android 게임 개발 입문: 뱀 소스 코드 분석
27172 단어 Android
여기에 뱀을 탐식하는 안드로이드 구현은 SDK Samples의 기원 사례다.다들 보셨을 거예요. 화면은 아래와 같습니다.
갓 입문했거나 아직 입문하지 않은 초보자로서 나는 이 코드를 이해하는 데 많은 힘을 썼다.
각종 모르는 부분은 천천히 자료를 조회하고 새로운 방법은 코드 수정을 통해 효과를 시도한다.이제야 겨우 수박 겉핥기야.
코드에서 나는 자신이 얻은 것에 대해 상응하는 주석을 달았다.
돌이켜보면 이 코드에서 많은 것을 배울 수 있을 것 같아요~~
android 응용의 기본 구조, 그의 대상을 향한 사상, 그리고 코드의 간결함을 포함한다.
그래서 이런 것들을 공유하지 않았을까 하는 생각이 듭니다. 공교롭게도 관심 있는 친구들에게 도움이 된다면 더 좋을 것 같습니다.
자, 여담은 그만하고~ 코드와 주석은 아래와 같다(원본에 대한 경의로 원본의 영문 주석 부분은 모두 삭제하지 않았다~ 모두가 협조하여 이해할 수 있다):
PS: 최근에 저는'뱀 탐식'을 쓰고 있습니다. 뱀 탐식이라고 하는데 사실은 이 고전 버전의 디자인 이념과 조작 방식을 완전히 전복시켰습니다.구체적인 디테일은 일단 뜸을 들였고, 작품은 이번 제2회 대학생android 응용 개발 대회에 참가할 예정이다.
한 달 안에 완성할 수 있을 거예요. 그때도 코드를 오픈할 거예요. 여러분의 지적을 환영합니다.
************************************************************************************************************************************
Snake 프로젝트에는 모두 세 개의 파일이 있습니다: *TileView는 안드로이드의 View 클래스를 바탕으로 이루어진 블록 그래프 클래스입니다. 상부 클래스의 호출을 지탱하고 블록 그래프를 그리는 디스플레이 인터페이스입니다.이러한 코드를 통해 View를 어떻게 확장하고 특색 있는 인터페이스 효과를 실현하는지 이해할 수 있다.*SnakeView는 TileView를 호출하여 게임 논리와 구체적인 디스플레이를 구현했습니다.*Snake는 주로 Activity 클래스입니다.
위의 순서대로 세 개의 파일을 보시면 논리적으로 좀 더 편할 것 같아요~
아래에 코드와 주석을 붙이다.
PS: 디버그 버전은 android2.2. 다른 버전도 문제 없을 텐데 가상 컴퓨터를 써야 해요.위아래 좌우 버튼으로 작동하기 때문에 현재 대부분의android기는 방향키가 없죠.
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; // tile
protected static int mXTileCount; // X
protected static int mYTileCount;// Y
private static int mXOffset; // , pixel 。
private static int mYOffset;
/**
* A hash that maps integer handles specified by the subclasser to the
* drawable that will be used for that reference
* bitmap 。 resetTiles,loadTile, 。
*
*/
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
* tile tile。
* 。
* setTile、clearTile 。
*
*/
private int[][] mTileGrid;
// ,canvas , Paint 。
private final Paint mPaint = new Paint();
public TileView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// TypedArray, attrs.xml TileView tileSize 。 : 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
* mTileArray, 。
*
* @param tilecount
*/
public void resetTiles(int tilecount) {
mTileArray = new Bitmap[tilecount];
}
/*
* , tile 。
*/
@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 。
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.
* 。
* mTileArray
* @param key
* @param tile
*/
public void loadTile(int key, Drawable tile) {
// Drawable bitmap 。 ,
// drawable , bitmap , 。 , bitmap 。
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.
*
* ,mTileGrid 。
* @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)
* 。
* 。
* setTile()。
*/
public void clearTiles() {
for (int x = 0; x < mXTileCount; x++) {
for (int y = 0; y < mYTileCount; y++) {
setTile(0, x, y);
}
}
}
/*
* !
* @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.
* 。 。
*/
private int mMode = READY;
public static final int PAUSE = 0; //
public static final int READY = 1; // ,
public static final int RUNNING = 2;//
public static final int LOSE = 3; // ,
/**
* Current direction the snake is headed.
* 。
*/
private int mDirection = NORTH;
private int mNextDirection = NORTH;
private static final int NORTH = 1;
private static final int SOUTH = 2;
private static final int EAST = 3;
private static final int WEST = 4;
/**
* Labels for the drawables that will be loaded into the TileView class
* 。
*/
private static final int RED_STAR = 1;
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; // 。
private long mMoveDelay = 600; // 。 600ms, , 9
// 。
/**
* mLastMove: tracks the absolute time when the snake last moved, and is used
* to determine if a move should be made based on mMoveDelay.
* 。
* mMoveDelay 。
*/
private long mLastMove;
/**
* mStatusText: text shows to the user in some run states
* 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.
* , 。
* , , , , 。
*/
private ArrayList mSnakeTrail = new ArrayList();
private ArrayList mAppleList = new ArrayList();
/**
* Everyone needs a little randomness in their life
* 。 。 addRandomApple() 。
*/
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.
* Handler 。
* Handler ? android ( UI ~)
* , ~
*/
private RefreshHandler mRedrawHandler = new RefreshHandler();
class RefreshHandler extends Handler {
//
@Override
public void handleMessage(Message msg) {
SnakeView.this.update();
SnakeView.this.invalidate(); // view
}
// UI , 。
public void sleep(long delayMillis) {
this.removeMessages(0); // ,Handler
sendMessageDelayed(obtainMessage(0), delayMillis); // , handler
}
};
public SnakeView(Context context, AttributeSet attrs) {
super(context, attrs);
initSnakeView(); // , , ~
}
public SnakeView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
initSnakeView();
}
// SnakeView , , 。
private void initSnakeView() {
setFocusable(true); // , 。 focus 。
// , 。
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));
}
// , 。
private void initNewGame() {
// 。
mSnakeTrail.clear();
mAppleList.clear();
// For now we're just going to load up a short default eastbound snake
// that's just turned north
// 。
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...】
* , Bundle 。 saveState()。
* Bundle 。
* , , int 。
*/
private int[] coordArrayListToArray(ArrayList cvec) {
int count = cvec.size();
int[] rawArray = new int[count * 2];
for (int index = 0; index < count; index++) {
Coordinate c = cvec.get(index);
rawArray[2 * index] = c.x;
rawArray[2 * index + 1] = c.y;
}
return rawArray;
}
/**
* Save game state so that the user does not lose anything
* if the game process is killed while we are in the
* background.
* , , , 。 。
* @return a Bundle with this view's state
*/
public Bundle saveState() {
Bundle map = new Bundle();
map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
map.putInt("mDirection", Integer.valueOf(mDirection));
map.putInt("mNextDirection", Integer.valueOf(mNextDirection));
map.putLong("mMoveDelay", Long.valueOf(mMoveDelay));
map.putLong("mScore", Long.valueOf(mScore));
map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));
return map;
}
/**
* Given a flattened array of ordinate pairs, we reconstitute them into a
* ArrayList of Coordinate objects
* coordArrayListToArray() , Bundle 。
* @param rawArray : [x1,y1,x2,y2,...]
* @return a ArrayList of Coordinates
*/
private ArrayList coordArrayToArrayList(int[] rawArray) {
ArrayList coordArrayList = new ArrayList();
int coordCount = rawArray.length;
for (int index = 0; index < coordCount; index += 2) {
Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
coordArrayList.add(c);
}
return coordArrayList;
}
/**
* Restore game state if our process is being relaunched
* 。 saveState()
* @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.
* 。
* android 。
* - -#
* @see android.view.View#onKeyDown(int, android.os.KeyEvent)
*/
@Override
public boolean onKeyDown(int keyCode, KeyEvent msg) {
// 。 , 。 ~
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
if (mMode == READY | mMode == LOSE) {
/*
* At the beginning of the game, or the end of a previous one,
* we should start a new game.
*/
initNewGame();
setMode(RUNNING);
update(); //update() , 。
return (true);
}
if (mMode == PAUSE) {
/*
* If the game is merely paused, we should just continue where
* we left off.
*/
setMode(RUNNING);
update();
return (true);
}
if (mDirection != SOUTH) { // ,
mNextDirection = NORTH;
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
if (mDirection != NORTH) {
mNextDirection = SOUTH;
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
if (mDirection != EAST) {
mNextDirection = WEST;
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
if (mDirection != WEST) {
mNextDirection = EAST;
}
return (true);
}
return super.onKeyDown(keyCode, msg);
}
/**
* Sets the TextView that will be used to give information (such as "Game
* Over" to the user.
* 。 。Snake , 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); // , TextView 。
update(); // , initGame update(), ~ update ,
// mLastMove mMoveDelay 。 Update() 。
// , , update() 。
return;
}
Resources res = getContext().getResources();
CharSequence str = "";
if (newMode == PAUSE) {
str = res.getText(R.string.mode_pause);
}
if (newMode == READY) {
str = res.getText(R.string.mode_ready);
}
if (newMode == LOSE) {
str = res.getString(R.string.mode_lose_prefix) + mScore
+ res.getString(R.string.mode_lose_suffix);
}
mStatusText.setText(str);
mStatusText.setVisibility(View.VISIBLE);
}
/**
* 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.
* 。 ~ bug,
* 。
* mApplist 。
*/
private void addRandomApple() {
Coordinate newCoord = null;
boolean found = false;
while (!found) {
// Choose a new location for our apple
//
int newX = 1 + RNG.nextInt(mXTileCount - 2);
int newY = 1 + RNG.nextInt(mYTileCount - 2);
newCoord = new Coordinate(newX, newY);
// Make sure it's not already under the snake
boolean collision = false;
int snakelength = mSnakeTrail.size();
for (int index = 0; index < snakelength; index++) {
if (mSnakeTrail.get(index).equals(newCoord)) {
collision = true;
}
}
// if we're here and there's been no collision, then we have
// a good location for an apple. Otherwise, we'll circle back
// and try again
found = !collision;
}
if (newCoord == null) {
Log.e(TAG, "Somehow ended up with a null newCoord!");
}
mAppleList.add(newCoord);
}
/**
* Handles the basic update loop, checking to see if we are in the running
* state, determining if a move should be made, updating the snake's location.
* 。 、 , update() 。
*/
public void update() {
if (mMode == RUNNING) {
long now = System.currentTimeMillis();
if (now - mLastMove > mMoveDelay) { //
// mMode , update() 。
clearTiles(); // 。
updateWalls(); //
updateSnake(); //
updateApples(); //
mLastMove = now;
}
mRedrawHandler.sleep(mMoveDelay); // Handler
}
}
/**
* Draws some walls.
* setTile
*/
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.
*
*/
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; // 。 。
// grab the snake by the head
Coordinate head = mSnakeTrail.get(0); // , 。
Coordinate newHead = new Coordinate(1, 1); // , newHead。 。
// Coordinate newHead ? 。
// switch newHead , ~
mDirection = mNextDirection;
switch (mDirection) {
case EAST: {
newHead = new Coordinate(head.x + 1, head.y);
break;
}
case WEST: {
newHead = new Coordinate(head.x - 1, head.y);
break;
}
case NORTH: {
newHead = new Coordinate(head.x, head.y - 1);
break;
}
case SOUTH: {
newHead = new Coordinate(head.x, head.y + 1);
break;
}
}
// Collision detection
// For now we have a 1-square wall around the entire arena
//
if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
|| (newHead.y > mYTileCount - 2)) {
setMode(LOSE);
return;
}
// Look for collisions with itself
//
int snakelength = mSnakeTrail.size();
for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {
Coordinate c = mSnakeTrail.get(snakeindex);
if (c.equals(newHead)) {
setMode(LOSE);
return;
}
}
// Look for apples
//
int applecount = mAppleList.size();
for (int appleindex = 0; appleindex < applecount; appleindex++) {
Coordinate c = mAppleList.get(appleindex);
if (c.equals(newHead)) {
mAppleList.remove(c);
addRandomApple();
mScore++;
mMoveDelay *= 0.9;
growSnake = true;
}
}
// push a new head onto the ArrayList and pull off the tail
//
mSnakeTrail.add(0, newHead);
// except if we want the snake to grow
if (!growSnake) {
mSnakeTrail.remove(mSnakeTrail.size() - 1);
}
//
int index = 0;
for (Coordinate c : mSnakeTrail) {
if (index == 0) {
setTile(YELLOW_STAR, c.x, c.y);
} else {
setTile(RED_STAR, c.x, c.y);
}
index++;
}
}
/**
* Simple class containing two integer values and a comparison function.
* There's probably something I should use instead, but this was quick and
* easy to build.
* 。 XY 。
*/
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());
}
}
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