/* * Copyright (C) 2014 AChep@xda <ynkr.wang@gmail.com> * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, * MA 02110-1301, USA. */ package com.bullmobi.snake; import android.animation.Animator; import android.animation.AnimatorInflater; import android.app.AlertDialog; import android.content.DialogInterface; import android.os.Bundle; import android.support.annotation.NonNull; import android.support.v7.app.ActionBarActivity; import android.view.KeyEvent; import android.view.View; import android.view.ViewGroup; import com.bullmobi.message.R; import com.bullmobi.base.Device; import com.bullmobi.base.ui.widgets.TextView; import com.bullmobi.snake.snake.Animal; import com.bullmobi.snake.snake.ColorScheme; import com.bullmobi.snake.snake.GameObject; public class MainActivity extends ActionBarActivity implements GameObject.OnGameObjectChangedListener { private Logic mLogic; private TextView mScoreTextView; private Animator mScorePulseAnimation; @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); if (hasFocus) { int visibilityUi = View.SYSTEM_UI_FLAG_LAYOUT_STABLE | View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION | View.SYSTEM_UI_FLAG_LOW_PROFILE | View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN | View.SYSTEM_UI_FLAG_FULLSCREEN; if (Device.hasKitKatApi()) { // Hide navigation bar and flag sticky. visibilityUi = visibilityUi | View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY | View.SYSTEM_UI_FLAG_HIDE_NAVIGATION; } getWindow().getDecorView().setSystemUiVisibility(visibilityUi); } } @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.snake_fragment); GameView gameView = (GameView) findViewById(R.id.game_view); mLogic = new Logic(gameView, 12, 16, new ColorScheme(0xFF03A9F4, 0xFF0277BD), // Snake new ColorScheme(0xFF8BC34A, 0xFF558B2F), // Apple new ColorScheme(0xFFF44336, 0xFFC62828) // Bricks ); gameView.setLogic(mLogic); ViewGroup scorePanel = (ViewGroup) findViewById(R.id.score_panel); mScoreTextView = (TextView) scorePanel.findViewById(R.id.score); ControllerView controller = (ControllerView) findViewById(R.id.game_controller); controller.setCallback(mLogic); mScorePulseAnimation = AnimatorInflater.loadAnimator( this, R.animator.pulse); mScorePulseAnimation.setTarget(scorePanel); } @Override protected void onResume() { super.onResume(); mLogic.getSnake().registerListener(this); updateScoreTextView(); } @Override protected void onPause() { mLogic.getSnake().unregisterListener(this); mScorePulseAnimation.end(); super.onPause(); } private void updateScoreTextView() { int score = mLogic.getScore(); mScoreTextView.setText(String.valueOf(score)); mScorePulseAnimation.start(); } @Override public void onGameObjectChanged(GameObject object, int action) { if (object == mLogic.getSnake()) { switch (action) { case GameObject.ACTION_SIZE_CHANGED: if (mLogic.getScore() == 0) { new AlertDialog.Builder(MainActivity.this) .setTitle("Game over.") .setOnDismissListener(new DialogInterface.OnDismissListener() { @Override public void onDismiss(DialogInterface dialog) { finish(); } }) .setPositiveButton("OK", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { finish(); } }) .create() .show(); } updateScoreTextView(); break; } } } @Override public boolean onKeyDown(int keyCode, @NonNull KeyEvent event) { byte direction; switch (event.getKeyCode()) { case KeyEvent.KEYCODE_DPAD_DOWN: case KeyEvent.KEYCODE_NUMPAD_2: direction = Animal.DIRECTION_DOWN; break; case KeyEvent.KEYCODE_DPAD_UP: case KeyEvent.KEYCODE_NUMPAD_8: direction = Animal.DIRECTION_UP; break; case KeyEvent.KEYCODE_DPAD_RIGHT: case KeyEvent.KEYCODE_NUMPAD_6: direction = Animal.DIRECTION_RIGHT; break; case KeyEvent.KEYCODE_DPAD_LEFT: case KeyEvent.KEYCODE_NUMPAD_4: direction = Animal.DIRECTION_LEFT; break; default: return super.onKeyDown(keyCode, event); } mLogic.onDirectionChange(direction); return true; } }