Android Open Source - Sushi-Shooter Bmp Wrap






From Project

Back to project page Sushi-Shooter.

License

The source code is released under:

GNU General Public License

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Java Source Code

/*
 *                 [[ Frozen-Bubble ]]/* w  w  w  .j  a v a2s.c o m*/
 *
 * Copyright (c) 2000-2003 Guillaume Cottenceau.
 * Java sourcecode - Copyright (c) 2003 Glenn Sanson.
 *
 * This code is distributed under the GNU General Public License
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * version 2, as published by the Free Software Foundation.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program; if not, write to the Free Software Foundation, Inc.,
 * 675 Mass Ave, Cambridge, MA 02139, USA.
 *
 *
 * Artwork:
 *    Alexis Younes <73lab at free.fr>
 *      (everything but the bubbles)
 *    Amaury Amblard-Ladurantie <amaury at linuxfr.org>
 *      (the bubbles)
 *
 * Soundtrack:
 *    Matthias Le Bidan <matthias.le_bidan at caramail.com>
 *      (the three musics and all the sound effects)
 *
 * Design & Programming:
 *    Guillaume Cottenceau <guillaume.cottenceau at free.fr>
 *      (design and manage the project, whole Perl sourcecode)
 *
 * Java version:
 *    Glenn Sanson <glenn.sanson at free.fr>
 *      (whole Java sourcecode, including JIGA classes
 *             http://glenn.sanson.free.fr/jiga/)
 *
 * Android port:
 *    Pawel Aleksander Fedorynski <pfedor@fuw.edu.pl>
 *    Copyright (c) Google Inc.
 *
 *          [[ http://glenn.sanson.free.fr/fb/ ]]
 *          [[ http://www.frozen-bubble.org/   ]]
 */

package net.gamecloud.sushishooter;

import android.graphics.Bitmap;

// Various classes take arguments of this type during construction.  We need
// one level of indirection in case we want to swap the images from under them
// (e.g., to resize them when the surface resolution changes.)  We couldn't
// do it if references to Bitmap were kept directly everywhere since you can't
// overwrite an Android Bitmap in place (or at least I haven't found how to
// do it.)
class BmpWrap {
  BmpWrap(int id)
  {
    this.id = id;
  }

  public Bitmap bmp;
  // Image id used for saving and restoring the image sprites.
  public int id;
}




Java Source Code List

com.sessionm.TransactionReceiver.java
net.gamecloud.sushishooter.BmpWrap.java
net.gamecloud.sushishooter.BubbleFont.java
net.gamecloud.sushishooter.BubbleManager.java
net.gamecloud.sushishooter.BubbleSprite.java
net.gamecloud.sushishooter.Compressor.java
net.gamecloud.sushishooter.FrozenBubble.java
net.gamecloud.sushishooter.FrozenGame.java
net.gamecloud.sushishooter.GameScreen.java
net.gamecloud.sushishooter.GameView.java
net.gamecloud.sushishooter.ImageSprite.java
net.gamecloud.sushishooter.LaunchBubbleSprite.java
net.gamecloud.sushishooter.LevelManager.java
net.gamecloud.sushishooter.PenguinSprite.java
net.gamecloud.sushishooter.SoundManager.java
net.gamecloud.sushishooter.Sprite.java