package jonathan.balljumper; import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Point; import android.util.Log; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import jonathan.balljumper.classes.Ball; import jonathan.balljumper.classes.Panel; import jonathan.balljumper.classes.PanelHandler; /** * Created by Jonathan on 27/07/2017. */ public class GameSurfaceView extends SurfaceView implements Runnable { private boolean isRunning = false; private Thread gameThread; private SurfaceHolder holder; private Point screenSize; private Ball ball; private PanelHandler panelHandler; private final static int MAX_FPS = 40; private final static int FRAME_PERIOD = 1000 / MAX_FPS; public GameSurfaceView(Context context) { super(context); // Get and set window size. screenSize = new Point(); ((Activity)getContext()).getWindowManager() .getDefaultDisplay() .getSize(screenSize); holder = getHolder(); holder.addCallback(new SurfaceHolder.Callback() { @Override public void surfaceCreated(SurfaceHolder holder) { } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { screenSize.x = width; screenSize.y = height; } @Override public void surfaceDestroyed(SurfaceHolder holder) { } }); // Initialize ball. int ballRadius = 35; ball = new Ball(screenSize.x / 2 - ballRadius, (screenSize.y / 3) * 2 - ballRadius, ballRadius, 0.2f, // Velocity 0.5f, // Gravity 17f, // Speed Color.argb(255, 200, 34, 34)); // Initialize panelHandler. panelHandler = new PanelHandler(10, 150, 20, 5f, screenSize); } /** * Start or resume the game. */ public void resume() { isRunning = true; gameThread = new Thread(this); gameThread.start(); } /** * Pause the game loop */ public void pause() { isRunning = false; boolean retry = true; while (retry) { try { gameThread.join(); retry = false; } catch (InterruptedException e) { // Try shutting down the thread again. } } } /** * Updates each frame. */ protected void update() { // Game mechanics boolean ballHeightLimit = false; // If the ball goes below the screen, you lose. if (ball.getBottom() >= screenSize.y) { pause(); } ball.move(); // Check if the ball is going too high, if so move the screen with the ball. if (ball.getDeltaY() < 0 && ball.getTop() < 150) { ballHeightLimit = true; // Move the ball first to set the new velocity and to get the delta values. // Reset the ball's position. ball.setX(ball.getX() - ball.getDeltaX()); ball.setY(ball.getY() - ball.getDeltaY()); } for (int i = 0; i < panelHandler.getPanelList().length; ++i) { Panel panel = panelHandler.getPanelList()[i]; // Bounce if the ball intersects with a panel. if (ball.intersects(panel.getX(), panel.getY(), panel.getWidth(), panel.getHeight())) { // Do not bounce if you're above the screen. if (ball.getBottom() > 0) { ball.bounce(); } } // When the ball moves upwards too much, move panels down by the same speed. if (ballHeightLimit) { panelHandler.move(i, -ball.getDeltaY()); } else { // Else move the panels normal speed. // Move the panel and reset it if it comes below the screen. panelHandler.move(i); } } } /** * Render everything to the screen. * @param canvas Canvas to be used when rendering. */ protected void render(Canvas canvas) { // Reset background canvas.drawColor(Color.GREEN); // Render ball ball.draw(canvas); // Render panels panelHandler.draw(canvas); } @Override public void run() { while(isRunning) { // Make sure the surface is ready if (! holder.getSurface().isValid()) { continue; } long started = System.currentTimeMillis(); // Update objects. update(); // Render objects to screen. Canvas canvas = holder.lockCanvas(); if (canvas != null) { render(canvas); holder.unlockCanvasAndPost(canvas); } // Make sure update, updates accordingly to the FPS. float deltaTime = (System.currentTimeMillis() - started); int sleepTime = (int) ((FRAME_PERIOD - deltaTime) / 2); if (sleepTime > 0) { try { gameThread.sleep(sleepTime); } catch (InterruptedException e) { } } while (sleepTime < 0) { update(); sleepTime += FRAME_PERIOD; } } } @Override public boolean onTouchEvent(MotionEvent event) { super.onTouchEvent(event); float x = event.getX(); float y = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_MOVE: ball.setX(x); break; } return true; } }