I code a mini Android game scenario inspired by Space Invaders and Moon Patrol. It is possible to shoot an alien horizontally (see above).
It is also possible to shoot an alien vertically (see below).
But adding aliens doesn't "scale", it will be very difficult to add for instance 15 aliens moving with respect to all possible collisions. The original space invaders and moon patrol solved this, is it possible to develop a different strategy than the one I am using? The exact movement of aliens is not important, only that it is "fun".
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.support.v4.view.MotionEventCompat;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import java.util.ArrayList;
import java.util.List;
public class ParallaxView extends SurfaceView implements Runnable {
List<Background> backgrounds;
private volatile boolean running;
private Thread gameThread = null;
// For drawing
private Paint paint;
private Canvas canvas;
private SurfaceHolder ourHolder;
// Holds a reference to the Activity
Context context;
// Control the fps
long fps = 60;
// Screen resolution
int screenWidth;
int screenHeight;
private void update() {
// Update all the background positions
for (Background bg : backgrounds) {
bg.update(fps);
}
}
ParallaxView(Context context, int screenWidth, int screenHeight) {
super(context);
this.context = context;
this.screenWidth = screenWidth;
this.screenHeight = screenHeight;
// Initialize our drawing objects
ourHolder = getHolder();
paint = new Paint();
// Initialize our array list
backgrounds = new ArrayList<>();
//load the background data into the Background objects and
// place them in our GameObject arraylist
backgrounds.add(new Background(
this.context,
screenWidth,
screenHeight,
"bg", 0, 120, 50));
backgrounds.add(new Background(
this.context,
screenWidth,
screenHeight,
"grass", 70, 110, 200));
// Add more backgrounds here
}
@Override
public void run() {
while (running) {
long startFrameTime = System.currentTimeMillis();
update();
if (j > 2000) {
j = -50;
k = 0;
}
if (o > 2000) {
o = -50;
l = 0;
}
draw();
// Calculate the fps this frame
long timeThisFrame = System.currentTimeMillis() - startFrameTime;
if (timeThisFrame >= 1) {
fps = 1000 / timeThisFrame;
}
}
}
int numberOfshots = 1;
int[] i = new int[200];
int j = 0;
int k = 0;
int l = 0;
int m = 0;
int o = 0;
boolean down = true;
long lastTurn = System.currentTimeMillis();
int xbuggy = 0;
int xbuggy2 = 0;
boolean down2 = true;
long lastTurn2 = System.currentTimeMillis();
long lastTurn3 = System.currentTimeMillis();
boolean jump = false;
boolean shoot = false;
int ind = 0;
private void draw() {
if (ourHolder.getSurface().isValid()) {
//First we lock the area of memory we will be drawing to
canvas = ourHolder.lockCanvas();
if (jump) {
xbuggy = xbuggy + 4;
}
if (shoot) {
xbuggy2 = xbuggy2 + 4;
}
if (System.currentTimeMillis() - lastTurn3 >= 1000) {
// Change direction here
jump = false;
lastTurn3 = System.currentTimeMillis();
xbuggy = 0;
}
//draw a background color
canvas.drawColor(Color.argb(255, 0, 0, 0));
// Draw the background parallax
drawBackground(0);
// Draw the rest of the game
paint.setTextSize(60);
paint.setColor(Color.argb(255, 255, 255, 255));
//canvas.drawText("MOONPATROL3000", 350, screenHeight / 100 * 5, paint);
int resID = context.getResources().getIdentifier("vehicle",
"drawable", context.getPackageName());
int alienResID = context.getResources().getIdentifier("object3_hdpi",
"drawable", context.getPackageName());
int alienResID2 = context.getResources().getIdentifier("object2_hdpi",
"drawable", context.getPackageName());
int alienResID3 = context.getResources().getIdentifier("object1_hdpi",
"drawable", context.getPackageName());
// Load the bitmap using the id
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resID);
Bitmap alienbitmap = BitmapFactory.decodeResource(context.getResources(), alienResID);
Bitmap alienbitmap2 = BitmapFactory.decodeResource(context.getResources(), alienResID2);
Bitmap alienbitmap3 = BitmapFactory.decodeResource(context.getResources(), alienResID3);
//paint.setTextSize(220);
for (int i1 = 0; i1 < numberOfshots; i1++) {
// if horizontal missile hits alien 0
if (java.lang.Math.abs(j - i[i1]) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2 < (alienbitmap.getHeight() + 60)) {
//y1[i2] = -random.nextInt(1000); // reset to new vertical position
//score += 1;
//onScoreListener.onScore(score);
Log.d("missile", "missile hit! ");
j=-200;
}
// if vertical missile hits alien 0
if (java.lang.Math.abs(j - 185) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(j + 150 + screenHeight / 100 * 45 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2 < (alienbitmap.getHeight() + 60)) {
//y1[i2] = -random.nextInt(1000); // reset to new vertical position
//score += 1;
//onScoreListener.onScore(score);
Log.d("missile", "missile hit! ");
j=-200;
}
// if horizontal missile hits alien 1, right now this won't happen
if (java.lang.Math.abs(j - i[i1]) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2 < (alienbitmap.getHeight() + 60)) {
//y1[i2] = -random.nextInt(1000); // reset to new vertical position
//score += 1;
//onScoreListener.onScore(score);
Log.d("missile", "missile hit! ");
j=-200;
}
// if vertical missile hits alien 1
if (java.lang.Math.abs(o + 10 - 185) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(l + screenHeight / 100 * 25 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2 < (alienbitmap.getHeight() + 60)) {
//y1[i2] = -random.nextInt(1000); // reset to new vertical position
//score += 1;
//onScoreListener.onScore(score);
Log.d("missile", "missile hit! ");
o=-200;
}
canvas.drawText("o", i[i1], (float) (screenHeight * 0.61), paint);
canvas.drawText("o", 185, screenHeight / 100 * 95 - i[i1] - xbuggy2, paint);
if (i1 == numberOfshots - 1 && i[i1] > screenWidth) {
if (numberOfshots > 0) numberOfshots--;
if (ind > 0) ind--;
}
}
if (System.currentTimeMillis() - lastTurn >= 2000) {
// Change direction here
down = !down;
lastTurn = System.currentTimeMillis();
}
if (System.currentTimeMillis() - lastTurn2 >= 7000) {
// Change direction here
down2 = !down2;
lastTurn2 = System.currentTimeMillis();
}
canvas.drawBitmap(alienbitmap, j, k +150+ screenHeight / 100 * 45, paint);
canvas.drawBitmap(alienbitmap2, o + 10, l + screenHeight / 100 * 25, paint);
//canvas.drawBitmap(alienbitmap3, j+20, k+screenHeight / 100 * 5, paint);
drawBackground(1);
canvas.drawBitmap(bitmap, 50, (float) (screenHeight * 0.5) - xbuggy, paint);
// Draw the foreground parallax
for (int n = 0; n < numberOfshots; n++)
i[n] = i[n] + 20;
j = j + 10;
o = o + 7;
if (!down)
k=k+2;
else
k=k-2;
if (!down2)
l++;
else
l--;
// Unlock and draw the scene
ourHolder.unlockCanvasAndPost(canvas);
}
}
// Clean up our thread if the game is stopped
public void pause() {
running = false;
try {
gameThread.join();
} catch (InterruptedException e) {
// Error
}
}
// Make a new thread and start it
// Execution moves to our run method
public void resume() {
running = true;
gameThread = new Thread(this);
gameThread.start();
}
private void drawBackground(int position) {
// Make a copy of the relevant background
Background bg = backgrounds.get(position);
// define what portion of images to capture and
// what coordinates of screen to draw them at
// For the regular bitmap
Rect fromRect1 = new Rect(0, 0, bg.width - bg.xClip, bg.height);
Rect toRect1 = new Rect(bg.xClip, bg.startY, bg.width, bg.endY);
// For the reversed background
Rect fromRect2 = new Rect(bg.width - bg.xClip, 0, bg.width, bg.height);
Rect toRect2 = new Rect(0, bg.startY, bg.xClip, bg.endY);
//draw the two background bitmaps
if (!bg.reversedFirst) {
canvas.drawBitmap(bg.bitmap, fromRect1, toRect1, paint);
canvas.drawBitmap(bg.bitmapReversed, fromRect2, toRect2, paint);
} else {
canvas.drawBitmap(bg.bitmap, fromRect2, toRect2, paint);
canvas.drawBitmap(bg.bitmapReversed, fromRect1, toRect1, paint);
}
}
// Because we call this from onTouchEvent, this code will be executed for both
// normal touch events and for when the system calls this using Accessibility
@Override
public boolean performClick() {
super.performClick();
launchMissile();
return true;
}
private void launchMissile() {
i[ind] = 350;
ind++;
xbuggy2 = 0;
shoot = true;
}
// event listener for when the user touches the screen
@Override
public boolean onTouchEvent(MotionEvent event) {
boolean gameOver = false;
//if (paused) {
// paused = false;
//}
int action = MotionEventCompat.getActionMasked(event);
int coordX = (int) event.getX();
int coordY = (int) event.getY();
Log.d("coordY", "coordY " + coordY);
if (coordX < 220 && xbuggy == 0 && action == MotionEvent.ACTION_MOVE) {
jump = true;
shoot = false;
lastTurn3 = System.currentTimeMillis();
return true; // do nothing
}
if (coordX > 219 && action == MotionEvent.ACTION_DOWN) {
numberOfshots++;
performClick();
return true;
}
return true;
}
}
Update
I have started to encapsulate the logic for the aliens according to the following.
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
public class Alien {
public Alien(){}
public Alien(Context context, String name) {
setAlienResID(context.getResources().getIdentifier("object3_hdpi",
"drawable", context.getPackageName()));
setAlienbitmap(BitmapFactory.decodeResource(context.getResources(), this.getAlienResID()));
}
public int getAlienResID() {
return alienResID;
}
public void setAlienResID(int alienResID) {
this.alienResID = alienResID;
}
public Bitmap getAlienbitmap() {
return alienbitmap;
}
public void setAlienbitmap(Bitmap alienbitmap) {
this.alienbitmap = alienbitmap;
}
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
int alienResID;
Bitmap alienbitmap;
int width;
int height;
}
public class AttackingAlien extends Alien {
public AttackingAlien(Context context, String name) {
super(context, name);
}
}
Update 2
I have changed the strategy. Now I am drawing a spaceship which is going to bomb the moon buggy.
The relevant code is
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.support.v4.view.MotionEventCompat;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import java.util.ArrayList;
import java.util.List;
public class ParallaxView extends SurfaceView implements Runnable {
List<Background> backgrounds;
private volatile boolean running;
private Thread gameThread = null;
// For drawing
private Paint paint;
private Canvas canvas;
private SurfaceHolder ourHolder;
// Holds a reference to the Activity
Context context;
// Control the fps
long fps = 60;
// Screen resolution
int screenWidth;
int screenHeight;
private void update() {
// Update all the background positions
for (Background bg : backgrounds) {
bg.update(fps);
}
}
ParallaxView(Context context, int screenWidth, int screenHeight) {
super(context);
this.context = context;
this.screenWidth = screenWidth;
this.screenHeight = screenHeight;
// Initialize our drawing objects
ourHolder = getHolder();
paint = new Paint();
// Initialize our array list
backgrounds = new ArrayList<>();
//load the background data into the Background objects and
// place them in our GameObject arraylist
backgrounds.add(new Background(
this.context,
screenWidth,
screenHeight,
"bg", 0, 120, 50));
backgrounds.add(new Background(
this.context,
screenWidth,
screenHeight,
"grass", 70, 110, 200));
// Add more backgrounds here
}
@Override
public void run() {
while (running) {
long startFrameTime = System.currentTimeMillis();
update();
if (j > 2000) {
j = -50;
k = 0;
}
if (o > 2000) {
o = -50;
l = 0;
}
draw();
// Calculate the fps this frame
long timeThisFrame = System.currentTimeMillis() - startFrameTime;
if (timeThisFrame >= 1) {
fps = 1000 / timeThisFrame;
}
}
}
int numberOfshots = 1;
int[] i = new int[200];
int j = 0;
int k = 0;
int l = 0;
int m = 0;
int o = 0;
boolean down = true;
long lastTurn = System.currentTimeMillis();
int xbuggy = 0;
int xbuggy2 = 0;
boolean down2 = true;
long lastTurn2 = System.currentTimeMillis();
long lastTurn3 = System.currentTimeMillis();
long lastTurn4 = System.currentTimeMillis();
boolean jump = false;
boolean shoot = false;
int ind = 0;
int numberOfAlienshots = 1;
int missileOffSetY = 0;
private void draw() {
if (ourHolder.getSurface().isValid()) {
//First we lock the area of memory we will be drawing to
canvas = ourHolder.lockCanvas();
if (jump) {
xbuggy = xbuggy + 4;
}
if (shoot) {
xbuggy2 = xbuggy2 + 4;
}
if (System.currentTimeMillis() - lastTurn4 >= 2000) {
// Change direction here
//jump = false;
lastTurn4 = System.currentTimeMillis();
missileOffSetY = 0;
}
if (System.currentTimeMillis() - lastTurn3 >= 1000) {
// Change direction here
jump = false;
lastTurn3 = System.currentTimeMillis();
xbuggy = 0;
}
//draw a background color
canvas.drawColor(Color.argb(255, 0, 0, 0));
// Draw the background parallax
drawBackground(0);
// Draw the rest of the game
paint.setTextSize(60);
paint.setColor(Color.argb(255, 255, 255, 255));
//canvas.drawText("MOONPATROL3000", 350, screenHeight / 100 * 5, paint);
int resID = context.getResources().getIdentifier("vehicle",
"drawable", context.getPackageName());
Alien alien1 = new AttackingAlien(context, "right_side_hdpi");
Alien alien2 = new AttackingAlien(context, "object2_hdpi");
Alien alien3 = new AttackingAlien(context, "object1_hdpi");
int alienResID = context.getResources().getIdentifier("right_side_hdpi",
"drawable", context.getPackageName());
int alienResID2 = context.getResources().getIdentifier("right_side_hdpi",
"drawable", context.getPackageName());
int alienResID3 = context.getResources().getIdentifier("right_side_hdpi",
"drawable", context.getPackageName());
// Load the bitmap using the id
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resID);
Bitmap alienbitmap = BitmapFactory.decodeResource(context.getResources(), alienResID);
Bitmap alienbitmap2 = BitmapFactory.decodeResource(context.getResources(), alienResID2);
Bitmap alienbitmap3 = BitmapFactory.decodeResource(context.getResources(), alienResID3);
//paint.setTextSize(220);
//for (int i1 = 0; i1 < numberOfAlienshots; i1++) {
if (missileOffSetY < 300) {
canvas.drawText("|", o + 10 + alienbitmap2.getWidth() / 2, l + screenHeight / 100 * 25 + 75 + missileOffSetY, paint);
missileOffSetY = missileOffSetY + 10;
}
for (int i1 = 0; i1 < numberOfshots; i1++) {
// if horizontal missile hits alien 0
if (java.lang.Math.abs(j - i[i1]) * 2 < (alien1.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2 < (alien1.getHeight() + 60)) {
//y1[i2] = -random.nextInt(1000); // reset to new vertical position
//score += 1;
//onScoreListener.onScore(score);
Log.d("missile", "missile hit! ");
j=-200;
}
// if vertical missile hits alien 0
if (java.lang.Math.abs(j - 185) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(j + 150 + screenHeight / 100 * 45 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2 < (alienbitmap.getHeight() + 60)) {
j=-200;
}
// if horizontal missile hits alien 1, right now this won't happen
if (java.lang.Math.abs(j - i[i1]) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2 < (alienbitmap.getHeight() + 60)) {
j=-200;
}
// if vertical missile hits alien 1
if (java.lang.Math.abs(o + 10 - 185) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(l + screenHeight / 100 * 25 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2 < (alienbitmap.getHeight() + 60)) {
o=-200;
}
canvas.drawText("o", i[i1], (float) (screenHeight * 0.61), paint);
canvas.drawText("o", 185, screenHeight / 100 * 95 - i[i1] - xbuggy2, paint);
if (i1 == numberOfshots - 1 && i[i1] > screenWidth) {
if (numberOfshots > 0) numberOfshots--;
if (ind > 0) ind--;
}
}
if (System.currentTimeMillis() - lastTurn >= 2000) {
// Change direction here
down = !down;
lastTurn = System.currentTimeMillis();
}
if (System.currentTimeMillis() - lastTurn2 >= 7000) {
// Change direction here
down2 = !down2;
lastTurn2 = System.currentTimeMillis();
}
// canvas.drawBitmap(alien1.getAlienbitmap(), j, k +150+ screenHeight / 100 * 45, paint);
canvas.drawBitmap(alienbitmap2, o + 10, l + screenHeight / 100 * 25, paint);
//canvas.drawBitmap(alienbitmap3, j+20, k+screenHeight / 100 * 5, paint);
drawBackground(1);
canvas.drawBitmap(bitmap, 50, (float) (screenHeight * 0.5) - xbuggy, paint);
// Draw the foreground parallax
for (int n = 0; n < numberOfshots; n++)
i[n] = i[n] + 20;
j = j + 10;
o = o + 7;
if (!down)
k=k+2;
else
k=k-2;
if (!down2)
l++;
else
l--;
// Unlock and draw the scene
ourHolder.unlockCanvasAndPost(canvas);
}
}
// Clean up our thread if the game is stopped
public void pause() {
running = false;
try {
gameThread.join();
} catch (InterruptedException e) {
// Error
}
}
// Make a new thread and start it
// Execution moves to our run method
public void resume() {
running = true;
gameThread = new Thread(this);
gameThread.start();
}
private void drawBackground(int position) {
// Make a copy of the relevant background
Background bg = backgrounds.get(position);
// define what portion of images to capture and
// what coordinates of screen to draw them at
// For the regular bitmap
Rect fromRect1 = new Rect(0, 0, bg.width - bg.xClip, bg.height);
Rect toRect1 = new Rect(bg.xClip, bg.startY, bg.width, bg.endY);
// For the reversed background
Rect fromRect2 = new Rect(bg.width - bg.xClip, 0, bg.width, bg.height);
Rect toRect2 = new Rect(0, bg.startY, bg.xClip, bg.endY);
//draw the two background bitmaps
if (!bg.reversedFirst) {
canvas.drawBitmap(bg.bitmap, fromRect1, toRect1, paint);
canvas.drawBitmap(bg.bitmapReversed, fromRect2, toRect2, paint);
} else {
canvas.drawBitmap(bg.bitmap, fromRect2, toRect2, paint);
canvas.drawBitmap(bg.bitmapReversed, fromRect1, toRect1, paint);
}
}
// Because we call this from onTouchEvent, this code will be executed for both
// normal touch events and for when the system calls this using Accessibility
@Override
public boolean performClick() {
super.performClick();
launchMissile();
return true;
}
private void launchMissile() {
i[ind] = 350; // what does it do?
ind++;
xbuggy2 = 0;
shoot = true;
}
// event listener for when the user touches the screen
@Override
public boolean onTouchEvent(MotionEvent event) {
boolean gameOver = false;
//if (paused) {
// paused = false;
//}
int action = MotionEventCompat.getActionMasked(event);
int coordX = (int) event.getX();
int coordY = (int) event.getY();
Log.d("coordY", "coordY " + coordY);
if (coordX < 220 && xbuggy == 0 && action == MotionEvent.ACTION_MOVE) {
jump = true;
shoot = false;
lastTurn3 = System.currentTimeMillis();
return true; // do nothing
}
if (coordX > 219 && action == MotionEvent.ACTION_DOWN) {
numberOfshots++;
performClick();
return true;
}
return true;
}
}
canvas.drawBitmap(alienbitmap, j, k +150+ screenHeight / 100 * 45, paint)
The j is the offset in x direction and the k+150... is the offset in the y direction. Those are different for different aliens. I suppose I must put them in an array and use variables instead. It is because the calls are so different that I couldn't loop over a collection of aliens. – FiletAlien
; this way you can easily use an array ofAlien
's. The challenge is to work out a set of methods shared by all aliens - obvious examples include draw, collision detection, AI timestep, physics timestep, attack (might be part of AI), and so on. – Cathycathyleenint[] i = new int[200]
?). Next I'd stop using constant literals everywhere, and try to OOP-ise the code as much as possible. Finally I'd separate the update logic and draw routines (there are online tutorials about how to write a good game loop - and it is less trivial than most people think). Again, this is turning into a very broad code review-y style question; you must boil it down to more specific issues. – Cathycathyleen