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11 changed files with 268 additions and 111 deletions
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@ -62,6 +62,7 @@ Pixelmint Drop features a comprehensive scoring system designed to reward skillf
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- **Swipe down quickly:** Hard drop (instant placement).
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- **Swipe down slowly:** Soft drop (faster downward movement).
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- **Single tap:** Rotate piece.
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- **Swipe up:** Hold piece.
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### Visual Effects
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- Silky-smooth piece movement animations.
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@ -70,6 +71,8 @@ Pixelmint Drop features a comprehensive scoring system designed to reward skillf
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- Subtle block glow effects.
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- Clean grid lines for better visibility.
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- Engaging animated title screen featuring falling pieces.
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- Multiple theme options with ability to change manually or enable Random Mode (unlocked when 2+ themes are available).
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- In Random Mode, themes change automatically every 10 line clears (1 level).
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## Technical Details
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@ -11,8 +11,8 @@ android {
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applicationId "com.pixelmintdrop"
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minSdk 30
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targetSdk 35
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versionCode 1
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versionName "1.0"
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versionCode 2
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versionName "0.1"
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testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
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}
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@ -357,6 +357,12 @@ class MainActivity : AppCompatActivity(),
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binding.gameControlsContainer.visibility = View.GONE
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titleScreen.visibility = View.VISIBLE
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// Hide landscape control panels if in landscape mode and title screen is visible
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if (resources.configuration.orientation == android.content.res.Configuration.ORIENTATION_LANDSCAPE) {
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binding.leftControlsPanel?.visibility = View.GONE
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binding.rightControlsPanel?.visibility = View.GONE
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}
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// Set up pause button to show settings menu
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binding.pauseButton.setOnClickListener {
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gameHaptics.performHapticFeedback(it, HapticFeedbackConstants.VIRTUAL_KEY)
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@ -1132,6 +1138,20 @@ class MainActivity : AppCompatActivity(),
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// Check for already connected gamepads
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checkGamepadConnections()
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// Update visibility of control panels in landscape orientation based on title screen visibility
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if (resources.configuration.orientation == android.content.res.Configuration.ORIENTATION_LANDSCAPE) {
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if (titleScreen.visibility == View.VISIBLE) {
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// Hide control panels when title screen is visible
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binding.leftControlsPanel?.visibility = View.GONE
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binding.rightControlsPanel?.visibility = View.GONE
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} else if (gameView.visibility == View.VISIBLE && binding.gameOverContainer.visibility == View.GONE
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&& binding.pauseContainer.visibility == View.GONE) {
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// Show control panels when game is active
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binding.leftControlsPanel?.visibility = View.VISIBLE
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binding.rightControlsPanel?.visibility = View.VISIBLE
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}
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}
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// If we're on the title screen, don't auto-resume the game
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if (titleScreen.visibility == View.GONE && gameView.visibility == View.VISIBLE && binding.gameOverContainer.visibility == View.GONE && binding.pauseContainer.visibility == View.GONE) {
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resumeGame()
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@ -24,6 +24,7 @@ import com.pixelmintdrop.model.GameBoard
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import com.pixelmintdrop.model.Tetromino
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import com.pixelmintdrop.model.TetrominoType
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import kotlin.math.abs
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import kotlin.math.min
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/**
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* GameView that renders the Tetris game and handles touch input
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@ -58,11 +59,11 @@ class GameView @JvmOverloads constructor(
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private val borderGlowPaint = Paint().apply {
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color = Color.WHITE
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alpha = 60
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alpha = 90 // Increased from 60
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isAntiAlias = true
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style = Paint.Style.STROKE
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strokeWidth = 2f
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maskFilter = BlurMaskFilter(8f, BlurMaskFilter.Blur.OUTER)
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maskFilter = BlurMaskFilter(12f, BlurMaskFilter.Blur.OUTER) // Increased from 8f
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}
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private val ghostBlockPaint = Paint().apply {
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@ -141,7 +142,7 @@ class GameView @JvmOverloads constructor(
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private var minSwipeVelocity = 1200 // Increased from 800 to require more deliberate swipes
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private val maxTapMovement = 30f // Increased from 20f to 30f for more lenient tap detection
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private val minTapTime = 100L // Minimum time for a tap (in milliseconds)
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private val rotationCooldown = 150L // Minimum time between rotations (in milliseconds)
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private val rotationCooldown = 100L // Reduced from 150L to allow faster rotation taps
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private val moveCooldown = 50L // Minimum time between move haptics (in milliseconds)
