mirror of
https://github.com/cmclark00/mintris.git
synced 2025-05-17 23:55:21 +01:00
Add enhanced game over animation with falling blocks, screen shake, and dynamic text effects
This commit is contained in:
parent
7dccad8d12
commit
94e8d313c2
2 changed files with 268 additions and 37 deletions
|
@ -29,6 +29,8 @@ import androidx.activity.result.contract.ActivityResultContracts
|
|||
import android.graphics.Rect
|
||||
import android.util.Log
|
||||
import android.view.KeyEvent
|
||||
import android.os.Handler
|
||||
import android.os.Looper
|
||||
|
||||
class MainActivity : AppCompatActivity() {
|
||||
|
||||
|
@ -320,6 +322,7 @@ class MainActivity : AppCompatActivity() {
|
|||
* Show game over screen
|
||||
*/
|
||||
private fun showGameOver(score: Int) {
|
||||
Log.d("MainActivity", "Showing game over screen with score: $score")
|
||||
val gameTime = System.currentTimeMillis() - gameStartTime
|
||||
|
||||
// Update session stats
|
||||
|
@ -370,30 +373,36 @@ class MainActivity : AppCompatActivity() {
|
|||
if (isSoundEnabled) {
|
||||
gameMusic.playGameOver()
|
||||
}
|
||||
|
||||
// First trigger the animation in the game view
|
||||
Log.d("MainActivity", "Triggering game over animation")
|
||||
gameView.startGameOverAnimation()
|
||||
|
||||
// Show progression screen first with XP animation
|
||||
showProgressionScreen(xpGained, newRewards)
|
||||
|
||||
// Override the continue button behavior if high score needs to be shown
|
||||
val originalOnContinue = progressionScreen.onContinue
|
||||
|
||||
progressionScreen.onContinue = {
|
||||
// If this is a high score, show high score entry screen
|
||||
if (highScoreManager.isHighScore(score)) {
|
||||
showingHighScore = true
|
||||
showHighScoreEntry(score)
|
||||
} else {
|
||||
// Just show game over screen normally
|
||||
progressionScreen.visibility = View.GONE
|
||||
binding.gameOverContainer.visibility = View.VISIBLE
|
||||
|
||||
// Update theme selector if new themes were unlocked
|
||||
if (newRewards.any { it.contains("Theme") }) {
|
||||
updateThemeSelector()
|
||||
// Wait a moment before showing progression screen to let animation be visible
|
||||
Handler(Looper.getMainLooper()).postDelayed({
|
||||
// Show progression screen first with XP animation
|
||||
showProgressionScreen(xpGained, newRewards)
|
||||
|
||||
// Override the continue button behavior if high score needs to be shown
|
||||
val originalOnContinue = progressionScreen.onContinue
|
||||
|
||||
progressionScreen.onContinue = {
|
||||
// If this is a high score, show high score entry screen
|
||||
if (highScoreManager.isHighScore(score)) {
|
||||
showingHighScore = true
|
||||
showHighScoreEntry(score)
|
||||
} else {
|
||||
// Just show game over screen normally
|
||||
progressionScreen.visibility = View.GONE
|
||||
binding.gameOverContainer.visibility = View.VISIBLE
|
||||
|
||||
// Update theme selector if new themes were unlocked
|
||||
if (newRewards.any { it.contains("Theme") }) {
|
||||
updateThemeSelector()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}, 2000) // Increased from 1000ms (1 second) to 2000ms (2 seconds)
|
||||
|
||||
// Vibrate to indicate game over
|
||||
vibrate(VibrationEffect.EFFECT_DOUBLE_CLICK)
|
||||
|
|
|
@ -181,6 +181,15 @@ class GameView @JvmOverloads constructor(
|
|||
private var gameOverAnimator: ValueAnimator? = null
|
||||
private var gameOverAlpha = 0f
|
||||
private var isGameOverAnimating = false
|
||||
// Add new game over animation properties
|
||||
private var gameOverBlocksY = mutableListOf<Float>()
|
||||
private var gameOverBlocksX = mutableListOf<Float>()
|
||||
private var gameOverBlocksRotation = mutableListOf<Float>()
|
||||
private var gameOverBlocksSpeed = mutableListOf<Float>()
|
||||
private var gameOverBlocksSize = mutableListOf<Float>()
|
||||
private var gameOverColorTransition = 0f
|
||||
private var gameOverShakeAmount = 0f
|
||||
private var gameOverFinalAlpha = 0.8f
|
||||
|
||||
private val ghostPaint = Paint().apply {
|
||||
style = Paint.Style.STROKE
|
||||
|
@ -321,6 +330,17 @@ class GameView @JvmOverloads constructor(
|
|||
* Start the game
|
||||
*/
|
||||
fun start() {
|
||||
// Reset game over animation state
|
||||
isGameOverAnimating = false
|
||||
gameOverAlpha = 0f
|
||||
gameOverBlocksY.clear()
|
||||
gameOverBlocksX.clear()
|
||||
gameOverBlocksRotation.clear()
|
||||
gameOverBlocksSpeed.clear()
|
||||
gameOverBlocksSize.clear()
|
||||
gameOverColorTransition = 0f
|
||||
gameOverShakeAmount = 0f
|
||||
|
||||
isPaused = false
|
||||
isRunning = true
|
||||
gameBoard.startGame() // Add this line to ensure a new piece is spawned
|
||||
|
@ -343,6 +363,18 @@ class GameView @JvmOverloads constructor(
|
|||
fun reset() {
|
||||
isRunning = false
|
||||
isPaused = true
|
||||
|
||||
// Reset game over animation state
|
||||
isGameOverAnimating = false
|
||||
gameOverAlpha = 0f
|
||||
gameOverBlocksY.clear()
|
||||
gameOverBlocksX.clear()
|
||||
gameOverBlocksRotation.clear()
|
||||
gameOverBlocksSpeed.clear()
|
||||
gameOverBlocksSize.clear()
|
||||
gameOverColorTransition = 0f
|
||||
gameOverShakeAmount = 0f
|
||||
|
||||
gameBoard.reset()
|
||||
gameBoard.startGame() // Add this line to ensure a new piece is spawned
|
||||
handler.removeCallbacks(gameLoopRunnable)
|
||||
|
@ -354,9 +386,17 @@ class GameView @JvmOverloads constructor(
|
|||
*/
|
||||
private fun update() {
|
||||
if (gameBoard.isGameOver) {
|
||||
isRunning = false
|
||||
isPaused = true
|
||||
onGameOver?.invoke(gameBoard.score)
|
||||
// Only trigger game over handling once when transitioning to game over state
|
||||
if (isRunning) {
|
||||
Log.d(TAG, "Game has ended - transitioning to game over state")
|
||||
isRunning = false
|
||||
isPaused = true
|
||||
|
||||
// Always trigger animation for each game over
|
||||
Log.d(TAG, "Triggering game over animation from update()")
|
||||
startGameOverAnimation()
|
||||
onGameOver?.invoke(gameBoard.score)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
|
@ -439,30 +479,128 @@ class GameView @JvmOverloads constructor(
|
|||
|
||||
// Draw game over effect if animating
|
||||
if (isGameOverAnimating) {
|
||||
// First layer - full screen glow
|
||||
val gameOverPaint = Paint().apply {
|
||||
color = Color.WHITE
|
||||
alpha = (200 * gameOverAlpha).toInt() // Increased from 128 to 200
|
||||
color = Color.RED // Change to red for more striking game over indication
|
||||
alpha = (230 * gameOverAlpha).toInt() // Increased opacity
|
||||
isAntiAlias = true
|
||||
style = Paint.Style.FILL
|
||||
// Only apply blur if alpha is greater than 0
|
||||
if (gameOverAlpha > 0) {
|
||||
maskFilter = BlurMaskFilter(64f * gameOverAlpha, BlurMaskFilter.Blur.OUTER) // Increased from 48f to 64f
|
||||
maskFilter = BlurMaskFilter(64f * gameOverAlpha, BlurMaskFilter.Blur.OUTER)
|
||||
}
|
||||
}
|
||||
|
||||
// Apply screen shake if active
|
||||
if (gameOverShakeAmount > 0) {
|
||||
canvas.save()
|
||||
val shakeOffsetX = (Math.random() * 2 - 1) * gameOverShakeAmount * 20 // Doubled for more visible shake
|
||||
val shakeOffsetY = (Math.random() * 2 - 1) * gameOverShakeAmount * 20
|
||||
canvas.translate(shakeOffsetX.toFloat(), shakeOffsetY.toFloat())
|
||||
}
|
||||
|
||||
canvas.drawRect(0f, 0f, width.toFloat(), height.toFloat(), gameOverPaint)
|
||||
|
||||
// Add a second layer for more intensity
|
||||
// Second layer - color transition effect
|
||||
val gameOverPaint2 = Paint().apply {
|
||||
color = Color.WHITE
|
||||
alpha = (100 * gameOverAlpha).toInt()
|
||||
// Transition from bright red to theme color
|
||||
val transitionColor = if (gameOverColorTransition < 0.5f) {
|
||||
Color.RED
|
||||
} else {
|
||||
val transition = (gameOverColorTransition - 0.5f) * 2f
|
||||
val red = Color.red(currentThemeColor)
|
||||
val green = Color.green(currentThemeColor)
|
||||
val blue = Color.blue(currentThemeColor)
|
||||
Color.argb(
|
||||
(150 * gameOverAlpha).toInt(), // Increased opacity
|
||||
(255 - (255-red) * transition).toInt(),
|
||||
(green * transition).toInt(), // Transition from 0 (red) to theme green
|
||||
(blue * transition).toInt() // Transition from 0 (red) to theme blue
|
||||
)
|
||||
}
|
||||
color = transitionColor
|
||||
alpha = (150 * gameOverAlpha).toInt() // Increased opacity
|
||||
isAntiAlias = true
|
||||
style = Paint.Style.FILL
|
||||
// Only apply blur if alpha is greater than 0
|
||||
if (gameOverAlpha > 0) {
|
||||
maskFilter = BlurMaskFilter(32f * gameOverAlpha, BlurMaskFilter.Blur.OUTER)
|
||||
maskFilter = BlurMaskFilter(48f * gameOverAlpha, BlurMaskFilter.Blur.OUTER) // Increased blur
|
||||
}
|
||||
}
|
||||
canvas.drawRect(0f, 0f, width.toFloat(), height.toFloat(), gameOverPaint2)
|
||||
|
||||
// Draw "GAME OVER" text
|
||||
if (gameOverAlpha > 0.5f) {
|
||||
val textPaint = Paint().apply {
|
||||
color = Color.WHITE
|
||||
alpha = (255 * Math.min(1f, (gameOverAlpha - 0.5f) * 2)).toInt()
|
||||
isAntiAlias = true
|
||||
textSize = blockSize * 1.5f // Reduced from 2f to 1.5f to fit on screen
|
||||
textAlign = Paint.Align.CENTER
|
||||
typeface = android.graphics.Typeface.DEFAULT_BOLD
|
||||
style = Paint.Style.FILL_AND_STROKE
|
||||
strokeWidth = blockSize * 0.08f // Proportionally reduced from 0.1f
|
||||
}
|
||||
|
||||
// Draw text with glow
|
||||
val glowPaint = Paint(textPaint).apply {
|
||||
maskFilter = BlurMaskFilter(blockSize * 0.4f, BlurMaskFilter.Blur.NORMAL) // Reduced from 0.5f
|
||||
alpha = (200 * Math.min(1f, (gameOverAlpha - 0.5f) * 2)).toInt()
|
||||
color = Color.RED
|
||||
strokeWidth = blockSize * 0.15f // Reduced from 0.2f
|
||||
}
|
||||
|
||||
val xPos = width / 2f
|
||||
val yPos = height / 3f
|
||||
|
||||
// Measure text width to check if it fits
|
||||
val textWidth = textPaint.measureText("GAME OVER")
|
||||
|
||||
// If text would still be too wide, scale it down further
|
||||
if (textWidth > width * 0.9f) {
|
||||
val scaleFactor = width * 0.9f / textWidth
|
||||
textPaint.textSize *= scaleFactor
|
||||
glowPaint.textSize *= scaleFactor
|
||||
}
|
||||
|
||||
canvas.drawText("GAME OVER", xPos, yPos, glowPaint)
|
||||
canvas.drawText("GAME OVER", xPos, yPos, textPaint)
|
||||
}
|
||||
|
||||
// Draw falling blocks
|
||||
if (gameOverBlocksY.isNotEmpty()) {
|
||||
for (i in gameOverBlocksY.indices) {
|
||||
val x = gameOverBlocksX[i]
|
||||
val y = gameOverBlocksY[i]
|
||||
val rotation = gameOverBlocksRotation[i]
|
||||
val size = gameOverBlocksSize[i] * blockSize
|
||||
|
||||
// Skip blocks that have fallen off the screen
|
||||
if (y > height) continue
|
||||
|
||||
// Draw each falling block with rotation
|
||||
canvas.save()
|
||||
canvas.translate(x, y)
|
||||
canvas.rotate(rotation)
|
||||
|
||||
// Create a pulsing effect for the falling blocks
|
||||
val blockPaint = Paint(blockPaint)
|
||||
blockPaint.alpha = (255 * gameOverAlpha * (1.0f - y / height.toFloat() * 0.7f)).toInt()
|
||||
|
||||
// Draw block with glow effect
|
||||
val blockGlowPaint = Paint(blockGlowPaint)
|
||||
blockGlowPaint.alpha = (200 * gameOverAlpha * (1.0f - y / height.toFloat() * 0.5f)).toInt()
|
||||
canvas.drawRect(-size/2, -size/2, size/2, size/2, blockGlowPaint)
|
||||
canvas.drawRect(-size/2, -size/2, size/2, size/2, blockPaint)
|
||||
|
||||
canvas.restore()
|
||||
}
|
||||
}
|
||||
|
||||
// Reset any transformations from screen shake
|
||||
if (gameOverShakeAmount > 0) {
|
||||
canvas.restore()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1165,6 +1303,12 @@ class GameView @JvmOverloads constructor(
|
|||
fun startGameOverAnimation() {
|
||||
Log.d(TAG, "Starting game over animation")
|
||||
|
||||
// Check if game over already showing
|
||||
if (isGameOverAnimating && gameOverAlpha > 0.5f) {
|
||||
Log.d(TAG, "Game over animation already active - skipping")
|
||||
return
|
||||
}
|
||||
|
||||
// Cancel any existing animations
|
||||
pulseAnimator?.cancel()
|
||||
gameOverAnimator?.cancel()
|
||||
|
@ -1172,27 +1316,105 @@ class GameView @JvmOverloads constructor(
|
|||
// Trigger haptic feedback
|
||||
gameHaptics?.vibrateForGameOver()
|
||||
|
||||
// Force immediate visual feedback
|
||||
isGameOverAnimating = true
|
||||
gameOverAlpha = 0.3f
|
||||
invalidate()
|
||||
|
||||
// Generate falling blocks based on current board state
|
||||
generateGameOverBlocks()
|
||||
|
||||
// Create new game over animation
|
||||
gameOverAnimator = ValueAnimator.ofFloat(0f, 1f, 0.8f).apply {
|
||||
duration = 1000L // 1 second total
|
||||
gameOverAnimator = ValueAnimator.ofFloat(0f, 1f).apply {
|
||||
duration = 3000L // Increased from 2000L (2 seconds) to 3000L (3 seconds)
|
||||
interpolator = LinearInterpolator()
|
||||
|
||||
addUpdateListener { animation ->
|
||||
gameOverAlpha = animation.animatedValue as Float
|
||||
val progress = animation.animatedValue as Float
|
||||
|
||||
// Main alpha transition for overlay
|
||||
gameOverAlpha = when {
|
||||
progress < 0.2f -> progress * 5f // Quick fade in (first 20% of animation)
|
||||
else -> 1f // Hold at full opacity
|
||||
}
|
||||
|
||||
// Color transition effect (start after 40% of animation)
|
||||
gameOverColorTransition = when {
|
||||
progress < 0.4f -> 0f
|
||||
progress < 0.8f -> (progress - 0.4f) * 2.5f // Transition during 40%-80%
|
||||
else -> 1f
|
||||
}
|
||||
|
||||
// Screen shake effect (strongest at beginning, fades out)
|
||||
gameOverShakeAmount = when {
|
||||
progress < 0.3f -> progress * 3.33f // Ramp up
|
||||
progress < 0.6f -> 1f - (progress - 0.3f) * 3.33f // Ramp down
|
||||
else -> 0f // No shake
|
||||
}
|
||||
|
||||
// Update falling blocks
|
||||
updateGameOverBlocks()
|
||||
|
||||
isGameOverAnimating = true
|
||||
invalidate()
|
||||
Log.d(TAG, "Game over animation update: alpha = $gameOverAlpha")
|
||||
Log.d(TAG, "Game over animation update: alpha = $gameOverAlpha, progress = $progress")
|
||||
}
|
||||
|
||||
addListener(object : android.animation.AnimatorListenerAdapter() {
|
||||
override fun onAnimationEnd(animation: android.animation.Animator) {
|
||||
isGameOverAnimating = false
|
||||
gameOverAlpha = 0.8f // Keep at 80% opacity
|
||||
Log.d(TAG, "Game over animation ended - Final alpha: $gameOverFinalAlpha")
|
||||
isGameOverAnimating = true // Keep true to maintain visibility
|
||||
gameOverAlpha = gameOverFinalAlpha // Keep at 80% opacity
|
||||
invalidate()
|
||||
Log.d(TAG, "Game over animation ended")
|
||||
}
|
||||
})
|
||||
}
|
||||
gameOverAnimator?.start()
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate falling blocks for the game over animation based on current board state
|
||||
*/
|
||||
private fun generateGameOverBlocks() {
|
||||
// Clear existing blocks
|
||||
gameOverBlocksY.clear()
|
||||
gameOverBlocksX.clear()
|
||||
gameOverBlocksRotation.clear()
|
||||
gameOverBlocksSpeed.clear()
|
||||
gameOverBlocksSize.clear()
|
||||
|
||||
// Generate 30-40 blocks across the board
|
||||
val numBlocks = (30 + Math.random() * 10).toInt()
|
||||
|
||||
for (i in 0 until numBlocks) {
|
||||
// Start positions - distribute across the board width but clustered near the top
|
||||
gameOverBlocksX.add(boardLeft + (Math.random() * gameBoard.width * blockSize).toFloat())
|
||||
gameOverBlocksY.add((boardTop - blockSize * 2 + Math.random() * height * 0.3f).toFloat())
|
||||
|
||||
// Random rotation
|
||||
gameOverBlocksRotation.add((Math.random() * 360).toFloat())
|
||||
|
||||
// Random fall speed (some faster, some slower)
|
||||
gameOverBlocksSpeed.add((5 + Math.random() * 15).toFloat())
|
||||
|
||||
// Slightly varied block sizes
|
||||
gameOverBlocksSize.add((0.8f + Math.random() * 0.4f).toFloat())
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the position of falling blocks in the game over animation
|
||||
*/
|
||||
private fun updateGameOverBlocks() {
|
||||
for (i in gameOverBlocksY.indices) {
|
||||
// Update Y position based on speed
|
||||
gameOverBlocksY[i] += gameOverBlocksSpeed[i]
|
||||
|
||||
// Update rotation
|
||||
gameOverBlocksRotation[i] += gameOverBlocksSpeed[i] * 0.5f
|
||||
|
||||
// Accelerate falling
|
||||
gameOverBlocksSpeed[i] *= 1.03f
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue