/// <summary> /// Invoked when the Activity is created. /// </summary> /// <param name="savedInstanceState"> a Bundle containing state saved from a previous /// execution, or null if this is a new execution </param> protected override void OnCreate(Bundle savedInstanceState) { base.OnCreate(savedInstanceState); // tell system to use the layout defined in our XML file SetContentView(R.Layouts.lunar_layout); // get handles to the LunarView from XML, and its LunarThread mLunarView = (LunarView)FindViewById(R.Ids.lunar); mLunarThread = mLunarView.Thread; // give the LunarView a handle to the TextView used for messages mLunarView.TextView = (TextView)FindViewById(R.Ids.text); if (savedInstanceState == null) { // we were just launched: set up a new game mLunarThread.state = LunarView.LunarThread.STATE_READY; Log.W(GetType().Name, "SIS is null"); } else { // we are being restored: resume a previous game mLunarThread.RestoreState(savedInstanceState); Log.W(GetType().Name, "SIS is nonnull"); } }
public LunarThread(LunarView view, ISurfaceHolder surfaceHolder, Context context, Handler handler) { // get handles to some important objects this.view = view; mSurfaceHolder = surfaceHolder; mHandler = handler; view.mContext = context; Resources res = context.Resources; // cache handles to our key sprites & other drawables mLanderImage = context.Resources.GetDrawable(R.Drawable.lander_plain); mFiringImage = context.Resources.GetDrawable(R.Drawable.lander_firing); mCrashedImage = context.Resources.GetDrawable(R.Drawable.lander_crashed); // load background image as a Bitmap instead of a Drawable b/c // we don't need to transform it and it's faster to draw this way mBackgroundImage = BitmapFactory.DecodeResource(res, R.Drawable.earthrise); // Use the regular lander image as the model size for all sprites mLanderWidth = mLanderImage.IntrinsicWidth; mLanderHeight = mLanderImage.IntrinsicHeight; // Initialize paints for speedometer mLinePaint = new Paint(); mLinePaint.IsAntiAlias = (true); mLinePaint.SetARGB(255, 0, 255, 0); mLinePaintBad = new Paint(); mLinePaintBad.IsAntiAlias = (true); mLinePaintBad.SetARGB(255, 120, 180, 0); mScratchRect = new RectF(0, 0, 0, 0); mWinsInARow = 0; mDifficulty = DIFFICULTY_MEDIUM; // initial show-up of lander (not yet playing) mX = mLanderWidth; mY = mLanderHeight * 2; mFuel = PHYS_FUEL_INIT; mDX = 0; mDY = 0; mHeading = 0; mEngineFiring = true; }
public MessageHandler(LunarView view) { this.view = view; }
public LunarThread(LunarView view, ISurfaceHolder surfaceHolder, Context context, Handler handler) { // get handles to some important objects this.view = view; mSurfaceHolder = surfaceHolder; mHandler = handler; view.mContext = context; Resources res = context.Resources; // cache handles to our key sprites & other drawables mLanderImage = context.Resources.GetDrawable(R.Drawables.lander_plain); mFiringImage = context.Resources.GetDrawable(R.Drawables.lander_firing); mCrashedImage = context.GetResources().GetDrawable(R.Drawables.lander_crashed); // load background image as a Bitmap instead of a Drawable b/c // we don't need to transform it and it's faster to draw this way mBackgroundImage = BitmapFactory.DecodeResource(res, R.Drawables.earthrise); // Use the regular lander image as the model size for all sprites mLanderWidth = mLanderImage.IntrinsicWidth; mLanderHeight = mLanderImage.IntrinsicHeight; // Initialize paints for speedometer mLinePaint = new Paint(); mLinePaint.SetAntiAlias(true); mLinePaint.SetARGB(255, 0, 255, 0); mLinePaintBad = new Paint(); mLinePaintBad.SetAntiAlias(true); mLinePaintBad.SetARGB(255, 120, 180, 0); mScratchRect = new RectF(0, 0, 0, 0); mWinsInARow = 0; mDifficulty = DIFFICULTY_MEDIUM; // initial show-up of lander (not yet playing) mX = mLanderWidth; mY = mLanderHeight * 2; mFuel = PHYS_FUEL_INIT; mDX = 0; mDY = 0; mHeading = 0; mEngineFiring = true; }
/// <summary> /// Invoked when the Activity is created. /// </summary> /// <param name="savedInstanceState"> a Bundle containing state saved from a previous /// execution, or null if this is a new execution </param> protected override void OnCreate(Bundle savedInstanceState) { base.OnCreate(savedInstanceState); // tell system to use the layout defined in our XML file SetContentView(R.Layout.lunar_layout); // get handles to the LunarView from XML, and its LunarThread mLunarView = (LunarView) FindViewById(R.Id.lunar); mLunarThread = mLunarView.Thread; // give the LunarView a handle to the TextView used for messages mLunarView.TextView = (TextView) FindViewById(R.Id.text); if (savedInstanceState == null) { // we were just launched: set up a new game mLunarThread.state = LunarView.LunarThread.STATE_READY; Log.W(GetType().Name, "SIS is null"); } else { // we are being restored: resume a previous game mLunarThread.RestoreState(savedInstanceState); Log.W(GetType().Name, "SIS is nonnull"); } }