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Android example source code file (DivideAndConquerActivity.java)

This example Android source code file (DivideAndConquerActivity.java) is included in the DevDaily.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Android by Example" TM.

Java - Android tags/keywords

android, app, ballengine, collision_vibrate_millis, content, divideandconquerview, game_over_dialog, gameoverdialog, menu_new_game, menu_settings, new_game_num_balls, os, override, runnable, textview, ui, vibrator, view, welcome_dialog, welcomedialog

The DivideAndConquerActivity.java Android example source code

/*
 * Copyright (C) 2008 Google Inc.
 *
 * 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.google.android.divideandconquer;

import android.app.Activity;
import android.app.Dialog;
import android.content.Context;
import android.content.DialogInterface;
import android.content.Intent;
import android.os.Bundle;
import android.os.SystemClock;
import android.os.Vibrator;
import android.preference.PreferenceManager;
import android.view.Menu;
import android.view.MenuItem;
import android.view.Window;
import android.view.Gravity;
import android.widget.TextView;
import android.widget.Toast;
import android.graphics.Color;

import java.util.Stack;

/**
 * The activity for the game.  Listens for callbacks from the game engine, and
 * response appropriately, such as bringing up a 'game over' dialog when a ball
 * hits a moving line and there is only one life left.
 */
public class DivideAndConquerActivity extends Activity
        implements DivideAndConquerView.BallEngineCallBack,
        NewGameCallback,
        DialogInterface.OnCancelListener {

    private static final int NEW_GAME_NUM_BALLS = 1;
    private static final double LEVEL_UP_THRESHOLD = 0.8;
    private static final int COLLISION_VIBRATE_MILLIS = 50;

    private boolean mVibrateOn;
    
    private int mNumBalls = NEW_GAME_NUM_BALLS;
    
    private DivideAndConquerView mBallsView;

    private static final int WELCOME_DIALOG = 20;
    private static final int GAME_OVER_DIALOG = 21;
    private WelcomeDialog mWelcomeDialog;
    private GameOverDialog mGameOverDialog;

    private TextView mLivesLeft;
    private TextView mPercentContained;
    private int mNumLives;
    private Vibrator mVibrator;
    private TextView mLevelInfo;
    private int mNumLivesStart = 5;

    private Toast mCurrentToast;

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        // Turn off the title bar
        requestWindowFeature(Window.FEATURE_NO_TITLE);

        setContentView(R.layout.main);
        mBallsView = (DivideAndConquerView) findViewById(R.id.ballsView);
        mBallsView.setCallback(this);

        mPercentContained = (TextView) findViewById(R.id.percentContained);
        mLevelInfo = (TextView) findViewById(R.id.levelInfo);
        mLivesLeft = (TextView) findViewById(R.id.livesLeft);

        // we'll vibrate when the ball hits the moving line
        mVibrator = (Vibrator) getSystemService(Context.VIBRATOR_SERVICE);
    }

    /** {@inheritDoc} */
    public void onEngineReady(BallEngine ballEngine) {
        // display 10 balls bouncing around for visual effect
        ballEngine.reset(SystemClock.elapsedRealtime(), 10);
        mBallsView.setMode(DivideAndConquerView.Mode.Bouncing);

        // show the welcome dialog
        showDialog(WELCOME_DIALOG);
    }

    @Override
    protected Dialog onCreateDialog(int id) {
        if (id == WELCOME_DIALOG) {
            mWelcomeDialog = new WelcomeDialog(this, this);
            mWelcomeDialog.setOnCancelListener(this);
            return mWelcomeDialog;
        } else if (id == GAME_OVER_DIALOG) {
            mGameOverDialog = new GameOverDialog(this, this);
            mGameOverDialog.setOnCancelListener(this);
            return mGameOverDialog;
        }
        return null;
    }

    @Override
    protected void onPause() {
        super.onPause();
        mBallsView.setMode(DivideAndConquerView.Mode.PausedByUser);
    }

    @Override
    protected void onResume() {
        super.onResume();

        mVibrateOn = PreferenceManager.getDefaultSharedPreferences(this)
                .getBoolean(Preferences.KEY_VIBRATE, true);

        mNumLivesStart = Preferences.getCurrentDifficulty(this).getLivesToStart();
    }

    private static final int MENU_NEW_GAME = Menu.FIRST;
    private static final int MENU_SETTINGS = Menu.FIRST + 1;

    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        super.onCreateOptionsMenu(menu);

        menu.add(0, MENU_NEW_GAME, MENU_NEW_GAME, "New Game");
        menu.add(0, MENU_SETTINGS, MENU_SETTINGS, "Settings");

        return true;        
    }

    /**
     * We pause the game while the menu is open; this remembers what it was
     * so we can restore when the menu closes
     */
    Stack<DivideAndConquerView.Mode> mRestoreMode = new Stack();

    @Override
    public boolean onMenuOpened(int featureId, Menu menu) {
        saveMode();
        mBallsView.setMode(DivideAndConquerView.Mode.Paused);
        return super.onMenuOpened(featureId, menu);
    }

    @Override
    public boolean onOptionsItemSelected(MenuItem item) {
        super.onOptionsItemSelected(item);

        switch (item.getItemId()) {
            case MENU_NEW_GAME:
                cancelToasts();
                onNewGame();
                break;
            case MENU_SETTINGS:
                final Intent intent = new Intent();
                intent.setClass(this, Preferences.class);
                startActivity(intent);
                break;
        }

        mRestoreMode.pop(); // don't want to restore when an action was taken

        return true;
    }

    @Override
    public void onOptionsMenuClosed(Menu menu) {
        super.onOptionsMenuClosed(menu);
        restoreMode();
    }


    private void saveMode() {
        // don't want to restore to a state where user can't resume game.
        final DivideAndConquerView.Mode mode = mBallsView.getMode();
        final DivideAndConquerView.Mode toRestore = (mode == DivideAndConquerView.Mode.Paused) ?
                DivideAndConquerView.Mode.PausedByUser : mode;
        mRestoreMode.push(toRestore);
    }

    private void restoreMode() {
        if (!mRestoreMode.isEmpty()) {
            mBallsView.setMode(mRestoreMode.pop());
        }
    }

    /** {@inheritDoc} */
    public void onBallHitsMovingLine(final BallEngine ballEngine, float x, float y) {
        if (--mNumLives == 0) {
            saveMode();
            mBallsView.setMode(DivideAndConquerView.Mode.Paused);

            // vibrate three times
            if (mVibrateOn) {
                mVibrator.vibrate(
                    new long[]{0l, COLLISION_VIBRATE_MILLIS,
                                   50l, COLLISION_VIBRATE_MILLIS,
                                   50l, COLLISION_VIBRATE_MILLIS},
                        -1);
            }
            showDialog(GAME_OVER_DIALOG);
        } else {
            if (mVibrateOn) {
                mVibrator.vibrate(COLLISION_VIBRATE_MILLIS);
            }
            updateLivesDisplay(mNumLives);
            if (mNumLives <= 1) {
                mBallsView.postDelayed(mOneLifeToastRunnable, 700);
            } else {
                mBallsView.postDelayed(mLivesBlinkRedRunnable, 700);
            }
        }
    }

    private Runnable mOneLifeToastRunnable = new Runnable() {
        public void run() {
            showToast("1 life left!");
        }
    };

    private Runnable mLivesBlinkRedRunnable = new Runnable() {
        public void run() {
            mLivesLeft.setTextColor(Color.RED);
            mLivesLeft.postDelayed(mLivesTextWhiteRunnable, 2000);
        }
    };

    /** {@inheritDoc} */
    public void onAreaChange(final BallEngine ballEngine) {
        final float percentageFilled = ballEngine.getPercentageFilled();
        updatePercentDisplay(percentageFilled);
        if (percentageFilled > LEVEL_UP_THRESHOLD) {
            levelUp(ballEngine);
        }
    }

    /**
     * Go to the next level
     * @param ballEngine The ball engine.
     */
    private void levelUp(final BallEngine ballEngine) {
        mNumBalls++;

        updatePercentDisplay(0);
        updateLevelDisplay(mNumBalls);
        ballEngine.reset(SystemClock.elapsedRealtime(), mNumBalls);
        mBallsView.setMode(DivideAndConquerView.Mode.Bouncing);
        if (mNumBalls % 4 == 0) {
            mNumLives++;
            updateLivesDisplay(mNumLives);
            showToast("bonus life!");
        }
        if (mNumBalls == 10) {
            showToast("Level 10? You ROCK!");
        } else if (mNumBalls == 15) {
            showToast("BALLS TO THE WALL!");
        }
    }

    private Runnable mLivesTextWhiteRunnable = new Runnable() {

        public void run() {
            mLivesLeft.setTextColor(Color.WHITE);
        }
    };

    private void showToast(String text) {
        cancelToasts();
        mCurrentToast = Toast.makeText(this, text, Toast.LENGTH_SHORT);
        mCurrentToast.show();
    }

    private void cancelToasts() {
        if (mCurrentToast != null) {
            mCurrentToast.cancel();
            mCurrentToast = null;
        }
    }

    /**
     * Update the header that displays how much of the space has been contained.
     * @param amountFilled The fraction, between 0 and 1, that is filled.
     */
    private void updatePercentDisplay(float amountFilled) {
        final int prettyPercent = (int) (amountFilled *100);
        mPercentContained.setText(
                getString(R.string.percent_contained, prettyPercent));
    }

    /** {@inheritDoc} */
    public void onNewGame() {
        mNumBalls = NEW_GAME_NUM_BALLS;
        mNumLives = mNumLivesStart;
        updatePercentDisplay(0);
        updateLivesDisplay(mNumLives);
        updateLevelDisplay(mNumBalls);
        mBallsView.getEngine().reset(SystemClock.elapsedRealtime(), mNumBalls);
        mBallsView.setMode(DivideAndConquerView.Mode.Bouncing);
    }

    /**
     * Update the header displaying the current level
     */
    private void updateLevelDisplay(int numBalls) {
        mLevelInfo.setText(getString(R.string.level, numBalls));
    }

    /**
     * Update the display showing the number of lives left.
     * @param numLives The number of lives left.
     */
    void updateLivesDisplay(int numLives) {
        String text = (numLives == 1) ?
                getString(R.string.one_life_left) : getString(R.string.lives_left, numLives);
        mLivesLeft.setText(text);
    }

    /** {@inheritDoc} */
    public void onCancel(DialogInterface dialog) {
        if (dialog == mWelcomeDialog || dialog == mGameOverDialog) {
            // user hit back, they're done
            finish();
        }
    }
}

Other Android examples (source code examples)

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