android.world
Class World

java.lang.Object
  extended by android.world.World

public abstract class World
extends java.lang.Object

A Class representing a World and the related methods for drawing the world and handling various events. In order to implement a functioning World you must extend this class, and implement an onDraw method. Other handler methods (tickRate, onTick, onMouse, onKey, onRelease, onOrientation, stopWhen, and lastScene) are optional, and can be overridden to add new functionality.

See the individual methods for detailed documentation.

Extending World

Developing an Android application is a bit more work, since it requires the Android development kit for Eclipse. After that, you can create an Android Project and fill in all the parameters. The World/VoidWorld classes only require a simple hook to be added to the application's Activity.

Below is a simple example of a World that adds a new point at each mouse click. The world contains a Scene and a new Circle is placed for each "button-down" event received. The World is created in the class that extends Activity.
   
        import android.app.Activity;
        import android.os.Bundle;
        import android.view.Display;
       
        import android.image.*;
        import android.world.World;
       
        public class MousePoints extends Activity{
           // Called when the activity is first created.
           public void onCreate(Bundle savedState) {
              super.onCreate(savedState);
               
              Display dis = getWindowManager().getDefaultDisplay();       
               
              // Create and start the World 
              new MousePointsWorld(new EmptyScene(dis.getWidth(), dis.getHeight()-50))
                      .bigBang(this);        
           }
        }
       
        class MousePointsWorld extends World{
            Scene scene;
       
            MousePointsWorld(Scene scene){
                this.scene = scene;    
            }
       
            public Scene onDraw(){ return this.scene; }
       
            public World onMouse(int x, int y, String me){
                if(!me.equals("button-down")){
                    return this;
                }else{
                    return new MousePointsWorld(
                            this.scene.placeImage(new Circle(20, "solid", "red")
                                         .overlay(new Circle(20, "outline", "black")), x, y));
                }
            }
        }
 
After a few finger-taps, the device will look something like this:


Field Summary
static double DEFAULT_TICK_RATE
          Default Tick rate for the world: ~33 frames per second
static java.lang.String KEY_ARROW_DOWN
          Key arrow-down event String
static java.lang.String KEY_ARROW_LEFT
          Key arrow-left event String
static java.lang.String KEY_ARROW_RIGHT
          Key arrow-right event String
static java.lang.String KEY_ARROW_UP
          Key arrow-up event String
static java.lang.String KEY_MENU
          Menu Key event String.
static java.lang.String KEY_SEARCH
          Search Key event String
static java.lang.String MOUSE_DOWN
          Mouse down (button-down) event String
static java.lang.String MOUSE_DRAG
          Mouse down & move (drag) event String
static java.lang.String MOUSE_MOVE
          Mouse motion (move) event String
static java.lang.String MOUSE_UP
          Mouse up (button-up) event String
 
Constructor Summary
World()
           
 
Method Summary
 World bigBang(android.app.Activity act)
          Kick off the interaction/animation.
 World bigBangFullscreen(android.app.Activity act)
          Kick off the interaction/animation FULLSCREEN mode.
 World bigBangLandscape(android.app.Activity act)
          Kick off the interaction/animation in LANDSCAPE mode.
 World bigBangLandscapeFullscreen(android.app.Activity act)
          Kick off the interaction/animation in FULLSCREEN/LANDSCAPE mode.
 Scene lastScene()
          Returns the Scene that should be displayed when the interaction/animation completes (stopWhen() returns true).
static void noScreenShots()
          Use to Disable Screen Shots
abstract  Scene onDraw()
          Return a visualization of this World as a Scene.
 World onKey(java.lang.String event)
          Produce a (possibly) new World when a key is pressed.
 World onMouse(int x, int y, java.lang.String event)
          Produce a (possibly) new World when a touch event is triggered.
 World onOrientation(double x, double y, double z)
          Produce a (possibly) new World when a device orientation event is triggered.
 World onRelease(java.lang.String event)
          Produce a (possibly) new World when a key is released.
 World onTick()
          Produce a (possibly) new World based on the Tick of the clock.
 void pause()
          Use to temperarily disable onTick/interactions
 boolean stopWhen()
          Determine if the World/interaction/animation should be stopped.
 double tickRate()
          Return the tick rate for this World in seconds.
 void unpause()
          Use to renable onTick/interactions
 
Methods inherited from class java.lang.Object
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

DEFAULT_TICK_RATE

public static double DEFAULT_TICK_RATE
Default Tick rate for the world: ~33 frames per second


