游戏暂停/继续机制
由于原来的代码中在游戏运行时没有提供控制选项(比如暂停/继续),因此除非你死了,否则只能玩到底。我这里对代码进行一些修改,加入一个Option Menu来提供暂停/继续机制。
首先加入一个变量记录游戏当前状态
private
int
mState
=
SnakeView.READY;
然后重载onCreateOptionsMenu函数,创建一个控制菜单项,并对其进行处理,提供暂停/继续机制。
/*
* @see android.app.Activity#onOptionsItemSelected(android.view.MenuItem)
* @Author:phinecos
* @Date:2009-08-28
*/
@Override
public
boolean
onOptionsItemSelected(MenuItem item)
{
switch
(item.getItemId())
{
case
MENU_CONTROL:
{
if
(mState
==
SnakeView.PAUSE)
{
//
此前状态是"停止",则转为"运行"
mState
=
SnakeView.RUNNING;
mSnakeView.setMode(SnakeView.RUNNING);
item.setIcon(android.R.drawable.ic_media_pause).setTitle(R.string.cmd_pause);
}
else
if
(mState
==
SnakeView.RUNNING)
{
//
此前状态是"运行",则转为“暂停"
mState
=
SnakeView.PAUSE;
mSnakeView.setMode(SnakeView.PAUSE);
item.setIcon(android.R.drawable.ic_media_play).setTitle(R.string.cmd_run);
}
else
if
(mState
==
SnakeView.READY)
{
//
此前是"初始状态",则转为"运行"
mState
=
SnakeView.RUNNING;
}
return
true
;
}
}
return
super
.onOptionsItemSelected(item);
}
/*
* @see android.app.Activity#onOptionsItemSelected(android.view.MenuItem)
* @Author:phinecos
* @Date:2009-08-28
*/
@Override
public
boolean
onCreateOptionsMenu(Menu menu)
{
super
.onCreateOptionsMenu(menu);
menu.add(
0
, MENU_CONTROL,
0
, R.string.cmd_pause).setIcon(android.R.drawable.ic_media_pause);
return
true
;
}
修改后运行截图如下:
当然,这段代码还是有问题的,游戏刚开始时,必须先点击菜单确认,再按上方向键才能开始。(以后再来修改。。。)
穿墙贪食蛇
第二个修改是把这个普通的贪食蛇改成可以穿墙(呵呵,这样就可以不死了。。。)。想必要修改的就是撞墙检测那段代码?没错,就是下面这段!
//
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
))
{
//
撞墙
setMode(LOSE);
return
;
}
原来的版本是发现撞墙时就直接判定为失败,我这里做个小小的修改,让它可以穿墙而去:
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
;
}
}
//
穿墙的处理
if
(newHead.x
==
0
)
{
//
穿左边的墙
newHead.x
=
mXTileCount
-
2
;
}
else
if
(newHead.y
==
0
)
{
//
穿上面的墙
newHead.y
=
mYTileCount
-
2
;
}
else
if
(newHead.x
==
mXTileCount
-
1
)
{
//
穿右边的墙
newHead.x
=
1
;
}
else
if
(newHead.y
==
mYTileCount
-
1
)
{
//
穿下面的墙
newHead.y
=
1
;
}
//
判断是否撞到自己
int
snakelength
=
mSnakeTrail.size();
for
(
int
snakeindex
=
0
; snakeindex
<
snakelength; snakeindex
++
)
{
Coordinate c
=
mSnakeTrail.get(snakeindex);
if
(c.equals(newHead))
{
setMode(LOSE);
return
;
}
}
//
判断是否吃掉“苹果”
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
++
;
}
}
其实修改后的代码非常简单,就是把新节点的值做些处理,让它移动到对应的行/列的头部或尾部即可。下面就是修改后的“穿墙”贪食蛇的运行截图:
全屏机制
游戏一般都是全屏的,原始代码也考虑到标题栏太过难看了,于是使用下面这句代码就去掉了标题栏:
requestWindowFeature(Window.FEATURE_NO_TITLE);
可还是没有达到全屏的效果,在Android1.5中实现全屏效果非常简单,只需要一句代码即可实现:
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
运行效果如下图所示: