public MessageHandler (TextView timerView, Button retryButton, TextView textView, Scoreboard scores) { timer_view = timerView; retry_button = retryButton; text_view = textView; this.scores = scores; }
public JetBoyView (Context context, IAttributeSet attrs) : base (context, attrs) { scores = new Scoreboard (); // make sure we get key events Focusable = true; }
public JetBoyView(Context context, IAttributeSet attrs) : base(context, attrs) { scores = new Scoreboard(); // make sure we get key events Focusable = true; }
public JetBoyThread(ISurfaceHolder surfaceHolder, Context context, Scoreboard scores, Handler handler) { this.scores = scores; mSurfaceHolder = surfaceHolder; mHandler = handler; mContext = context; mRes = context.Resources; for (int x = 0; x < muteMask.Length; x++) muteMask[x] = new bool[32]; // JET info: this are the mute arrays associated with the music beds in the // JET info: JET file for (int ii = 0; ii < 8; ii++) for (int xx = 0; xx < 32; xx++) muteMask[ii][xx] = true; muteMask[0][2] = false; muteMask[0][3] = false; muteMask[0][4] = false; muteMask[0][5] = false; muteMask[1][2] = false; muteMask[1][3] = false; muteMask[1][4] = false; muteMask[1][5] = false; muteMask[1][8] = false; muteMask[1][9] = false; muteMask[2][2] = false; muteMask[2][3] = false; muteMask[2][6] = false; muteMask[2][7] = false; muteMask[2][8] = false; muteMask[2][9] = false; muteMask[3][2] = false; muteMask[3][3] = false; muteMask[3][6] = false; muteMask[3][11] = false; muteMask[3][12] = false; muteMask[4][2] = false; muteMask[4][3] = false; muteMask[4][10] = false; muteMask[4][11] = false; muteMask[4][12] = false; muteMask[4][13] = false; muteMask[5][2] = false; muteMask[5][3] = false; muteMask[5][10] = false; muteMask[5][12] = false; muteMask[5][15] = false; muteMask[5][17] = false; muteMask[6][2] = false; muteMask[6][3] = false; muteMask[6][14] = false; muteMask[6][15] = false; muteMask[6][16] = false; muteMask[6][17] = false; muteMask[7][2] = false; muteMask[7][3] = false; muteMask[7][6] = false; muteMask[7][14] = false; muteMask[7][15] = false; muteMask[7][16] = false; muteMask[7][17] = false; muteMask[7][18] = false; // Set all tracks to play for (int xx = 0; xx < 32; xx++) muteMask[8][xx] = false; // Always set state to start, ensure we come in from // front door if app gets tucked into background mState = GameState.Start; SetInitialGameState (); // 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 mTitleBG = BitmapFactory.DecodeResource (mRes, Resource.Drawable.title_hori); // Two background since we want them moving at different speeds mBackgroundImageFar = BitmapFactory.DecodeResource (mRes, Resource.Drawable.background_a); mBackgroundImageNear = BitmapFactory.DecodeResource (mRes, Resource.Drawable.background_b); mLaserShot = BitmapFactory.DecodeResource (mRes, Resource.Drawable.laser); mShipFlying[0] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.ship2_1); mShipFlying[1] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.ship2_2); mShipFlying[2] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.ship2_3); mShipFlying[3] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.ship2_4); mBeam[0] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.intbeam_1); mBeam[1] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.intbeam_2); mBeam[2] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.intbeam_3); mBeam[3] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.intbeam_4); mTimerShell = BitmapFactory.DecodeResource (mRes, Resource.Drawable.int_timer); // I wanted them to rotate in a certain way // so I loaded them backwards from the way created. mAsteroids[11] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid01); mAsteroids[10] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid02); mAsteroids[9] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid03); mAsteroids[8] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid04); mAsteroids[7] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid05); mAsteroids[6] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid06); mAsteroids[5] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid07); mAsteroids[4] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid08); mAsteroids[3] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid09); mAsteroids[2] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid10); mAsteroids[1] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid11); mAsteroids[0] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid12); mExplosions[0] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid_explode1); mExplosions[1] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid_explode2); mExplosions[2] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid_explode3); mExplosions[3] = BitmapFactory.DecodeResource (mRes, Resource.Drawable.asteroid_explode4); }
public JetBoyThread(ISurfaceHolder surfaceHolder, Context context, Scoreboard scores, Handler handler) { this.scores = scores; mSurfaceHolder = surfaceHolder; mHandler = handler; mContext = context; mRes = context.Resources; for (int x = 0; x < muteMask.Length; x++) { muteMask[x] = new bool[32]; } // JET info: this are the mute arrays associated with the music beds in the // JET info: JET file for (int ii = 0; ii < 8; ii++) { for (int xx = 0; xx < 32; xx++) { muteMask[ii][xx] = true; } } muteMask[0][2] = false; muteMask[0][3] = false; muteMask[0][4] = false; muteMask[0][5] = false; muteMask[1][2] = false; muteMask[1][3] = false; muteMask[1][4] = false; muteMask[1][5] = false; muteMask[1][8] = false; muteMask[1][9] = false; muteMask[2][2] = false; muteMask[2][3] = false; muteMask[2][6] = false; muteMask[2][7] = false; muteMask[2][8] = false; muteMask[2][9] = false; muteMask[3][2] = false; muteMask[3][3] = false; muteMask[3][6] = false; muteMask[3][11] = false; muteMask[3][12] = false; muteMask[4][2] = false; muteMask[4][3] = false; muteMask[4][10] = false; muteMask[4][11] = false; muteMask[4][12] = false; muteMask[4][13] = false; muteMask[5][2] = false; muteMask[5][3] = false; muteMask[5][10] = false; muteMask[5][12] = false; muteMask[5][15] = false; muteMask[5][17] = false; muteMask[6][2] = false; muteMask[6][3] = false; muteMask[6][14] = false; muteMask[6][15] = false; muteMask[6][16] = false; muteMask[6][17] = false; muteMask[7][2] = false; muteMask[7][3] = false; muteMask[7][6] = false; muteMask[7][14] = false; muteMask[7][15] = false; muteMask[7][16] = false; muteMask[7][17] = false; muteMask[7][18] = false; // Set all tracks to play for (int xx = 0; xx < 32; xx++) { muteMask[8][xx] = false; } // Always set state to start, ensure we come in from // front door if app gets tucked into background mState = GameState.Start; SetInitialGameState(); // 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 mTitleBG = BitmapFactory.DecodeResource(mRes, Resource.Drawable.title_hori); // Two background since we want them moving at different speeds mBackgroundImageFar = BitmapFactory.DecodeResource(mRes, Resource.Drawable.background_a); mBackgroundImageNear = BitmapFactory.DecodeResource(mRes, Resource.Drawable.background_b); mLaserShot = BitmapFactory.DecodeResource(mRes, Resource.Drawable.laser); mShipFlying[0] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.ship2_1); mShipFlying[1] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.ship2_2); mShipFlying[2] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.ship2_3); mShipFlying[3] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.ship2_4); mBeam[0] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.intbeam_1); mBeam[1] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.intbeam_2); mBeam[2] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.intbeam_3); mBeam[3] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.intbeam_4); mTimerShell = BitmapFactory.DecodeResource(mRes, Resource.Drawable.int_timer); // I wanted them to rotate in a certain way // so I loaded them backwards from the way created. mAsteroids[11] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid01); mAsteroids[10] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid02); mAsteroids[9] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid03); mAsteroids[8] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid04); mAsteroids[7] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid05); mAsteroids[6] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid06); mAsteroids[5] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid07); mAsteroids[4] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid08); mAsteroids[3] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid09); mAsteroids[2] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid10); mAsteroids[1] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid11); mAsteroids[0] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid12); mExplosions[0] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid_explode1); mExplosions[1] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid_explode2); mExplosions[2] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid_explode3); mExplosions[3] = BitmapFactory.DecodeResource(mRes, Resource.Drawable.asteroid_explode4); }
public MessageHandler(TextView timerView, Button retryButton, TextView textView, Scoreboard scores) { timer_view = timerView; retry_button = retryButton; text_view = textView; this.scores = scores; }