MOUSE_DOWN

public static java.lang.String MOUSE_DOWN
Mouse down (button-down) event String


MOUSE_UP

public static java.lang.String MOUSE_UP
Mouse up (button-up) event String


MOUSE_MOVE

public static java.lang.String MOUSE_MOVE
Mouse motion (move) event String


MOUSE_DRAG

public static java.lang.String MOUSE_DRAG
Mouse down & move (drag) event String


KEY_ARROW_UP

public static java.lang.String KEY_ARROW_UP
Key arrow-up event String


KEY_ARROW_DOWN

public static java.lang.String KEY_ARROW_DOWN
Key arrow-down event String


KEY_ARROW_LEFT

public static java.lang.String KEY_ARROW_LEFT
Key arrow-left event String


KEY_ARROW_RIGHT

public static java.lang.String KEY_ARROW_RIGHT
Key arrow-right event String


KEY_MENU

public static java.lang.String KEY_MENU
Menu Key event String. The menu key will usually be intercepted to open a save dialog to enable the capture of application/game screen-shots.


KEY_SEARCH

public static java.lang.String KEY_SEARCH
Search Key event String

Constructor Detail

World

public World()
Method Detail

onDraw

public abstract Scene onDraw()
Return a visualization of this World as a Scene. See EmptyScene, Scene.placeImage(Image, int, int), and Scene.addLine(int, int, int, int, String) for documentation on constructing Scenes


tickRate

public double tickRate()
Return the tick rate for this World in seconds. For example, 0.5 means two tick. The rate is only accessed when bigBang() is initially called and the window is created.


onTick

public World onTick()
Produce a (possibly) new World based on the Tick of the clock. This method is called to get the next world on each clock tick.


onMouse

public World onMouse(int x,
                     int y,
                     java.lang.String event)
Produce a (possibly) new World when a touch event is triggered. x and y are the location of the event on the device screen, and event is a String that describes what kind of event occurred.

In addition to the normal World events (button-down/up) Android devices include a "long-button-down" event, for when the the user does a long press (touch and hold).

Possible Mouse Events

"button-down" : The user presses the touch screen of the device
"long-button-down" : The user presses and holds on the touch screen of the device
"button-up" : The user releases the touch screen of the device
"move" : The user moves the mouse in the World window
"drag" : The user touches and moves on the touch screen of the device


onKey

public World onKey(java.lang.String event)
Produce a (possibly) new World when a key is pressed. The given event is a String that describes what key was pressed.

Special Keys

"up" : The user presses the up-arrow key
"down" : The user presses the down-arrow key
"left" : The user presses the left-arrow key
"right" : The user presses the right-arrow key
Other keys generate a single character String that represents the key pressed. For example, Pressing the B key on the keyboard generates "b" as an event. If the shift key is held while pressing B then "B" is generated.


onRelease

public World onRelease(java.lang.String event)
Produce a (possibly) new World when a key is released. The given event is a String that describes which key was released.

Special Keys

"up" : The user presses the up-arrow key
"down" : The user presses the down-arrow key
"left" : The user presses the left-arrow key
"right" : The user presses the right-arrow key
Other keys generate a single character String that represents the key released. For example, Pressing then releasing the B key on the keyboard generates "b" as an onKey event and again as an onRelease event. If the shift key is held while pressing/releasing B then "B" is generated.


stopWhen

public boolean stopWhen()
Determine if the World/interaction/animation should be stopped. Returning a value of true discontinues all events (mouse, key, ticks) and causes lastScene() to be used to draw the final Scene.


lastScene

public Scene lastScene()
Returns the Scene that should be displayed when the interaction/animation completes (stopWhen() returns true).


onOrientation

public World onOrientation(double x,
                           double y,
                           double z)
Produce a (possibly) new World when a device orientation event is triggered. x, y, and z make-up the new orientation vector for the device. When the device is resting on a flat, level surface the orientation should be entirly in the z direction (typically straight out the the back of the device).

If you are only concerned with the "down" angle (direction of down with respect to the screen) you can calculate it with a method as follows:

      double down(double x, double y, double z){
         double ang = Math.acos(x/Math.sqrt(x*x + y*y))+Math.PI;
         if(y < 0)return 2*Math.PI-ang;
         return ang;
      }
   


bigBang

public World bigBang(android.app.Activity act)
Kick off the interaction/animation. This method returns the final state of the world after the user closes the World window.


bigBangLandscape

public World bigBangLandscape(android.app.Activity act)
Kick off the interaction/animation in LANDSCAPE mode.


bigBangFullscreen

public World bigBangFullscreen(android.app.Activity act)
Kick off the interaction/animation FULLSCREEN mode. This method returns the final state of the world after the user closes the World window.


bigBangLandscapeFullscreen

public World bigBangLandscapeFullscreen(android.app.Activity act)
Kick off the interaction/animation in FULLSCREEN/LANDSCAPE mode.


noScreenShots

public static void noScreenShots()
Use to Disable Screen Shots


pause

public void pause()
Use to temperarily disable onTick/interactions


unpause

public void unpause()
Use to renable onTick/interactions