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【贪吃蛇—Java软件工程师写Android游戏】系列 1.Android SDK Sample-Snake详解

热度:277   发布时间:2016-05-01 15:26:08.0
【贪吃蛇—Java程序员写Android游戏】系列 1.Android SDK Sample-Snake详解
Snake也是一个经典游戏了, Nokia蓝屏机的王牌游戏之一。 Android SDK 1.5就有了它的身影。我们这里就来详细解析一下 Android SDK Sample中的 Snake工程。本工程基于 SDK 2.3.3版本中的工程,路径为: %Android_SDK_HOME% /samples/android-10/Snake

一、 Eclipse 工程

通过 File-New Project-Android-Android Project,选择“ Create project from existing sample”创建自己的应用 SnakeAndroid,如下图:



运行效果如下图:





二、工程结构和类图

其实 Snake的工程蛮简单的,源文件就三个: Snake.java SnakeView.java TileView.java。 Snake类是这个游戏的入口点, TitleView类进行游戏的绘画, SnakeView类则是对游戏控制操作的处理。 Coordinate, RefreshHandler是 2个辅助类,也是 SnakeView类中的内部类。其中, Coordinate是一个点的坐标( x, y), RefreshHandler将 RefreshHandler对象绑定某个线程并给它发送消息。如下图:



任何游戏都需要有个引擎来推动游戏的运行,最简化的游戏引擎就是:在一个线程中 While循环,检测用户操作,对用户的操作作出反应,更新游戏的界面,直到用户退出游戏。

在 Snake这个游戏中,辅助类 RefreshHandler继承自 Handler,用来把 RefreshHandler与当前线程进行绑定,从而可以直接给线程发送消息并处理消息。注意一点: Handle对消息的处理都是异步。 RefreshHandler在 Handler的基础上增加 sleep()接口,用来每隔一个时间段后给当前线程发送一个消息。 handleMessage()方法在接受消息后,根据当前的游戏状态重绘界面,运行机制如下:



运行机制

这比较类似定时器的概念,在特定的时刻发送消息,根据消息处理相应的事件。 update()与 sleep()间接的相互调用就构成了一个循环。这里要注意: mRedrawHandle绑定的是 Avtivity所在的线程,也就是程序的主线程;另外由于 sleep()是个异步函数,所以 update()与 sleep()之间的相互调用才没有构成死循环。

最后分析下游戏数据的保存机制,如下:



这里考虑了 Activity的生命周期:如果用户在游戏期间离开游戏界面,游戏暂停;或者由于内存比较紧张, Android关闭游戏释放内存,那么当用户返回游戏界面的时候恢复到上次离开时的界面。

三、源码解析

详细解析下源代码,由于代码量不大,以注释的方式列出如下:

1、 Snake.java

    /**      * <p>Title: Snake</p>      * <p>Copyright: (C) 2007 The Android Open Source Project. Licensed under the Apache License, Version 2.0 (the "License")</p>      * @author Gavin 标注      */      package com.deaboway.snake;      import android.app.Activity;      import android.os.Bundle;      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.      *       */      // 贪吃蛇: 经典游戏,在一个花园中找苹果吃,吃了苹果会变长,速度变快。碰到自己和墙就挂掉。      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.          *           */          // 在 activity 第一次创建时被调用          @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));              // 检查存贮状态以确定是重新开始还是恢复状态              if (savedInstanceState == null) {                  // 存储状态为空,说明刚启动可以切换到准备状态                  mSnakeView.setMode(SnakeView.READY);              } else {                  // 已经保存过,那么就去恢复原有状态                  Bundle map = savedInstanceState.getBundle(ICICLE_KEY);                  if (map != null) {                      // 恢复状态                      mSnakeView.restoreState(map);                  } else {                      // 设置状态为暂停                      mSnakeView.setMode(SnakeView.PAUSE);                  }              }          }          // 暂停事件被触发时          @Override          protected void onPause() {              super.onPause();              // Pause the game along with the activity              mSnakeView.setMode(SnakeView.PAUSE);          }          // 状态保存          @Override          public void onSaveInstanceState(Bundle outState) {              // 存储游戏状态到View里              outState.putBundle(ICICLE_KEY, mSnakeView.saveState());          }      }  




