Я хотел создать игру, в которой можно было бы перемещать мяч в лабиринте с помощью датчика акселерометра. В одном из классов, расширяющихся от View, у меня есть лабиринт, мяч, цель и метод, который их использует, метод, который контролирует движение мяча.
package pl.wsiz.greatlabyrinth;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import androidx.annotation.Nullable;
import java.util.ArrayList;
import java.util.Random;
import java.util.Stack;
public class GameView extends View {
private enum Direction{
up, down, left, right
}
private Cell[][] cells;
private Cell player, exit;
private static final int columns = 11, rows = 20;
private static final float wallThickness = 5;
private float cellSize, hMargin, vMargin;
private Paint wallPaint, playerPaint, exitPaint;
private Random random;
public GameView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
wallPaint = new Paint();
wallPaint.setColor(Color.BLACK);
wallPaint.setStrokeWidth(wallThickness);
playerPaint = new Paint();
playerPaint.setColor(Color.RED);
exitPaint = new Paint();
exitPaint.setColor(Color.BLUE);
random = new Random();
createLabyrinth();
}
private Cell getNeighbour(Cell cell){
ArrayList<Cell> neighbours = new ArrayList<>();
//left neighbour
if(cell.column > 0) {
if (!cells[cell.column - 1][cell.row].visited) {
neighbours.add(cells[cell.column - 1][cell.row]);
}
}
//right neighbour
if(cell.column < columns-1) {
if (!cells[cell.column + 1][cell.row].visited) {
neighbours.add(cells[cell.column + 1][cell.row]);
}
}
//top neighbour
if(cell.row > 0) {
if (!cells[cell.column][cell.row - 1].visited) {
neighbours.add(cells[cell.column][cell.row - 1]);
}
}
//bottom neighbour
if(cell.row < rows-1) {
if (!cells[cell.column][cell.row + 1].visited) {
neighbours.add(cells[cell.column][cell.row + 1]);
}
}
if(neighbours.size() > 0) {
int index = random.nextInt(neighbours.size());
return neighbours.get(index);
}
return null;
}
private void removeWall(Cell current, Cell next){
if(current.column == next.column && current.row == next.row+1) {
current.topWall = false;
next.bottomWall = false;
}
if(current.column == next.column && current.row == next.row-1) {
current.bottomWall = false;
next.topWall = false;
}
if(current.column == next.column+1 && current.row == next.row) {
current.leftWall = false;
next.rightWall = false;
}
if(current.column == next.column-1 && current.row == next.row) {
current.rightWall = false;
next.leftWall = false;
}
}
private void createLabyrinth(){
Stack<Cell> stack = new Stack<>();
Cell current, next;
cells = new Cell[columns][rows];
for(int i=0; i<columns; i++){
for(int j=0; j<rows;j++){
cells[i][j] = new Cell(i, j);
}
}
player = cells[0][0];
exit = cells[columns-1][rows-1];
current = cells[0][0];
current.visited = true;
do {
next = getNeighbour(current);
if (next != null) {
removeWall(current, next);
stack.push(current);
current = next;
current.visited = true;
} else
current = stack.pop();
}while(!stack.empty());
}
@Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
int width = getWidth();
int height = getHeight();
if(width/height < columns/rows) {
cellSize = width/(columns+3);
}
else {
cellSize = height/(rows+3);
}
hMargin = (width-columns*cellSize)/2;
vMargin = (height-rows*cellSize)/2;
canvas.translate(hMargin, vMargin);
for(int i=0; i<columns; i++){
for(int j=0; j<rows;j++){
if(cells[i][j].topWall)
canvas.drawLine(i*cellSize, j*cellSize, (i+1)*cellSize,j*cellSize, wallPaint);
if(cells[i][j].leftWall)
canvas.drawLine(i*cellSize, j*cellSize, i*cellSize,(j+1)*cellSize, wallPaint);
if(cells[i][j].bottomWall)
canvas.drawLine(i*cellSize, (j+1)*cellSize, (i+1)*cellSize,(j+1)*cellSize, wallPaint);
if(cells[i][j].rightWall)
canvas.drawLine((i+1)*cellSize, j*cellSize, (i+1)*cellSize,(j+1)*cellSize, wallPaint);
}
}
float margin = cellSize/2;
canvas.drawCircle(player.column*cellSize+margin, player.row*cellSize+margin,(cellSize/2)-5, playerPaint);
canvas.drawCircle(exit.column*cellSize+margin, exit.row*cellSize+margin,(cellSize/2)-5, exitPaint);
}
private void movePlayer(Direction direction){
switch (direction){
case up:
if(!player.topWall)
player = cells[player.column][player.row-1];
break;
case down:
if(!player.bottomWall)
player = cells[player.column][player.row+1];
break;
case left:
if(!player.leftWall)
player = cells[player.column-1][player.row];
break;
case right:
if(!player.rightWall)
player = cells[player.column+1][player.row];
break;
}
checkExit();
invalidate();
}
private void checkExit(){
if(player == exit)
createLabyrinth();
}
@Override
public boolean onTouchEvent(MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_DOWN)
return true;
if(event.getAction() == MotionEvent.ACTION_MOVE){
float x = event.getX();
float y = event.getY();
float playerCenterX = hMargin + (player.column+0.5f)*cellSize;
float playerCenterY = vMargin + (player.row+0.5f)*cellSize;
float xDirection = x - playerCenterX;
float yDirection = y - playerCenterY;
float absXD = Math.abs(xDirection);
float absYD = Math.abs(yDirection);
if(absXD > cellSize || absYD > cellSize){
if(absXD>absYD){
//move in x-direction
if(xDirection>0){
movePlayer(Direction.right);
}
else{
movePlayer(Direction.left);
}
}
else {
//move in y-direction
if (yDirection > 0) {
movePlayer(Direction.down);
} else {
movePlayer(Direction.up);
}
}
}
return true;
}
return super.onTouchEvent(event);
}
private class Cell {
boolean leftWall = true;
boolean rightWall = true;
boolean topWall = true;
boolean bottomWall = true;
boolean visited = false;
int column, row;
public Cell(int column, int row) {
this.column = column;
this.row = row;
}
}
}
Во втором class extends AppCompatActivity
У меня есть код accelerometer
, который будет использоваться для перемещения мяча.
package pl.wsiz.greatlabyrinth;
import androidx.appcompat.app.AppCompatActivity;
import android.content.Context;
import android.hardware.Sensor;
import android.hardware.SensorEvent;
import android.hardware.SensorEventListener;
import android.hardware.SensorManager;
import android.os.Bundle;
public class GameActivity extends AppCompatActivity implements SensorEventListener {
private SensorManager sensorManager;
private Sensor accelerometr;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_game);
sensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE);
accelerometr = sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
}
@Override
public void onSensorChanged(SensorEvent event) {
float x = event.values[0];
float y = event.values[1];
float z = event.values[2];
}
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
}
@Override
protected void onResume() {
super.onResume();
sensorManager.registerListener(this, accelerometr, SensorManager.SENSOR_DELAY_GAME);
}
@Override
protected void onPause() {
super.onPause();
sensorManager.unregisterListener(this);
}
}
Я не знаю, как присоединить accelerometer
к первому указанному коду, чтобы мяч двигался используя датчик, а не метод onTouchEvent
. Буду признателен за код с небольшими пояснениями.