alvinalexander.com | career | drupal | java | mac | mysql | perl | scala | uml | unix  

Android example source code file (SnakeView.java)

This example Android source code file (SnakeView.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, arraylist, bundle, content, coordinate, east, lose, north, os, override, pause, ready, refreshhandler, running, snakeview, south, ui, util, utilities, west

The SnakeView.java Android example source code

/*
 * Copyright (C) 2007 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.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;
    /**
     * mLastMove: tracks the absolute time when the snake last moved, and is used
     * to determine if a move should be made based on mMoveDelay.
     */
    private long mLastMove;
    
    /**
     * mStatusText: text shows to the user in some run states
     */
    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<Coordinate> mSnakeTrail = new ArrayList();
    private ArrayList<Coordinate> mAppleList = new ArrayList();

    /**
     * Everyone needs a little randomness in their life
     */
    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.
     */
    private RefreshHandler mRedrawHandler = new RefreshHandler();

    class RefreshHandler extends Handler {

        @Override
        public void handleMessage(Message msg) {
            SnakeView.this.update();
            SnakeView.this.invalidate();
        }

        public void sleep(long delayMillis) {
        	this.removeMessages(0);
            sendMessageDelayed(obtainMessage(0), delayMillis);
        }
    };


    /**
     * Constructs a SnakeView based on inflation from XML
     * 
     * @param context
     * @param attrs
     */
    public SnakeView(Context context, AttributeSet attrs) {
        super(context, attrs);
        initSnakeView();
   }

    public SnakeView(Context context, AttributeSet attrs, int defStyle) {
    	super(context, attrs, defStyle);
    	initSnakeView();
    }

    private void initSnakeView() {
        setFocusable(true);

        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...]
     */
    private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
        int count = cvec.size();
        int[] rawArray = new int[count * 2];
        for (int index = 0; index < count; index++) {
            Coordinate c = cvec.get(index);
            rawArray[2 * index] = c.x;
            rawArray[2 * index + 1] = c.y;
        }
        return rawArray;
    }

    /**
     * Save game state so that the user does not lose anything
     * if the game process is killed while we are in the 
     * background.
     * 
     * @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
     * 
     * @param rawArray : [x1,y1,x2,y2,...]
     * @return a ArrayList of Coordinates
     */
    private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
        ArrayList<Coordinate> 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
     * 
     * @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.
     * 
     * (non-Javadoc)
     * 
     * @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();
                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.
     * 
     * @param newView
     */
    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);
            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.
     * 
     */
    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.
     */
    public void update() {
        if (mMode == RUNNING) {
            long now = System.currentTimeMillis();

            if (now - mLastMove > mMoveDelay) {
                clearTiles();
                updateWalls();
                updateSnake();
                updateApples();
                mLastMove = now;
            }
            mRedrawHandler.sleep(mMoveDelay);
        }

    }

    /**
     * Draws some walls.
     * 
     */
    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);

        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.
     * 
     */
    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 + "]";
        }
    }
    
}

Other Android examples (source code examples)

Here is a short list of links related to this Android SnakeView.java source code file:

... this post is sponsored by my books ...

#1 New Release!

FP Best Seller

 

new blog posts

 

Copyright 1998-2024 Alvin Alexander, alvinalexander.com
All Rights Reserved.

A percentage of advertising revenue from
pages under the /java/jwarehouse URI on this website is
paid back to open source projects.