upload android base code part7
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18
android/development/samples/LunarLander/Android.mk
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18
android/development/samples/LunarLander/Android.mk
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LOCAL_PATH:= $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE_TAGS := samples
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# Only compile source java files in this apk.
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LOCAL_SRC_FILES := $(call all-java-files-under, src)
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LOCAL_PACKAGE_NAME := LunarLander
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LOCAL_SDK_VERSION := current
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LOCAL_DEX_PREOPT := false
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include $(BUILD_PACKAGE)
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# Use the following include to make our test apk.
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include $(call all-makefiles-under,$(LOCAL_PATH))
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35
android/development/samples/LunarLander/AndroidManifest.xml
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android/development/samples/LunarLander/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (C) 2007 The Android Open Source Project
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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-->
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<!-- Declare the contents of this Android application. The namespace
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attribute brings in the Android platform namespace, and the package
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supplies a unique name for the application. When writing your
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own application, the package name must be changed from "com.example.*"
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to come from a domain that you own or have control over. -->
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.example.android.lunarlander">
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<uses-sdk android:targetSdkVersion="11"/>
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<application android:icon="@drawable/app_lunar_lander" android:label="@string/app_name">
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<activity android:name="LunarLander" android:theme="@android:style/Theme.NoTitleBar">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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12
android/development/samples/LunarLander/_index.html
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12
android/development/samples/LunarLander/_index.html
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<p>A sample game. Your objective: to land on the moon.
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It demonstrates:
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<ul>
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<li>Loading and drawing resources</li>
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<li>Taking keystrokes</li>
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<li>Animating by calling invalidate() from draw()</li>
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<li>Handling onPause() in an animation</li>
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<li>And more...</li>
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</ul>
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</p>
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<img alt="" src="../images/sample_lunarlander.png" >
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (C) 2007 The Android Open Source Project
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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-->
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<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
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android:layout_width="fill_parent"
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android:layout_height="fill_parent">
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<com.example.android.lunarlander.LunarView
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android:id="@+id/lunar"
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android:layout_width="fill_parent"
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android:layout_height="fill_parent"/>
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<RelativeLayout
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android:layout_width="fill_parent"
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android:layout_height="fill_parent" >
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<TextView
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android:id="@+id/text"
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android:text="@string/lunar_layout_text_text"
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android:visibility="visible"
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android:layout_width="wrap_content"
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android:layout_height="wrap_content"
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android:layout_centerInParent="true"
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android:gravity="center_horizontal"
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android:textColor="#88ffffff"
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android:textSize="24sp"/>
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</RelativeLayout>
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</FrameLayout>
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (C) 2007 The Android Open Source Project
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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-->
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<resources>
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<string name="app_name">Lunar Lander</string>
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<string name="menu_start">Start</string>
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<string name="menu_stop">Stop</string>
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<string name="menu_pause">Pause</string>
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<string name="menu_resume">Resume</string>
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<string name="menu_easy">Easy</string>
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<string name="menu_medium">Medium</string>
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<string name="menu_hard">Hard</string>
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<string name="mode_ready">Lunar Lander\nPress Up To Play</string>
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<string name="mode_pause">Paused\nPress Up To Resume</string>
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<string name="mode_lose">Game Over\nPress Up To Play</string>
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<string name="mode_win_prefix">Success!\n</string>
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<string name="mode_win_suffix">in a row\nPress Up to Play</string>
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<string name="message_stopped">Stopped</string>
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<string name="message_off_pad">Off Landing Pad</string>
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<string name="message_too_fast">Too Fast</string>
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<string name="message_bad_angle">Bad Angle</string>
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<string name="lunar_layout_text_text"></string>
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</resources>
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/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.lunarlander;
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import android.app.Activity;
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import android.os.Bundle;
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import android.util.Log;
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import android.view.Menu;
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import android.view.MenuItem;
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import android.widget.TextView;
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import com.example.android.lunarlander.LunarView.LunarThread;
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/**
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* This is a simple LunarLander activity that houses a single LunarView. It
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* demonstrates...
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* <ul>
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* <li>animating by calling invalidate() from draw()
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* <li>loading and drawing resources
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* <li>handling onPause() in an animation
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* </ul>
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*/
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public class LunarLander extends Activity {
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private static final int MENU_EASY = 1;
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private static final int MENU_HARD = 2;
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private static final int MENU_MEDIUM = 3;
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private static final int MENU_PAUSE = 4;
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private static final int MENU_RESUME = 5;
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private static final int MENU_START = 6;
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private static final int MENU_STOP = 7;
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/** A handle to the thread that's actually running the animation. */
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private LunarThread mLunarThread;
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/** A handle to the View in which the game is running. */
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private LunarView mLunarView;
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/**
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* Invoked during init to give the Activity a chance to set up its Menu.
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*
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* @param menu the Menu to which entries may be added
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* @return true
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*/
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@Override
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public boolean onCreateOptionsMenu(Menu menu) {
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super.onCreateOptionsMenu(menu);
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menu.add(0, MENU_START, 0, R.string.menu_start);
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menu.add(0, MENU_STOP, 0, R.string.menu_stop);
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menu.add(0, MENU_PAUSE, 0, R.string.menu_pause);
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menu.add(0, MENU_RESUME, 0, R.string.menu_resume);
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menu.add(0, MENU_EASY, 0, R.string.menu_easy);
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menu.add(0, MENU_MEDIUM, 0, R.string.menu_medium);
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menu.add(0, MENU_HARD, 0, R.string.menu_hard);
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return true;
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}
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/**
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* Invoked when the user selects an item from the Menu.
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*
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* @param item the Menu entry which was selected
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* @return true if the Menu item was legit (and we consumed it), false
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* otherwise
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*/
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@Override
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public boolean onOptionsItemSelected(MenuItem item) {
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switch (item.getItemId()) {
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case MENU_START:
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mLunarThread.doStart();
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return true;
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case MENU_STOP:
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mLunarThread.setState(LunarThread.STATE_LOSE,
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getText(R.string.message_stopped));
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return true;
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case MENU_PAUSE:
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mLunarThread.pause();
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return true;
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case MENU_RESUME:
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mLunarThread.unpause();
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return true;
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case MENU_EASY:
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mLunarThread.setDifficulty(LunarThread.DIFFICULTY_EASY);
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return true;
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case MENU_MEDIUM:
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mLunarThread.setDifficulty(LunarThread.DIFFICULTY_MEDIUM);
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return true;
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case MENU_HARD:
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mLunarThread.setDifficulty(LunarThread.DIFFICULTY_HARD);
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return true;
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}
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return false;
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}
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/**
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* Invoked when the Activity is created.
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*
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* @param savedInstanceState a Bundle containing state saved from a previous
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* execution, or null if this is a new execution
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*/
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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// tell system to use the layout defined in our XML file
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setContentView(R.layout.lunar_layout);
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// get handles to the LunarView from XML, and its LunarThread
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mLunarView = (LunarView) findViewById(R.id.lunar);
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mLunarThread = mLunarView.getThread();
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// give the LunarView a handle to the TextView used for messages
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mLunarView.setTextView((TextView) findViewById(R.id.text));
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if (savedInstanceState == null) {
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// we were just launched: set up a new game
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mLunarThread.setState(LunarThread.STATE_READY);
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Log.w(this.getClass().getName(), "SIS is null");
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} else {
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// we are being restored: resume a previous game
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mLunarThread.restoreState(savedInstanceState);
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Log.w(this.getClass().getName(), "SIS is nonnull");
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}
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}
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/**
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* Invoked when the Activity loses user focus.
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*/
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@Override
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protected void onPause() {
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mLunarView.getThread().pause(); // pause game when Activity pauses
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super.onPause();
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}
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/**
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* Notification that something is about to happen, to give the Activity a
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* chance to save state.
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*
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* @param outState a Bundle into which this Activity should save its state
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*/
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@Override
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protected void onSaveInstanceState(Bundle outState) {
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// just have the View's thread save its state into our Bundle
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super.onSaveInstanceState(outState);
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mLunarThread.saveState(outState);
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Log.w(this.getClass().getName(), "SIS called");
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}
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}
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/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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||||
* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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||||
* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.lunarlander;
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import android.content.Context;
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import android.content.res.Resources;
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import android.graphics.Bitmap;
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import android.graphics.BitmapFactory;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import android.graphics.RectF;
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import android.graphics.drawable.Drawable;
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import android.os.Bundle;
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import android.os.Handler;
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import android.os.Message;
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import android.util.AttributeSet;
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import android.view.KeyEvent;
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import android.view.SurfaceHolder;
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import android.view.SurfaceView;
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import android.view.View;
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import android.widget.TextView;
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/**
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* View that draws, takes keystrokes, etc. for a simple LunarLander game.
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*
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* Has a mode which RUNNING, PAUSED, etc. Has a x, y, dx, dy, ... capturing the
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* current ship physics. All x/y etc. are measured with (0,0) at the lower left.
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* updatePhysics() advances the physics based on realtime. draw() renders the
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* ship, and does an invalidate() to prompt another draw() as soon as possible
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* by the system.
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*/
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class LunarView extends SurfaceView implements SurfaceHolder.Callback {
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class LunarThread extends Thread {
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/*
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* Difficulty setting constants
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*/
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public static final int DIFFICULTY_EASY = 0;
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public static final int DIFFICULTY_HARD = 1;
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public static final int DIFFICULTY_MEDIUM = 2;
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/*
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* Physics constants
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*/
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public static final int PHYS_DOWN_ACCEL_SEC = 35;
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public static final int PHYS_FIRE_ACCEL_SEC = 80;
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public static final int PHYS_FUEL_INIT = 60;
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public static final int PHYS_FUEL_MAX = 100;
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public static final int PHYS_FUEL_SEC = 10;
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public static final int PHYS_SLEW_SEC = 120; // degrees/second rotate
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public static final int PHYS_SPEED_HYPERSPACE = 180;
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public static final int PHYS_SPEED_INIT = 30;
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public static final int PHYS_SPEED_MAX = 120;
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/*
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* State-tracking constants
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*/
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public static final int STATE_LOSE = 1;
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public static final int STATE_PAUSE = 2;
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public static final int STATE_READY = 3;
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public static final int STATE_RUNNING = 4;
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public static final int STATE_WIN = 5;
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/*
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* Goal condition constants
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*/
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public static final int TARGET_ANGLE = 18; // > this angle means crash
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public static final int TARGET_BOTTOM_PADDING = 17; // px below gear
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public static final int TARGET_PAD_HEIGHT = 8; // how high above ground
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public static final int TARGET_SPEED = 28; // > this speed means crash
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public static final double TARGET_WIDTH = 1.6; // width of target
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/*
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* UI constants (i.e. the speed & fuel bars)
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*/
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public static final int UI_BAR = 100; // width of the bar(s)
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public static final int UI_BAR_HEIGHT = 10; // height of the bar(s)
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private static final String KEY_DIFFICULTY = "mDifficulty";
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private static final String KEY_DX = "mDX";
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private static final String KEY_DY = "mDY";
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private static final String KEY_FUEL = "mFuel";
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private static final String KEY_GOAL_ANGLE = "mGoalAngle";
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private static final String KEY_GOAL_SPEED = "mGoalSpeed";
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private static final String KEY_GOAL_WIDTH = "mGoalWidth";
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private static final String KEY_GOAL_X = "mGoalX";
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private static final String KEY_HEADING = "mHeading";
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private static final String KEY_LANDER_HEIGHT = "mLanderHeight";
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private static final String KEY_LANDER_WIDTH = "mLanderWidth";
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private static final String KEY_WINS = "mWinsInARow";
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private static final String KEY_X = "mX";
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private static final String KEY_Y = "mY";
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/*
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* Member (state) fields
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*/
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/** The drawable to use as the background of the animation canvas */
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private Bitmap mBackgroundImage;
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/**
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* Current height of the surface/canvas.
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*
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* @see #setSurfaceSize
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*/
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private int mCanvasHeight = 1;
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/**
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* Current width of the surface/canvas.
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*
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* @see #setSurfaceSize
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*/
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private int mCanvasWidth = 1;
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/** What to draw for the Lander when it has crashed */
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private Drawable mCrashedImage;
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/**
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* Current difficulty -- amount of fuel, allowed angle, etc. Default is
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* MEDIUM.
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*/
|
||||
private int mDifficulty;
|
||||
|
||||
/** Velocity dx. */
|
||||
private double mDX;
|
||||
|
||||
/** Velocity dy. */
|
||||
private double mDY;
|
||||
|
||||
/** Is the engine burning? */
|
||||
private boolean mEngineFiring;
|
||||
|
||||
/** What to draw for the Lander when the engine is firing */
|
||||
private Drawable mFiringImage;
|
||||
|
||||
/** Fuel remaining */
|
||||
private double mFuel;
|
||||
|
||||
/** Allowed angle. */
|
||||
private int mGoalAngle;
|
||||
|
||||
/** Allowed speed. */
|
||||
private int mGoalSpeed;
|
||||
|
||||
/** Width of the landing pad. */
|
||||
private int mGoalWidth;
|
||||
|
||||
/** X of the landing pad. */
|
||||
private int mGoalX;
|
||||
|
||||
/** Message handler used by thread to interact with TextView */
|
||||
private Handler mHandler;
|
||||
|
||||
/**
|
||||
* Lander heading in degrees, with 0 up, 90 right. Kept in the range
|
||||
* 0..360.
|
||||
*/
|
||||
private double mHeading;
|
||||
|
||||
/** Pixel height of lander image. */
|
||||
private int mLanderHeight;
|
||||
|
||||
/** What to draw for the Lander in its normal state */
|
||||
private Drawable mLanderImage;
|
||||
|
||||
/** Pixel width of lander image. */
|
||||
private int mLanderWidth;
|
||||
|
||||
/** Used to figure out elapsed time between frames */
|
||||
private long mLastTime;
|
||||
|
||||
/** Paint to draw the lines on screen. */
|
||||
private Paint mLinePaint;
|
||||
|
||||
/** "Bad" speed-too-high variant of the line color. */
|
||||
private Paint mLinePaintBad;
|
||||
|
||||
/** The state of the game. One of READY, RUNNING, PAUSE, LOSE, or WIN */
|
||||
private int mMode;
|
||||
|
||||
/** Currently rotating, -1 left, 0 none, 1 right. */
|
||||
private int mRotating;
|
||||
|
||||
/** Indicate whether the surface has been created & is ready to draw */
|
||||
private boolean mRun = false;
|
||||
|
||||
private final Object mRunLock = new Object();
|
||||
|
||||
/** Scratch rect object. */
|
||||
private RectF mScratchRect;
|
||||
|
||||
/** Handle to the surface manager object we interact with */
|
||||
private SurfaceHolder mSurfaceHolder;
|
||||
|
||||
/** Number of wins in a row. */
|
||||
private int mWinsInARow;
|
||||
|
||||
/** X of lander center. */
|
||||
private double mX;
|
||||
|
||||
/** Y of lander center. */
|
||||
private double mY;
|
||||
|
||||
public LunarThread(SurfaceHolder surfaceHolder, Context context,
|
||||
Handler handler) {
|
||||
// get handles to some important objects
|
||||
mSurfaceHolder = surfaceHolder;
|
||||
mHandler = handler;
|
||||
mContext = context;
|
||||
|
||||
Resources res = context.getResources();
|
||||
// cache handles to our key sprites & other drawables
|
||||
mLanderImage = context.getResources().getDrawable(
|
||||
R.drawable.lander_plain);
|
||||
mFiringImage = context.getResources().getDrawable(
|
||||
R.drawable.lander_firing);
|
||||
mCrashedImage = context.getResources().getDrawable(
|
||||
R.drawable.lander_crashed);
|
||||
|
||||
// load background image as a Bitmap instead of a Drawable b/c
|
||||
// we don't need to transform it and it's faster to draw this way
|
||||
mBackgroundImage = BitmapFactory.decodeResource(res,
|
||||
R.drawable.earthrise);
|
||||
|
||||
// Use the regular lander image as the model size for all sprites
|
||||
mLanderWidth = mLanderImage.getIntrinsicWidth();
|
||||
mLanderHeight = mLanderImage.getIntrinsicHeight();
|
||||
|
||||
// Initialize paints for speedometer
|
||||
mLinePaint = new Paint();
|
||||
mLinePaint.setAntiAlias(true);
|
||||
mLinePaint.setARGB(255, 0, 255, 0);
|
||||
|
||||
mLinePaintBad = new Paint();
|
||||
mLinePaintBad.setAntiAlias(true);
|
||||
mLinePaintBad.setARGB(255, 120, 180, 0);
|
||||
|
||||
mScratchRect = new RectF(0, 0, 0, 0);
|
||||
|
||||
mWinsInARow = 0;
|
||||
mDifficulty = DIFFICULTY_MEDIUM;
|
||||
|
||||
// initial show-up of lander (not yet playing)
|
||||
mX = mLanderWidth;
|
||||
mY = mLanderHeight * 2;
|
||||
mFuel = PHYS_FUEL_INIT;
|
||||
mDX = 0;
|
||||
mDY = 0;
|
||||
mHeading = 0;
|
||||
mEngineFiring = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the game, setting parameters for the current difficulty.
|
||||
*/
|
||||
public void doStart() {
|
||||
synchronized (mSurfaceHolder) {
|
||||
// First set the game for Medium difficulty
|
||||
mFuel = PHYS_FUEL_INIT;
|
||||
mEngineFiring = false;
|
||||
mGoalWidth = (int) (mLanderWidth * TARGET_WIDTH);
|
||||
mGoalSpeed = TARGET_SPEED;
|
||||
mGoalAngle = TARGET_ANGLE;
|
||||
int speedInit = PHYS_SPEED_INIT;
|
||||
|
||||
// Adjust difficulty params for EASY/HARD
|
||||
if (mDifficulty == DIFFICULTY_EASY) {
|
||||
mFuel = mFuel * 3 / 2;
|
||||
mGoalWidth = mGoalWidth * 4 / 3;
|
||||
mGoalSpeed = mGoalSpeed * 3 / 2;
|
||||
mGoalAngle = mGoalAngle * 4 / 3;
|
||||
speedInit = speedInit * 3 / 4;
|
||||
} else if (mDifficulty == DIFFICULTY_HARD) {
|
||||
mFuel = mFuel * 7 / 8;
|
||||
mGoalWidth = mGoalWidth * 3 / 4;
|
||||
mGoalSpeed = mGoalSpeed * 7 / 8;
|
||||
speedInit = speedInit * 4 / 3;
|
||||
}
|
||||
|
||||
// pick a convenient initial location for the lander sprite
|
||||
mX = mCanvasWidth / 2;
|
||||
mY = mCanvasHeight - mLanderHeight / 2;
|
||||
|
||||
// start with a little random motion
|
||||
mDY = Math.random() * -speedInit;
|
||||
mDX = Math.random() * 2 * speedInit - speedInit;
|
||||
mHeading = 0;
|
||||
|
||||
// Figure initial spot for landing, not too near center
|
||||
while (true) {
|
||||
mGoalX = (int) (Math.random() * (mCanvasWidth - mGoalWidth));
|
||||
if (Math.abs(mGoalX - (mX - mLanderWidth / 2)) > mCanvasHeight / 6)
|
||||
break;
|
||||
}
|
||||
|
||||
mLastTime = System.currentTimeMillis() + 100;
|
||||
setState(STATE_RUNNING);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Pauses the physics update & animation.
|
||||
*/
|
||||
public void pause() {
|
||||
synchronized (mSurfaceHolder) {
|
||||
if (mMode == STATE_RUNNING) setState(STATE_PAUSE);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Restores game state from the indicated Bundle. Typically called when
|
||||
* the Activity is being restored after having been previously
|
||||
* destroyed.
|
||||
*
|
||||
* @param savedState Bundle containing the game state
|
||||
*/
|
||||
public synchronized void restoreState(Bundle savedState) {
|
||||
synchronized (mSurfaceHolder) {
|
||||
setState(STATE_PAUSE);
|
||||
mRotating = 0;
|
||||
mEngineFiring = false;
|
||||
|
||||
mDifficulty = savedState.getInt(KEY_DIFFICULTY);
|
||||
mX = savedState.getDouble(KEY_X);
|
||||
mY = savedState.getDouble(KEY_Y);
|
||||
mDX = savedState.getDouble(KEY_DX);
|
||||
mDY = savedState.getDouble(KEY_DY);
|
||||
mHeading = savedState.getDouble(KEY_HEADING);
|
||||
|
||||
mLanderWidth = savedState.getInt(KEY_LANDER_WIDTH);
|
||||
mLanderHeight = savedState.getInt(KEY_LANDER_HEIGHT);
|
||||
mGoalX = savedState.getInt(KEY_GOAL_X);
|
||||
mGoalSpeed = savedState.getInt(KEY_GOAL_SPEED);
|
||||
mGoalAngle = savedState.getInt(KEY_GOAL_ANGLE);
|
||||
mGoalWidth = savedState.getInt(KEY_GOAL_WIDTH);
|
||||
mWinsInARow = savedState.getInt(KEY_WINS);
|
||||
mFuel = savedState.getDouble(KEY_FUEL);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void run() {
|
||||
while (mRun) {
|
||||
Canvas c = null;
|
||||
try {
|
||||
c = mSurfaceHolder.lockCanvas(null);
|
||||
synchronized (mSurfaceHolder) {
|
||||
if (mMode == STATE_RUNNING) updatePhysics();
|
||||
// Critical section. Do not allow mRun to be set false until
|
||||
// we are sure all canvas draw operations are complete.
|
||||
//
|
||||
// If mRun has been toggled false, inhibit canvas operations.
|
||||
synchronized (mRunLock) {
|
||||
if (mRun) doDraw(c);
|
||||
}
|
||||
}
|
||||
} finally {
|
||||
// do this in a finally so that if an exception is thrown
|
||||
// during the above, we don't leave the Surface in an
|
||||
// inconsistent state
|
||||
if (c != null) {
|
||||
mSurfaceHolder.unlockCanvasAndPost(c);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Dump game state to the provided Bundle. Typically called when the
|
||||
* Activity is being suspended.
|
||||
*
|
||||
* @return Bundle with this view's state
|
||||
*/
|
||||
public Bundle saveState(Bundle map) {
|
||||
synchronized (mSurfaceHolder) {
|
||||
if (map != null) {
|
||||
map.putInt(KEY_DIFFICULTY, Integer.valueOf(mDifficulty));
|
||||
map.putDouble(KEY_X, Double.valueOf(mX));
|
||||
map.putDouble(KEY_Y, Double.valueOf(mY));
|
||||
map.putDouble(KEY_DX, Double.valueOf(mDX));
|
||||
map.putDouble(KEY_DY, Double.valueOf(mDY));
|
||||
map.putDouble(KEY_HEADING, Double.valueOf(mHeading));
|
||||
map.putInt(KEY_LANDER_WIDTH, Integer.valueOf(mLanderWidth));
|
||||
map.putInt(KEY_LANDER_HEIGHT, Integer
|
||||
.valueOf(mLanderHeight));
|
||||
map.putInt(KEY_GOAL_X, Integer.valueOf(mGoalX));
|
||||
map.putInt(KEY_GOAL_SPEED, Integer.valueOf(mGoalSpeed));
|
||||
map.putInt(KEY_GOAL_ANGLE, Integer.valueOf(mGoalAngle));
|
||||
map.putInt(KEY_GOAL_WIDTH, Integer.valueOf(mGoalWidth));
|
||||
map.putInt(KEY_WINS, Integer.valueOf(mWinsInARow));
|
||||
map.putDouble(KEY_FUEL, Double.valueOf(mFuel));
|
||||
}
|
||||
}
|
||||
return map;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the current difficulty.
|
||||
*
|
||||
* @param difficulty
|
||||
*/
|
||||
public void setDifficulty(int difficulty) {
|
||||
synchronized (mSurfaceHolder) {
|
||||
mDifficulty = difficulty;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets if the engine is currently firing.
|
||||
*/
|
||||
public void setFiring(boolean firing) {
|
||||
synchronized (mSurfaceHolder) {
|
||||
mEngineFiring = firing;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Used to signal the thread whether it should be running or not.
|
||||
* Passing true allows the thread to run; passing false will shut it
|
||||
* down if it's already running. Calling start() after this was most
|
||||
* recently called with false will result in an immediate shutdown.
|
||||
*
|
||||
* @param b true to run, false to shut down
|
||||
*/
|
||||
public void setRunning(boolean b) {
|
||||
// Do not allow mRun to be modified while any canvas operations
|
||||
// are potentially in-flight. See doDraw().
|
||||
synchronized (mRunLock) {
|
||||
mRun = b;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the game mode. That is, whether we are running, paused, in the
|
||||
* failure state, in the victory state, etc.
|
||||
*
|
||||
* @see #setState(int, CharSequence)
|
||||
* @param mode one of the STATE_* constants
|
||||
*/
|
||||
public void setState(int mode) {
|
||||
synchronized (mSurfaceHolder) {
|
||||
setState(mode, null);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the game mode. That is, whether we are running, paused, in the
|
||||
* failure state, in the victory state, etc.
|
||||
*
|
||||
* @param mode one of the STATE_* constants
|
||||
* @param message string to add to screen or null
|
||||
*/
|
||||
public void setState(int mode, CharSequence message) {
|
||||
/*
|
||||
* This method optionally can cause a text message to be displayed
|
||||
* to the user when the mode changes. Since the View that actually
|
||||
* renders that text is part of the main View hierarchy and not
|
||||
* owned by this thread, we can't touch the state of that View.
|
||||
* Instead we use a Message + Handler to relay commands to the main
|
||||
* thread, which updates the user-text View.
|
||||
*/
|
||||
synchronized (mSurfaceHolder) {
|
||||
mMode = mode;
|
||||
|
||||
if (mMode == STATE_RUNNING) {
|
||||
Message msg = mHandler.obtainMessage();
|
||||
Bundle b = new Bundle();
|
||||
b.putString("text", "");
|
||||
b.putInt("viz", View.INVISIBLE);
|
||||
msg.setData(b);
|
||||
mHandler.sendMessage(msg);
|
||||
} else {
|
||||
mRotating = 0;
|
||||
mEngineFiring = false;
|
||||
Resources res = mContext.getResources();
|
||||
CharSequence str = "";
|
||||
if (mMode == STATE_READY)
|
||||
str = res.getText(R.string.mode_ready);
|
||||
else if (mMode == STATE_PAUSE)
|
||||
str = res.getText(R.string.mode_pause);
|
||||
else if (mMode == STATE_LOSE)
|
||||
str = res.getText(R.string.mode_lose);
|
||||
else if (mMode == STATE_WIN)
|
||||
str = res.getString(R.string.mode_win_prefix)
|
||||
+ mWinsInARow + " "
|
||||
+ res.getString(R.string.mode_win_suffix);
|
||||
|
||||
if (message != null) {
|
||||
str = message + "\n" + str;
|
||||
}
|
||||
|
||||
if (mMode == STATE_LOSE) mWinsInARow = 0;
|
||||
|
||||
Message msg = mHandler.obtainMessage();
|
||||
Bundle b = new Bundle();
|
||||
b.putString("text", str.toString());
|
||||
b.putInt("viz", View.VISIBLE);
|
||||
msg.setData(b);
|
||||
mHandler.sendMessage(msg);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Callback invoked when the surface dimensions change. */
|
||||
public void setSurfaceSize(int width, int height) {
|
||||
// synchronized to make sure these all change atomically
|
||||
synchronized (mSurfaceHolder) {
|
||||
mCanvasWidth = width;
|
||||
mCanvasHeight = height;
|
||||
|
||||
// don't forget to resize the background image
|
||||
mBackgroundImage = Bitmap.createScaledBitmap(
|
||||
mBackgroundImage, width, height, true);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Resumes from a pause.
|
||||
*/
|
||||
public void unpause() {
|
||||
// Move the real time clock up to now
|
||||
synchronized (mSurfaceHolder) {
|
||||
mLastTime = System.currentTimeMillis() + 100;
|
||||
}
|
||||
setState(STATE_RUNNING);
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles a key-down event.
|
||||
*
|
||||
* @param keyCode the key that was pressed
|
||||
* @param msg the original event object
|
||||
* @return true
|
||||
*/
|
||||
boolean doKeyDown(int keyCode, KeyEvent msg) {
|
||||
synchronized (mSurfaceHolder) {
|
||||
boolean okStart = false;
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) okStart = true;
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) okStart = true;
|
||||
if (keyCode == KeyEvent.KEYCODE_S) okStart = true;
|
||||
|
||||
if (okStart
|
||||
&& (mMode == STATE_READY || mMode == STATE_LOSE || mMode == STATE_WIN)) {
|
||||
// ready-to-start -> start
|
||||
doStart();
|
||||
return true;
|
||||
} else if (mMode == STATE_PAUSE && okStart) {
|
||||
// paused -> running
|
||||
unpause();
|
||||
return true;
|
||||
} else if (mMode == STATE_RUNNING) {
|
||||
// center/space -> fire
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER
|
||||
|| keyCode == KeyEvent.KEYCODE_SPACE) {
|
||||
setFiring(true);
|
||||
return true;
|
||||
// left/q -> left
|
||||
} else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT
|
||||
|| keyCode == KeyEvent.KEYCODE_Q) {
|
||||
mRotating = -1;
|
||||
return true;
|
||||
// right/w -> right
|
||||
} else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT
|
||||
|| keyCode == KeyEvent.KEYCODE_W) {
|
||||
mRotating = 1;
|
||||
return true;
|
||||
// up -> pause
|
||||
} else if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
|
||||
pause();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles a key-up event.
|
||||
*
|
||||
* @param keyCode the key that was pressed
|
||||
* @param msg the original event object
|
||||
* @return true if the key was handled and consumed, or else false
|
||||
*/
|
||||
boolean doKeyUp(int keyCode, KeyEvent msg) {
|
||||
boolean handled = false;
|
||||
|
||||
synchronized (mSurfaceHolder) {
|
||||
if (mMode == STATE_RUNNING) {
|
||||
if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER
|
||||
|| keyCode == KeyEvent.KEYCODE_SPACE) {
|
||||
setFiring(false);
|
||||
handled = true;
|
||||
} else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT
|
||||
|| keyCode == KeyEvent.KEYCODE_Q
|
||||
|| keyCode == KeyEvent.KEYCODE_DPAD_RIGHT
|
||||
|| keyCode == KeyEvent.KEYCODE_W) {
|
||||
mRotating = 0;
|
||||
handled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return handled;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the ship, fuel/speed bars, and background to the provided
|
||||
* Canvas.
|
||||
*/
|
||||
private void doDraw(Canvas canvas) {
|
||||
// Draw the background image. Operations on the Canvas accumulate
|
||||
// so this is like clearing the screen.
|
||||
canvas.drawBitmap(mBackgroundImage, 0, 0, null);
|
||||
|
||||
int yTop = mCanvasHeight - ((int) mY + mLanderHeight / 2);
|
||||
int xLeft = (int) mX - mLanderWidth / 2;
|
||||
|
||||
// Draw the fuel gauge
|
||||
int fuelWidth = (int) (UI_BAR * mFuel / PHYS_FUEL_MAX);
|
||||
mScratchRect.set(4, 4, 4 + fuelWidth, 4 + UI_BAR_HEIGHT);
|
||||
canvas.drawRect(mScratchRect, mLinePaint);
|
||||
|
||||
// Draw the speed gauge, with a two-tone effect
|
||||
double speed = Math.hypot(mDX, mDY);
|
||||
int speedWidth = (int) (UI_BAR * speed / PHYS_SPEED_MAX);
|
||||
|
||||
if (speed <= mGoalSpeed) {
|
||||
mScratchRect.set(4 + UI_BAR + 4, 4,
|
||||
4 + UI_BAR + 4 + speedWidth, 4 + UI_BAR_HEIGHT);
|
||||
canvas.drawRect(mScratchRect, mLinePaint);
|
||||
} else {
|
||||
// Draw the bad color in back, with the good color in front of
|
||||
// it
|
||||
mScratchRect.set(4 + UI_BAR + 4, 4,
|
||||
4 + UI_BAR + 4 + speedWidth, 4 + UI_BAR_HEIGHT);
|
||||
canvas.drawRect(mScratchRect, mLinePaintBad);
|
||||
int goalWidth = (UI_BAR * mGoalSpeed / PHYS_SPEED_MAX);
|
||||
mScratchRect.set(4 + UI_BAR + 4, 4, 4 + UI_BAR + 4 + goalWidth,
|
||||
4 + UI_BAR_HEIGHT);
|
||||
canvas.drawRect(mScratchRect, mLinePaint);
|
||||
}
|
||||
|
||||
// Draw the landing pad
|
||||
canvas.drawLine(mGoalX, 1 + mCanvasHeight - TARGET_PAD_HEIGHT,
|
||||
mGoalX + mGoalWidth, 1 + mCanvasHeight - TARGET_PAD_HEIGHT,
|
||||
mLinePaint);
|
||||
|
||||
|
||||
// Draw the ship with its current rotation
|
||||
canvas.save();
|
||||
canvas.rotate((float) mHeading, (float) mX, mCanvasHeight
|
||||
- (float) mY);
|
||||
if (mMode == STATE_LOSE) {
|
||||
mCrashedImage.setBounds(xLeft, yTop, xLeft + mLanderWidth, yTop
|
||||
+ mLanderHeight);
|
||||
mCrashedImage.draw(canvas);
|
||||
} else if (mEngineFiring) {
|
||||
mFiringImage.setBounds(xLeft, yTop, xLeft + mLanderWidth, yTop
|
||||
+ mLanderHeight);
|
||||
mFiringImage.draw(canvas);
|
||||
} else {
|
||||
mLanderImage.setBounds(xLeft, yTop, xLeft + mLanderWidth, yTop
|
||||
+ mLanderHeight);
|
||||
mLanderImage.draw(canvas);
|
||||
}
|
||||
canvas.restore();
|
||||
}
|
||||
|
||||
/**
|
||||
* Figures the lander state (x, y, fuel, ...) based on the passage of
|
||||
* realtime. Does not invalidate(). Called at the start of draw().
|
||||
* Detects the end-of-game and sets the UI to the next state.
|
||||
*/
|
||||
private void updatePhysics() {
|
||||
long now = System.currentTimeMillis();
|
||||
|
||||
// Do nothing if mLastTime is in the future.
|
||||
// This allows the game-start to delay the start of the physics
|
||||
// by 100ms or whatever.
|
||||
if (mLastTime > now) return;
|
||||
|
||||
double elapsed = (now - mLastTime) / 1000.0;
|
||||
|
||||
// mRotating -- update heading
|
||||
if (mRotating != 0) {
|
||||
mHeading += mRotating * (PHYS_SLEW_SEC * elapsed);
|
||||
|
||||
// Bring things back into the range 0..360
|
||||
if (mHeading < 0)
|
||||
mHeading += 360;
|
||||
else if (mHeading >= 360) mHeading -= 360;
|
||||
}
|
||||
|
||||
// Base accelerations -- 0 for x, gravity for y
|
||||
double ddx = 0.0;
|
||||
double ddy = -PHYS_DOWN_ACCEL_SEC * elapsed;
|
||||
|
||||
if (mEngineFiring) {
|
||||
// taking 0 as up, 90 as to the right
|
||||
// cos(deg) is ddy component, sin(deg) is ddx component
|
||||
double elapsedFiring = elapsed;
|
||||
double fuelUsed = elapsedFiring * PHYS_FUEL_SEC;
|
||||
|
||||
// tricky case where we run out of fuel partway through the
|
||||
// elapsed
|
||||
if (fuelUsed > mFuel) {
|
||||
elapsedFiring = mFuel / fuelUsed * elapsed;
|
||||
fuelUsed = mFuel;
|
||||
|
||||
// Oddball case where we adjust the "control" from here
|
||||
mEngineFiring = false;
|
||||
}
|
||||
|
||||
mFuel -= fuelUsed;
|
||||
|
||||
// have this much acceleration from the engine
|
||||
double accel = PHYS_FIRE_ACCEL_SEC * elapsedFiring;
|
||||
|
||||
double radians = 2 * Math.PI * mHeading / 360;
|
||||
ddx = Math.sin(radians) * accel;
|
||||
ddy += Math.cos(radians) * accel;
|
||||
}
|
||||
|
||||
double dxOld = mDX;
|
||||
double dyOld = mDY;
|
||||
|
||||
// figure speeds for the end of the period
|
||||
mDX += ddx;
|
||||
mDY += ddy;
|
||||
|
||||
// figure position based on average speed during the period
|
||||
mX += elapsed * (mDX + dxOld) / 2;
|
||||
mY += elapsed * (mDY + dyOld) / 2;
|
||||
|
||||
mLastTime = now;
|
||||
|
||||
// Evaluate if we have landed ... stop the game
|
||||
double yLowerBound = TARGET_PAD_HEIGHT + mLanderHeight / 2
|
||||
- TARGET_BOTTOM_PADDING;
|
||||
if (mY <= yLowerBound) {
|
||||
mY = yLowerBound;
|
||||
|
||||
int result = STATE_LOSE;
|
||||
CharSequence message = "";
|
||||
Resources res = mContext.getResources();
|
||||
double speed = Math.hypot(mDX, mDY);
|
||||
boolean onGoal = (mGoalX <= mX - mLanderWidth / 2 && mX
|
||||
+ mLanderWidth / 2 <= mGoalX + mGoalWidth);
|
||||
|
||||
// "Hyperspace" win -- upside down, going fast,
|
||||
// puts you back at the top.
|
||||
if (onGoal && Math.abs(mHeading - 180) < mGoalAngle
|
||||
&& speed > PHYS_SPEED_HYPERSPACE) {
|
||||
result = STATE_WIN;
|
||||
mWinsInARow++;
|
||||
doStart();
|
||||
|
||||
return;
|
||||
// Oddball case: this case does a return, all other cases
|
||||
// fall through to setMode() below.
|
||||
} else if (!onGoal) {
|
||||
message = res.getText(R.string.message_off_pad);
|
||||
} else if (!(mHeading <= mGoalAngle || mHeading >= 360 - mGoalAngle)) {
|
||||
message = res.getText(R.string.message_bad_angle);
|
||||
} else if (speed > mGoalSpeed) {
|
||||
message = res.getText(R.string.message_too_fast);
|
||||
} else {
|
||||
result = STATE_WIN;
|
||||
mWinsInARow++;
|
||||
}
|
||||
|
||||
setState(result, message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Handle to the application context, used to e.g. fetch Drawables. */
|
||||
private Context mContext;
|
||||
|
||||
/** Pointer to the text view to display "Paused.." etc. */
|
||||
private TextView mStatusText;
|
||||
|
||||
/** The thread that actually draws the animation */
|
||||
private LunarThread thread;
|
||||
|
||||
public LunarView(Context context, AttributeSet attrs) {
|
||||
super(context, attrs);
|
||||
|
||||
// register our interest in hearing about changes to our surface
|
||||
SurfaceHolder holder = getHolder();
|
||||
holder.addCallback(this);
|
||||
|
||||
// create thread only; it's started in surfaceCreated()
|
||||
thread = new LunarThread(holder, context, new Handler() {
|
||||
@Override
|
||||
public void handleMessage(Message m) {
|
||||
mStatusText.setVisibility(m.getData().getInt("viz"));
|
||||
mStatusText.setText(m.getData().getString("text"));
|
||||
}
|
||||
});
|
||||
|
||||
setFocusable(true); // make sure we get key events
|
||||
}
|
||||
|
||||
/**
|
||||
* Fetches the animation thread corresponding to this LunarView.
|
||||
*
|
||||
* @return the animation thread
|
||||
*/
|
||||
public LunarThread getThread() {
|
||||
return thread;
|
||||
}
|
||||
|
||||
/**
|
||||
* Standard override to get key-press events.
|
||||
*/
|
||||
@Override
|
||||
public boolean onKeyDown(int keyCode, KeyEvent msg) {
|
||||
return thread.doKeyDown(keyCode, msg);
|
||||
}
|
||||
|
||||
/**
|
||||
* Standard override for key-up. We actually care about these, so we can
|
||||
* turn off the engine or stop rotating.
|
||||
*/
|
||||
@Override
|
||||
public boolean onKeyUp(int keyCode, KeyEvent msg) {
|
||||
return thread.doKeyUp(keyCode, msg);
|
||||
}
|
||||
|
||||
/**
|
||||
* Standard window-focus override. Notice focus lost so we can pause on
|
||||
* focus lost. e.g. user switches to take a call.
|
||||
*/
|
||||
@Override
|
||||
public void onWindowFocusChanged(boolean hasWindowFocus) {
|
||||
if (!hasWindowFocus) thread.pause();
|
||||
}
|
||||
|
||||
/**
|
||||
* Installs a pointer to the text view used for messages.
|
||||
*/
|
||||
public void setTextView(TextView textView) {
|
||||
mStatusText = textView;
|
||||
}
|
||||
|
||||
/* Callback invoked when the surface dimensions change. */
|
||||
public void surfaceChanged(SurfaceHolder holder, int format, int width,
|
||||
int height) {
|
||||
thread.setSurfaceSize(width, height);
|
||||
}
|
||||
|
||||
/*
|
||||
* Callback invoked when the Surface has been created and is ready to be
|
||||
* used.
|
||||
*/
|
||||
public void surfaceCreated(SurfaceHolder holder) {
|
||||
// start the thread here so that we don't busy-wait in run()
|
||||
// waiting for the surface to be created
|
||||
thread.setRunning(true);
|
||||
thread.start();
|
||||
}
|
||||
|
||||
/*
|
||||
* Callback invoked when the Surface has been destroyed and must no longer
|
||||
* be touched. WARNING: after this method returns, the Surface/Canvas must
|
||||
* never be touched again!
|
||||
*/
|
||||
public void surfaceDestroyed(SurfaceHolder holder) {
|
||||
// we have to tell thread to shut down & wait for it to finish, or else
|
||||
// it might touch the Surface after we return and explode
|
||||
boolean retry = true;
|
||||
thread.setRunning(false);
|
||||
while (retry) {
|
||||
try {
|
||||
thread.join();
|
||||
retry = false;
|
||||
} catch (InterruptedException e) {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
18
android/development/samples/LunarLander/tests/Android.mk
Normal file
18
android/development/samples/LunarLander/tests/Android.mk
Normal file
|
@ -0,0 +1,18 @@
|
|||
LOCAL_PATH:= $(call my-dir)
|
||||
include $(CLEAR_VARS)
|
||||
|
||||
LOCAL_SRC_FILES := $(call all-subdir-java-files)
|
||||
|
||||
LOCAL_JAVA_LIBRARIES := android.test.runner
|
||||
|
||||
LOCAL_STATIC_JAVA_LIBRARIES := legacy-android-test junit
|
||||
|
||||
LOCAL_PACKAGE_NAME := LunarLanderTests
|
||||
|
||||
LOCAL_MODULE_TAGS := tests
|
||||
|
||||
LOCAL_INSTRUMENTATION_FOR := LunarLander
|
||||
|
||||
LOCAL_SDK_VERSION := current
|
||||
|
||||
include $(BUILD_PACKAGE)
|
|
@ -0,0 +1,32 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Copyright (C) 2008 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.
|
||||
-->
|
||||
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
package="com.example.android.lunarlander.tests">
|
||||
|
||||
<!-- We add an application tag here just so that we can indicate that
|
||||
this package needs to link against the android.test library,
|
||||
which is needed when building test cases. -->
|
||||
<application>
|
||||
<uses-library android:name="android.test.runner" />
|
||||
</application>
|
||||
|
||||
<instrumentation android:name="android.test.InstrumentationTestRunner"
|
||||
android:targetPackage="com.example.android.lunarlander"
|
||||
android:label="LunarLander sample tests">
|
||||
</instrumentation>
|
||||
|
||||
</manifest>
|
|
@ -0,0 +1 @@
|
|||
tested.project.dir=..
|
|
@ -0,0 +1,42 @@
|
|||
/*
|
||||
* Copyright (C) 2008 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.lunarlander;
|
||||
|
||||
import android.test.ActivityInstrumentationTestCase2;
|
||||
|
||||
import com.example.android.lunarlander.LunarLander;
|
||||
|
||||
/**
|
||||
* Make sure that the main launcher activity opens up properly, which will be
|
||||
* verified by {@link #testActivityTestCaseSetUpProperly}.
|
||||
*/
|
||||
public class LunarLanderTest extends ActivityInstrumentationTestCase2<LunarLander> {
|
||||
|
||||
/**
|
||||
* Creates an {@link ActivityInstrumentationTestCase2} for the {@link LunarLander} activity.
|
||||
*/
|
||||
public LunarLanderTest() {
|
||||
super(LunarLander.class);
|
||||
}
|
||||
|
||||
/**
|
||||
* Verifies that the activity under test can be launched.
|
||||
*/
|
||||
public void testActivityTestCaseSetUpProperly() {
|
||||
assertNotNull("activity should be launched successfully", getActivity());
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue