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1 /*
2  * Copyright (C) 2007 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package com.example.android.snake;
18 
19 import android.content.Context;
20 import android.content.res.Resources;
21 import android.os.Bundle;
22 import android.os.Handler;
23 import android.os.Message;
24 import android.util.AttributeSet;
25 import android.util.Log;
26 import android.view.View;
27 import android.widget.TextView;
28 
29 import java.util.ArrayList;
30 import java.util.Random;
31 
32 /**
33  * SnakeView: implementation of a simple game of Snake
34  */
35 public class SnakeView extends TileView {
36 
37     private static final String TAG = "SnakeView";
38 
39     /**
40      * Current mode of application: READY to run, RUNNING, or you have already lost. static final
41      * ints are used instead of an enum for performance reasons.
42      */
43     private int mMode = READY;
44     public static final int PAUSE = 0;
45     public static final int READY = 1;
46     public static final int RUNNING = 2;
47     public static final int LOSE = 3;
48 
49     /**
50      * Current direction the snake is headed.
51      */
52     private int mDirection = NORTH;
53     private int mNextDirection = NORTH;
54     private static final int NORTH = 1;
55     private static final int SOUTH = 2;
56     private static final int EAST = 3;
57     private static final int WEST = 4;
58 
59     /**
60      * Labels for the drawables that will be loaded into the TileView class
61      */
62     private static final int RED_STAR = 1;
63     private static final int YELLOW_STAR = 2;
64     private static final int GREEN_STAR = 3;
65 
66     /**
67      * mScore: Used to track the number of apples captured mMoveDelay: number of milliseconds
68      * between snake movements. This will decrease as apples are captured.
69      */
70     private long mScore = 0;
71     private long mMoveDelay = 600;
72     /**
73      * mLastMove: Tracks the absolute time when the snake last moved, and is used to determine if a
74      * move should be made based on mMoveDelay.
75      */
76     private long mLastMove;
77 
78     /**
79      * mStatusText: Text shows to the user in some run states
80      */
81     private TextView mStatusText;
82 
83     /**
84      * mArrowsView: View which shows 4 arrows to signify 4 directions in which the snake can move
85      */
86     private View mArrowsView;
87 
88     /**
89      * mBackgroundView: Background View which shows 4 different colored triangles pressing which
90      * moves the snake
91      */
92     private View mBackgroundView;
93 
94     /**
95      * mSnakeTrail: A list of Coordinates that make up the snake's body mAppleList: The secret
96      * location of the juicy apples the snake craves.
97      */
98     private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
99     private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();
100 
101     /**
102      * Everyone needs a little randomness in their life
103      */
104     private static final Random RNG = new Random();
105 
106     /**
107      * Create a simple handler that we can use to cause animation to happen. We set ourselves as a
108      * target and we can use the sleep() function to cause an update/invalidate to occur at a later
109      * date.
110      */
111 
112     private RefreshHandler mRedrawHandler = new RefreshHandler();
113 
114     class RefreshHandler extends Handler {
115 
116         @Override
handleMessage(Message msg)117         public void handleMessage(Message msg) {
118             SnakeView.this.update();
119             SnakeView.this.invalidate();
120         }
121 
sleep(long delayMillis)122         public void sleep(long delayMillis) {
123             this.removeMessages(0);
124             sendMessageDelayed(obtainMessage(0), delayMillis);
125         }
126     };
127 
128     /**
129      * Constructs a SnakeView based on inflation from XML
130      *
131      * @param context
132      * @param attrs
133      */
SnakeView(Context context, AttributeSet attrs)134     public SnakeView(Context context, AttributeSet attrs) {
135         super(context, attrs);
136         initSnakeView(context);
137     }
138 
SnakeView(Context context, AttributeSet attrs, int defStyle)139     public SnakeView(Context context, AttributeSet attrs, int defStyle) {
140         super(context, attrs, defStyle);
141         initSnakeView(context);
142     }
143 
initSnakeView(Context context)144     private void initSnakeView(Context context) {
145 
146         setFocusable(true);
147 
148         Resources r = this.getContext().getResources();
149 
150         resetTiles(4);
151         loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
152         loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
153         loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));
154 
155     }
156 
initNewGame()157     private void initNewGame() {
158         mSnakeTrail.clear();
159         mAppleList.clear();
160 
161         // For now we're just going to load up a short default eastbound snake
162         // that's just turned north
163 
164         mSnakeTrail.add(new Coordinate(7, 7));
165         mSnakeTrail.add(new Coordinate(6, 7));
166         mSnakeTrail.add(new Coordinate(5, 7));
167         mSnakeTrail.add(new Coordinate(4, 7));
168         mSnakeTrail.add(new Coordinate(3, 7));
169         mSnakeTrail.add(new Coordinate(2, 7));
170         mNextDirection = NORTH;
171 
172         // Two apples to start with
173         addRandomApple();
174         addRandomApple();
175 
176         mMoveDelay = 600;
177         mScore = 0;
178     }
179 
180     /**
181      * Given a ArrayList of coordinates, we need to flatten them into an array of ints before we can
182      * stuff them into a map for flattening and storage.
183      *
184      * @param cvec : a ArrayList of Coordinate objects
185      * @return : a simple array containing the x/y values of the coordinates as
186      *         [x1,y1,x2,y2,x3,y3...]
187      */
coordArrayListToArray(ArrayList<Coordinate> cvec)188     private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
189         int[] rawArray = new int[cvec.size() * 2];
190 
191         int i = 0;
192         for (Coordinate c : cvec) {
193             rawArray[i++] = c.x;
194             rawArray[i++] = c.y;
195         }
196 
197         return rawArray;
198     }
199 
200     /**
201      * Save game state so that the user does not lose anything if the game process is killed while
202      * we are in the background.
203      *
204      * @return a Bundle with this view's state
205      */
saveState()206     public Bundle saveState() {
207         Bundle map = new Bundle();
208 
209         map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
210         map.putInt("mDirection", Integer.valueOf(mDirection));
211         map.putInt("mNextDirection", Integer.valueOf(mNextDirection));
212         map.putLong("mMoveDelay", Long.valueOf(mMoveDelay));
213         map.putLong("mScore", Long.valueOf(mScore));
214         map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));
215 
216         return map;
217     }
218 
219     /**
220      * Given a flattened array of ordinate pairs, we reconstitute them into a ArrayList of
221      * Coordinate objects
222      *
223      * @param rawArray : [x1,y1,x2,y2,...]
224      * @return a ArrayList of Coordinates
225      */
coordArrayToArrayList(int[] rawArray)226     private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
227         ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();
228 
229         int coordCount = rawArray.length;
230         for (int index = 0; index < coordCount; index += 2) {
231             Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
232             coordArrayList.add(c);
233         }
234         return coordArrayList;
235     }
236 
237     /**
238      * Restore game state if our process is being relaunched
239      *
240      * @param icicle a Bundle containing the game state
241      */
restoreState(Bundle icicle)242     public void restoreState(Bundle icicle) {
243         setMode(PAUSE);
244 
245         mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList"));
246         mDirection = icicle.getInt("mDirection");
247         mNextDirection = icicle.getInt("mNextDirection");
248         mMoveDelay = icicle.getLong("mMoveDelay");
249         mScore = icicle.getLong("mScore");
250         mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
251     }
252 
253     /**
254      * Handles snake movement triggers from Snake Activity and moves the snake accordingly. Ignore
255      * events that would cause the snake to immediately turn back on itself.
256      *
257      * @param direction The desired direction of movement
258      */
moveSnake(int direction)259     public void moveSnake(int direction) {
260 
261         if (direction == Snake.MOVE_UP) {
262             if (mMode == READY | mMode == LOSE) {
263                 /*
264                  * At the beginning of the game, or the end of a previous one,
265                  * we should start a new game if UP key is clicked.
266                  */
267                 initNewGame();
268                 setMode(RUNNING);
269                 update();
270                 return;
271             }
272 
273             if (mMode == PAUSE) {
274                 /*
275                  * If the game is merely paused, we should just continue where we left off.
276                  */
277                 setMode(RUNNING);
278                 update();
279                 return;
280             }
281 
282             if (mDirection != SOUTH) {
283                 mNextDirection = NORTH;
284             }
285             return;
286         }
287 
288         if (direction == Snake.MOVE_DOWN) {
289             if (mDirection != NORTH) {
290                 mNextDirection = SOUTH;
291             }
292             return;
293         }
294 
295         if (direction == Snake.MOVE_LEFT) {
296             if (mDirection != EAST) {
297                 mNextDirection = WEST;
298             }
299             return;
300         }
301 
302         if (direction == Snake.MOVE_RIGHT) {
303             if (mDirection != WEST) {
304                 mNextDirection = EAST;
305             }
306             return;
307         }
308 
309     }
310 
311     /**
312      * Sets the Dependent views that will be used to give information (such as "Game Over" to the
313      * user and also to handle touch events for making movements
314      *
315      * @param newView
316      */
setDependentViews(TextView msgView, View arrowView, View backgroundView)317     public void setDependentViews(TextView msgView, View arrowView, View backgroundView) {
318         mStatusText = msgView;
319         mArrowsView = arrowView;
320         mBackgroundView = backgroundView;
321     }
322 
323     /**
324      * Updates the current mode of the application (RUNNING or PAUSED or the like) as well as sets
325      * the visibility of textview for notification
326      *
327      * @param newMode
328      */
setMode(int newMode)329     public void setMode(int newMode) {
330         int oldMode = mMode;
331         mMode = newMode;
332 
333         if (newMode == RUNNING && oldMode != RUNNING) {
334             // hide the game instructions
335             mStatusText.setVisibility(View.INVISIBLE);
336             update();
337             // make the background and arrows visible as soon the snake starts moving
338             mArrowsView.setVisibility(View.VISIBLE);
339             mBackgroundView.setVisibility(View.VISIBLE);
340             return;
341         }
342 
343         Resources res = getContext().getResources();
344         CharSequence str = "";
345         if (newMode == PAUSE) {
346             mArrowsView.setVisibility(View.GONE);
347             mBackgroundView.setVisibility(View.GONE);
348             str = res.getText(R.string.mode_pause);
349         }
350         if (newMode == READY) {
351             mArrowsView.setVisibility(View.GONE);
352             mBackgroundView.setVisibility(View.GONE);
353 
354             str = res.getText(R.string.mode_ready);
355         }
356         if (newMode == LOSE) {
357             mArrowsView.setVisibility(View.GONE);
358             mBackgroundView.setVisibility(View.GONE);
359             str = res.getString(R.string.mode_lose, mScore);
360         }
361 
362         mStatusText.setText(str);
363         mStatusText.setVisibility(View.VISIBLE);
364     }
365 
366     /**
367      * @return the Game state as Running, Ready, Paused, Lose
368      */
getGameState()369     public int getGameState() {
370         return mMode;
371     }
372 
373     /**
374      * Selects a random location within the garden that is not currently covered by the snake.
375      * Currently _could_ go into an infinite loop if the snake currently fills the garden, but we'll
376      * leave discovery of this prize to a truly excellent snake-player.
377      */
addRandomApple()378     private void addRandomApple() {
379         Coordinate newCoord = null;
380         boolean found = false;
381         while (!found) {
382             // Choose a new location for our apple
383             int newX = 1 + RNG.nextInt(mXTileCount - 2);
384             int newY = 1 + RNG.nextInt(mYTileCount - 2);
385             newCoord = new Coordinate(newX, newY);
386 
387             // Make sure it's not already under the snake
388             boolean collision = false;
389             int snakelength = mSnakeTrail.size();
390             for (int index = 0; index < snakelength; index++) {
391                 if (mSnakeTrail.get(index).equals(newCoord)) {
392                     collision = true;
393                 }
394             }
395             // if we're here and there's been no collision, then we have
396             // a good location for an apple. Otherwise, we'll circle back
397             // and try again
398             found = !collision;
399         }
400         if (newCoord == null) {
401             Log.e(TAG, "Somehow ended up with a null newCoord!");
402         }
403         mAppleList.add(newCoord);
404     }
405 
406     /**
407      * Handles the basic update loop, checking to see if we are in the running state, determining if
408      * a move should be made, updating the snake's location.
409      */
update()410     public void update() {
411         if (mMode == RUNNING) {
412             long now = System.currentTimeMillis();
413 
414             if (now - mLastMove > mMoveDelay) {
415                 clearTiles();
416                 updateWalls();
417                 updateSnake();
418                 updateApples();
419                 mLastMove = now;
420             }
421             mRedrawHandler.sleep(mMoveDelay);
422         }
423 
424     }
425 
426     /**
427      * Draws some walls.
428      */
updateWalls()429     private void updateWalls() {
430         for (int x = 0; x < mXTileCount; x++) {
431             setTile(GREEN_STAR, x, 0);
432             setTile(GREEN_STAR, x, mYTileCount - 1);
433         }
434         for (int y = 1; y < mYTileCount - 1; y++) {
435             setTile(GREEN_STAR, 0, y);
436             setTile(GREEN_STAR, mXTileCount - 1, y);
437         }
438     }
439 
440     /**
441      * Draws some apples.
442      */
updateApples()443     private void updateApples() {
444         for (Coordinate c : mAppleList) {
445             setTile(YELLOW_STAR, c.x, c.y);
446         }
447     }
448 
449     /**
450      * Figure out which way the snake is going, see if he's run into anything (the walls, himself,
451      * or an apple). If he's not going to die, we then add to the front and subtract from the rear
452      * in order to simulate motion. If we want to grow him, we don't subtract from the rear.
453      */
updateSnake()454     private void updateSnake() {
455         boolean growSnake = false;
456 
457         // Grab the snake by the head
458         Coordinate head = mSnakeTrail.get(0);
459         Coordinate newHead = new Coordinate(1, 1);
460 
461         mDirection = mNextDirection;
462 
463         switch (mDirection) {
464             case EAST: {
465                 newHead = new Coordinate(head.x + 1, head.y);
466                 break;
467             }
468             case WEST: {
469                 newHead = new Coordinate(head.x - 1, head.y);
470                 break;
471             }
472             case NORTH: {
473                 newHead = new Coordinate(head.x, head.y - 1);
474                 break;
475             }
476             case SOUTH: {
477                 newHead = new Coordinate(head.x, head.y + 1);
478                 break;
479             }
480         }
481 
482         // Collision detection
483         // For now we have a 1-square wall around the entire arena
484         if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
485                 || (newHead.y > mYTileCount - 2)) {
486             setMode(LOSE);
487             return;
488 
489         }
490 
491         // Look for collisions with itself
492         int snakelength = mSnakeTrail.size();
493         for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {
494             Coordinate c = mSnakeTrail.get(snakeindex);
495             if (c.equals(newHead)) {
496                 setMode(LOSE);
497                 return;
498             }
499         }
500 
501         // Look for apples
502         int applecount = mAppleList.size();
503         for (int appleindex = 0; appleindex < applecount; appleindex++) {
504             Coordinate c = mAppleList.get(appleindex);
505             if (c.equals(newHead)) {
506                 mAppleList.remove(c);
507                 addRandomApple();
508 
509                 mScore++;
510                 mMoveDelay *= 0.9;
511 
512                 growSnake = true;
513             }
514         }
515 
516         // push a new head onto the ArrayList and pull off the tail
517         mSnakeTrail.add(0, newHead);
518         // except if we want the snake to grow
519         if (!growSnake) {
520             mSnakeTrail.remove(mSnakeTrail.size() - 1);
521         }
522 
523         int index = 0;
524         for (Coordinate c : mSnakeTrail) {
525             if (index == 0) {
526                 setTile(YELLOW_STAR, c.x, c.y);
527             } else {
528                 setTile(RED_STAR, c.x, c.y);
529             }
530             index++;
531         }
532 
533     }
534 
535     /**
536      * Simple class containing two integer values and a comparison function. There's probably
537      * something I should use instead, but this was quick and easy to build.
538      */
539     private class Coordinate {
540         public int x;
541         public int y;
542 
Coordinate(int newX, int newY)543         public Coordinate(int newX, int newY) {
544             x = newX;
545             y = newY;
546         }
547 
equals(Coordinate other)548         public boolean equals(Coordinate other) {
549             if (x == other.x && y == other.y) {
550                 return true;
551             }
552             return false;
553         }
554 
555         @Override
toString()556         public String toString() {
557             return "Coordinate: [" + x + "," + y + "]";
558         }
559     }
560 
561 }
562