The file containing the source code shown below is located in the corresponding directory in <sdk>/samples/android-<version>/...
/* * Copyright (C) 2010 The Android开源工程 * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.example.android.tictactoe.library; import java.util.Random; import android.app.Activity; import android.os.Bundle; import android.os.Handler; import android.os.Message; import android.os.Handler.Callback; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.TextView; import com.example.android.tictactoe.library.GameView.ICellListener; import com.example.android.tictactoe.library.GameView.State; public class GameActivity extends Activity { /** Start player. Must be 1 or 2. Default is 1. */ public static final String EXTRA_START_PLAYER = "com.example.android.tictactoe.library.GameActivity.EXTRA_START_PLAYER"; private static final int MSG_COMPUTER_TURN = 1; private static final long COMPUTER_DELAY_MS = 500; private Handler mHandler = new Handler(new MyHandlerCallback()); private Random mRnd = new Random(); private GameView mGameView; private TextView mInfoView; private Button mButtonNext; /** Called when the activity is first created. */ @Override public void onCreate(Bundle bundle) { super.onCreate(bundle); /* * IMPORTANT: all resource IDs from this library will eventually be merged * with the resources from the main project that will use the library. * * If the main project and the libraries define the same resource IDs, * the application project will always have priority and override library resources * and IDs defined in multiple libraries are resolved based on the libraries priority * defined in the main project. * * An intentional consequence is that the main project can override some resources * from the library. * (TODO insert example). * * To avoid potential conflicts, it is suggested to add a prefix to the * library resource names. */ setContentView(R.layout.lib_game); mGameView = (GameView) findViewById(R.id.game_view); mInfoView = (TextView) findViewById(R.id.info_turn); mButtonNext = (Button) findViewById(R.id.next_turn); mGameView.setFocusable(true); mGameView.setFocusableInTouchMode(true); mGameView.setCellListener(new MyCellListener()); mButtonNext.setOnClickListener(new MyButtonListener()); } @Override protected void onResume() { super.onResume(); State player = mGameView.getCurrentPlayer(); if (player == State.UNKNOWN) { player = State.fromInt(getIntent().getIntExtra(EXTRA_START_PLAYER, 1)); if (!checkGameFinished(player)) { selectTurn(player); } } if (player == State.PLAYER2) { mHandler.sendEmptyMessageDelayed(MSG_COMPUTER_TURN, COMPUTER_DELAY_MS); } if (player == State.WIN) { setWinState(mGameView.getWinner()); } } private State selectTurn(State player) { mGameView.setCurrentPlayer(player); mButtonNext.setEnabled(false); if (player == State.PLAYER1) { mInfoView.setText(R.string.player1_turn); mGameView.setEnabled(true); } else if (player == State.PLAYER2) { mInfoView.setText(R.string.player2_turn); mGameView.setEnabled(false); } return player; } private class MyCellListener implements ICellListener { public void onCellSelected() { if (mGameView.getCurrentPlayer() == State.PLAYER1) { int cell = mGameView.getSelection(); mButtonNext.setEnabled(cell >= 0); } } } private class MyButtonListener implements OnClickListener { public void onClick(View v) { State player = mGameView.getCurrentPlayer(); if (player == State.WIN) { GameActivity.this.finish(); } else if (player == State.PLAYER1) { int cell = mGameView.getSelection(); if (cell >= 0) { mGameView.stopBlink(); mGameView.setCell(cell, player); finishTurn(); } } } } private class MyHandlerCallback implements Callback { public boolean handleMessage(Message msg) { if (msg.what == MSG_COMPUTER_TURN) { // Pick a non-used cell at random. That's about all the AI you need for this game. State[] data = mGameView.getData(); int used = 0; while (used != 0x1F) { int index = mRnd.nextInt(9); if (((used >> index) & 1) == 0) { used |= 1 << index; if (data[index] == State.EMPTY) { mGameView.setCell(index, mGameView.getCurrentPlayer()); break; } } } finishTurn(); return true; } return false; } } private State getOtherPlayer(State player) { return player == State.PLAYER1 ? State.PLAYER2 : State.PLAYER1; } private void finishTurn() { State player = mGameView.getCurrentPlayer(); if (!checkGameFinished(player)) { player = selectTurn(getOtherPlayer(player)); if (player == State.PLAYER2) { mHandler.sendEmptyMessageDelayed(MSG_COMPUTER_TURN, COMPUTER_DELAY_MS); } } } public boolean checkGameFinished(State player) { State[] data = mGameView.getData(); boolean full = true; int col = -1; int row = -1; int diag = -1; // check rows for (int j = 0, k = 0; j < 3; j++, k += 3) { if (data[k] != State.EMPTY && data[k] == data[k+1] && data[k] == data[k+2]) { row = j; } if (full && (data[k] == State.EMPTY || data[k+1] == State.EMPTY || data[k+2] == State.EMPTY)) { full = false; } } // check columns for (int i = 0; i < 3; i++) { if (data[i] != State.EMPTY && data[i] == data[i+3] && data[i] == data[i+6]) { col = i; } } // check diagonals if (data[0] != State.EMPTY && data[0] == data[1+3] && data[0] == data[2+6]) { diag = 0; } else if (data[2] != State.EMPTY && data[2] == data[1+3] && data[2] == data[0+6]) { diag = 1; } if (col != -1 || row != -1 || diag != -1) { setFinished(player, col, row, diag); return true; } // if we get here, there's no winner but the board is full. if (full) { setFinished(State.EMPTY, -1, -1, -1); return true; } return false; } private void setFinished(State player, int col, int row, int diagonal) { mGameView.setCurrentPlayer(State.WIN); mGameView.setWinner(player); mGameView.setEnabled(false); mGameView.setFinished(col, row, diagonal); setWinState(player); } private void setWinState(State player) { mButtonNext.setEnabled(true); mButtonNext.setText("Back"); String text; if (player == State.EMPTY) { text = getString(R.string.tie); } else if (player == State.PLAYER1) { text = getString(R.string.player1_win); } else { text = getString(R.string.player2_win); } mInfoView.setText(text); } }