Turns out multiple SurfaceViews is a fucking stupid idea *sight* Refactor the game board code again...
So instead of a table now only one SurfaceView!
Updated board API with empty stubs for the GameThread
Refactoring of CellPosition for clarification
While we are refactoring could also add some comments...
Now inherits from SurfaceHolder.Callback to handle surface destruction etc caused by changed activity status
Added method stub to find the center of the cell on the board
Added thread which will be responsible to draw the state of the board each frame
Update dimensions of board for each surface update
Added internal wrapper for accessing cells
Added option to retrieve cell by coordinates
changed comment type
Hopefully the change will allow us to use hardware acceleration. although it appears that this doesn't matter for SurfaceViews.
fixed frame delay logic to ensure constant frame rate and prevent exception when frame takes more than 25ms to draw
disable cell subscription for now
temporary disable game thread
removed background color attribute because it prevents to draw anything visible on the surface
implemented draw thread and cell center positioning
First step in merging CellAnimation and Cell. This is necessary because most of the work previously done by CellAnimation is now done by the game board.
Completely rewrite Cell and added most method stubs.
implemented cell radius calculation
implemented cell activation and deactivation stubs