最近项目特别紧。不过自己似乎很乐意每天加班。加班回家继续coding
一种是工作。一种是生活
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起因:之前很久就看到贪吃蛇这个游戏。但是google给的例子还是2.2时候的例子。并且还用着模拟器上的方向键来控制。
还是应验了那句话。自己动手。乐趣无穷。
所以:今天就来好好说说这个小游戏。并且加以改进下。
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首先如果让你自己做这个游戏。你会怎么做呢。其实你会怎么做我是不知道。
不过从面向对象的角度出发的话。那么三个东西是不可少的。
蛇。苹果。墙(地图)。操作者。
google的开发者也是这么想。
那么就先看那些大湿是怎么来考虑这个问题的。(为了缩减篇幅,我就删了一些声明的语句)
/*
* 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.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. 首先tile是有瓦的意思。用一个个tile拼接起来的就是地图。tileview就是用来呈现地图的类
*/
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; // 地图tile的大小。其实就是点的宽和高(是一样的值)
protected static int mXTileCount;// 地图上x轴能够容纳的tile的数量。下面类似
protected static int mYTileCount;
private static int mXOffset;// 地图的起始坐标
private static int mYOffset;
/**
* A hash that maps integer handles specified by the subclasser to the
* drawable that will be used for that reference
*/
private Bitmap[] mTileArray;
// 地图上tile对应的图片数组。每一种tile都对应一个bitmap。比如mTileArray[1]就是草地的bitmap。可以类推。
/**
* A two-dimensional array of integers in which the number represents the
* index of the tile that should be drawn at that locations
*/
private int[][] mTileGrid;
// 地图上的tile的数组。比如int[1][1]=0说明这个点是草地。int[1][2]=1说明这个点是苹果
// 其实思想就是这么简单。方式可以有各种各样
private final Paint mPaint = new Paint();// 画笔。画图需要笔来画。应该很容易理解。各种笔。黑色。红色。
public TileView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// 这里用到的TypeArray。不懂的童鞋要去google下。是google弄出来的一种样式数组,其实就像定义一个控件的属性的集合。
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
*
* @param tilecount
*/
public void resetTiles(int tilecount) {
mTileArray = new Bitmap[tilecount];
}
// 个人认为。这个函数是比较有意思的。这个是view的一个回调函数。最开始初始话的时候view的大小都是0。当进行layout之后。每个view都确定了大小。这样就开始回调这个函数。
@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 = ((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.
*
* @param key
* @param tile
* 这函数就是根据Key代表tile种类。来加载地图tile的图片(这里是一个drawable。要变成bitmap)
*/
public void loadTile(int key, Drawable tile) {
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;
}
/**
* Resets all tiles to 0 (empty)
*
*/
public void clearTiles() {
for (int x = 0; x < mXTileCount; x++) {
for (int y = 0; y < mYTileCount; y++) {
setTile(0, x, y);
}
}
}
/**
* 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.
*
* @param tileindex
* @param x
* @param y
* 这边就是设置每一个tile(地图上的点)对应的是哪一种图片。这里的tileindex就是代表了mTileArray[]中的index
*/
public void setTile(int tileindex, int x, int y) {
mTileGrid[x][y] = tileindex;
}
// 这个函数就是画出地图了。遍历地图的点,然后把每个tile的坐标都计算出来,然后一个个的tile都draw到canvas上哈
@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);
}
}
}
}
}
但是它们是特殊的。实际上只是表示的点的图片不一样。
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估计google的开发者写完了这个之后就想了。那要想想蛇和苹果了。
哈哈。感觉有点胡乱猜测之意了。
不过呢。一开始对这个游戏全局考虑的时候。
会发现。其实苹果和蛇抽象出来。其实就是分别是一个数组。
比如AppleList[]和SnakeList[]。前者存放每一个苹果的坐标。
比如AppleList[0]={x1 y1}。说明x1 y1这个点是苹果。
理解了思想就简单了。
下面看SnakeView.java
/*
* 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 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.Button;
import android.widget.TextView;
import android.view.View.OnClickListener;
/**
* SnakeView: implementation of a simple game of Snake
* 首先。这个类继承的是TileView。说明整个游戏的画面最后都能通过tile这个元素来表达。
* 也就是所有的东西都可以通过tile来提现。这个就是整个工程的核心思想。
*/
public class SnakeView extends TileView implements OnClickListener {
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;// 这个是游戏的5中状态。
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; // 蛇的四种方向和下一步前进的方向
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;// 这三个标签分别来表示不同的tile的drawable。比如RED_STAR代表的是蛇的身子的点(tile)
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; // 成绩,吃了多少的苹果
private long mMoveDelay = 600;// 间隔多少毫秒进行移动一次
/**
* 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; // 上一次移动的时刻
/**
* mStatusText: text shows to the user in some run states
*/
private TextView mStatusText;// 这个是开始的时候的提示语
/**
* 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 mSnakeTrail = new ArrayList();// 蛇的所有(点)tile的坐标数组
private ArrayList mAppleList = new ArrayList();// 苹果的所有(点)tile的坐标数组
/**
* Everyone needs a little randomness in their life
*/
private static final Random RNG = new Random();// 随机数
/**
* 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();
// 重点说下这边吧。其实整个工程最精华的地方。除了上面说的。就是这里了。这个刷新的handler。(如果不明白Handler的童鞋。强烈建议读源码。)
// 通过这个Handler给自己发送消息。比如延迟30秒给自己发一个消息。这样就实现了一个循环。很聪明的想法。
private Button mStart; // 下面的五个按钮分别是我加的。因为原来的只能响应上下左右键的操作。这边是满足触屏的操作效果。可以在布局文件中看相关的布局。
private Button mLeft;
private Button mRight;
private Button mTop;
private Button mBottom;
// 下面整个工程巧妙的地方了。调用了sleep。然后延迟delayMillis秒之后,发送自己一个消息。然后这个消息在handleMessage中被处理了。
// 处理的过程,调用了update函数,update函数又调用了sleep函数。这样一个完美的循环就开始了。
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();
}
public SnakeView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
initSnakeView();
}
private void initSnakeView() {
setFocusable(true);
Resources r = this.getContext().getResources();
// 设置了tile的类型有四种
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
// 初始化蛇的坐标
mSnakeTrail.add(new Coordinate(7, 30));
mSnakeTrail.add(new Coordinate(6, 30));
mSnakeTrail.add(new Coordinate(5, 30));
mSnakeTrail.add(new Coordinate(4, 30));
mSnakeTrail.add(new Coordinate(3, 30));
mSnakeTrail.add(new Coordinate(2, 30));
// 蛇移动的方向
mNextDirection = NORTH;
// Two apples to start with
// 增加两个随机的苹果
addRandomApple();
addRandomApple();
mMoveDelay = 100;
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...] 这是一个坐标的数组转化成一维数组的函数。还有一个函数是相反的。
*/
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.
*
* @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 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
*
* @param icicle
* a Bundle containing the game state
* 储存游戏的数据。比如游戏中。按了home切出去了。这样就可以保存游戏的数据。切回来时就能继续。
*/
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.
*
* (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;
}
public void setStartButton(Button button) {
mStart = button;
mStart.setOnClickListener(this);
}
/**
* 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
* 设置向前的游戏状态
*/
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);
mStart.setVisibility(View.VISIBLE);
mLeft.setVisibility(View.INVISIBLE);
mRight.setVisibility(View.INVISIBLE);
mTop.setVisibility(View.INVISIBLE);
mBottom.setVisibility(View.INVISIBLE);
}
/**
* 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. 画出四周的墙
*/
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. 画出苹果
*/
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. 更新蛇。其实就是产生蛇移动的效果。
*/
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. 坐标的类
*/
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 + "]";
}
}
// 这是我加的。是一个简单的响应上下左右的点击。可以触屏玩游戏。
public void onClick(View v) {
switch (v.getId()) {
case R.id.start:
if (mMode == READY | mMode == LOSE) {
initNewGame();
setMode(RUNNING);
update();
mStart.setVisibility(View.GONE);
mLeft.setVisibility(View.VISIBLE);
mRight.setVisibility(View.VISIBLE);
mTop.setVisibility(View.VISIBLE);
mBottom.setVisibility(View.VISIBLE);
}
if (mMode == PAUSE) {
setMode(RUNNING);
update();
mStart.setVisibility(View.GONE);
mLeft.setVisibility(View.VISIBLE);
mRight.setVisibility(View.VISIBLE);
mTop.setVisibility(View.VISIBLE);
mBottom.setVisibility(View.VISIBLE);
}
break;
case R.id.left:
if (mDirection != EAST) {
mNextDirection = WEST;
}
break;
case R.id.right:
if (mDirection != WEST) {
mNextDirection = EAST;
}
break;
case R.id.top:
if (mDirection != SOUTH) {
mNextDirection = NORTH;
}
break;
case R.id.bottom:
if (mDirection != NORTH) {
mNextDirection = SOUTH;
}
break;
default:
break;
}
}
// 设置方向键
public void setControlButton(Button left, Button right, Button top, Button bottom) {
mLeft = left;
mRight = right;
mTop = top;
mBottom = bottom;
mLeft.setOnClickListener(this);
mRight.setOnClickListener(this);
mTop.setOnClickListener(this);
mBottom.setOnClickListener(this);
}
}
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剩下就是启动的Activity了。简单的分析下吧。
/*
* 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.app.Activity;
import android.os.Bundle;
import android.view.View;
import android.view.Window;
import android.view.View.OnClickListener;
import android.widget.Button;
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 Button mStart;
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));
mSnakeView.setStartButton((Button) findViewById(R.id.start));
mSnakeView.setControlButton((Button) findViewById(R.id.left), (Button) findViewById(R.id.right),
(Button) findViewById(R.id.top), (Button) findViewById(R.id.bottom));
// 判断下数据是否有保存,没有的话,就重新开始游戏
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());
}
}
但是为了保证游戏的连续性。所以要在启动的时候做一下判断。
是否之前有保存的数据。如果是通过(比如长按Home键切回来)。
那么这时候就恢复数据。呈现出暂定的状态。
这也是这个游戏值得学习的地方。
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其实说了这么多。一直没说过改进。
我所做的不多。就是多了一个开始的按钮和四个方向键。
然后触屏也能够体验下这款游戏。
对了。我的工程有一个不足的地方就是。
方向键不是透明的效果。这样如果苹果是在方向键的下面。
就会吃不到苹果。换一个透明度为20的就行了。
后面会改进的。
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很久没有写这种技术博客了。并且我写的很多东西。
大概网上很多人也都说过。也懂得。
只是觉得一直以来自己从别人那里得到了很多。
或者自己也应该去帮助下那些可能需要帮助的人。
任何小事都贵在坚持。
这仅仅是一个开始。
后面的是附图:
完整工程下载地址:http://download.csdn.net/detail/ruan_xiao/4519287