AI 144511: am: CL 144510 am: CL 144509 Checking in Sonivox' JetBoy code sample. The java code still has a FIXME for cleanup and review to be done before final SDK build.
  Original author: jmtrivi
  Merged from: //branches/cupcake/...
  Original author: android-build

Automated import of CL 144511
diff --git a/samples/JetBoy/Android.mk b/samples/JetBoy/Android.mk
new file mode 100755
index 0000000..2e6b571
--- /dev/null
+++ b/samples/JetBoy/Android.mk
@@ -0,0 +1,10 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_MODULE_TAGS := samples
+
+LOCAL_SRC_FILES := $(call all-subdir-java-files)
+
+LOCAL_PACKAGE_NAME := JETBoy
+
+include $(BUILD_PACKAGE)
diff --git a/samples/JetBoy/AndroidManifest.xml b/samples/JetBoy/AndroidManifest.xml
new file mode 100755
index 0000000..d90e6f5
--- /dev/null
+++ b/samples/JetBoy/AndroidManifest.xml
@@ -0,0 +1,37 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2009 The Android Open Source Project
+
+     Licensed under the Apache License, Version 2.0 (the "License");
+     you may not use this file except in compliance with the License.
+     You may obtain a copy of the License at
+  
+          http://www.apache.org/licenses/LICENSE-2.0
+  
+     Unless required by applicable law or agreed to in writing, software
+     distributed under the License is distributed on an "AS IS" BASIS,
+     WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+     See the License for the specific language governing permissions and
+     limitations under the License.
+-->
+
+<!-- This file describes the code in the JetBoy package, which is
+     used by the system to determine how to start the application and
+     integrate it with the rest of the system.  -->
+     
+     
+
+<manifest xmlns:android="http://schemas.android.com/apk/res/android"
+      package="com.example.android.jetboy"
+      android:versionCode="1"
+      android:versionName="1.0.0">
+    <application android:icon="@drawable/icon" android:label="@string/app_name">
+        <activity android:name=".JetBoy"
+                  android:label="@string/app_name"
+                  android:screenOrientation="landscape">
+            <intent-filter>
+                <action android:name="android.intent.action.MAIN" />
+                <category android:name="android.intent.category.LAUNCHER" />
+            </intent-filter>
+        </activity>
+    </application>
+</manifest> 
\ No newline at end of file
diff --git a/samples/JetBoy/res/drawable/asteroid01.png b/samples/JetBoy/res/drawable/asteroid01.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid01.png
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diff --git a/samples/JetBoy/res/drawable/asteroid02.png b/samples/JetBoy/res/drawable/asteroid02.png
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index 0000000..7255da5
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid02.png
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diff --git a/samples/JetBoy/res/drawable/asteroid03.png b/samples/JetBoy/res/drawable/asteroid03.png
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index 0000000..c343741
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid03.png
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diff --git a/samples/JetBoy/res/drawable/asteroid04.png b/samples/JetBoy/res/drawable/asteroid04.png
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index 0000000..e89e6f1
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid04.png
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diff --git a/samples/JetBoy/res/drawable/asteroid05.png b/samples/JetBoy/res/drawable/asteroid05.png
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index 0000000..b0a78d7
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid05.png
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diff --git a/samples/JetBoy/res/drawable/asteroid06.png b/samples/JetBoy/res/drawable/asteroid06.png
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index 0000000..0eed341
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid06.png
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diff --git a/samples/JetBoy/res/drawable/asteroid07.png b/samples/JetBoy/res/drawable/asteroid07.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid07.png
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diff --git a/samples/JetBoy/res/drawable/asteroid08.png b/samples/JetBoy/res/drawable/asteroid08.png
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index 0000000..720d831
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid08.png
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diff --git a/samples/JetBoy/res/drawable/asteroid09.png b/samples/JetBoy/res/drawable/asteroid09.png
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index 0000000..bc353bf
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid09.png
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diff --git a/samples/JetBoy/res/drawable/asteroid10.png b/samples/JetBoy/res/drawable/asteroid10.png
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index 0000000..f54acdb
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid10.png
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diff --git a/samples/JetBoy/res/drawable/asteroid11.png b/samples/JetBoy/res/drawable/asteroid11.png
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index 0000000..8690ccb
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid11.png
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diff --git a/samples/JetBoy/res/drawable/asteroid12.png b/samples/JetBoy/res/drawable/asteroid12.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid12.png
