android游戏开发入门: 贪吃蛇 源代码分析

此文用于 暑期大学生博客分享大赛 - 2011 Android 成长篇 ,点击我去看看吧~



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·~

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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);
                }
            }
        }
    }

}



SnakeView.java

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()); } }



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