2、 SnakeView.java

/** * <p>Title: Snake</p> * <p>Copyright: (C) 2007 The Android Open Source Project. Licensed under the Apache License, Version 2.0 (the "License")</p> * @author Gavin 标注 */package com.deaboway.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 = "Deaboway";	/**	 * 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.	 */	// 游戏状态,默认值是准备状态	private int mMode = READY;	// 游戏的四个状态 暂停 准备 运行 和 失败	public static final int PAUSE = 0;	public static final int READY = 1;	public static final int RUNNING = 2;	public static final int LOSE = 3;	// 游戏中蛇的前进方向,默认值北方	private int mDirection = NORTH;	// 下一步的移动方向,默认值北方	private int mNextDirection = NORTH;	// 游戏方向设定 北 南 东 西	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	 */	// 三种游戏元	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.	 */	// 游戏得分	private long mScore = 0;	// 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.	 */	// 最后一次移动时的毫秒时刻	private long mLastMove;	/**	 * mStatusText: text shows to the user in some run states	 */	// 显示游戏状态的文本组件	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.	 */	// 蛇身数组(数组以坐标对象为元素)	private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();	// 苹果数组(数组以坐标对象为元素)	private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();	/**	 * Everyone needs a little randomness in their life	 */	// 随机数	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.	 */	// 创建一个Refresh Handler来产生动画: 通过sleep()来实现	private RefreshHandler mRedrawHandler = new RefreshHandler();	// 一个Handler	class RefreshHandler extends Handler {		// 处理消息队列		@Override		public void handleMessage(Message msg) {			// 更新View对象			SnakeView.this.update();			// 强制重绘			SnakeView.this.invalidate();		}		// 延迟发送消息		public void sleep(long delayMillis) {			this.removeMessages(0);			sendMessageDelayed(obtainMessage(0), delayMillis);		}	};	/**	 * Constructs a SnakeView based on inflation from XML	 * 	 * @param context	 * @param attrs	 */	// 构造函数	public SnakeView(Context context, AttributeSet attrs) {		super(context, attrs);		// 构造时初始化		initSnakeView();	}	public SnakeView(Context context, AttributeSet attrs, int defStyle) {		super(context, attrs, defStyle);		initSnakeView();	}	// 初始化	private void initSnakeView() {		// 可选焦点		setFocusable(true);		Resources r = this.getContext().getResources();		// 设置贴片图片数组		resetTiles(4);		// 把三种图片存到Bitmap对象数组		loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));		loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));		loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));	}	// 开始新的游戏——初始化	private void initNewGame() {		// 清空ArrayList列表		mSnakeTrail.clear();		mAppleList.clear();		// For now we're just going to load up a short default eastbound snake		// that's just turned north		// 创建蛇身		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));		// 新的方向 :北方		mNextDirection = NORTH;		// 2个随机位置的苹果		addRandomApple();		addRandomApple();		// 移动延迟		mMoveDelay = 600;		// 初始得分0		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...]	 */	// 坐标数组转整数数组,把Coordinate对象的x y放到一个int数组中——用来保存状态	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	 */	// 保存状态	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	 */	// 整数数组转坐标数组,把一个int数组中的x y放到Coordinate对象数组中——用来恢复状态	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;	}	/**	 * Restore game state if our process is being relaunched	 * 	 * @param icicle	 *            a Bundle containing the game state	 */	// 恢复状态	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)	 */	// 监听用户键盘操作,并处理这些操作	// 按键事件处理,确保贪吃蛇只能90度转向,而不能180度转向	@Override	public boolean onKeyDown(int keyCode, KeyEvent msg) {		// 向上键		if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {			// 准备状态或者失败状态时			if (mMode == READY | mMode == LOSE) {				/*				 * At the beginning of the game, or the end of a previous one,				 * we should start a new game.				 */				// 初始化游戏				initNewGame();				// 设置游戏状态为运行				setMode(RUNNING);				// 更新				update();				// 返回				return (true);			}			// 暂停状态时			if (mMode == PAUSE) {				/*				 * If the game is merely paused, we should just continue where				 * we left off.				 */				// 设置成运行状态				setMode(RUNNING);				update();				// 返回				return (true);			}			// 如果是运行状态时,如果方向原有方向不是向南,那么方向转向北			if (mDirection != SOUTH) {				mNextDirection = NORTH;			}			return (true);		}		// 向下键		if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {			// 原方向不是向上时,方向转向南			if (mDirection != NORTH) {				mNextDirection = SOUTH;			}			// 返回			return (true);		}		// 向左键		if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {			// 原方向不是向右时,方向转向西			if (mDirection != EAST) {				mNextDirection = WEST;			}			// 返回			return (true);		}		// 向右键		if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {			// 原方向不是向左时,方向转向东			if (mDirection != WEST) {				mNextDirection = EAST;			}			// 返回			return (true);		}		// 按其他键时按原有功能返回		return super.onKeyDown(keyCode, msg);	}	/**	 * Sets the TextView that will be used to give information (such as "Game	 * Over" to the user.	 * 	 * @param newView	 */	// 设置状态显示View	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	 */	// 设置游戏状态	public void setMode(int newMode) {		// 把当前游戏状态存入oldMode		int oldMode = mMode;		// 把游戏状态设置为新状态		mMode = newMode;		// 如果新状态是运行状态,且原有状态为不运行,那么就开始游戏		if (newMode == RUNNING & oldMode != RUNNING) {			// 设置mStatusTextView隐藏			mStatusText.setVisibility(View.INVISIBLE);			// 更新			update();			return;		}		Resources res = getContext().getResources();		CharSequence str = "";		// 如果新状态是暂停状态,那么设置文本内容为暂停内容		if (newMode == PAUSE) {			str = res.getText(R.string.mode_pause);		}		// 如果新状态是准备状态,那么设置文本内容为准备内容		if (newMode == READY) {			str = res.getText(R.string.mode_ready);		}		// 如果新状态时失败状态,那么设置文本内容为失败内容		if (newMode == LOSE) {			// 把上轮的得分显示出来			str = res.getString(R.string.mode_lose_prefix) + mScore					+ res.getString(R.string.mode_lose_suffix);		}		// 设置文本		mStatusText.setText(str);		// 显示该View		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.	 * 	 */	// 添加苹果	private void addRandomApple() {		// 新的坐标		Coordinate newCoord = null;		// 防止新苹果出席在蛇身下		boolean found = false;		// 没有找到合适的苹果,就在循环体内一直循环,直到找到合适的苹果		while (!found) {			// 为苹果再找一个坐标,先随机一个X值			int newX = 1 + RNG.nextInt(mXTileCount - 2);			// 再随机一个Y值			int newY = 1 + RNG.nextInt(mYTileCount - 2);			// 新坐标			newCoord = new Coordinate(newX, newY);			// Make sure it's not already under the snake			// 确保新苹果不在蛇身下,先假设没有发生冲突			boolean collision = false;			int snakelength = mSnakeTrail.size();			// 和蛇占据的所有坐标比较			for (int index = 0; index < snakelength; index++) {				// 只要和蛇占据的任何一个坐标相同,即认为发生冲突了				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			// 如果有冲突就继续循环,如果没冲突flag的值就是false,那么自然会退出循环,新坐标也就诞生了			found = !collision;		}		if (newCoord == null) {			Log.e(TAG, "Somehow ended up with a null newCoord!");		}		// 生成一个新苹果放在苹果列表中(两个苹果有可能会重合——这时候虽然看到的是一个苹果,但是呢,分数就是两个分数。)		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.	 */	// 更新 各种动作,特别是 贪吃蛇 的位置, 还包括:墙、苹果等的更新	public void update() {		// 如果是处于运行状态		if (mMode == RUNNING) {			long now = System.currentTimeMillis();			// 如果当前时间距离最后一次移动的时间超过了延迟时间			if (now - mLastMove > mMoveDelay) {				//				clearTiles();				updateWalls();				updateSnake();				updateApples();				mLastMove = now;			}			// Handler 会话进程sleep一个延迟时间单位			mRedrawHandler.sleep(mMoveDelay);		}	}	/**	 * Draws some walls.	 * 	 */	// 更新墙	private void updateWalls() {		for (int x = 0; x < mXTileCount; x++) {			// 给上边线的每个贴片位置设置一个绿色索引标识			setTile(GREEN_STAR, x, 0);			// 给下边线的每个贴片位置设置一个绿色索引标识			setTile(GREEN_STAR, x, mYTileCount - 1);		}		for (int y = 1; y < mYTileCount - 1; y++) {			// 给左边线的每个贴片位置设置一个绿色索引标识			setTile(GREEN_STAR, 0, y);			// 给右边线的每个贴片位置设置一个绿色索引标识			setTile(GREEN_STAR, mXTileCount - 1, y);		}	}	/**	 * Draws some apples.	 * 	 */	// 更新苹果	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.	 * 	 */	// 更新蛇	private void updateSnake() {		// 生长标志		boolean growSnake = false;		// 得到蛇头坐标		Coordinate head = mSnakeTrail.get(0);		// 初始化一个新的蛇头坐标		Coordinate newHead = new Coordinate(1, 1);		// 当前方向改成新的方向		mDirection = mNextDirection;		// 根据方向确定蛇头新坐标		switch (mDirection) {		// 如果方向向东(右),那么X加1		case EAST: {			newHead = new Coordinate(head.x + 1, head.y);			break;		}			// 如果方向向西(左),那么X减1		case WEST: {			newHead = new Coordinate(head.x - 1, head.y);			break;		}			// 如果方向向北(上),那么Y减1		case NORTH: {			newHead = new Coordinate(head.x, head.y - 1);			break;		}			// 如果方向向南(下),那么Y加1		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		// 冲突检测 新蛇头是否四面墙重叠,那么游戏结束		if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)				|| (newHead.y > mYTileCount - 2)) {			// 设置游戏状态为Lose			setMode(LOSE);			// 返回			return;		}		// Look for collisions with itself		// 冲突检测 新蛇头是否和自身坐标重叠,重叠的话游戏也结束		int snakelength = mSnakeTrail.size();		for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {			Coordinate c = mSnakeTrail.get(snakeindex);			if (c.equals(newHead)) {				// 设置游戏状态为Lose				setMode(LOSE);				// 返回				return;			}		}		// Look for apples		// 看新蛇头和苹果们是否重叠		int applecount = mAppleList.size();		for (int appleindex = 0; appleindex < applecount; appleindex++) {			Coordinate c = mAppleList.get(appleindex);			if (c.equals(newHead)) {				// 如果重叠,苹果坐标从苹果列表中移除				mAppleList.remove(c);				// 再立刻增加一个新苹果				addRandomApple();				// 得分加一				mScore++;				// 延迟是以前的90%				mMoveDelay *= 0.9;				// 蛇增长标志改为真				growSnake = true;			}		}		// push a new head onto the ArrayList and pull off the tail		// 在蛇头的位置增加一个新坐标		mSnakeTrail.add(0, newHead);		// except if we want the snake to grow		// 如果没有增长		if (!growSnake) {			// 如果蛇头没增长则删去最后一个坐标,相当于蛇向前走了一步			mSnakeTrail.remove(mSnakeTrail.size() - 1);		}		int index = 0;		// 重新设置一下颜色,蛇头是黄色的(同苹果一样),蛇身是红色的		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.	 * 	 */	// 坐标内部类——原作者说这是临时做法	private class Coordinate {		public int x;		public int y;		// 构造函数		public Coordinate(int newX, int newY) {			x = newX;			y = newY;		}		// 重写equals		public boolean equals(Coordinate other) {			if (x == other.x && y == other.y) {				return true;			}			return false;		}		// 重写toString		@Override		public String toString() {			return "Coordinate: [" + x + "," + y + "]";		}	}}


3、 TileView.java

    /**      * <p>Title: Snake</p>      * <p>Copyright: (C) 2007 The Android Open Source Project. Licensed under the Apache License, Version 2.0 (the "License")</p>      * @author Gavin 标注      */      package com.deaboway.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.      *       */      // View 变种,用来处理 一组 贴片—— “icons”或其它可绘制的对象      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轴的贴片数量          protected static int mXTileCount;          // Y轴的贴片数量          protected static int mYTileCount;          // X偏移量          private static int mXOffset;          // Y偏移量          private static int mYOffset;          /**          * A hash that maps integer handles specified by the subclasser to the          * drawable that will be used for that reference          */          // 贴片图像的图像数组          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          */          // 保存每个贴片的索引——二维数组          private int[][] mTileGrid;          // Paint对象(画笔、颜料)          private final Paint mPaint = new Paint();          // 构造函数          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          */          // 设置贴片图片数组          public void resetTiles(int tilecount) {              mTileArray = new Bitmap[tilecount];          }          // 回调:当该View的尺寸改变时调用,在onDraw()方法调用之前就会被调用,所以用来设置一些变量的初始值          // 在视图大小改变的时候调用,比如说手机由垂直旋转为水平          @Override          protected void onSizeChanged(int w, int h, int oldw, int oldh) {              // 定义X轴贴片数量              mXTileCount = (int) Math.floor(w / mTileSize);              mYTileCount = (int) Math.floor(h / mTileSize);              // X轴偏移量              mXOffset = ((w - (mTileSize * mXTileCount)) / 2);              // Y轴偏移量              mYOffset = ((h - (mTileSize * mYTileCount)) / 2);              // 定义贴片的二维数组              mTileGrid = new int[mXTileCount][mYTileCount];              // 清空所有贴片              clearTiles();          }          /**          * Function to set the specified Drawable as the tile for a particular          * integer key.          *           * @param key          * @param tile          */          // 给mTileArray这个Bitmap图片数组设置值          public void loadTile(int key, Drawable tile) {              Bitmap bitmap = Bitmap.createBitmap(mTileSize, mTileSize,                      Bitmap.Config.ARGB_8888);              Canvas canvas = new Canvas(bitmap);              tile.setBounds(0, 0, mTileSize, mTileSize);              // 把一个drawable转成一个Bitmap              tile.draw(canvas);              // 在数组里存入该Bitmap              mTileArray[key] = bitmap;          }          /**          * Resets all tiles to 0 (empty)          *           */          // 清空所有贴片          public void clearTiles() {              for (int x = 0; x < mXTileCount; x++) {                  for (int y = 0; y < mYTileCount; y++) {                      // 全部设置为0                      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          * @param x          * @param y          */          // 给某个贴片位置设置一个状态索引          public void setTile(int tileindex, int x, int y) {              mTileGrid[x][y] = tileindex;          }          // onDraw 在视图需要重画的时候调用,比如说使用invalidate刷新界面上的某个矩形区域          @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) {                      // 当索引大于零,也就是不空时                      if (mTileGrid[x][y] > 0) {                          // mTileGrid中不为零时画此贴片                          canvas.drawBitmap(mTileArray[mTileGrid[x][y]], mXOffset + x                                  * mTileSize, mYOffset + y * mTileSize, mPaint);                      }                  }              }          }      }  




四、工程文件下载

为了方便大家阅读,可以到如下地址下载工程源代码:

http://download.csdn.net/source/3145349

五、小结及下期预告:

本次详细解析了 Android SDK 自带 Sample—— Snake的结构和功能。下次将会把这个游戏移植到 J2ME平台上,并且比较 Android和 J2ME的区别和相通之处,让从事过 J2ME开发的朋友对 Android开发有个更加直观的认识。
5 楼 yuanzhifei89 2011-04-14  
楼主很细心啊,对贪食蛇游戏进行了详细的分析...居然不能打shou,cang,了
6 楼 huzhenyu 2011-04-14  
greyfox4488 写道
kill_all 写道
从设计思路,到建模,可以当作一个典型的andriod入门教学实例

Google 的 API Demo...本来就是让你当作一个典型的andriod入门教学实例的...


的确是android入门教学实例,但是楼主能做如此细致的分析,并分享出来.精神可嘉.
7 楼 Mr.Cheney 2011-04-14  
不顶不行啊! 让咱们初学者有个更加直观的了解!
8 楼 无为1055 2011-04-14  
谢谢 楼主  正在学习这个
9 楼 sky0014 2011-04-14  
感谢LZ,好贴
10 楼 wjb_forward 2011-04-14  
一直就想着能有个人给讲解一下这个例子,结果楼主你就做了,感谢啊
11 楼 javasunnyboy 2011-04-14  
感谢楼主,正在学习中。
12 楼 helong0904 2011-04-15  
楼主,多谢了,正是我需要的
13 楼 deaboway 2011-04-15  
wjb_forward 写道
一直就想着能有个人给讲解一下这个例子,结果楼主你就做了,感谢啊


呵呵,缘分啊。。。
14 楼 ejacky 2011-04-15  
zan yige

15 楼 zhangcs053 2011-04-15  
谢谢分享!
16 楼 石头的日记 2011-04-16  
呵呵,很好的帖子,我没有做j2me,不知android下的这个游戏和j2me下相同的游戏,那个性能更好些,期待与你交流
17 楼 gaoyibin 2011-04-17  
en ,感觉还不错
18 楼 水的哥哥 2011-04-19  
public class Dingyige{ Public static void main(String [] arg){ System.out.println("楼主辛苦了"); }}
19 楼 tinren 2011-04-20  
受益匪浅,入门的经典,谢谢
20 楼 zhdkn 2011-04-29  
android刚入门,值得看看
21 楼 追梦人21 2011-05-02  
楼主你好,看了你对于贪吃蛇的代码的讲述,我受益匪浅,非常感谢楼主可以奉献出来帮助新人。不过我有一个疑问,希望可以得到楼主的解答。

楼主的运行效果图的第一张应该是点击“上”之后开始初始化的界面,我的疑问就在这里。我也做了一个测试,这是创建蛇身的第一个代码,也就是蛇头,mSnakeTrail.add(new Coordinate(7, 7)); 默认的方向是北方,而 运行出来是黄色的蛇头的坐标明显不是(7,7)而是(7,5)。

为了进一步验证,我将创建蛇身的代码就只保留了这一句,也就是只创建一个蛇头,当当next方向为北时,蛇头坐标为(7,5),next方向为南时,蛇头方向为(7,9),next方向为东时,蛇头方向为(9,7),next方向为西时,蛇头坐标为(5,7)。很明显,在游戏开始时,蛇头已经朝next方向前进了两个单位。

请问楼主这是为什么呢?该怎么解释这一现象呢?希望可以得到楼主的回复,祝您工作愉快!

22 楼 追梦人21 2011-05-06  
是因为我的问题在第三页,没有被楼主看到吗?谁来帮忙解决一下这个问题啊!!!
23 楼 deaboway 2011-05-12  
追梦人21 写道
是因为我的问题在第三页,没有被楼主看到吗?谁来帮忙解决一下这个问题啊!!!


你很认真哦,最近有点小忙,刚看到。

请注意:

    // 更新蛇 
    private void updateSnake() { 
        // 生长标志 
        boolean growSnake = false; 
 
        // 得到蛇头坐标 
        Coordinate head = mSnakeTrail.get(0); 
        // 初始化一个新的蛇头坐标 
        Coordinate newHead = new Coordinate(1, 1); 
 
        // 当前方向改成新的方向 
        mDirection = mNextDirection; 

当你按向上键的时候,其实新的蛇头已经产生了,所以,你会看到新的蛇头不是原来的蛇头。
24 楼 lrh_java 2011-05-16  
是个很好的例子,马上入门!
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