUNNING = 2;//正在运行
public static final int LOSE = 3; //结束,输了游戏
/**
* Current direction the snake is headed.
* 蛇体运动的方向标识。
*/
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
* 游戏中仅有的三种砖块对应的数值。
*/
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; //记录获得的分数。
private long mMoveDelay = 600; //每移动一步的延时。初始时设置为600ms,以后每吃一个果子,打个9折
//造成的结果是速度越来越快。
/**
* mLastMove: tracks the absolute time when the snake last moved, and is used
* to determine if a move should be made based on mMoveDelay.
* 记录上次移动的确切时间。
* 同mMoveDelay一起处理与用户的异步操作的协同问题。
*/
private long mLastMove;
/**
* mStatusText: text shows to the user in some run states
* 用来显示游戏状态的TextView
*/
private TextView mStatusText;
/**
* mSnakeTrail: a list of Coordinates that make up the snake's body
* mAppleList: the secret location of the juicy apples the snake craves.
* 两个链表,分别用来存储 蛇体 和 果子的坐标。
* 每次蛇体的运动,蛇体的增长,产生新的苹果,被吃掉苹果,都会在这里记录。
*/
private ArrayList mSnakeTrail = new ArrayList();
private ArrayList mAppleList = new ArrayList();
/**
* Everyone needs a little randomness in their life
* 随机数生成器。用来产生随机的苹果。在addRandomApple()中使用。
*/
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.
* 用Handler机制实现定时刷新。
* 为什么使用Handler呢?大家可以参考 android 的线程模型(注意UI线程不是线程安全的~)
* 具体使用方法网上的资源很多,在此不赘述~
*/
private RefreshHandler mRedrawHandler = new RefreshHandler();
class RefreshHandler extends Handler {
//获取消息并处理
@Override
public void handleMessage(Message msg) {
SnakeView.this.update();
SnakeView.this.invalidate(); //刷新view为基类的界面
}
//定时发送消息给UI线程,以此达到更新的效果。
public void sleep(long delayMillis) {
this.removeMessages(0); //清空消息队列,Handler进入对新消息的等待
sendMessageDelayed(obtainMessage(0), delayMillis); //定时发送新消息,激活handler
}
};
public SnakeView(Context context, AttributeSet attrs) {
super(context, attrs);
initSnakeView(); //构造函数中,别忘了,初始化游戏~
}
public SnakeView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
initSnakeView();
}
//初始化SnakeView类,注意,这根初始化游戏是不一样的。
private void initSnakeView() {
setFocusable(true); //设置焦点,由于存在 文字界面 和 游戏界面的跳转。这个focus是不可或缺的。
//取得资源中的图片,加载到 砖块字典 中。
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));
}
//如果不是从暂停中回复,就绪要 初始化游戏了。
private void initNewGame() {
//清空保存蛇体和果子的数据结构。
mSnakeTrail.clear();
mAppleList.clear();
// For now we're just going to load up a short default eastbound snake
// that's just turned north
// 设定初始状态的蛇体的位置。
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
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...】
* 在游戏暂停时,需要通过Bundle方式保存数据。见saveState()。
* Bundle支持简单的数组。
* 所以需要将我们的部分数据结构,如蛇体和苹果位置的数组,转换成简单的序列化的int数组。
*/
private int[] coordArrayListToArray(ArrayList 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.
* 在意外情况下,暂时性保存游戏数据,在下次打开游戏时,可以继续游戏。如来电话了。
* @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
* 是coordArrayListToArray()的逆过程,用来读取保存在Bundle中的数据。
* @param rawArray : [x1,y1,x2,y2,...]
* @return a ArrayList of Coordinates
*/
private ArrayList coordArrayToArrayList(int[] rawArray) {
ArrayList coordArrayList = new ArrayList();
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
* 回复游戏数据。是saveState()的逆过程
* @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 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.
* 按键的监听。
* 现在大多数的android手机都没有按键了。
* 笔者就是在自己的模拟机上才能正常的使用这款小游戏的 - -#
* @see android.view.View#onKeyDown(int, android.os.KeyEvent)
*/
@Override
public boolean onKeyDown(int keyCode, KeyEvent msg) {
//这里是游戏的基本逻辑。如果你还没尝试一下它,先玩玩再说吧。那有助于你对代码的理解~
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(); //update()实现了对游戏数据的更新,是整个游戏的推动力。
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) { //如果按键的方向 跟蛇本身的运动方向完全相反,则无法执行
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.
* 起初不明白这个方法有什么作用。删除了以后才发现错误。Snake类会调用到它,来绑定到相应的textview.
*/
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); //游戏开始后,将TextView的文字显示设置为不可见。
update(); //注意到,在initGame中也有update(),不过放心~ 多次重复 update不会影响效果的,
//蛇的移动有mLastMove 和 mMoveDelay 来校验。这会在Update()中体现。
//当然,经过实验,注释掉这个update()似乎不会影响结果噢。
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);
}
/**
* 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.
* 在地图上随机的增加果子。注意苹果的位置不可以是蛇体所在噢~这里有个小bug,没有检测
* 产生的果子位置 可能与 另一个果子位置重合。
* 新产生的果子的坐标会增加到mApplist的数组上。
*/
private void addRandomApple() {
Coordinate newCoord = null;
boolean found = false;
while (!found) {
// Choose a new location for our apple
//注意别产生在边框上的果子
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.
* 刷新游戏状态。每次游戏画面的更新、游戏数据的更新,都是依靠这个update()来完成的。
*/
public void update() {
if (mMode == RUNNING) {
long now = System.currentTimeMillis();
if (now - mLastMove > mMoveDelay) { //这里是对蛇体游戏刚开始时连续的两个移动速率的控制
//主要作用应该是mMode变化时,对update()正确效果的保障。
clearTiles(); //清空 界面画布。
updateWalls(); //重新绘制墙壁
updateSnake(); //对蛇的 游戏逻辑 的处理 以及绘制
updateApples(); //对果子的 游戏逻辑 的处理 以及绘制
mLastMove = now;
}
mRedrawHandler.sleep(mMoveDelay); //利用Handler进行 定时刷新的控制
}
}
/**
* Draws some walls.
* 用setTile绘制墙壁
*/
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.
* 绘制果子
*/
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; //吃过果子的蛇会长长。这个变量即为它的标记。
// grab the snake by the head
Coordinate head = mSnakeTrail.get(0); //头部很重要,只有头部可能碰到果子。
Coordinate newHead = new Coordinate(1, 1); //蛇下一步一定会前移,也就试newHead。长长只会从尾部增加。
//那么为啥不用Coordinate newHead 呢?反正肯定会给他赋值的。
//注意到之后咱们的程序是在switch语句中给newHead赋值的,这个是编译无法通过的~
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
//撞墙检测
if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
|| (newHead.y > mYTileCount - 2)) {
setMode(LOSE);
return;
}
// Look for collisions with itself
//撞自己检测
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
//吃果子检测
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
//前进
mSnakeTrail.add(0, newHead);
// except if we want the snake to grow
if (!growSnake) {
mSnakeTrail.remove(mSnakeTrail.size() - 1);
}
//绘制新的蛇体
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.
* 这是坐标点的类。很简单的存储XY坐标。
*/
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 + "]";
}
}
}
Snake.java
package com.example.android.snake;
import android.app.Activity;
import android.os.Bundle;
import android.view.Window;
import android.widget.TextView;
/**
* Snake: a simple game that everyone can enjoy.
* This is an implementation of the classic Game "Snake", in which you control a
* serpent roaming around the garden looking for apples. Be careful, though,
* because when you catch one, not only will you become longer, but you'll move
* faster. Running into yourself or the walls will end the game.
*/
public class Snake extends Activity {
private SnakeView mSnakeView;
private static String ICICLE_KEY = "snake-view";
/**
* Called when Activity is first created. Turns off the title bar, sets up
* the content views, and fires up the SnakeView.
*
*/
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.snake_layout);
mSnakeView = (SnakeView) findViewById(R.id.snake);
mSnakeView.setTextView((TextView) findViewById(R.id.text));
if (savedInstanceState == null) {
// We were just launched -- set up a new game
mSnakeView.setMode(SnakeView.READY);
} else {
// We are being restored
Bundle map = savedInstanceState.getBundle(ICICLE_KEY);
if (map != null) {
mSnakeView.restoreState(map);
} else {
mSnakeView.setMode(SnakeView.PAUSE);
}
}
}
@Override
protected void onPause() {
super.onPause();
// Pause the game along with the activity
mSnakeView.setMode(SnakeView.PAUSE);
}
@Override
public void onSaveInstanceState(Bundle outState) {
//Store the game state
outState.putBundle(ICICLE_KEY, mSnakeView.saveState());
}
}