Core Code Components
AndorsTrailApplication.java
Main application entry point and global configuration.
Debug Parameters:
javapublic static final boolean DEVELOPMENT_DEBUGRESOURCES = false;
public static final boolean DEVELOPMENT_VALIDATEDATA = false;
public static final boolean DEVELOPMENT_FORCE_DEBUG_BUTTON = false;
Game Engine Structure
Main Classes:
GameActivity
: Primary game activity and UI controllerGameModel
: Core game state and logicMapController
: Map rendering and player movementCombatController
: Turn-based combat systemQuestController
: Quest progression and trackingInventoryController
: Item management and equipment
Resource Loading System
Content Loaders
Resource Configuration:
Files: res/values/loadresources.xml
and res/values/loadresources_debug.xml
xml<string-array name="loadresources_items">
<item>items_weapons</item>
<item>items_armor</item>
<item>items_consumables</item>
</string-array>
<string-array name="loadresources_npcs">
<item>npcs_monsters</item>
<item>npcs_friendly</item>
</string-array>
<string-array name="loadresources_scripts">
<item>example_script</item>
</string-array>
JSON Data Loading
Item Loader Example:
javapublic class ItemLoader {
public static void loadItems(Resources resources, ItemDataStore dataStore) {
String[] itemFiles = resources.getStringArray(R.array.loadresources_items);
for (String filename : itemFiles) {
int resourceId = resources.getIdentifier(filename, "raw", packageName);
InputStream inputStream = resources.openRawResource(resourceId);
parseItemJson(inputStream, dataStore);
}
}
}
Data Structures
Core Game Objects
Item Class Structure
javapublic class Item {
public String id;
public String name;
public String description;
public String category;
public String iconID;
public ItemType itemType;
public EquipEffect equipEffect;
public UseEffect useEffect;
public boolean hasUse;
public List<Script> scripts;
public List<Script> privateScripts;
}
public class EquipEffect {
public Range addedAD; // Attack Damage
public int addedAC; // Attack Chance
public int addedBC; // Block Chance
public int addedMaxHP;
public int addedMaxAP;
}
NPC/Monster Structure
javapublic class Monster {
public String id;
public String name;
public String iconID;
public String spawnGroup;
public int attackChance;
public Range attackDamage;
public int blockChance;
public int maxHP;
public int maxAP;
public int moveCost;
public String dropList;
public String faction;
public boolean hostileToPlayer;
public List<ActorCondition> conditions;
}
Quest Structure
javapublic class Quest {
public String id;
public String name;
public String description;
public List<QuestStage> stages;
public boolean showInQuestLog;
public String requiredQuestId;
public int requiredQuestStage;
}
public class QuestStage {
public int progress;
public String logText;
public List<QuestRequirement> requirements;
public List<QuestReward> rewards;
}
Map System
TMX Map Loading
Map Parser Implementation
javapublic class TmxMapLoader {
public GameMap loadMap(String mapId, Resources resources) {
int resourceId = resources.getIdentifier(mapId, "xml", packageName);
XmlResourceParser parser = resources.getXml(resourceId);
return parseMap(parser);
}
private GameMap parseMap(XmlResourceParser parser) {
// Parse TMX XML structure
// Extract layers, tilesets, object groups
// Create GameMap object
}
}
Map Object Types
Spawn Area:
javapublic class SpawnArea extends MapObject {
public String spawnGroup;
public int quantity = 1;
public boolean active = true;
public Rectangle area;
}
Map Change:
javapublic class MapChange extends MapObject {
public String destinationMap;
public Point destinationPosition;
public Rectangle area;
}
Rendering System
Layer Rendering Order
Ground layer (base terrain)
Objects layer (decorations, items)
Actors (NPCs, monsters, player)
Above layer (overhanging elements)
UI elements
Tile Rendering
javapublic class MapRenderer {
public void renderMap(Canvas canvas, GameMap map, ViewPort viewport) {
renderLayer(canvas, map.groundLayer, viewport);
renderLayer(canvas, map.objectsLayer, viewport);
renderActors(canvas, map.actors, viewport);
renderLayer(canvas, map.aboveLayer, viewport);
}
}
Combat System
Turn-Based Combat Implementation
Combat Flow
javapublic class CombatController {
public enum CombatResult {
PLAYER_VICTORY,
PLAYER_DEFEAT,
COMBAT_CONTINUES
}
public CombatResult processPlayerAttack(Monster target) {
AttackResult result = calculateAttack(player, target);
applyDamage(target, result.damage);
return checkCombatEnd();
}
private AttackResult calculateAttack(Actor attacker, Actor defender) {
boolean hit = (attacker.attackChance >= random.nextInt(100));
if (!hit) return AttackResult.MISS;
boolean blocked = (defender.blockChance >= random.nextInt(100));
if (blocked) return AttackResult.BLOCKED;
int damage = attacker.attackDamage.random();
return new AttackResult(damage);
}
}
Status Effects (Actor Conditions)
Actor Condition System
javapublic class ActorCondition {
public String id;
public String name;
public String description;
public int duration; // In combat rounds
public int magnitude;
public ConditionType type;
public List<Script> scripts;
}
public enum ConditionType {
BUFF,
DEBUFF,
NEUTRAL
}
Script Engine
ATS Script Implementation
Script Parser
javapublic class ScriptParser {
public Script parseScript(String scriptText) {
// Tokenize script text
// Build abstract syntax tree
// Validate syntax and references
return compiledScript;
}
}
Script Execution Engine
javapublic class ScriptEngine {
private Map<String, Object> gameObjects;
private Map<String, ScriptVariable> localVariables;
public void executeScript(Script script, ScriptContext context) {
setupGameObjects(context);
for (Statement statement : script.statements) {
executeStatement(statement);
}
}
private void executeStatement(Statement statement) {
switch (statement.type) {
case ASSIGNMENT:
executeAssignment((AssignmentStatement) statement);
break;
case METHOD_CALL:
executeMethodCall((MethodCallStatement) statement);
break;
case IF_ELSE:
executeConditional((ConditionalStatement) statement);
break;
case WHILE_LOOP:
executeWhileLoop((WhileLoopStatement) statement);
break;
}
}
}
Available Script Methods
Player Methods:
java// Inventory management
player.getItemCount(String itemId) -> int
player.giveItem(String itemId, int count)
player.removeItem(String itemId, int count)
// Equipment
player.getItemInSlot(String slot) -> Item
player.equipItemInSlot(String itemId, String slot)
player.unequipSlot(String slot)
// Quest progression
player.hasQuestProgress(String questId, int stage) -> boolean
player.addQuestProgress(String questId, int stage)
// Character progression
player.addExperience(int amount)
player.addAlignment(String factionId, int amount)
// Status effects
player.addActorCondition(String conditionId, int magnitude, int duration, int chance)
player.clearActorCondition(String conditionId)
Map Methods:
javamap.activateGroup(String groupId)
map.deactivateGroup(String groupId)
world.getMap(String mapId) -> Map
Save System
Save Data Structure
Player Save Data
javapublic class PlayerSaveData {
public int level;
public int experience;
public int currentHP;
public int currentAP;
public Map<String, Integer> inventory;
public Map<String, Item> equipment;
public Map<String, Integer> questProgress;
public Map<String, Integer> alignments;
public List<ActorCondition> conditions;
public String currentMap;
public Point position;
}
Save/Load Implementation
javapublic class SaveGameManager {
public void saveGame(PlayerSaveData saveData, String filename) {
Gson gson = new Gson();
String json = gson.toJson(saveData);
writeToFile(json, filename);
}
public PlayerSaveData loadGame(String filename) {
String json = readFromFile(filename);
Gson gson = new Gson();
return gson.fromJson(json, PlayerSaveData.class);
}
}
Performance Considerations
Memory Management
Object Pooling for Frequent Allocations
javapublic class ObjectPool<T> {
private List<T> available = new ArrayList<>();
private ObjectFactory<T> factory;
public T acquire() {
if (available.isEmpty()) {
return factory.create();
}
return available.remove(available.size() - 1);
}
public void release(T object) {
resetObject(object);
available.add(object);
}
}
Resource Management
Use
Resources.openRawResource()
for JSON filesCache parsed data structures
Recycle bitmaps when possible
Use efficient data structures (HashMap for lookups)
Rendering Optimization
Viewport Culling
javapublic class ViewPort {
public Rectangle visibleArea;
public boolean isVisible(Rectangle objectBounds) {
return visibleArea.intersects(objectBounds);
}
}
Sprite Batching
Group similar sprites for batch rendering
Use sprite sheets instead of individual images
Minimize texture switches during rendering
Testing Framework
Unit Testing
Test Structure
java@RunWith(AndroidJUnit4.class)
public class ItemLoaderTest {
@Test
public void testItemLoading() {
Context context = InstrumentationRegistry.getTargetContext();
ItemDataStore dataStore = new ItemDataStore();
ItemLoader.loadItems(context.getResources(), dataStore);
assertTrue("Items should be loaded", dataStore.size() > 0);
assertNotNull("Specific item should exist", dataStore.getItem("iron_sword"));
}
}
Integration Testing
Combat System Tests
javapublic class CombatControllerTest {
@Test
public void testPlayerVictory() {
Player player = createTestPlayer();
Monster weakMonster = createWeakMonster();
CombatController combat = new CombatController();
CombatResult result = combat.fight(player, weakMonster);
assertEquals(CombatResult.PLAYER_VICTORY, result);
}
}
Build Configuration
Gradle Build Script
Dependencies
textdependencies {
implementation 'com.google.code.gson:gson:2.8.6'
implementation 'androidx.appcompat:appcompat:1.2.0'
testImplementation 'junit:junit:4.13.2'
androidTestImplementation 'androidx.test:runner:1.3.0'
}
Build Types
textbuildTypes {
debug {
debuggable true
applicationIdSuffix ".debug"
versionNameSuffix "-debug"
}
release {
minifyEnabled true
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
signingConfig signingConfigs.release
}
}
API Compatibility
Minimum Android Version
API Level: 16 (Android 4.1 Jelly Bean)
Target API: Latest stable Android version
Architecture: ARMv7, ARM64, x86
Backwards Compatibility
Avoid newer API features without compatibility checks
Use support libraries for modern UI components
Test on minimum API level devices
Security Considerations
Save Game Integrity
Validate save data structure
Check for impossible values
Prevent save game tampering
Content Validation
Validate all loaded content for required fields
Check references to other game objects
Prevent script injection attacks
Debugging Tools
LogCat Integration
javapublic class GameLog {
private static final String TAG = "AndorsTrail";
public static void debug(String message) {
if (BuildConfig.DEBUG) {
Log.d(TAG, message);
}
}
public static void error(String message, Throwable throwable) {
Log.e(TAG, message, throwable);
}
}
Development Cheats
javaif (DEVELOPMENT_DEBUGRESOURCES) {
// Enable god mode
// Fast level progression
// Item spawning
// Map teleportation
}
This technical reference provides the foundation for understanding and extending the Andor's Trail codebase. For specific implementation details, refer to the source code and existing patterns within the project.
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