Galaxy In Pixels 0.1

Competition version
This commit is contained in:
Victor 2013-01-18 13:59:52 +02:00
commit bc9dba9c06
20 changed files with 722 additions and 0 deletions

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.classpath Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.LIBRARIES"/>
<classpathentry kind="output" path="bin/classes"/>
</classpath>

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.gitattributes vendored Normal file
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# Auto detect text files and perform LF normalization
* text=auto
# Custom for Visual Studio
*.cs diff=csharp
*.sln merge=union
*.csproj merge=union
*.vbproj merge=union
*.fsproj merge=union
*.dbproj merge=union
# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain

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.gitignore vendored Normal file
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assets/
bin/
gen/
proguard/

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.project Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>GalaxyInPixels</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

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AndroidManifest.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.annimon.gipgame"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk
android:minSdkVersion="8"
android:targetSdkVersion="17" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
<activity
android:screenOrientation="portrait"
android:name="com.annimon.gipgame.GipGameActivity"
android:label="@string/app_name" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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proguard-project.txt Normal file
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@E:\\SETUPS\\Disk\\Programming\\Java\\android.pro
-obfuscationdictionary E:\\SETUPS\\Disk\\Programming\\Java\\compact.txt
-optimizationpasses 9
-allowaccessmodification
-overloadaggressively

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project.properties Normal file
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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
proguard.config=${sdk.dir}\\tools\\proguard\\proguard-android.txt:proguard-project.txt
# Project target.
target=android-17

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res/values/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Galaxy In Pixels</string>
</resources>

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package com.annimon.gipgame;
import android.graphics.Canvas;
import android.graphics.Paint;
public class Background {
private int yBackground, squareSize;
private BackgroundCreator creator;
public Background() {
yBackground = 0;
squareSize = 20;
creator = new BackgroundCreator();
}
public void draw(Canvas canvas, Paint paint) {
int[][] array = creator.getBackground();
final int rowWidth = array[0].length;
final int width = canvas.getWidth();
final int height = canvas.getHeight();
squareSize = width / rowWidth + 1;
creator.setHeight(height / squareSize + 4);
// Fill rectangles.
paint.setStyle(Paint.Style.FILL);
for(int y = -1; y < array.length - 2; y++) {
int[] row = array[2 + y];
int top = y * squareSize + yBackground;
if (top > height) break;
for (int x = 0; x < rowWidth; x++) {
int left = x * squareSize;
int right = left + squareSize;
int bottom = top + squareSize;
paint.setColor(row[x]);
canvas.drawRect(left, top, right, bottom, paint);
}
}
}
public void update(int addValue) {
if (addValue > 200) {
// When game is finished, speed up background.
yBackground += 2;
addValue /= 2;
}
yBackground++;
// Remove last and add new row in background.
if (yBackground >= squareSize) {
creator.updateBackground(addValue);
yBackground = 0;
}
}
}

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package com.annimon.gipgame;
import java.util.ArrayList;
public class BackgroundCreator {
private static final boolean ANTI_ALIAS = true;
private static final int WIDTH = 5;
private int height = 12;
private ArrayList<int[]> background;
public BackgroundCreator() {
background = new ArrayList<int[]>();
createBackground();
}
public void setHeight(int height) {
this.height = height;
}
public int[][] getBackground() {
int[][] array = background.toArray(new int[0][]);
if (!ANTI_ALIAS) return array;
// Smooth background colors.
int[][] antialias = new int[height][WIDTH];
for(int y = 0; y < height; y++) {
for (int x = 0; x < WIDTH; x++) {
int top = (y > 0) ? array[y - 1][x] : 0;
int bottom = (y < (height - 1)) ? array[y + 1][x] : 0;
int left = (x > 0) ? array[y][x - 1] : 0;
int right = (x < (WIDTH - 1)) ? array[y][x + 1] : 0;
int center = array[y][x];
antialias[y][x] = getAntiAliasColor(new int[] {top, bottom, left, right, center});
}
}
return antialias;
}
private int getAntiAliasColor(int[] colors) {
int red = 0;
int green = 0;
int blue = 0;
for (int i = 0; i < 4; i++) {
int color = colors[i];
red += (color >> 16) & 0xFF;
green += (color >> 8) & 0xFF;
blue += color & 0xFF;
}
red /= 4;
green /= 4;
blue /= 4;
red += (colors[4] >> 16) & 0xFF;
green += (colors[4] >> 8) & 0xFF;
blue += colors[4] & 0xFF;
return 0xFF000000 | (red << 16) | (green << 8) | blue;
}
public void updateBackground(int addValue) {
background.remove(height - 1);
background.add(0, createRow(addValue));
}
private void createBackground() {
for (int i = 0; i < height; i++) {
background.add(createRow(0));
}
}
private int[] createRow(int addValue) {
int[] row = new int[WIDTH];
for (int i = 0; i < WIDTH; i++) {
row[i] = Util.randomSpaceColor(15 + (addValue / 2));
}
if (Util.rand(8) == 5) {
// Create star.
int x = Util.rand(WIDTH);
int add = (addValue / 2);
row[x] = Util.randomColor(10 + add, 60 + add);
}
return row;
}
}

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package com.annimon.gipgame;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.RectF;
import android.util.DisplayMetrics;
import android.view.View;
public class Bonus {
private static int BONUS_SIZE = 16;
private static int HORIZ_RANGE = 320;
private static int HEIGHT = 480;
public static void initBonusSize(View view, DisplayMetrics metrics) {
final int width = view.getWidth();
HEIGHT = view.getHeight();
BONUS_SIZE = (int) Util.convertDpToPixel(width / 30, metrics);
HORIZ_RANGE = width - BONUS_SIZE;
}
private int color;
private float speed;
private RectF bonusRect;
public Bonus() {
bonusRect = new RectF(0, 0, BONUS_SIZE, BONUS_SIZE);
initNewPosition();
}
public void draw(Canvas canvas, Paint paint) {
paint.setColor(color);
paint.setAlpha(200);
canvas.drawRect(bonusRect, paint);
paint.setAlpha(255);
}
public void update(PlayerShip player) {
bonusRect.offset(0, speed);
if (bonusRect.top > HEIGHT) {
initNewPosition();
player.changeScore(-1);
} else {
if (Util.rand(50) == 5) changeSpeed();
}
if (player.isCollide(bonusRect)) {
initNewPosition();
player.changeScore(1);
}
}
private void initNewPosition() {
color = Util.randomColor(128, 255);
changeSpeed();
int x = Util.rand(HORIZ_RANGE);
int y = - BONUS_SIZE - Util.rand(HEIGHT);
bonusRect.offsetTo(x, y);
}
private void changeSpeed() {
speed = Util.rand(0.2f, 4f);
}
}

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package com.annimon.gipgame;
public class Fps {
private static final int MAX_FPS = 30;
private static final int MAX_DELAY = 1000 / MAX_FPS;
private static long currentFps;
private static long counter = 0, startTime = 0;
private static long startTimeForMeasureDelay = 0;
public static String getFpsAsString() {
counter++;
if (startTime == 0) {
startTime = System.currentTimeMillis();
}
if ( (System.currentTimeMillis() - startTime) >= 1000) {
currentFps = counter;
counter = 0;
startTime = System.currentTimeMillis();
}
return Long.toString(currentFps);
}
public static void startMeasuringDelay() {
startTimeForMeasureDelay = System.currentTimeMillis();
}
public static long getDelay() {
long delay = System.currentTimeMillis() - startTimeForMeasureDelay;
return (delay > MAX_DELAY ? 0 : MAX_DELAY - delay);
}
}

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package com.annimon.gipgame;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.hardware.Sensor;
import android.hardware.SensorEvent;
import android.hardware.SensorEventListener;
import android.hardware.SensorManager;
import android.util.AttributeSet;
import android.view.KeyEvent;
import android.view.View;
public class GameView extends View implements SensorEventListener, Runnable {
private static final int BONUS_COUNT = 10;
private Background background;
private PlayerShip player;
private Bonus[] bonus;
private Paint paint;
private SensorManager sensorManager;
private Thread thread;
public GameView(Context context) {
super(context);
initView(context);
}
public GameView(Context context, AttributeSet attributes) {
super(context, attributes);
initView(context);
}
public GameView(Context context, AttributeSet attributes, int defStyle) {
super(context, attributes, defStyle);
initView(context);
}
private void initView(Context context) {
background = new Background();
player = new PlayerShip(this);
bonus = new Bonus[BONUS_COUNT];
for (int i = 0; i < BONUS_COUNT; i++) {
bonus[i] = new Bonus();
}
paint = new Paint();
sensorManager = (SensorManager) context.getSystemService(Context.SENSOR_SERVICE);
thread = new Thread(this);
thread.start();
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
if (player == null) player = new PlayerShip(this);
player.init(getResources().getDisplayMetrics());
Bonus.initBonusSize(this, getResources().getDisplayMetrics());
for (int i = 0; i < BONUS_COUNT; i++) {
bonus[i] = new Bonus();
}
}
@Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
background.draw(canvas, paint);
player.draw(canvas, paint);
if (!player.gameIsFinished()) {
for (int i = 0; i < BONUS_COUNT; i++) {
bonus[i].draw(canvas, paint);
}
}
// Draw FPS.
//paint.setColor(Color.WHITE);
//canvas.drawText(Fps.getFpsAsString(), 10, 10, paint);
}
private void update() {
background.update(player.getScore());
if (player.gameIsFinished()) return;
for (int i = 0; i < BONUS_COUNT; i++) {
bonus[i].update(player);
}
}
@Override
public void run() {
while(Thread.currentThread() == thread) {
Fps.startMeasuringDelay();
update();
postInvalidate();
try {
Thread.sleep(Fps.getDelay());
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
// Quit application if user press the back key.
if (keyCode == KeyEvent.KEYCODE_BACK) {
background = null;
player = null;
bonus = null;
unregisterSensorListener();
}
return true;
}
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy) { }
@Override
public void onSensorChanged(SensorEvent event) {
float delta = 0.8f;
float xChange = delta * event.values[0];
// Control player ship only by x-axis.
player.updateX((int)xChange);
}
public void registerSensorListener() {
Sensor accelerometer = sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
sensorManager.registerListener(this, accelerometer, SensorManager.SENSOR_DELAY_GAME);
}
public void unregisterSensorListener() {
sensorManager.unregisterListener(this);
}
}

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package com.annimon.gipgame;
import android.os.Bundle;
import android.view.WindowManager;
import android.app.Activity;
public class GipGameActivity extends Activity {
private GameView gameView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Set backlight always on.
getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON,
WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
gameView = new GameView(this);
gameView.setFocusable(true);
setContentView(gameView);
}
@Override
protected void onResume() {
super.onResume();
gameView.registerSensorListener();
}
@Override
public void onSaveInstanceState(Bundle icicle) {
super.onSaveInstanceState(icicle);
gameView.unregisterSensorListener();
}
}

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package com.annimon.gipgame;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.graphics.RectF;
import android.util.DisplayMetrics;
import android.view.View;
public class PlayerShip {
private static final int WIDTH = 5, HEIGHT = 4;
private static int[] SHIP_COLORS = {
Color.WHITE,
Color.GREEN,
Color.BLUE,
Color.CYAN,
Color.YELLOW,
Color.DKGRAY,
Color.MAGENTA,
Color.RED,
Color.BLACK,
Color.TRANSPARENT
};
private int SHIP_WIDTH, SHIP_HEIGHT;
private int TEXT_SIZE;
private int x, y;
private int score;
private Bitmap shipBitmap;
private View view;
public PlayerShip(View view) {
this.view = view;
score = 0;
}
public void init(DisplayMetrics metrics) {
final int w = view.getWidth();
final int h = view.getHeight();
SHIP_WIDTH = (int) Util.convertDpToPixel(w / 16, metrics);
SHIP_HEIGHT = (int) Util.convertDpToPixel(h / 20, metrics);
TEXT_SIZE = (int) Util.convertDpToPixel(12, metrics);
createPlayerShip(SHIP_COLORS[0]);
x = (w - SHIP_WIDTH) / 2;
y = h - SHIP_HEIGHT * 2;
}
public int getScore() {
return score;
}
public boolean gameIsFinished() {
return ( score > (SHIP_COLORS.length * 20) );
}
public void draw(Canvas canvas, Paint paint) {
// When game is finished we don't need to draw ship.
if (gameIsFinished()) {
drawText("Game is finished", canvas, paint, true);
return;
}
// Draw ship.
canvas.drawBitmap(shipBitmap, x, y, paint);
// Draw score.
drawText(String.valueOf(score), canvas, paint, false);
}
public void updateX(int value) {
x -= value;
if (x < 0) x = 0;
else if (x > ( view.getWidth() - SHIP_WIDTH )) {
x = view.getWidth() - SHIP_WIDTH;
}
}
public boolean isCollide(RectF rectangle) {
return (rectangle.intersects(x, y, x + SHIP_WIDTH, y + SHIP_HEIGHT));
}
public void changeScore(int value) {
if (gameIsFinished()) return;
score += value;
if (score < 0) score = 0;
else if (score % 20 == 0) {
// Change color of the ship by score level.
int shipLevel = Math.min(score / 20, SHIP_COLORS.length - 1);
createPlayerShip(SHIP_COLORS[shipLevel]);
}
}
private void createPlayerShip(int color) {
Bitmap bmp = Bitmap.createBitmap(WIDTH, HEIGHT, Bitmap.Config.ARGB_8888);
bmp.setPixel(2, 0, color);
bmp.setPixel(1, 1, color); bmp.setPixel(3, 1, color);
bmp.setPixel(1, 2, color); bmp.setPixel(3, 2, color);
bmp.setPixel(0, 3, color); bmp.setPixel(4, 3, color);
// Stretch bitmap to calculated size.
shipBitmap = Bitmap.createScaledBitmap(bmp, SHIP_WIDTH, SHIP_HEIGHT, false);
}
private void drawText(String text, Canvas canvas, Paint paint, boolean vertCenter) {
paint.setTextSize(TEXT_SIZE);
paint.setTextScaleX(2);
paint.setColor(Color.YELLOW);
paint.setTextAlign(Paint.Align.CENTER);
Rect textBounds = new Rect();
paint.getTextBounds(text, 0, text.length(), textBounds);
int y = textBounds.height() * 2;
if (vertCenter) y += view.getHeight() / 2;
canvas.drawText(text, view.getWidth() / 2, y, paint);
}
}

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package com.annimon.gipgame;
import java.util.Random;
import android.util.DisplayMetrics;
public class Util {
private static Random rnd = new Random();
public static int rand(int to) {
return rnd.nextInt(to);
}
public static int rand(int from, int to) {
return rnd.nextInt(to - from) + from;
}
public static float rand(float from, float to) {
return rnd.nextFloat() * (to - from) + from;
}
public static int randomColor(int from, int to) {
if (from > 230) from = 230;
if (to > 255) to = 255;
int red = rand(from, to);
int green = rand(from, to);
int blue = rand(from, to);
return 0xFF000000 | (red << 16) | (green << 8) | blue;
}
public static int randomSpaceColor(int to) {
if (to > 240) to = 240;
int red = rand(to / 2);
int green = rand(red / 2, to / 2);
int blue = rand(red, to);
return 0xFF000000 | (red << 16) | (green << 8) | blue;
}
public static float convertDpToPixel(float dp, DisplayMetrics metrics) {
float px = dp * (metrics.densityDpi / 160f);
return px;
}
}