android遊戲開發入門: 貪吃蛇 原始碼分析
貪吃蛇是一款足夠經典的遊戲。它的經典,在於使用者操作的簡單,在於技術實現的簡介,在於他的經久不衰。
這裡的貪吃蛇的android實現,是SDK Samples中的開源例程。可能各位都有看過~介面如下圖啦~
作為一個剛入門或者還沒入門的新手,著實花了我一些力氣來理解這段程式碼。
對於各種不懂的地方,慢慢查詢資料,對於新的方法,通過修改程式碼嘗試效果。到現在終於能算個一知半解。
在程式碼中,對於自己有所收穫的地方,我都做了相應的註釋。
回過頭來,覺得從這段程式碼中,能學到不少東西~~
包括android應用的基本架構,他的面向物件的思想,以及程式碼的簡潔明瞭。
於是,我想到,何不將這些東西分享出來,如果碰巧對感興趣的朋友們有搜幫助,那就更好了~
好了,閒話不說~程式碼和註釋如下(處於對原始碼的敬意,原本的英文註釋部分都沒有刪去~大家可以配合理解):
PS:最近我正在寫自己的“貪吃蛇”,說事貪吃蛇,其實完全顛覆了這個經典版本的設計理念和操作方式。具體細節先賣一個關子,作品準備參加這次第二屆大學生android應用開發大賽。
應該一個月內能完成,到時候也會開源出程式碼來~歡迎大家討論指正·~
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Snake工程中,總共有三個檔案: *TileView是基於Android的View類實現的方塊圖類,用來支撐上層類的呼叫,繪製方塊圖的顯示介面。通過這些程式碼,能打之瞭解如何 擴充套件View,實現特色的介面效果。 *SnakeView呼叫了TileView,實現了遊戲邏輯 和 具體的顯示。 *Snake為主Activity類。
建議大家按照上面的順序看三個檔案,可能邏輯上更舒服一點~~
下面貼上程式碼和註釋。
PS: 除錯版本為android2.2。 其他版本應該也沒問題吧,不過得用虛擬機器。因為它是上下左右按鍵操作,現在大多數android機是沒有方向鍵的吧。
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; //每個tile的邊長的畫素數量 protected static int mXTileCount; //螢幕內能容納的 X方向上方塊的總數量 protected static int mYTileCount;//螢幕內能容納的 Y方向上方塊的總數量 private static int mXOffset; //原點座標,按pixel計。 private static int mYOffset; /** * A hash that maps integer handles specified by the subclasser to the * drawable that will be used for that reference * 儲存著不同種類的bitmap圖。通過resetTiles,loadTile,將遊戲中的方塊載入到這個陣列。 * 可以理解為 磚塊字典 */ 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 * 儲存整個介面內每個tile位置應該繪製的tile。 * 可看作是我們直接操作的畫布。 * 通過setTile、clearTile 進行圖形顯示的修改操作。 * */ private int[][] mTileGrid; //畫筆,canvas的圖形繪製,需要畫筆Paint實現。 private final Paint mPaint = new Paint(); public TileView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); //使用TypedArray,獲取在attrs.xml中為TileView定義的新屬性tileSize 。參考: 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,在遊戲初始的時候使用。 * 即清空磚塊字典 * @param tilecount */ public void resetTiles(int tilecount) { mTileArray = new Bitmap[tilecount]; } /* * 當改變螢幕大小尺寸時,同時修改tile的相關計數指標。 */ @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是繪圖的起點座標。 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. * 載入具體的磚塊圖片 到 磚塊字典。 * 即將對應的磚塊的圖片 對應的載入到 mTileArray陣列中 * @param key * @param tile */ public void loadTile(int key, Drawable tile) { //這裡做了一個 Drawable 到 bitmap 的轉換。由於外部程式使用的時候是直接讀取資原始檔中的圖片, //是drawable格式,而我們的陣列是bitmap格式,方便最終的繪製。所以,需要進行一次到 bitmap的轉換。 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. * 在相應的座標位置繪製相應的磚塊 * 記得哦,mTileGrid其實就是我們直接操作的畫布。 * @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) * 清空圖形顯示。 * 用以更新畫面。 * 呼叫了繪圖的setTile()。 */ public void clearTiles() { for (int x = 0; x < mXTileCount; x++) { for (int y = 0; y < mYTileCount; y++) { setTile(0, x, y); } } } /* * 將我們直接操作的畫布繪製到手機介面上! * @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.
* 遊戲的四種狀態。初始時為 預備開始的狀態。
*/
private int mMode = READY;
public static final int PAUSE = 0; //暫停
public static final int READY = 1; //準備好了,預備開始
public static final int RUNNING = 2;//正在執行
public static final int LOSE = 3; //結束,輸了遊戲
/**
* Current direction the snake is headed.
* 蛇體運動的方向標識。
*/
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
* 遊戲中僅有的三種磚塊對應的數值。
*/
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; //記錄獲得的分數。
private long mMoveDelay = 600; //每移動一步的延時。初始時設定為600ms,以後每吃一個果子,打個9折
//造成的結果是速度越來越快。
/**
* mLastMove: tracks the absolute time when the snake last moved, and is used
* to determine if a move should be made based on mMoveDelay.
* 記錄上次移動的確切時間。
* 同mMoveDelay一起處理與使用者的非同步操作的協同問題。
*/
private long mLastMove;
/**
* mStatusText: text shows to the user in some run states
* 用來顯示遊戲狀態的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.
