1 | package com.medievaltech.advancewars;
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2 |
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3 | import java.io.*;
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4 |
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5 | import com.medievaltech.advancewars.Enum.*;
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6 | import com.medievaltech.unit.*;
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7 | import com.medievaltech.gui.*;
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8 |
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9 | import android.content.Context;
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10 | import android.graphics.*;
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11 | import android.os.*;
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12 | import android.view.*;
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13 | import android.util.AttributeSet;
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14 | import android.util.Log;
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15 | import android.widget.TextView;
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16 |
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17 | class GameView extends SurfaceView implements SurfaceHolder.Callback {
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18 |
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19 | class DrawingThread extends Thread {
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20 | public GameState mGameState;
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21 |
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22 | //maybe make this private and make an accessor for it
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23 | public Map mMap;
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24 |
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25 | public Tile grassTile, oceanTile;
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26 |
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27 | public Turn mTurn;
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28 |
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29 | //temporary variable to let the enemy control a specific unit
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30 | //ownership of units hasn't been implemented yet
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31 | public Unit enemyUnit;
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32 |
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33 | private int mCanvasHeight = 1;
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34 | private int mCanvasWidth = 1;
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35 |
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36 | private Paint mLinePaint, mTextPaint, mButtonPaint, mTilePaint1,
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37 | mTilePaint2, mSelectionPaint, mUnitPaint;
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38 |
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39 | /** Indicate whether the surface has been created & is ready to draw */
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40 | private boolean mRun = false;
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41 |
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42 | /** Handle to the surface manager object we interact with */
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43 | private SurfaceHolder mSurfaceHolder;
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44 |
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45 | private com.medievaltech.gui.Window wndMainMenu;
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46 | private Unit selectedUnit;
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47 |
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48 | public DrawingThread(SurfaceHolder surfaceHolder, Context context, Handler handler) {
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49 | mSurfaceHolder = surfaceHolder;
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50 |
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51 | mLinePaint = new Paint();
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52 | mLinePaint.setAntiAlias(true);
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53 | mLinePaint.setARGB(255, 0, 255, 0);
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54 |
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55 | mTextPaint = new Paint();
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56 | mTextPaint.setAntiAlias(true);
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57 | mTextPaint.setARGB(255, 255, 255, 255);
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58 | mTextPaint.setTextSize(12);
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59 | mTextPaint.setTextAlign(Paint.Align.CENTER);
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60 |
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61 | mButtonPaint = new Paint();
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62 | mButtonPaint.setAntiAlias(true);
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63 | mButtonPaint.setARGB(255, 0, 0, 0);
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64 | mButtonPaint.setTextSize(20);
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65 | mButtonPaint.setTextAlign(Paint.Align.CENTER);
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66 |
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67 | mTilePaint1 = new Paint();
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68 | mTilePaint1.setAntiAlias(true);
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69 | mTilePaint1.setARGB(255, 0, 255, 0);
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70 |
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71 | mTilePaint2 = new Paint();
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72 | mTilePaint2.setAntiAlias(true);
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73 | mTilePaint2.setARGB(255, 0, 0, 255);
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74 |
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75 | mUnitPaint = new Paint();
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76 | mUnitPaint.setAntiAlias(true);
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77 | mUnitPaint.setARGB(255, 255, 0, 0);
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78 |
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79 | mSelectionPaint = new Paint();
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80 | mSelectionPaint.setAntiAlias(true);
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81 | mSelectionPaint.setARGB(255, 255, 127, 0);
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82 |
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83 | wndMainMenu = new com.medievaltech.gui.Window(0, 0, 320, 450);;
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84 | wndMainMenu.addGUIObject("txtTitle", new Text("Main Menu", 100, 30, 120, 20, mTextPaint));
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85 | wndMainMenu.addGUIObject("btnNewGame", new Button("New Game", 100, 90, 120, 20, mLinePaint, mButtonPaint));
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86 | wndMainMenu.addGUIObject("btnLoadGame", new Button("Load Game", 100, 125, 120, 20, mLinePaint, mButtonPaint));
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87 | wndMainMenu.addGUIObject("btnMapEditor", new Button("Map Editor", 100, 160, 120, 20, mLinePaint, mButtonPaint));
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88 | wndMainMenu.addGUIObject("btnQuit", new Button("Quit", 100, 195, 120, 20, mLinePaint, mButtonPaint));
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89 |
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90 | grassTile = new Tile(mTilePaint1, TerrainType.LAND);
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91 | oceanTile = new Tile(mTilePaint2, TerrainType.SEA);
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92 |
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93 | mMap = new Map(grassTile, 6, 8, new Point(10, 25));
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94 |
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95 | boolean land = true;
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96 |
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97 | for(int x=0; x<mMap.getWidth(); x++) {
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98 | for(int y=0; y<mMap.getHeight(); y++) {
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99 | if(land)
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100 | mMap.setTile(x, y, new Tile(grassTile, new Point(x, y)));
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101 | else
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102 | mMap.setTile(x, y, new Tile(oceanTile, new Point(x, y)));
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103 | land = !land;
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104 | }
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105 | land = !land;
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106 | }
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107 |
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108 | enemyUnit = new Soldier(mUnitPaint);
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109 |
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110 | mMap.getTile(0, 0).addUnit(enemyUnit);
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111 | mMap.getTile(2, 3).addUnit(new Soldier(mUnitPaint));
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112 | mMap.getTile(5, 6).addUnit(new Soldier(mUnitPaint));
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113 |
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114 | mTurn = Turn.YOUR_TURN;
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115 |
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116 | mGameState = GameState.MAIN_MENU;
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117 | }
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118 |
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119 | /**
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120 | * Starts the game, setting parameters for the current difficulty.
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121 | */
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122 | // I don't think this gets called now. maybe we should call it in the thread constructor
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123 | public void doStart() {
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124 | synchronized (mSurfaceHolder) {
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125 | Log.i("AdvanceWars", "Player's turn starting now");
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126 | mGameState = GameState.MAIN_MENU;
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127 | }
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128 | }
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129 |
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130 | @Override
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131 | public void run() {
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132 | while (mRun) {
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133 | Canvas c = null;
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134 | try {
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135 | c = mSurfaceHolder.lockCanvas(null);
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136 | synchronized(mSurfaceHolder) {
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137 | doLogic();
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138 | doDraw(c);
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139 | }
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140 | } finally {
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141 | // do this in a finally so that if an exception is thrown
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142 | // during the above, we don't leave the Surface in an
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143 | // inconsistent state
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144 | if (c != null) {
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145 | mSurfaceHolder.unlockCanvasAndPost(c);
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146 | }
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147 | }
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148 | }
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149 | }
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150 |
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151 | /**
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152 | * Used to signal the thread whether it should be running or not.
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153 | * Passing true allows the thread to run; passing false will shut it
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154 | * down if it's already running. Calling start() after this was most
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155 | * recently called with false will result in an immediate shutdown.
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156 | *
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157 | * @param b true to run, false to shut down
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158 | */
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159 | public void setRunning(boolean b) {
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160 | mRun = b;
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161 | }
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162 |
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163 | public void setGameState(GameState state) {
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164 | synchronized (mSurfaceHolder) {
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165 | mGameState = state;
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166 | }
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167 | }
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168 |
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169 | /* Callback invoked when the surface dimensions change. */
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170 | public void setSurfaceSize(int width, int height) {
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171 | // synchronized to make sure these all change atomically
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172 | synchronized (mSurfaceHolder) {
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173 | mCanvasWidth = width;
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174 | mCanvasHeight = height;
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175 |
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176 | Log.i("AdvanceWars", "width: "+mCanvasWidth+", height: "+mCanvasHeight);
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177 | }
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178 | }
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179 |
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180 | private void doLogic() {
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181 | if(mTurn == Turn.YOUR_TURN)
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182 | return;
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183 |
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184 | switch(mGameState) {
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185 | case BATTLE_MAP:
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186 | int x = thread.enemyUnit.location.x;
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187 | int y = thread.enemyUnit.location.y;
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188 | thread.mMap.getTile(x, y).removeUnit();
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189 | thread.mMap.getTile(x, y+1).addUnit(thread.enemyUnit);
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190 | mTurn = Turn.YOUR_TURN;
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191 | break;
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192 | }
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193 | }
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194 |
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195 | /**
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196 | * Draws the ship, fuel/speed bars, and background to the provided
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197 | * Canvas.
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198 | */
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199 | private void doDraw(Canvas canvas) {
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200 | canvas.drawColor(Color.BLACK);
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201 |
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202 | switch(mGameState) {
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203 | case MAIN_MENU:
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204 | wndMainMenu.draw(canvas);
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205 | break;
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206 | case BATTLE_MAP:
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207 | mTextPaint.setTextSize(12);
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208 |
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209 | mMap.draw(canvas);
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210 |
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211 | if(selectedUnit != null) {
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212 | for(Point p : selectedUnit.getMovementRange()) {
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213 | canvas.drawRect(p.x*50+10, p.y*50+25, p.x*50+50+10, p.y*50+50+25, mSelectionPaint);
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214 | }
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215 | }
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216 |
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217 | mMap.drawUnits(canvas);
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218 |
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219 | break;
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220 | }
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221 | }
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222 | }
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223 |
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224 | /** Pointer to the text view to display "Paused.." etc. */
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225 | private TextView mStatusText;
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226 |
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227 | /** The thread that actually draws the animation */
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228 | private DrawingThread thread;
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229 |
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230 | public Game mGame;
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231 |
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232 | public GameView(Context context, AttributeSet attrs) {
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233 | super(context, attrs);
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234 |
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235 | // register our interest in hearing about changes to our surface
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236 | SurfaceHolder holder = getHolder();
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237 | holder.addCallback(this);
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238 |
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239 | // create thread only; it's started in surfaceCreated()
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240 | thread = new DrawingThread(holder, context, new Handler() {
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241 | @Override
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242 | public void handleMessage(Message m) {
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243 | mStatusText.setVisibility(m.getData().getInt("viz"));
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244 | mStatusText.setText(m.getData().getString("text"));
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245 | }
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246 | });
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247 |
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248 | setFocusable(true); // make sure we get key events
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249 | }
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250 |
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251 | @Override public boolean onTouchEvent(MotionEvent event) {
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252 | Log.i("AdvanceWars", "Detected touch event");
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253 |
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254 | if(event.getAction() == MotionEvent.ACTION_UP) {
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255 | Log.i("AdvanceWars", "Detected UP touch action");
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256 | switch(thread.mGameState) {
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257 | case MAIN_MENU:
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258 | Log.i("AdvanceWars", "Switching to battle map");
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259 | if(thread.wndMainMenu.getGUIObject("btnNewGame").isClicked(event.getX(), event.getY())) {
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260 | thread.mGameState = GameState.BATTLE_MAP;
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261 | }else if(thread.wndMainMenu.getGUIObject("btnLoadGame").isClicked(event.getX(), event.getY())) {
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262 | BufferedReader b;
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263 | try {
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264 | b = new BufferedReader(new FileReader(android.os.Environment.getExternalStorageDirectory()+"/save.txt"));
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265 |
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266 | int width = Integer.parseInt(b.readLine());
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267 | int height = Integer.parseInt(b.readLine());
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268 |
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269 | String offset = b.readLine();
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270 | Log.i("GameSave", offset);
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271 | int offsetX = Integer.parseInt(offset.substring(0, offset.indexOf("x")));
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272 | int offsetY = Integer.parseInt(offset.substring(offset.indexOf("x")+1));
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273 |
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274 | thread.mMap = new Map(thread.grassTile, width, height, new Point(offsetX, offsetY));
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275 |
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276 | Log.i("GameSave", "Created the map");
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277 |
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278 | for(int x=0; x<width; x++) {
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279 | String line = b.readLine();
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280 | Log.i("GameSave", line);
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281 | String[] arr = line.split(",");
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282 | for(int y=0; y<arr.length; y++) {
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283 | TerrainType type = TerrainType.values()[Integer.parseInt(arr[y])];
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284 | if(type.equals(TerrainType.LAND))
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285 | thread.mMap.setTile(x, y, new Tile(thread.grassTile, new Point(10, 25)));
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286 | else
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287 | thread.mMap.setTile(x, y, new Tile(thread.oceanTile, new Point(10, 25)));
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288 | }
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289 | }
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290 |
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291 | while(b.ready()) {
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292 | String unit = b.readLine();
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293 | Log.i("GameSave", unit);
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294 | int x = Integer.parseInt(unit.substring(0, unit.indexOf(",")));
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295 | int y = Integer.parseInt(unit.substring(unit.indexOf(",")+1));
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296 |
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297 | mGame.mThread.mMap.getTile(x, y).addUnit(new Soldier(mGame.mThread.mUnitPaint));
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298 | }
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299 |
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300 | b.close();
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301 | }catch(IOException ioe) {
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302 | ioe.printStackTrace();
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303 | }
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304 | thread.mGameState = GameState.BATTLE_MAP;
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305 | }else if(thread.wndMainMenu.getGUIObject("btnQuit").isClicked(event.getX(), event.getY())) {
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306 | mGame.finish();
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307 | }
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308 | break;
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309 | case BATTLE_MAP:
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310 | Log.i("AdvanceWars", "Touch event detected on battle map");
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311 |
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312 | if(event.getX() >= thread.mMap.offset.x && event.getY() >= thread.mMap.offset.y) {
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313 | int x = ((int)event.getX() - thread.mMap.offset.x) / 50;
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314 | int y = ((int)event.getY() - thread.mMap.offset.y) / 50;
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315 |
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316 | Unit target = thread.mMap.getTile(x, y).currentUnit;
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317 |
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318 | if(thread.selectedUnit != null && thread.selectedUnit.getMovementRange().contains(new Point(x, y))) {
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319 | if(target == null || target == thread.selectedUnit) {
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320 | thread.mMap.getTile(thread.selectedUnit.location.x, thread.selectedUnit.location.y).removeUnit();
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321 | thread.mMap.getTile(x, y).addUnit(thread.selectedUnit);
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322 | }else {
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323 | // the target contains another unit. If the unit is enemy-controlled, attack it
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324 | }
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325 | thread.selectedUnit = null;
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326 | }else
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327 | thread.selectedUnit = target;
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328 | }
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329 |
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330 | break;
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331 | }
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332 | }else if(event.getAction() == MotionEvent.ACTION_DOWN) {
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333 |
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334 | }
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335 |
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336 | return true;
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337 | }
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338 |
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339 | /**
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340 | * Fetches the animation thread corresponding to this LunarView.
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341 | *
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342 | * @return the animation thread
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343 | */
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344 | public DrawingThread getThread() {
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345 | return thread;
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346 | }
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347 |
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348 | /**
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349 | * Installs a pointer to the text view used for messages.
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350 | */
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351 | public void setTextView(TextView textView) {
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352 | mStatusText = textView;
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353 | }
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354 |
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355 | /* Callback invoked when the surface dimensions change. */
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356 | public void surfaceChanged(SurfaceHolder holder, int format, int width,
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357 | int height) {
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358 | thread.setSurfaceSize(width, height);
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359 | }
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360 |
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361 | /*
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362 | * Callback invoked when the Surface has been created and is ready to be
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363 | * used.
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364 | */
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365 | public void surfaceCreated(SurfaceHolder holder) {
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366 | thread.setRunning(true);
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367 | thread.start();
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368 | }
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369 |
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370 | /*
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371 | * Callback invoked when the Surface has been destroyed and must no longer
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372 | * be touched. WARNING: after this method returns, the Surface/Canvas must
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373 | * never be touched again!
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374 | */
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375 | public void surfaceDestroyed(SurfaceHolder holder) {
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376 | // we have to tell thread to shut down & wait for it to finish, or else
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377 | // it might touch the Surface after we return and explode
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378 | boolean retry = true;
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379 | thread.setRunning(false);
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380 | while (retry) {
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381 | try {
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382 | thread.join();
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383 | retry = false;
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384 | } catch (InterruptedException e) {
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385 | }
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386 | }
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387 | }
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388 | }
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