android 贪吃蛇源码分析

package com.example.android.snake;

import android.app.Activity;
import android.os.Bundle;
import android.util.Log;
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 final static String TAG = “****   ***Snake*****  *****”;

    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);

        // No Title bar
        requestWindowFeature(Window.FEATURE_NO_TITLE);

        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());
    }

}

 

 

/*
 * 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 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;

/**

 * 格子的绘画

 * 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;

    /** x轴方向上格子的个数 */

    protected static int mXTileCount;

    /** y轴方向上格子的个数  */

    protected static int mYTileCount;

    private static int mXOffset;

    private static int mYOffset;

    /**

     *

     * A hash that maps integer handles specified by the subclasser to the

     * drawable that will be used for that reference

     */

    private Bitmap[] mTileArray;

    /**

     * 声明用来存放绘画图像的x,y轴的位置的数组

     * A two-dimensional array of integers in which the number represents the

     * index of the tile that should be drawn at that locations

     */

    private int[][] mTileGrid;

    private final Paint mPaint = new Paint();

    public TileView(Context context, AttributeSet attrs, int defStyle) {

        super(context, attrs, defStyle);

        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

     *

     * @param tilecount

     */

   

    public void resetTiles(int tilecount) {

        mTileArray = new Bitmap[tilecount];

    }

    @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 = ((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.

     *

     * @param key

     * @param tile

     */

    public void loadTile(int key, Drawable tile) {

        Bitmap bitmap = Bitmap.createBitmap(mTileSize, mTileSize, Bitmap.Config.ARGB_8888);

        Canvas canvas = new Canvas(bitmap);

        //指定矩形的大小

        tile.setBounds(0, 0, mTileSize, mTileSize);

        tile.draw(canvas);

       

        mTileArray[key] = bitmap;

    }

    /**

     * Resets all tiles to 0 (empty)

     * 清空

     */

    public void clearTiles() {

        for (int x = 0; x < mXTileCount; x++) {

            for (int y = 0; y < mYTileCount; y++) {

                setTile(0, x, y);

            }

        }

    }

    /**

     * 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.

     *

     * @param tileindex 图片的索引

     * @param x

     * @param y

     */

    public void setTile(int tileindex, int x, int y) {

        mTileGrid[x][y] = tileindex;

    }

    /**

     * 画出主界面图

     */

    @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);

                }

            }

        }

    }

}

 

/*

 * 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.

     */

    /** 游戏的状态,准备 */

    private int mMode = READY;

    /** 暂停 */

    public static final int PAUSE = 0;

    /** 准备 */

    public static final int READY = 1;

    /** 运行 */

    public static final int RUNNING = 2;

    /** 结束 */

    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;

    //蛇移动延迟

    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;

   

    /**

     * 显示游戏运行的状态

     * mStatusText: text shows to the user in some run states

     */

    private TextView mStatusText;

    /**

     * 用于存储贪吃蛇中,苹果和蛇的点阵的坐标的信息的集合

     * 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<Coordinate>();

    private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();

    /**

     * 为创建苹果坐标使用随机对象

     * Everyone needs a little randomness in their life

     */

    private static final Random RNG = new Random();

    /**

     * 刷新界面处理

     * 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 {

        /**

         * 响应消息

         */

        @Override

        public void handleMessage(Message msg) {

            SnakeView.this.update();

            SnakeView.this.invalidate();

        }

        /**

         * 向外提供人工的调用消息的接口

         * @param delayMillis

         */

        public void sleep(long delayMillis) {

            //注销消息

            this.removeMessages(0);

            //添加消息

            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();

    }

    /**

     * 初始化界面

     */

    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));

       

    }

   

    /**

     * 初始化新的游戏

     */

    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

        //初始化蛇的位置

        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

        //设置苹果的位置

        addRandomApple();

        addRandomApple();

        mMoveDelay = 600;

        //积分

        mScore = 0;

    }

    /**

     * 将坐标的列表信息转换成一维数组

     * 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…]

     * 将坐标的列表信息转换成一维数组,格式如上

     *

     * *****************注意这边格式的写法*******************

     */

    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;

    }

    /**

     * 保存游戏的状态

     * 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;

    }

    /**

     * 将数组形式的坐标转换成列表形式

     * 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<Coordinate>();

        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;

    }

    /**

     * 恢复游戏状态

     * Restore game state if our process is being relaunched

     *

     * @param icicle a Bundle containing the game state

     */

    public void restoreState(Bundle icicle) {

        setMode(PAUSE);

        //从资源中读取arrayList

        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) {

        /**************向上  *********************/

        if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {

            //不断的检测游戏的状态

            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);

        }

       

        /**************向下*********************/

        if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {

            //向反方向行走走不通

            if (mDirection != NORTH) {

                mNextDirection = SOUTH;

            }

            return (true);

        }

       

        /**************向左  *********************/

        if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {

            //向反方向行走走不通

            if (mDirection != EAST) {

                mNextDirection = WEST;

            }

            return (true);

        }

       

       

        /**************向右  *********************/

        if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {

            //向反方向行走走不通

            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;

    }

    /**

     * 更新的应用程序当前的状态(运行或已暂停或类似),以及目前的模式,设置textview能见度的通知

     *

     * 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)

        {

            //设置游戏的状态不可见

            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);

    }

    /**

     * 增加一个苹果

     * 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;

       

        /**

         * 生成一个不在蛇体上的苹果

         */

        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();

            Log.i(TAG, “now – mLastMove  =====  “+(now – mLastMove));

            if (now – mLastMove > mMoveDelay) {

                //去掉所有格子颜色

                clearTiles();

               

                updateWalls();

                //更新蛇的位置

                updateSnake();

                //更新苹果的位置

                updateApples();

                //设置时间

                mLastMove = now;

            }

            mRedrawHandler.sleep(mMoveDelay);

        }

    }

    /**

     * 四周的围墙

     * Draws some walls.

     *

     */

    private void updateWalls() {

        for (int x = 0; x < mXTileCount; x++) {

            setTile(GREEN_STAR, x, 0);//设置顶部的界线

            setTile(GREEN_STAR, x, mYTileCount – 1);//设置底部的界线

        }

        for (int y = 1; y < mYTileCount – 1; y++) {

            setTile(GREEN_STAR, 0, y);//设置左边的界线

            setTile(GREEN_STAR, mXTileCount – 1, y);//设置右边的界线

        }

    }

    /**

     * 画出苹果

     * Draws some apples.

     *

     */

    private void updateApples() {

        for (Coordinate c : mAppleList) {

            setTile(YELLOW_STAR, c.x, c.y);

        }

    }

    /**

     * 从新更新蛇的位置

     * 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);

        //创建一个新头

        Coordinate newHead = new Coordinate(1, 1);

        mDirection = mNextDirection;

        //通过当前的方向 来设置新的蛇头坐标

        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;

        }

        }

        /**

         * 如果撞到四周的墙,则Game over

         */

        // 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;

        }

        /**

         * 如果撞到自己身体部分,则Game over

         */

        // 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;

            }

        }

        /**

         * 如果蛇的头部接触到苹果,随机生成一个苹果,加分,移动速度加快,

         */

        // 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;

            }

        }

       /***

        * 蛇头部增加一个,如果蛇没有碰到苹果蛇尾减少一个格子,以保持长度不变;否则长度增加一个(即尾部不删除)

        */

       

        // push a new head onto the ArrayList and pull off the tail

        mSnakeTrail.add(0, newHead);

        // except if we want the snake to grow,

        //去掉蛇的尾部一个格子,

        if (!growSnake) {

            Log.i(TAG, “—–cut trail——–“);

            mSnakeTrail.remove(mSnakeTrail.size() – 1);

        }

        /**

         * 画出蛇体,头是黄的,其他是红的

         */

        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++;

        }

    }

    /**

     * 坐标

     * 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;

        }

        /**

         * 比较两个坐标是否相等

         * @param other

         * @return

         */

        public boolean equals(Coordinate other) {

            if (x == other.x && y == other.y) {

                return true;

            }

            return false;

        }

        @Override

        public String toString() {

            return “Coordinate: [” + x + “,” + y + “]”;

        }

    }

   

}

总结一下,慢慢的分析就行了,算法也挺简单的

    原文作者:Android源码分析
    原文地址: https://blog.csdn.net/spy19881201/article/details/5826433
    本文转自网络文章,转载此文章仅为分享知识,如有侵权,请联系博主进行删除。
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