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private val doubleTapTimeout = 400L // Increased from 300ms to 400ms for more lenient double tap detection
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private var lastTapX = 0f // X coordinate of last tap
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@ -442,28 +443,32 @@ class GameView @JvmOverloads constructor(
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* Calculate dimensions for the board and blocks based on view size
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*/
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private fun calculateDimensions(width: Int, height: Int) {
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// Calculate block size based on available space
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val horizontalBlocks = gameBoard.width
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val verticalBlocks = gameBoard.height
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// Account for all glow effects and borders
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val borderPadding = 16f // Padding for border glow effects
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// Calculate block size to fit the height exactly, accounting for all padding
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blockSize = (height.toFloat() - (borderPadding * 2)) / verticalBlocks
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// Calculate total board width
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val totalBoardWidth = blockSize * horizontalBlocks
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// Center horizontally
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boardLeft = (width - totalBoardWidth) / 2
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boardTop = borderPadding // Start with border padding from top
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// Calculate the total height needed for the board
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val totalHeight = blockSize * verticalBlocks
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// Go back to zero padding for flush border
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val borderPadding = 0f
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// Calculate available drawing area (entire view)
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val availableWidth = width.toFloat() - (borderPadding * 2)
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val availableHeight = height.toFloat() - (borderPadding * 2)
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// Calculate potential block sizes based on fitting width and height separately
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val blockSizeBasedOnWidth = availableWidth / horizontalBlocks
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val blockSizeBasedOnHeight = availableHeight / verticalBlocks
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// Use the smaller block size to ensure the entire board fits within the padded area
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blockSize = minOf(blockSizeBasedOnWidth, blockSizeBasedOnHeight)
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// Calculate the final dimensions of the board using the determined block size
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val finalBoardWidth = blockSize * horizontalBlocks
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val finalBoardHeight = blockSize * verticalBlocks
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// Center the final board area within the entire view
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boardLeft = (width.toFloat() - finalBoardWidth) / 2
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boardTop = (height.toFloat() - finalBoardHeight) / 2
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// Log dimensions for debugging
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Log.d(TAG, "Board dimensions: width=$width, height=$height, blockSize=$blockSize, boardLeft=$boardLeft, boardTop=$boardTop, totalHeight=$totalHeight")
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Log.d(TAG, "Board dimensions (Small Padding, Centered): view($width, $height), block($blockSize), board($finalBoardWidth, $finalBoardHeight), pos($boardLeft, $boardTop)")
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}
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override fun onDraw(canvas: Canvas) {
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@ -632,12 +637,19 @@ class GameView @JvmOverloads constructor(
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val rect = RectF(left, top, right, bottom)
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// Draw base border with increased glow
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borderGlowPaint.apply {
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alpha = 80 // Increased from 60
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maskFilter = BlurMaskFilter(16f, BlurMaskFilter.Blur.OUTER) // Increased from 8f
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}
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// Draw base border with updated glow properties from the paint object
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canvas.drawRect(rect, borderGlowPaint)
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// Draw a sharp inner line for a flush appearance
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val sharpBorderPaint = Paint().apply {
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color = Color.WHITE
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alpha = 90 // Slightly less intense than glow
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isAntiAlias = true
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style = Paint.Style.STROKE
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strokeWidth = 1f // Very thin line
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maskFilter = null // No blur
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}
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canvas.drawRect(rect, sharpBorderPaint)
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// Draw pulsing border if animation is active
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if (isPulsing) {
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@ -238,13 +238,57 @@ class TitleScreen @JvmOverloads constructor(
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// Remove tetrominos that fell off the screen
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tetrominos.removeAll(tetrominosToRemove)
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// Draw title
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val titleY = height * 0.4f
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canvas.drawText("Pixel Mint Drop", width / 2f, titleY, titlePaint)
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// Adjust high scores position based on title position
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val highScoreY = if (resources.configuration.orientation == android.content.res.Configuration.ORIENTATION_LANDSCAPE) {
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height * 0.45f // In landscape, position high scores below title with more space
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} else {
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height * 0.5f // In portrait, keep in middle of screen
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}
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// Position title based on orientation for optimal positioning
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val titleY = if (resources.configuration.orientation == android.content.res.Configuration.ORIENTATION_LANDSCAPE) {
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// In landscape mode, position halfway between top and high scores
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highScoreY / 2
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} else {
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// In portrait mode, position halfway between top and high scores
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highScoreY / 2
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}
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// Measure each word without spaces
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val pixelWidth = titlePaint.measureText("pixel")
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val mintWidth = titlePaint.measureText("mint")
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val dropWidth = titlePaint.measureText("drop")
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// Define even space between words
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val wordSpacing = 40f // Consistent spacing between words
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// Calculate total width including spacing
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val totalWidth = pixelWidth + mintWidth + dropWidth + (wordSpacing * 2)
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// Start position for first word to center the entire title
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val startX = if (resources.configuration.orientation == android.content.res.Configuration.ORIENTATION_LANDSCAPE) {
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width / 2f - totalWidth / 2 // Center in landscape
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} else {
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width / 2f - totalWidth / 2 + 100f // Add offset to the right in portrait
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}
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// Draw "pixel" in theme color
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canvas.drawText("pixel", startX, titleY, titlePaint)
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// Save the original color
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val originalColor = titlePaint.color
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// Draw "mint" in mint color (#3EB489) with consistent spacing
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titlePaint.color = Color.parseColor("#3EB489")
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canvas.drawText("mint", startX + pixelWidth + wordSpacing, titleY, titlePaint)
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// Restore the original color and draw "drop" with consistent spacing
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titlePaint.color = originalColor
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canvas.drawText("drop", startX + pixelWidth + mintWidth + (wordSpacing * 2), titleY, titlePaint)
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// Draw high scores using pre-allocated manager
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val highScores: List<HighScore> = highScoreManager.getHighScores()
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val highScoreY = height * 0.5f
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var lastHighScoreY = highScoreY
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if (highScores.isNotEmpty()) {
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// Calculate the starting X position to center the entire block of scores
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@ -148,17 +148,26 @@ class GameBoard(
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currentPiece = nextPiece
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spawnNextPiece()
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// Center the piece horizontally and spawn one unit higher
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// Center the piece horizontally
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currentPiece?.apply {
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x = (width - getWidth()) / 2
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y = -1 // Spawn one unit above the top of the screen
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// Spawn piece at the top row (y=0)
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y = 0
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Log.d(TAG, "spawnPiece() - new piece spawned at position (${x},${y}), type=${type}")
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// Set the spawn time for the grace period
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// Allow holding again if a new piece spawns naturally
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if (!isPieceLocking) { // Avoid resetting hold during lockPiece sequence
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canHold = true
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}
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// Reset soft drop flag
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isPlayerSoftDrop = false
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// Record spawn time for grace period
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pieceSpawnTime = System.currentTimeMillis()
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// Check if the piece can be placed (Game Over condition)
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// Check if the piece can be placed at y=0 (Game Over condition)
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if (!canMove(0, 0)) {
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isGameOver = true
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Log.d(TAG, "spawnPiece() - Game Over condition detected")
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@ -270,42 +279,58 @@ class GameBoard(
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* Rotate the current piece clockwise
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*/
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fun rotate() {
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currentPiece?.let {
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// Save current rotation
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val originalX = it.x
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val originalY = it.y
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currentPiece?.let { piece ->
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// Save current rotation and position
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val originalRotationIndex = piece.getRotationIndex() // Use getter
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val originalX = piece.x
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val originalY = piece.y
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// Try to rotate
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it.rotateClockwise()
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piece.rotateClockwise()
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Log.d(TAG, "Attempting rotate CW. Original pos: ($originalX, $originalY)")
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// Check if the new rotation is valid at the original position
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if (canMove(0, 0)) {
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// Rotation is valid without kicks
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Log.d(TAG, "Rotate CW successful without kick at: (${piece.x}, ${piece.y})")
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onPieceMove?.invoke()
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return@let // Exit the let block
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}
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// Wall kick logic - try to move the piece if rotation causes collision
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if (!canMove(0, 0)) {
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// Try to move left
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if (canMove(-1, 0)) {
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it.x--
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}
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// Try to move right
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else if (canMove(1, 0)) {
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it.x++
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}
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// Try to move 2 spaces (for I piece)
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else if (canMove(-2, 0)) {
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it.x -= 2
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}
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else if (canMove(2, 0)) {
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it.x += 2
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}
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// Try to move up for floor kicks
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else if (canMove(0, -1)) {
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it.y--
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}
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// Revert if can't find a valid position
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else {
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it.rotateCounterClockwise()
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it.x = originalX
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it.y = originalY
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// Define standard kicks (adjust based on SRS rules if needed)
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// Order matters: check common kicks first
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val kicks = listOf(
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Pair(-1, 0), Pair(1, 0), // Basic wall kicks L/R
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Pair(-1, -1), Pair(1, -1), // Kicks slighty up (sometimes needed)
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Pair(0, -1), // Floor kick
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Pair(-2, 0), Pair(2, 0) // Kicks for I piece
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// Add more complex SRS kicks if necessary
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)
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var kickApplied = false
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for ((kickX, kickY) in kicks) {
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// Check canMove relative to the ORIGINAL position + kick offset
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// Temporarily set position for the check
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piece.x = originalX + kickX
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piece.y = originalY + kickY
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if (canMove(0, 0)) { // Check validity at the kicked position
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Log.d(TAG, "Rotate CW kick applied: ($kickX, $kickY), new pos: (${piece.x}, ${piece.y})")
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kickApplied = true
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onPieceMove?.invoke()
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break // Found a valid kick, stop checking
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}
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}
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// Revert if no kick worked
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if (!kickApplied) {
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Log.d(TAG, "Rotate CW failed - reverting rotation and position")
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piece.setRotationIndex(originalRotationIndex) // Use setter
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piece.x = originalX // Revert position
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piece.y = originalY
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// Do not call onPieceMove if rotation failed
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}
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// No need for onPieceMove here as it's called when kick succeeds or initial rotation is fine
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}
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}
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@ -313,42 +338,58 @@ class GameBoard(
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* Rotate the current piece counterclockwise
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*/
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fun rotateCounterClockwise() {
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currentPiece?.let {
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// Save current rotation
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val originalX = it.x
|
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val originalY = it.y
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|
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currentPiece?.let { piece ->
|
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// Save current rotation and position
|
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val originalRotationIndex = piece.getRotationIndex() // Use getter
|
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val originalX = piece.x
|
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val originalY = piece.y
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// Try to rotate
|
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it.rotateCounterClockwise()
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// Wall kick logic - try to move the piece if rotation causes collision
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if (!canMove(0, 0)) {
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// Try to move left
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if (canMove(-1, 0)) {
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it.x--
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}
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// Try to move right
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else if (canMove(1, 0)) {
|
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it.x++
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}
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// Try to move 2 spaces (for I piece)
|
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else if (canMove(-2, 0)) {
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it.x -= 2
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}
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else if (canMove(2, 0)) {
|
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it.x += 2
|
||||
}
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// Try to move up for floor kicks
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else if (canMove(0, -1)) {
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it.y--
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}
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// Revert if can't find a valid position
|
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else {
|
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it.rotateClockwise()
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it.x = originalX
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it.y = originalY
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}
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piece.rotateCounterClockwise()
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Log.d(TAG, "Attempting rotate CCW. Original pos: ($originalX, $originalY)")
|
||||
|
||||
// Check if the new rotation is valid at the original position
|
||||
if (canMove(0, 0)) {
|
||||
// Rotation is valid without kicks
|
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Log.d(TAG, "Rotate CCW successful without kick at: (${piece.x}, ${piece.y})")
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onPieceMove?.invoke()
|
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return@let // Exit the let block
|
||||
}
|
||||
|
||||
// Wall kick logic - try to move the piece if rotation causes collision
|
||||
// Define standard kicks (adjust based on SRS rules if needed)
|
||||
// Order matters: check common kicks first
|
||||
val kicks = listOf(
|
||||
Pair(1, 0), Pair(-1, 0), // Basic wall kicks R/L (opposite order might be better for CCW?)
|
||||
Pair(1, -1), Pair(-1, -1), // Kicks slighty up
|
||||
Pair(0, -1), // Floor kick
|
||||
Pair(2, 0), Pair(-2, 0) // Kicks for I piece
|
||||
// Add more complex SRS kicks if necessary
|
||||
)
|
||||
|
||||
var kickApplied = false
|
||||
for ((kickX, kickY) in kicks) {
|
||||
// Check canMove relative to the ORIGINAL position + kick offset
|
||||
// Temporarily set position for the check
|
||||
piece.x = originalX + kickX
|
||||
piece.y = originalY + kickY
|
||||
if (canMove(0, 0)) { // Check validity at the kicked position
|
||||
Log.d(TAG, "Rotate CCW kick applied: ($kickX, $kickY), new pos: (${piece.x}, ${piece.y})")
|
||||
kickApplied = true
|
||||
onPieceMove?.invoke()
|
||||
break // Found a valid kick, stop checking
|
||||
}
|
||||
}
|
||||
|
||||
// Revert if no kick worked
|
||||
if (!kickApplied) {
|
||||
Log.d(TAG, "Rotate CCW failed - reverting rotation and position")
|
||||
piece.setRotationIndex(originalRotationIndex) // Use setter
|
||||
piece.x = originalX // Revert position
|
||||
piece.y = originalY
|
||||
// Do not call onPieceMove if rotation failed
|
||||
}
|
||||
// No need for onPieceMove here as it's called when kick succeeds or initial rotation is fine
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -368,7 +409,8 @@ class GameBoard(
|
|||
val boardY = newY + y
|
||||
|
||||
// Check if the position is outside the board horizontally
|
||||
if (boardX < 0 || boardX >= width) {
|
||||
val isOutsideHorizontal = boardX < 0 || boardX >= width
|
||||
if (isOutsideHorizontal) {
|
||||
return false
|
||||
}
|
||||
|
||||
|
@ -382,8 +424,8 @@ class GameBoard(
|
|||
return false
|
||||
}
|
||||
|
||||
// Check if the position is more than one unit above the top of the screen
|
||||
if (boardY < -1) {
|
||||
// Check if the position is above the board (top wall collision)
|
||||
if (boardY < 0) {
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,6 +17,21 @@ class Tetromino(val type: TetrominoType) {
|
|||
var x = 0
|
||||
var y = 0
|
||||
|
||||
/**
|
||||
* Get the current rotation index (0-3)
|
||||
*/
|
||||
fun getRotationIndex(): Int {
|
||||
return currentRotation
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the current rotation index (0-3)
|
||||
* Internal visibility allows access within the same module (e.g., from GameBoard)
|
||||
*/
|
||||
internal fun setRotationIndex(index: Int) {
|
||||
currentRotation = index.coerceIn(0, 3) // Ensure value stays within 0-3
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current shape of the tetromino based on rotation
|
||||
*/
|
||||
|
|
|
@ -70,7 +70,7 @@
|
|||
app:layout_constraintTop_toTopOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
android:layout_marginTop="24dp"/>
|
||||
android:layout_marginTop="52dp"/>
|
||||
|
||||
<com.pixelmintdrop.game.HoldPieceView
|
||||
android:id="@+id/holdPieceView"
|
||||
|
@ -123,7 +123,7 @@
|
|||
app:layout_constraintTop_toTopOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
android:layout_marginTop="24dp"/>
|
||||
android:layout_marginTop="52dp"/>
|
||||
|
||||
<com.pixelmintdrop.game.NextPieceView
|
||||
android:id="@+id/nextPieceView"
|
||||
|
|
|
@ -26,6 +26,15 @@
|
|||
android:fontFamily="monospace"
|
||||
android:layout_marginBottom="24dp"/>
|
||||
|
||||
<TextView
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="Enter Name"
|
||||
android:textColor="@color/white"
|
||||
android:textSize="22sp"
|
||||
android:fontFamily="monospace"
|
||||
android:layout_marginBottom="8dp"/>
|
||||
|
||||
<EditText
|
||||
android:id="@+id/nameInput"
|
||||
android:layout_width="280dp"
|
||||
|
|
|
@ -53,7 +53,10 @@
|
|||
android:id="@+id/hudContainer"
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="wrap_content"
|
||||
android:layout_margin="16dp"
|
||||
android:layout_marginTop="48dp"
|
||||
android:layout_marginStart="16dp"
|
||||
android:layout_marginEnd="16dp"
|
||||
android:layout_marginBottom="16dp"
|
||||
android:layout_gravity="end"
|
||||
android:orientation="vertical">
|
||||
|
||||
|
@ -141,7 +144,7 @@
|
|||
android:layout_width="60dp"
|
||||
android:layout_height="60dp"
|
||||
android:layout_marginStart="16dp"
|
||||
android:layout_marginTop="16dp"
|
||||
android:layout_marginTop="48dp"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintTop_toTopOf="parent" />
|
||||
|
||||
|
|
|
@ -26,6 +26,15 @@
|
|||
android:fontFamily="monospace"
|
||||
android:layout_marginBottom="16dp"/>
|
||||
|
||||
<TextView
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="Enter Name"
|
||||
android:textColor="@color/white"
|
||||
android:textSize="18sp"
|
||||
android:fontFamily="monospace"
|
||||
android:layout_marginBottom="8dp"/>
|
||||
|
||||
<EditText
|
||||
android:id="@+id/nameInput"
|
||||
android:layout_width="200dp"
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue