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Android App for the course "BEGIN PROGRAMMING". When the ball hits the smiley, it becomes sad smiley and after 3 seconds it becomes again a happy smiley.
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package uk.ac.reading.sis05kol.mooc; | |
//Other parts of the android libraries that we use | |
import android.graphics.Bitmap; | |
import android.graphics.BitmapFactory; | |
import android.graphics.Canvas; | |
public class TheGame extends GameThread{ | |
//Will store the image of a ball | |
private Bitmap mBall; | |
//The X and Y position of the ball on the screen (middle of ball) | |
private float mBallX = -100; | |
private float mBallY = -100; | |
//The speed (pixel/second) of the ball in direction X and Y | |
private float mBallSpeedX = 0; | |
private float mBallSpeedY = 0; | |
private Bitmap mPaddle; | |
private float mPaddleX = 0; | |
private float mPaddleSpeedX = 0; | |
private float mMinDistanceBallPaddle; | |
private Bitmap mSmiley; | |
private float mMinDistanceBallSmiley; | |
private float mShownPosX; | |
private float mShownPosY; | |
private float mSmileyX; | |
private float mSmileyY; | |
private float mSmileyHitTime = 0; | |
private boolean isSmileySad = false; | |
private float mSadX = -100; | |
private float mSadY = -100; | |
private Bitmap mSad; | |
//This is run before anything else, so we can prepare things here | |
public TheGame(GameView gameView) { | |
//House keeping | |
super(gameView); | |
//Prepare the image so we can draw it on the screen (using a canvas) | |
mBall = BitmapFactory.decodeResource | |
(gameView.getContext().getResources(), | |
R.drawable.small_red_ball); | |
mPaddle = BitmapFactory.decodeResource | |
(gameView.getContext().getResources(), | |
R.drawable.yellow_ball); | |
mSmiley = BitmapFactory.decodeResource | |
(gameView.getContext().getResources(), | |
R.drawable.smiley_ball); | |
mSad = BitmapFactory.decodeResource | |
(gameView.getContext().getResources(), | |
R.drawable.sad_ball); | |
} | |
//This is run before a new game (also after an old game) | |
@Override | |
public void setupBeginning() { | |
//Initialise speeds | |
mBallSpeedX = mCanvasWidth/2; | |
mBallSpeedY = mCanvasHeight/2; | |
//Place the ball in the middle of the screen. | |
//mBall.Width() and mBall.getHeigh() gives us the height and width of the image of the ball | |
mBallX = mCanvasWidth / 2; | |
mBallY = mCanvasHeight / 2; | |
mPaddleX = mCanvasWidth /2; | |
mShownPosX = mCanvasWidth/2; | |
mShownPosY = mSmiley.getWidth()/2; | |
mSmileyX = mShownPosX; | |
mSmileyY = mShownPosY; | |
mMinDistanceBallPaddle = (mPaddle.getWidth() /2 + mBall.getWidth() /2) * (mPaddle.getWidth() /2 + mBall.getWidth() /2); | |
mMinDistanceBallSmiley = (mSmiley.getWidth() /2 + mBall.getWidth() /2) * (mSmiley.getWidth() /2 + mBall.getWidth() /2); | |
} | |
@Override | |
protected void doDraw(Canvas canvas) { | |
//If there isn't a canvas to draw on do nothing | |
//It is ok not understanding what is happening here | |
if(canvas == null) return; | |
super.doDraw(canvas); | |
//draw the image of the ball using the X and Y of the ball | |
//drawBitmap uses top left corner as reference, we use middle of picture | |
//null means that we will use the image without any extra features (called Paint) | |
canvas.drawBitmap(mBall, mBallX - mBall.getWidth() / 2, mBallY - mBall.getHeight() / 2, null); | |
canvas.drawBitmap(mPaddle , mPaddleX - mPaddle.getWidth()/2 , mCanvasHeight - mPaddle.getHeight()/2,null); | |
canvas.drawBitmap(mSmiley,mSmileyX - mSmiley.getWidth()/2, mSmileyY - mSmiley.getHeight()/2, null); | |
canvas.drawBitmap(mSad,mSadX - mSad.getWidth()/2, mSadY - mSad.getHeight()/2, null); | |
} | |
//This is run whenever the phone is touched by the user | |
@Override | |
protected void actionOnTouch(float x, float y) { | |
//Increase/decrease the speed of the ball making the ball move towards the touch | |
//mBallSpeedX = (x - mBallX) * 2; | |
//mBallSpeedY = (y - mBallY) * 2; | |
//mBallX=x; | |
//mBallY=y; | |
mPaddleX = x; | |
mPaddleSpeedX = 0; | |
} | |
//This is run whenever the phone moves around its axises | |
@Override | |
protected void actionWhenPhoneMoved(float xDirection, float yDirection, float zDirection) { | |
/* | |
Increase/decrease the speed of the ball. | |
If the ball moves too fast try and decrease 70f | |
If the ball moves too slow try and increase 70f | |
*/ | |
/* | |
mBallSpeedX = mBallSpeedX + 70f * xDirection; | |
mBallSpeedY = mBallSpeedY - 70f * yDirection; | |
*/ | |
mPaddleSpeedX = mPaddleSpeedX + 70f * xDirection; | |
if (mPaddleX<=0 && mPaddleSpeedX <0) { | |
mPaddleSpeedX =0; | |
mPaddleX = 0; | |
} | |
if (mPaddleX>=mCanvasWidth && mPaddleSpeedX > 0){ | |
mPaddleSpeedX =0; | |
mPaddleX = mCanvasWidth; | |
} | |
} | |
//This is run just before the game "scenario" is printed on the screen | |
@Override | |
protected void updateGame(float secondsElapsed) { | |
float distanceBallPaddle; | |
if(isSmileySad){ | |
mSmileyHitTime = mSmileyHitTime + secondsElapsed; | |
} | |
if (mBallSpeedY>0){ | |
distanceBallPaddle = (mPaddleX-mBallX)*(mPaddleX-mBallX) + (mCanvasHeight - mBallY)*(mCanvasHeight - mBallY); | |
if (mMinDistanceBallPaddle > distanceBallPaddle){ | |
float speedOfBall = (float)Math.sqrt(mBallSpeedY * mBallSpeedY + mBallSpeedX * mBallSpeedX); | |
mBallSpeedY = mBallY - mCanvasHeight; | |
mBallSpeedX = mBallX - mPaddleX; | |
float newSpeedOfBall = (float)Math.sqrt(mBallSpeedY * mBallSpeedY + mBallSpeedX * mBallSpeedX); | |
mBallSpeedX = mBallSpeedX * speedOfBall / newSpeedOfBall; | |
mBallSpeedY = mBallSpeedY * speedOfBall / newSpeedOfBall; | |
} | |
} | |
float distanceBallSmiley = (mSmileyX-mBallX)*(mSmileyX-mBallX) + (mSmileyY - mBallY)*(mSmileyY - mBallY); | |
if(mMinDistanceBallSmiley > distanceBallSmiley){ | |
float speedOfBall = (float)Math.sqrt(mBallSpeedY * mBallSpeedY + mBallSpeedX * mBallSpeedX); | |
mBallSpeedY = mBallY - mSmiley.getHeight()/2; | |
mBallSpeedX = mBallX - mCanvasWidth/2; | |
float newSpeedOfBall = (float)Math.sqrt(mBallSpeedY * mBallSpeedY + mBallSpeedX * mBallSpeedX); | |
mBallSpeedX = mBallSpeedX * speedOfBall / newSpeedOfBall; | |
mBallSpeedY = mBallSpeedY * speedOfBall / newSpeedOfBall; | |
updateScore(1); | |
mSadX = mShownPosX; | |
mSadY = mShownPosY; | |
isSmileySad = true; | |
} else if(isSmileySad && mSmileyHitTime > 3){ | |
isSmileySad = false; | |
mSadY = -100; | |
mSadX = -100; | |
mSmileyHitTime = 0; | |
} | |
//Move the ball's X and Y using the speed (pixel/sec) | |
mBallX = mBallX + secondsElapsed * mBallSpeedX; | |
mBallY = mBallY + secondsElapsed * mBallSpeedY; | |
if ((mBallX <= mBall.getWidth()/2 && mBallSpeedX<0) || (mBallX >= mCanvasWidth - mBall.getWidth()/2 && mBallSpeedX>0)){ | |
mBallSpeedX = -mBallSpeedX; | |
} else if ((mBallY <= mBall.getWidth()/2 && mBallSpeedY<0) ){//|| (mBallY >= mCanvasHeight - mBall.getWidth()/2 && mBallSpeedY>0) | |
mBallSpeedY = -mBallSpeedY; | |
} | |
mPaddleX = mPaddleX + secondsElapsed * mPaddleSpeedX; | |
if (mBallY >= mCanvasHeight){ | |
setState(GameThread.STATE_LOSE); | |
} | |
} | |
} | |
// This file is part of the course "Begin Programming: Build your first mobile game" from futurelearn.com | |
// Copyright: University of Reading and Karsten Lundqvist | |
// It is free software: you can redistribute it and/or modify | |
// it under the terms of the GNU General Public License as published by | |
// the Free Software Foundation, either version 3 of the License, or | |
// (at your option) any later version. | |
// | |
// It is is distributed in the hope that it will be useful, | |
// but WITHOUT ANY WARRANTY; without even the implied warranty of | |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
// GNU General Public License for more details. | |
// | |
// | |
// You should have received a copy of the GNU General Public License | |
// along with it. If not, see <http://www.gnu.org/licenses/>. |
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