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https://github.com/cmclark00/mintris.git
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Update game layout and functionality in MainActivity and GameView
This commit is contained in:
parent
b481fb4e80
commit
86424eac32
3 changed files with 63 additions and 111 deletions
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@ -93,6 +93,16 @@ class MainActivity : AppCompatActivity() {
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themeSelector = binding.themeSelector
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blockSkinSelector = binding.blockSkinSelector
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// Set up touch event forwarding
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binding.touchInterceptor?.setOnTouchListener { _, event ->
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if (gameView.visibility == View.VISIBLE && !gameView.isPaused && !gameView.isGameOver()) {
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gameView.onTouchEvent(event)
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true
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} else {
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false
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}
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}
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// Set up progression screen
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progressionScreen = binding.progressionScreen
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progressionScreen.visibility = View.GONE
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@ -1019,16 +1019,6 @@ class GameView @JvmOverloads constructor(
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return true
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}
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// Define the game board boundaries
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val boardRight = boardLeft + (gameBoard.width * blockSize)
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val boardBottom = boardTop + (gameBoard.height * blockSize)
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// Determine if touch is on left side, right side, or within board area
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val isLeftSide = event.x < boardLeft
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val isRightSide = event.x > boardRight
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val isWithinBoard = event.x >= boardLeft && event.x <= boardRight &&
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event.y >= boardTop && event.y <= boardBottom
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when (event.action) {
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MotionEvent.ACTION_DOWN -> {
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startX = event.x
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@ -1061,81 +1051,36 @@ class GameView @JvmOverloads constructor(
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}
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}
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// Special handling for landscape mode - side controls
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if (isLeftSide) {
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// Left side controls - move left
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if (deltaY < -blockSize * minMovementThreshold) {
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// Swipe up on left side - rotate
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if (currentTime - lastRotationTime >= rotationCooldown) {
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gameBoard.rotate()
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lastRotationTime = currentTime
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gameHaptics?.vibrateForPieceMove()
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// Handle movement based on locked direction
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when (lockedDirection) {
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Direction.HORIZONTAL -> {
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if (abs(deltaX) > blockSize * minMovementThreshold) {
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if (deltaX > 0) {
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gameBoard.moveRight()
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} else {
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gameBoard.moveLeft()
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}
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lastTouchX = event.x
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if (currentTime - lastMoveTime >= moveCooldown) {
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gameHaptics?.vibrateForPieceMove()
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lastMoveTime = currentTime
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}
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invalidate()
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}
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} else if (deltaY > blockSize * minMovementThreshold) {
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// Swipe down on left side - move left
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gameBoard.moveLeft()
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lastTouchY = event.y
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if (currentTime - lastMoveTime >= moveCooldown) {
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gameHaptics?.vibrateForPieceMove()
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lastMoveTime = currentTime
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}
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invalidate()
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}
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} else if (isRightSide) {
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// Right side controls - move right
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if (deltaY < -blockSize * minMovementThreshold) {
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// Swipe up on right side - hold piece
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if (currentTime - lastHoldTime >= holdCooldown) {
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gameBoard.holdPiece()
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lastHoldTime = currentTime
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gameHaptics?.vibrateForPieceMove()
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Direction.VERTICAL -> {
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if (deltaY > blockSize * minMovementThreshold) {
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gameBoard.softDrop()
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lastTouchY = event.y
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if (currentTime - lastMoveTime >= moveCooldown) {
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gameHaptics?.vibrateForPieceMove()
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lastMoveTime = currentTime
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}
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invalidate()
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}
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} else if (deltaY > blockSize * minMovementThreshold) {
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// Swipe down on right side - move right
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gameBoard.moveRight()
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lastTouchY = event.y
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if (currentTime - lastMoveTime >= moveCooldown) {
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gameHaptics?.vibrateForPieceMove()
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lastMoveTime = currentTime
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}
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invalidate()
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}
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}
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// Standard touch controls for main board area or portrait mode
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else {
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// Handle movement based on locked direction
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when (lockedDirection) {
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Direction.HORIZONTAL -> {
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if (abs(deltaX) > blockSize * minMovementThreshold) {
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if (deltaX > 0) {
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gameBoard.moveRight()
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} else {
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gameBoard.moveLeft()
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}
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lastTouchX = event.x
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if (currentTime - lastMoveTime >= moveCooldown) {
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gameHaptics?.vibrateForPieceMove()
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lastMoveTime = currentTime
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}
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invalidate()
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}
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}
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Direction.VERTICAL -> {
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if (deltaY > blockSize * minMovementThreshold) {
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gameBoard.softDrop()
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lastTouchY = event.y
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if (currentTime - lastMoveTime >= moveCooldown) {
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gameHaptics?.vibrateForPieceMove()
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lastMoveTime = currentTime
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}
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invalidate()
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}
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}
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null -> {
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// No direction lock yet, don't process movement
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}
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null -> {
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// No direction lock yet, don't process movement
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}
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}
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}
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@ -1145,23 +1090,12 @@ class GameView @JvmOverloads constructor(
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val deltaY = event.y - startY
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val moveTime = currentTime - lastTapTime
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// Special handling for taps on game board or sides
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// Handle taps for rotation
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if (moveTime < minTapTime * 1.5 &&
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abs(deltaY) < maxTapMovement * 1.5 &&
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abs(deltaX) < maxTapMovement * 1.5) {
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if (isLeftSide) {
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// Tap on left side - move left
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gameBoard.moveLeft()
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gameHaptics?.vibrateForPieceMove()
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invalidate()
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} else if (isRightSide) {
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// Tap on right side - move right
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gameBoard.moveRight()
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gameHaptics?.vibrateForPieceMove()
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invalidate()
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} else if (isWithinBoard && currentTime - lastRotationTime >= rotationCooldown) {
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// Tap on board - rotate
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if (currentTime - lastRotationTime >= rotationCooldown) {
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gameBoard.rotate()
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lastRotationTime = currentTime
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gameHaptics?.vibrateForPieceMove()
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@ -1170,15 +1104,11 @@ class GameView @JvmOverloads constructor(
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return true
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}
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// Long swipe handling for hard drops and holds
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// Handle gestures
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// Check for hold gesture (swipe up)
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if (deltaY < -blockSize * minHoldDistance &&
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abs(deltaX) / abs(deltaY) < 0.5f) {
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if (currentTime - lastHoldTime < holdCooldown) {
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Log.d(TAG, "Hold blocked by cooldown - time since last: ${currentTime - lastHoldTime}ms, cooldown: ${holdCooldown}ms")
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} else {
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// Process the hold
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Log.d(TAG, "Hold detected - deltaY: $deltaY, ratio: ${abs(deltaX) / abs(deltaY)}")
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if (currentTime - lastHoldTime >= holdCooldown) {
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gameBoard.holdPiece()
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lastHoldTime = currentTime
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gameHaptics?.vibrateForPieceMove()
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@ -1189,11 +1119,7 @@ class GameView @JvmOverloads constructor(
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else if (deltaY > blockSize * minHardDropDistance &&
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abs(deltaX) / abs(deltaY) < 0.5f &&
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(deltaY / moveTime) * 1000 > minSwipeVelocity) {
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if (currentTime - lastHardDropTime < hardDropCooldown) {
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Log.d(TAG, "Hard drop blocked by cooldown - time since last: ${currentTime - lastHardDropTime}ms, cooldown: ${hardDropCooldown}ms")
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} else {
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// Process the hard drop
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Log.d(TAG, "Hard drop detected - deltaY: $deltaY, velocity: ${(deltaY / moveTime) * 1000}, ratio: ${abs(deltaX) / abs(deltaY)}")
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if (currentTime - lastHardDropTime >= hardDropCooldown) {
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gameBoard.hardDrop()
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lastHardDropTime = currentTime
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invalidate()
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