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package com.example.gauntlet;
import android.content.Context;
import android.graphics.Point;
import android.graphics.PointF;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceView;
import java.util.ArrayList;
class GameEngine extends SurfaceView implements Runnable, GameStarter, GameEngineBroadcaster, PlayerArrowSpawner,
AlienArrowSpawner {
private Thread mThread = null;
private long mFPS;
private ArrayList<InputObserver> inputObservers = new ArrayList();
UIController mUIController;
private GameState mGameState;
private SoundEngine mSoundEngine;
HUD mHUD;
Renderer mRenderer;
PhysicsEngine mPhysicsEngine;
Level mLevel;
public GameEngine(Context context, Point size) {
super(context);
mUIController = new UIController(this);
mGameState = new GameState(this, context);
mSoundEngine = new SoundEngine(context);
mHUD = new HUD(size);
mRenderer = new Renderer(this);
mPhysicsEngine = new PhysicsEngine();
mLevel = new Level(context,
new PointF(size.x, size.y), this);
}
// For the game engine broadcaster interface
public void addObserver(InputObserver o) {
inputObservers.add(o);
}
@Override
public boolean spawnPlayerArrow(Transform transform) {
ArrayList<GameObject> objects = mLevel.getGameObjects();
if (objects.get(Level.mNextPlayerArrow)
.spawn(transform)) {
Level.mNextPlayerArrow++;
mSoundEngine.playShoot();
if (Level.mNextPlayerArrow ==
Level.LAST_PLAYER_ARROW + 1) {
// Just used the last arrow
Level.mNextPlayerArrow = Level.FIRST_PLAYER_ARROW;
}
}
return true;
}
public void spawnAlienArrow(Transform transform) {
ArrayList<GameObject> objects = mLevel.getGameObjects();
// Shoot arrow IF AVAILABLE
// Pass in the transform of the ship
// that requested the shot to be fired
if (objects.get(Level.mNextAlienArrow).spawn(transform)) {
Level.mNextAlienArrow++;
mSoundEngine.playShoot();
if(Level.mNextAlienArrow ==Level.LAST_ALIEN_ARROW + 1) {
// Just used the last arrow
Level.mNextAlienArrow = Level.FIRST_ALIEN_ARROW;
}
}
}
@Override
public void run() {
while (mGameState.getThreadRunning()) {
long frameStartTime = System.currentTimeMillis();
ArrayList<GameObject> objects = mLevel.getGameObjects();
if (!mGameState.getPaused()) {
// Update all the game objects here
// in a new way
// This call to update will evolve with the project
if(mPhysicsEngine.update(mFPS,objects, mGameState, mSoundEngine)){
// Player hit
deSpawnReSpawn();
}
}
// Draw all the game objects here
// in a new way
mRenderer.draw(objects, mGameState, mHUD);
// Measure the frames per second in the usual way
long timeThisFrame = System.currentTimeMillis()
- frameStartTime;
if (timeThisFrame >= 1) {
final int MILLIS_IN_SECOND = 1000;
mFPS = MILLIS_IN_SECOND / timeThisFrame;
}
}
}
@Override
public boolean onTouchEvent(MotionEvent motionEvent) {
// Handle the player's input here
// But in a new way
for (InputObserver o : inputObservers) {
o.handleInput(motionEvent, mGameState,
mHUD.getControls());
}
return true;
}
public void stopThread() {
// New code here soon
mGameState.stopEverything();
try {
mThread.join();
} catch (InterruptedException e) {
Log.e("Exception","stopThread()"
+ e.getMessage());
}
}
public void startThread() {
// New code here soon
mGameState.startThread();
mThread = new Thread(this);
mThread.start();
}
public void deSpawnReSpawn() {
// Eventually this will despawn
// and then respawn all the game objects
ArrayList<GameObject> objects = mLevel.getGameObjects();
for(GameObject o : objects){
o.setInactive();
}
objects.get(Level.PLAYER_INDEX)
.spawn(objects.get(Level.PLAYER_INDEX)
.getTransform());
objects.get(Level.BACKGROUND_INDEX)
.spawn(objects.get(Level.PLAYER_INDEX)
.getTransform());
objects.get(Level.DOOR_INDEX)
.spawn(objects.get(Level.PLAYER_INDEX)
.getTransform());
for (int i = Level.FIRST_ALIEN;
i != Level.LAST_ALIEN + 1; i++) {
objects.get(i).spawn(objects
.get(Level.PLAYER_INDEX).getTransform());
}
}
}