* 兩個連結串列,分別用來儲存 蛇體 和 果子的座標。
* 每次蛇體的運動,蛇體的增長,產生新的蘋果,被吃掉蘋果,都會在這裡記錄。
*/
private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();
/**
* Everyone needs a little randomness in their life
* 隨機數生成器。用來產生隨機的蘋果。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機制實現定時重新整理。
* 為什麼使用Handler呢?大家可以參考 android 的執行緒模型(注意UI執行緒不是執行緒安全的~)
* 具體使用方法網上的資源很多,在此不贅述~
*/
private RefreshHandler mRedrawHandler = new RefreshHandler();
class RefreshHandler extends Handler {
//獲取訊息並處理
@Override
public void handleMessage(Message msg) {
SnakeView.this.update();
SnakeView.this.invalidate(); //重新整理view為基類的介面
}
//定時傳送訊息給UI執行緒,以此達到更新的效果。
public void sleep(long delayMillis) {
this.removeMessages(0); //清空訊息佇列,Handler進入對新訊息的等待
sendMessageDelayed(obtainMessage(0), delayMillis); //定時傳送新訊息,啟用handler
}
};
public SnakeView(Context context, AttributeSet attrs) {
super(context, attrs);
initSnakeView(); //建構函式中,別忘了,初始化遊戲~
}
public SnakeView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
initSnakeView();
}
//初始化SnakeView類,注意,這根初始化遊戲是不一樣的。
private void initSnakeView() {
setFocusable(true); //設定焦點,由於存在 文字介面 和 遊戲介面的跳轉。這個focus是不可或缺的。
//取得資源中的圖片,載入到 磚塊字典 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));
}
//如果不是從暫停中回覆,就緒要 初始化遊戲了。
private void initNewGame() {
//清空儲存蛇體和果子的資料結構。
mSnakeTrail.clear();
mAppleList.clear();
// For now we're just going to load up a short default eastbound snake
// that's just turned north
// 設定初始狀態的蛇體的位置。
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...】
* 在遊戲暫停時,需要通過Bundle方式儲存資料。見saveState()。
* Bundle支援簡單的陣列。
* 所以需要將我們的部分資料結構,如蛇體和蘋果位置的陣列,轉換成簡單的序列化的int陣列。
*/
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.
* 在意外情況下,暫時性儲存遊戲資料,在下次開啟遊戲時,可以繼續遊戲。如來電話了。
* @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()的逆過程,用來讀取儲存在Bundle中的資料。
* @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
* 回覆遊戲資料。是saveState()的逆過程
* @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.
* 按鍵的監聽。
* 現在大多數的android手機都沒有按鍵了。
* 筆者就是在自己的模擬機上才能正常的使用這款小遊戲的 - -#
* @see android.view.View#onKeyDown(int, android.os.KeyEvent)
*/
@Override
public boolean onKeyDown(int keyCode, KeyEvent msg) {
//這裡是遊戲的基本邏輯。如果你還沒嘗試一下它,先玩玩再說吧。那有助於你對程式碼的理解~
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()實現了對遊戲資料的更新,是整個遊戲的推動力。
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) { //如果按鍵的方向 跟蛇本身的運動方向完全相反,則無法執行
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.
* 起初不明白這個方法有什麼作用。刪除了以後才發現錯誤。Snake類會呼叫到它,來繫結到相應的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); //遊戲開始後,將TextView的文字顯示設定為不可見。
update(); //注意到,在initGame中也有update(),不過放心~ 多次重複 update不會影響效果的,
//蛇的移動有mLastMove 和 mMoveDelay 來校驗。這會在Update()中體現。
//當然,經過實驗,註釋掉這個update()似乎不會影響結果噢。
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.
* 在地圖上隨機的增加果子。注意蘋果的位置不可以是蛇體所在噢~這裡有個小bug,沒有檢測
* 產生的果子位置 可能與 另一個果子位置重合。
* 新產生的果子的座標會增加到mApplist的陣列上。
*/
private void addRandomApple() {
Coordinate newCoord = null;
boolean found = false;
while (!found) {
// Choose a new location for our apple
//注意別產生在邊框上的果子
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.
* 重新整理遊戲狀態。每次遊戲畫面的更新、遊戲資料的更新,都是依靠這個update()來完成的。
*/
public void update() {
if (mMode == RUNNING) {
long now = System.currentTimeMillis();
if (now - mLastMove > mMoveDelay) { //這裡是對蛇體遊戲剛開始時連續的兩個移動速率的控制
//主要作用應該是mMode變化時,對update()正確效果的保障。
clearTiles(); //清空 介面畫布。
updateWalls(); //重新繪製牆壁
updateSnake(); //對蛇的 遊戲邏輯 的處理 以及繪製
updateApples(); //對果子的 遊戲邏輯 的處理 以及繪製
mLastMove = now;
}
mRedrawHandler.sleep(mMoveDelay); //利用Handler進行 定時重新整理的控制
}
}
/**
* Draws some walls.
* 用setTile繪製牆壁
*/
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.
* 繪製果子
*/
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; //吃過果子的蛇會長長。這個變數即為它的標記。
// grab the snake by the head
Coordinate head = mSnakeTrail.get(0); //頭部很重要,只有頭部可能碰到果子。
Coordinate newHead = new Coordinate(1, 1); //蛇下一步一定會前移,也就試newHead。長長只會從尾部增加。
//那麼為啥不用Coordinate newHead 呢?反正肯定會給他賦值的。
//注意到之後咱們的程式是在switch語句中給newHead賦值的,這個是編譯無法通過的~
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
//撞牆檢測
if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
|| (newHead.y > mYTileCount - 2)) {
setMode(LOSE);
return;
}
// Look for collisions with itself
//撞自己檢測
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
//吃果子檢測
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
//前進
mSnakeTrail.add(0, newHead);
// except if we want the snake to grow
if (!growSnake) {
mSnakeTrail.remove(mSnakeTrail.size() - 1);
}
//繪製新的蛇體
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.
* 這是座標點的類。很簡單的儲存XY座標。
*/
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());
}
}