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diff --git a/samples/JetBoy/res/drawable/asteroid_explode1.png b/samples/JetBoy/res/drawable/asteroid_explode1.png
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index 0000000..0c919c8
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid_explode1.png
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diff --git a/samples/JetBoy/res/drawable/asteroid_explode2.png b/samples/JetBoy/res/drawable/asteroid_explode2.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid_explode2.png
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diff --git a/samples/JetBoy/res/drawable/asteroid_explode3.png b/samples/JetBoy/res/drawable/asteroid_explode3.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid_explode3.png
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diff --git a/samples/JetBoy/res/drawable/asteroid_explode4.png b/samples/JetBoy/res/drawable/asteroid_explode4.png
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index 0000000..7f0f9c7
--- /dev/null
+++ b/samples/JetBoy/res/drawable/asteroid_explode4.png
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diff --git a/samples/JetBoy/res/drawable/background_a.png b/samples/JetBoy/res/drawable/background_a.png
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index 0000000..6cd2f44
--- /dev/null
+++ b/samples/JetBoy/res/drawable/background_a.png
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diff --git a/samples/JetBoy/res/drawable/background_b.png b/samples/JetBoy/res/drawable/background_b.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/background_b.png
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diff --git a/samples/JetBoy/res/drawable/icon.png b/samples/JetBoy/res/drawable/icon.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/icon.png
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diff --git a/samples/JetBoy/res/drawable/int_timer.png b/samples/JetBoy/res/drawable/int_timer.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/int_timer.png
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diff --git a/samples/JetBoy/res/drawable/intbeam_1.png b/samples/JetBoy/res/drawable/intbeam_1.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/intbeam_1.png
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diff --git a/samples/JetBoy/res/drawable/intbeam_2.png b/samples/JetBoy/res/drawable/intbeam_2.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/intbeam_2.png
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diff --git a/samples/JetBoy/res/drawable/intbeam_3.png b/samples/JetBoy/res/drawable/intbeam_3.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/intbeam_3.png
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diff --git a/samples/JetBoy/res/drawable/intbeam_4.png b/samples/JetBoy/res/drawable/intbeam_4.png
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+++ b/samples/JetBoy/res/drawable/intbeam_4.png
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diff --git a/samples/JetBoy/res/drawable/laser.png b/samples/JetBoy/res/drawable/laser.png
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+++ b/samples/JetBoy/res/drawable/laser.png
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diff --git a/samples/JetBoy/res/drawable/ship2_1.png b/samples/JetBoy/res/drawable/ship2_1.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/ship2_1.png
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diff --git a/samples/JetBoy/res/drawable/ship2_2.png b/samples/JetBoy/res/drawable/ship2_2.png
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+++ b/samples/JetBoy/res/drawable/ship2_2.png
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diff --git a/samples/JetBoy/res/drawable/ship2_3.png b/samples/JetBoy/res/drawable/ship2_3.png
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+++ b/samples/JetBoy/res/drawable/ship2_3.png
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diff --git a/samples/JetBoy/res/drawable/ship2_4.png b/samples/JetBoy/res/drawable/ship2_4.png
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+++ b/samples/JetBoy/res/drawable/ship2_4.png
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diff --git a/samples/JetBoy/res/drawable/ship2_hit_1.png b/samples/JetBoy/res/drawable/ship2_hit_1.png
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+++ b/samples/JetBoy/res/drawable/ship2_hit_1.png
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diff --git a/samples/JetBoy/res/drawable/ship2_hit_2.png b/samples/JetBoy/res/drawable/ship2_hit_2.png
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+++ b/samples/JetBoy/res/drawable/ship2_hit_2.png
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diff --git a/samples/JetBoy/res/drawable/ship2_hit_3.png b/samples/JetBoy/res/drawable/ship2_hit_3.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/ship2_hit_3.png
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diff --git a/samples/JetBoy/res/drawable/ship2_hit_4.png b/samples/JetBoy/res/drawable/ship2_hit_4.png
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--- /dev/null
+++ b/samples/JetBoy/res/drawable/ship2_hit_4.png
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diff --git a/samples/JetBoy/res/drawable/title_bg_hori.png b/samples/JetBoy/res/drawable/title_bg_hori.png
new file mode 100755
index 0000000..662a46f
--- /dev/null
+++ b/samples/JetBoy/res/drawable/title_bg_hori.png
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diff --git a/samples/JetBoy/res/drawable/title_hori.png b/samples/JetBoy/res/drawable/title_hori.png
new file mode 100755
index 0000000..f3f0559
--- /dev/null
+++ b/samples/JetBoy/res/drawable/title_hori.png
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diff --git a/samples/JetBoy/res/layout/main.xml b/samples/JetBoy/res/layout/main.xml
new file mode 100755
index 0000000..b5309db
--- /dev/null
+++ b/samples/JetBoy/res/layout/main.xml
@@ -0,0 +1,93 @@
+<?xml version="1.0" encoding="utf-8"?>
+<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
+    android:layout_width="fill_parent"
+    android:layout_height="fill_parent">
+    
+    <com.example.android.jetboy.JetBoyView
+      android:id="@+id/JetBoyView"
+      android:layout_width="fill_parent"
+      android:layout_height="fill_parent"/>
+      
+       <LinearLayout
+        android:layout_width="fill_parent" android:layout_height="wrap_content"
+        android:layout_gravity="top" android:gravity="center_horizontal"
+        android:orientation="horizontal">
+        
+        <TextView
+          android:id="@+id/text"
+		  android:text="@string/helpText"
+		  style="@style/helpText"
+		  android:visibility="invisible"
+          android:layout_width="300px"
+          android:layout_height="300px"
+          android:layout_centerInParent="true"
+          android:gravity="left"
+          android:background="#88ffffff"
+          />
+        
+        </LinearLayout>
+        
+         <LinearLayout
+        android:layout_width="fill_parent" android:layout_height="wrap_content"
+        android:layout_gravity="bottom" android:gravity="center_horizontal"
+        android:orientation="horizontal">
+        
+			<Button android:id="@+id/Button01" 
+			android:text="@string/start"
+			style="@style/ButtonText"
+			android:layout_width="wrap_content" 
+			android:layout_height="wrap_content" 
+			android:clickable="true" 
+			android:cursorVisible="true">
+			</Button>
+			
+			
+			
+
+		</LinearLayout>
+		
+         <LinearLayout
+        android:layout_width="fill_parent" android:layout_height="wrap_content"
+        android:layout_gravity="bottom" android:gravity="center_horizontal"
+        android:orientation="horizontal">
+		<Button android:id="@+id/Button02" 
+			android:text="@string/retry"
+			style="@style/ButtonText"
+			android:visibility="invisible"
+			android:layout_width="wrap_content" 
+			android:layout_height="wrap_content" 
+			android:clickable="true" 
+			android:cursorVisible="true">
+			</Button>
+			
+			<!--Button android:id="@+id/Button03" 
+			android:text="@string/restart"
+			style="@style/ButtonText"
+			android:visibility="invisible"
+			android:layout_width="wrap_content" 
+			android:layout_height="wrap_content" 
+			android:clickable="true" 
+			android:cursorVisible="true">
+			</Button-->
+			
+		</LinearLayout>
+		
+		
+		 <LinearLayout
+        android:layout_width="fill_parent" android:layout_height="wrap_content"
+        android:layout_gravity="top" android:gravity="right"
+        android:orientation="horizontal">
+        
+        <TextView
+          android:id="@+id/timer"
+		  android:text="@string/timer"
+		  style="@style/timerText"
+		  android:visibility="invisible"
+          android:layout_width="wrap_content"
+          android:layout_height="wrap_content"
+          android:gravity="right"
+          android:background="#000000"
+          android:textSize="24sp"/>
+        
+        </LinearLayout>
+</FrameLayout>
diff --git a/samples/JetBoy/res/raw/level1.jet b/samples/JetBoy/res/raw/level1.jet
new file mode 100755
index 0000000..dd9ee57
--- /dev/null
+++ b/samples/JetBoy/res/raw/level1.jet
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diff --git a/samples/JetBoy/res/values/strings.xml b/samples/JetBoy/res/values/strings.xml
new file mode 100755
index 0000000..791d23f
--- /dev/null
+++ b/samples/JetBoy/res/values/strings.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="utf-8"?>
+<resources>
+    <string name="app_name">JetBoy</string>
+	<string name="start">START!</string>
+	<string name="retry">RETRY</string>
+	<string name="restart">RETURN</string>
+	<string name="helpText">Help JET BOY get through the asteroid field! Blast the asteroids in time with the beat and listen to the music respond!\n\nUse your FIRE button to explode each asteroid as it passes through the laser guide.</string>
+	<string name="winText">You win, You are the master of the Universe!\n\nJETBOY by SONiVOX®\n\nProduced by Jennifer Hruska\nMusic by Eric Barlaan\nGraphics by Randy O’Connor\nProgramming by MageTech</string>
+	<string name="loseText">Sorry, you lose.</string>
+	<string name="timer">1:12</string>
+</resources>
+
+
diff --git a/samples/JetBoy/res/values/styles.xml b/samples/JetBoy/res/values/styles.xml
new file mode 100755
index 0000000..9629fb7
--- /dev/null
+++ b/samples/JetBoy/res/values/styles.xml
@@ -0,0 +1,40 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2007 The Android Open Source Project
+
+     Licensed under the Apache License, Version 2.0 (the "License");
+     you may not use this file except in compliance with the License.
+     You may obtain a copy of the License at
+  
+          http://www.apache.org/licenses/LICENSE-2.0
+  
+     Unless required by applicable law or agreed to in writing, software
+     distributed under the License is distributed on an "AS IS" BASIS,
+     WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+     See the License for the specific language governing permissions and
+     limitations under the License.
+-->
+
+<!-- This file contains resource definitions for style.  A style is
+     a collection of named values that can be applied as a group.  Here,
+     we are using a style to define a common set of XML attributes that
+     will be used in multiple tags. -->
+
+<resources>
+
+    <style name="ButtonText">
+        <item name="android:textSize">24sp</item>
+    </style>
+    
+    <style name="helpText">
+	    <item name="android:textSize">20sp</item>
+    	<item name="android:textColor">#000000</item>>
+    </style>
+    
+    <style name="timerText">
+	    <item name="android:textSize">18sp</item>
+    	<item name="android:textColor">#ffffff</item>>	
+    </style>
+
+
+</resources>
+
diff --git a/samples/JetBoy/src/com/example/android/jetboy/Asteroid.java b/samples/JetBoy/src/com/example/android/jetboy/Asteroid.java
new file mode 100755
index 0000000..c3e588b
--- /dev/null
+++ b/samples/JetBoy/src/com/example/android/jetboy/Asteroid.java
@@ -0,0 +1,31 @@
+/*
+ * Copyright (C) 2009 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+// FIXME: review and cleanup
+package com.example.android.jetboy;
+
+public class Asteroid {
+
+    public int mAniIndex = 0;
+    public int mDrawY = 0;
+    public int mDrawX = 0;
+
+    public boolean mExploding = false;
+    public boolean mMissed = false;
+
+    public long mStartTime = 0;
+
+}
diff --git a/samples/JetBoy/src/com/example/android/jetboy/Explosion.java b/samples/JetBoy/src/com/example/android/jetboy/Explosion.java
new file mode 100755
index 0000000..416c659
--- /dev/null
+++ b/samples/JetBoy/src/com/example/android/jetboy/Explosion.java
@@ -0,0 +1,26 @@
+/*
+ * Copyright (C) 2009 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+// FIXME: review and cleanup
+package com.example.android.jetboy;
+
+public class Explosion {
+
+    public int mAniIndex = 0;
+    public int mDrawY = 0;
+    public int mDrawX = 0;
+    
+}
diff --git a/samples/JetBoy/src/com/example/android/jetboy/JetBoy.java b/samples/JetBoy/src/com/example/android/jetboy/JetBoy.java
new file mode 100755
index 0000000..972cdcf
--- /dev/null
+++ b/samples/JetBoy/src/com/example/android/jetboy/JetBoy.java
@@ -0,0 +1,161 @@
+/*
+ * Copyright (C) 2009 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+// FIXME: review and cleanup
+
+package com.example.android.jetboy;
+
+import com.example.android.jetboy.JetBoyView.JetBoyThread;
+import com.example.android.jetboy.JetBoyView;
+import com.example.android.jetboy.R;
+
+
+import android.app.Activity;
+import android.os.Bundle;
+import android.util.Log;
+import android.view.KeyEvent;
+import android.view.Window;
+import android.view.View;
+import android.widget.Button;
+import android.widget.TextView;
+
+public class JetBoy extends Activity implements View.OnClickListener{
+
+      /** A handle to the thread that's actually running the animation. */
+    private JetBoyThread mJetBoyThread;
+
+    /** A handle to the View in which the game is running. */
+    private JetBoyView mJetBoyView;
+
+    //the play start button
+    private Button mButton;
+
+    //used to hit retry
+    private Button mButtonRetry;
+
+    //the window for instructions and such
+    private TextView mTextView;
+
+    //game window timer
+    private TextView mTimerView;
+
+    /**
+     * Required method from parent class
+     * @param savedInstanceState - The previous instance of this app
+     */
+    public void onCreate(Bundle savedInstanceState) {
+
+        super.onCreate(savedInstanceState);
+
+        // turn off the window's title bar
+        requestWindowFeature(Window.FEATURE_NO_TITLE);
+
+        setContentView(R.layout.main);
+
+        // get handles to the JetView from XML and the JET thread.
+        mJetBoyView = (JetBoyView) findViewById(R.id.JetBoyView);
+        mJetBoyThread = mJetBoyView.getThread();
+
+        //look up the happy shiny button
+        mButton = (Button)findViewById(R.id.Button01);
+        mButton.setOnClickListener(this);
+
+        mButtonRetry = (Button)findViewById(R.id.Button02);
+        mButtonRetry.setOnClickListener(this);
+
+        //set up handles for instruction text and game timer text
+        mTextView = (TextView) findViewById(R.id.text);
+        mTimerView = (TextView) findViewById(R.id.timer);
+
+        mJetBoyView.setTimerView(mTimerView);
+
+        mJetBoyView.SetButtonView(mButtonRetry);
+        
+        mJetBoyView.SetTextView(mTextView);
+        
+    }
+
+    /**
+     * Handles component interaction
+     * 
+     * @param v The object which has been clicked
+     */
+    public void onClick(View v) {
+
+        //this is the first screen
+        if (mJetBoyThread.getGameState()==mJetBoyThread.STATE_START){
+            mButton.setText("PLAY!");
+            mTextView.setVisibility(View.VISIBLE);
+            
+            mTextView.setText(R.string.helpText);
+            mJetBoyThread.setGameState(JetBoyThread.STATE_PLAY);
+
+        }
+        //we have entered game play, now we about to start running
+        else if (mJetBoyThread.getGameState()==mJetBoyThread.STATE_PLAY){
+            mButton.setVisibility(View.INVISIBLE);
+            mTextView.setVisibility(View.INVISIBLE);
+            mTimerView.setVisibility(View.VISIBLE);
+            mJetBoyThread.setGameState(JetBoyThread.STATE_RUNNING);
+            
+        }
+        //this is a retry button
+        else if (mButtonRetry.equals(v) ){
+
+            mTextView.setText(R.string.helpText);
+
+            mButton.setText("PLAY!");
+            mButtonRetry.setVisibility(View.INVISIBLE);
+            //mButtonRestart.setVisibility(View.INVISIBLE);
+
+            mTextView.setVisibility(View.VISIBLE);
+            mButton.setText("PLAY!");
+            mButton.setVisibility(View.VISIBLE);
+
+            mJetBoyThread.setGameState(JetBoyThread.STATE_PLAY);
+            
+        }
+        else
+        {
+            Log.d("JB VIEW", "unknown click " + v.getId());
+            
+            Log.d("JB VIEW", "state is  " + mJetBoyThread.mState);
+            
+        }
+    
+    }
+
+
+       /**
+       * Standard override to get key-press events.
+       */
+      @Override
+      public boolean onKeyDown(int keyCode, KeyEvent msg) {
+
+          if (keyCode == 4) super.onKeyDown(keyCode,msg);
+
+          return mJetBoyThread.doKeyDown(keyCode, msg);
+      }
+    
+      /**
+       * Standard override for key-up. We actually care about these, so we can
+       * turn off the engine or stop rotating.
+       */
+      @Override
+      public boolean onKeyUp(int keyCode, KeyEvent msg) {
+          return mJetBoyThread.doKeyUp(keyCode, msg);
+  }
+}
\ No newline at end of file
diff --git a/samples/JetBoy/src/com/example/android/jetboy/JetBoyView.java b/samples/JetBoy/src/com/example/android/jetboy/JetBoyView.java
new file mode 100755
index 0000000..2bd6a05
--- /dev/null
+++ b/samples/JetBoy/src/com/example/android/jetboy/JetBoyView.java
@@ -0,0 +1,1753 @@
+/*
+ * Copyright (C) 2009 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ * 
+ */
+
+// FIXME: review and cleanup
+
+package com.example.android.jetboy;
+
+import java.util.Random;
+import java.util.Timer;
+import java.util.TimerTask;
+import java.util.Vector;
+import java.util.concurrent.ConcurrentLinkedQueue;
+
+import android.content.Context;
+import android.content.res.Resources;
+import android.graphics.Bitmap;
+import android.graphics.BitmapFactory;
+import android.graphics.Canvas;
+import android.media.JetPlayer;
+
+import android.media.JetPlayer.*;
+
+import android.os.Bundle;
+import android.os.Handler;
+import android.os.Message;
+import android.util.AttributeSet;
+import android.util.Log;
+import android.view.KeyEvent;
+import android.view.SurfaceHolder;
+import android.view.SurfaceView;
+import android.view.View;
+import android.widget.Button;
+import android.widget.TextView;
+
+
+public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback{
+
+
+     //the number of asteroids that must be destroyed
+    public static final int mSuccessThreshold = 50;
+    
+    //used to calculate level for mutes and trigger clip
+    public int mHitStreak = 0;
+    
+    //total number asteroids you need to hit.
+    public int mHitTotal = 0;
+    
+    //which music bed is currently playing?
+    public int mCurrentBed = 0;
+
+ 
+    //a lazy graphic fudge for the initial title splash
+    private Bitmap mTitleBG;
+    private Bitmap mTitleBG2;
+    
+    /**
+     * Base class for any external event passed to the JetBoyThread. This can
+     * include user input, system events, network input, etc.
+     */
+    class GameEvent
+    {
+        public GameEvent()
+        {
+            eventTime = System.currentTimeMillis();
+        }
+        
+        long eventTime;
+    }
+    
+    /**
+     * A GameEvent subclass for key based user input. Values are those used by
+     * the standard onKey
+     */
+    class KeyGameEvent extends GameEvent
+    {
+        /**
+         * Simple constructor to make populating this event easier.
+         **/
+        public KeyGameEvent(int keyCode, boolean up, KeyEvent msg)
+        {
+            this.keyCode = keyCode;
+            this.msg = msg;
+            this.up = up;
+        }
+        
+        public int       keyCode;
+        public KeyEvent  msg;
+        public boolean   up;
+    }
+    
+    /**
+     * A GameEvent subclass for events from the JetPlayer.
+     */
+    class JetGameEvent extends GameEvent
+    {
+        /**
+         * Simple constructor to make populating this event easier.
+         **/
+        public JetGameEvent(JetPlayer   player, 
+                            short       segment, 
+                            byte        track,
+                            byte        channel,
+                            byte        controller,
+                            byte        value)
+        {
+            this.player = player;
+            this.segment = segment;
+            this.track = track;
+            this.channel = channel;
+            this.controller = controller;
+            this.value = value;
+        }
+        
+        public JetPlayer   player;
+        public short       segment;
+        public byte        track;
+        public byte        channel; 
+        public byte        controller;
+        public byte        value;
+    }
+
+    class JetBoyThread extends Thread implements OnJetEventListener{
+        
+        /*
+         * State-tracking constants
+         * 
+         * we don't actually use all of these in JetBoy, borrowed wholesale from lunar lander.
+         */
+        public static final int STATE_START=-1;
+        public static final int STATE_PLAY=0;
+        public static final int STATE_LOSE = 1;
+        public static final int STATE_PAUSE = 2;
+        public static final int STATE_READY = 3;
+        public static final int STATE_RUNNING = 4;
+        public static final int STATE_WIN = 5;
+        
+        //how many frames per beat? The  basic animation can be changed for instance to 3/4 by changing this to 3.
+        //untested is the impact on other parts of game logic for non 4/4 time.
+        private static final int ANIMATION_FRAMES_PER_BEAT = 4;
+        
+        public boolean mInitialized = false;
+        
+ 
+        /** Queue for GameEvents */
+        protected ConcurrentLinkedQueue<GameEvent> mEventQueue = new ConcurrentLinkedQueue<GameEvent>();
+        
+        /** Context for processKey to maintain state accross frames **/
+        protected Object mKeyContext = null;
+
+       
+        //the timer display in seconds
+        public int mTimerLimit;
+        
+        //used for internal timing logic.
+        public final int TIMER_LIMIT=72;
+        //string value for timer display
+        private String mTimerValue="1:12";
+        
+        
+        //start, play, running, lose are the states we use
+        public int mState;
+        
+        //has laser been fired and for how long?
+        //user for fx logic on laser fire
+        boolean mLaserOn = false;
+        long mLaserFireTime = 0;
+
+
+        
+        /** The drawable to use as the far background of the animation canvas */
+        private Bitmap mBackgroundImageFar;
+        
+        /** The drawable to use as the close background of the animation canvas */
+        private Bitmap mBackgroundImageNear;
+        
+        //event ID within JET file. 80,81, 82 are tested to use.
+        //in this game 80 is used for sending asteroid
+        //82 is used as game time for 1/4 note beat.
+        private final String mSendEvent = "80";
+        private final String mTimerEvent = "82";
+        
+        //used to track beat for synch of mute/unmute actions
+        private int mBeatCount = 1;
+        
+        
+      
+        //our intrepid space boy
+        private Bitmap[] mShipFlying=new Bitmap[4];
+        
+        // the twinkly bit
+        private Bitmap[] mBeam=new Bitmap[4];
+        
+        //the things you are trying to hit
+        private Bitmap[] mAsteroids= new Bitmap[12];
+        
+        //hit animation
+        private Bitmap[] mExplosions = new Bitmap[4];
+        
+        
+        private Bitmap mTimerShell;
+        
+        
+        private Bitmap mLaserShot;
+       
+        
+        //used to save the beat event system time.
+        //right now we use System.currentMillis
+        //should it use android stuff??
+        private long mLastBeatTime;
+        private long mPassedTime;
+        
+        
+        //how much do we move the asteroids per beat?
+        private int mPixelMoveX = 25;
+        
+        
+        //the asteroid send events are generated from the Jet File.
+        //but which land they start in is random.
+        private Random mRandom = new Random();
+        
+       
+        //the star of our show, a reference to the JetPlayer object.
+        private JetPlayer   mJet=null;
+        
+        private boolean mJetPlaying = false;
+        
+        /** Message handler used by thread to interact with TextView */
+        private Handler mHandler;
+        
+        /** Handle to the surface manager object we interact with */
+        private SurfaceHolder mSurfaceHolder;
+        
+        /** Handle to the application context, used to e.g. fetch Drawables. */
+        private Context mContext;
+        
+        /** Indicate whether the surface has been created & is ready to draw */
+        private boolean mRun = false;
+        
+        
+        //updates the screen clock. Also used for tempo timing.
+        private Timer mTimer=null;
+        private TimerTask mTimerTask=null;
+        
+        //one second - used to update timer
+        private int mTaskIntervalInMillis = 1000;
+        
+        
+        /**
+         * Current height of the surface/canvas.
+         * 
+         * @see #setSurfaceSize
+         */
+        private int mCanvasHeight = 1;
+
+        /**
+         * Current width of the surface/canvas.
+         * 
+         * @see #setSurfaceSize
+         */
+        private int mCanvasWidth = 1;
+        
+        //used to track the picture to draw for ship animation
+        private int mShipIndex=0;
+    
+        //stores all of the asteroid objects in order
+        private Vector <Asteroid> mDangerWillRobinson;
+        
+        private Vector<Explosion> mExplosion;
+
+
+        //right to left scroll tracker for near and far BG
+        private int mBGFarMoveX = 0;
+        private int mBGNearMoveX = 0;
+
+
+        //this is has "high" (close to top) that jet boy can fly
+        private int mJetBoyYMin=40;
+        
+        private int mJetBoyX=0;
+        private int mJetBoyY=0;
+
+        //this is the pixel position of the laser beam guide.
+        private int mAsteroidMoveLimitX=110;
+        
+        //how far up asteroid can be painted
+        private int mAsteroidMinY=40;
+        
+        //Jet does not pick up volume and pan changes?
+        private boolean mMuteArrayHack = false;
+    
+        Resources mRes;
+        
+        
+        //eight music beds, added a 9th to fix some kind of bug in JET around pans and volume controls
+        //ask Jenn about this
+        private boolean muteMask[][] = new boolean[9][32];
+
+
+        /**
+         * This is the constructor for the main worker bee
+         * 
+         * @param surfaceHolder
+         * @param context
+         * @param handler
+         */
+        public JetBoyThread(SurfaceHolder surfaceHolder, Context context,
+                Handler handler) {
+            
+            
+              // get handles to some important objects
+            mSurfaceHolder = surfaceHolder;
+            mHandler = handler;
+            mContext = context;
+            mRes = context.getResources();
+            
+            //this are the mute arrays associated with the music beds in the JET file
+            
+                for(int ii=0 ; ii<8 ; ii++)
+                {
+                    for(int xx=0;xx<32;xx++)
+                    {
+                        muteMask[ii][xx]=true;
+                    }
+                }
+                
+                
+                muteMask[0][2]=false;
+                muteMask[0][3]=false;
+                muteMask[0][4]=false;
+                muteMask[0][5]=false;           
+                
+                
+                muteMask[1][2]=false;
+                muteMask[1][3]=false;
+                muteMask[1][4]=false;
+                muteMask[1][5]=false;               
+                muteMask[1][8]=false;
+                muteMask[1][9]=false;
+                
+                         
+                muteMask[2][2]=false;
+                muteMask[2][3]=false;
+                muteMask[2][6]=false;
+                muteMask[2][7]=false;               
+                muteMask[2][8]=false;
+                muteMask[2][9]=false;               
+                
+                
+                muteMask[3][2]=false;
+                muteMask[3][3]=false;
+                muteMask[3][6]=false;
+                muteMask[3][11]=false;              
+                muteMask[3][12]=false;
+                
+                muteMask[4][2]=false;
+                muteMask[4][3]=false;
+                muteMask[4][10]=false;
+                muteMask[4][11]=false;              
+                muteMask[4][12]=false;
+                muteMask[4][13]=false;              
+                         
+                       
+                muteMask[5][2]=false;
+                muteMask[5][3]=false;
+                muteMask[5][10]=false;
+                muteMask[5][12]=false;
+                muteMask[5][15]=false;              
+                muteMask[5][17]=false;
+                
+                
+                muteMask[6][2]=false;
+                muteMask[6][3]=false;
+                muteMask[6][14]=false;
+                muteMask[6][15]=false;              
+                muteMask[6][16]=false;
+                muteMask[6][17]=false; 
+                
+
+                muteMask[7][2]=false;
+                muteMask[7][3]=false;
+                muteMask[7][6]=false;
+                muteMask[7][14]=false;              
+                muteMask[7][15]=false;
+                muteMask[7][16]=false; 
+                muteMask[7][17]=false; 
+                muteMask[7][18]=false; 
+                
+                
+                
+                //set all tracks to play, do it for one beat and then switch to mute array zero
+                //hack for jet bug on pan and mutes
+                for (int xx=0 ; xx<32;xx++)
+                {
+                    muteMask[8][xx]=false;
+                }
+
+
+            //always set state to start, ensure we come in from front door if app gets tucked into background
+            mState = STATE_START;
+
+
+            setInitialGameState();
+
+            mTitleBG = BitmapFactory.decodeResource(mRes,
+                    R.drawable.title_hori);
+
+            // load background image as a Bitmap instead of a Drawable b/c
+            // we don't need to transform it and it's faster to draw this way...thanks lunar lander :)
+            
+           //two background since we want them moving at different speeds
+            mBackgroundImageFar = BitmapFactory.decodeResource(mRes,
+                    R.drawable.background_a);
+
+
+            mLaserShot = BitmapFactory.decodeResource(mRes,
+                    R.drawable.laser);
+            
+            mBackgroundImageNear = BitmapFactory.decodeResource(mRes,
+                    R.drawable.background_b);
+            
+            mShipFlying[0] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.ship2_1);
+            mShipFlying[1] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.ship2_2);
+            mShipFlying[2] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.ship2_3);
+            mShipFlying[3] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.ship2_4);
+            
+           
+            mBeam[0] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.intbeam_1);
+            mBeam[1] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.intbeam_2);
+            mBeam[2] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.intbeam_3);
+            mBeam[3] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.intbeam_4);
+            
+            mTimerShell = BitmapFactory.decodeResource(mRes,
+                    R.drawable.int_timer);
+            
+            
+            //I wanted them to rotate in a certain way
+            //so I loaded them backwards from the way created.
+            mAsteroids[11] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid01);
+            mAsteroids[10] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid02);
+            mAsteroids[9] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid03);
+            mAsteroids[8] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid04);
+            mAsteroids[7] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid05);
+            mAsteroids[6] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid06);
+            mAsteroids[5] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid07);
+            mAsteroids[4] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid08);
+            mAsteroids[3] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid09);
+            mAsteroids[2] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid10);
+            mAsteroids[1] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid11);
+            mAsteroids[0] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid12);
+            
+            
+            mExplosions[0] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid_explode1);
+            mExplosions[1] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid_explode2);
+            mExplosions[2] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid_explode3);
+            mExplosions[3] = BitmapFactory.decodeResource(mRes,
+                    R.drawable.asteroid_explode4);
+            
+           
+            
+        }
+        
+        /**
+         * Does the grunt work of setting up initial jet requirements
+         */
+        private void initializeJetPlayer()
+        {
+            
+            
+        //  if (mJet!=null)
+       //   {
+      //        mJet.release();
+                //mJet = null;
+        //  }
+            
+            mJet = JetPlayer.getJetPlayer();
+            
+            mJetPlaying = false;
+            
+            //make sure we flush the queue
+            //otherwise left over events from previous gameplay
+            // can hang around.
+            mJet.clearQueue();
+       
+           // mJet.setStatusUpdateListener(this);
+            mJet.setEventListener(this);
+         
+            Log.d(TAG,"opening jet file");
+
+            
+            //mJet.loadJetFile(m_PathToJetFile);
+            
+            mJet.loadJetFile(mContext.getResources().openRawResourceFd(R.raw.level1));
+               
+            Log.d(TAG,"opening jet file DONE");
+             
+            
+            mCurrentBed = 0;
+            byte sSegmentID = 0;
+            
+            Log.d(TAG," start queuing jet file");
+            
+  
+           //this is the main game play music
+           //it is located at segment 0
+           //it uses lib #0 this allows DLS to play
+           //-1 would mean no DLS
+           //higher numbers untested
+           mJet.queueJetSegment(0, 0, 0, 0,0,sSegmentID);
+            
+           
+           //end game music, loop 4 times normal pitch
+           mJet.queueJetSegment(1, 0, 4, 0,0,sSegmentID);
+           
+           //end game music loop 4 times up an octave
+           mJet.queueJetSegment(1, 0, 4, 1,0,sSegmentID);
+
+
+
+            mJet.setMuteArray(muteMask[8],true);
+            
+            Log.d(TAG," start queuing jet file DONE");
+
+
+        }
+        
+        private void doDraw(Canvas canvas){
+            
+            if (mState == STATE_RUNNING){
+                doDrawRunning(canvas);
+            }
+            else if (mState == STATE_START){
+                doDrawReady(canvas);
+            }
+            else if (mState == STATE_PLAY || mState ==STATE_LOSE){
+            
+            
+                if (mTitleBG2==null){
+                    
+                     mTitleBG2 = BitmapFactory.decodeResource(mRes,
+                                R.drawable.title_bg_hori);
+                    
+                }
+                
+                 doDrawPlay(canvas);
+                
+                
+            }//end state play block
+                
+         
+    }
+        
+        
+        
+        /**
+         * Draws current state of the game
+         * Canvas.
+         */
+        private void doDrawRunning(Canvas canvas) {
+            
+            
+            //decrement the far background
+            mBGFarMoveX = mBGFarMoveX-1;
+            
+            
+            //decrement the near background
+            mBGNearMoveX = mBGNearMoveX-4;
+            
+            //calculate the wrap factor for matching image draw
+            int newFarX = mBackgroundImageFar.getWidth()-(-mBGFarMoveX);
+            
+            //if we have scrolled all the way, reset to start
+            if (newFarX <=0) {
+                mBGFarMoveX = 0;
+                //only need one draw
+                canvas.drawBitmap(mBackgroundImageFar, mBGFarMoveX, 0, null);
+                
+                
+            }
+            else{
+                //need to draw original and wrap
+                canvas.drawBitmap(mBackgroundImageFar, mBGFarMoveX, 0, null);
+                canvas.drawBitmap(mBackgroundImageFar, newFarX, 0, null);
+            }
+            
+            
+            
+            
+            //same story different image...
+            //TODO possible method call
+            int newNearX = mBackgroundImageNear.getWidth()-(-mBGNearMoveX);
+            
+            
+            
+            if (newNearX <= 0){
+                mBGNearMoveX = 0;
+                canvas.drawBitmap(mBackgroundImageNear, mBGNearMoveX, 0, null);
+                
+            }
+            else{
+                canvas.drawBitmap(mBackgroundImageNear, mBGNearMoveX, 0, null);
+                canvas.drawBitmap(mBackgroundImageNear, newNearX, 0, null);
+            }
+            
+            
+            
+            doAsteroidAnimation(canvas);
+            
+
+            canvas.drawBitmap(mBeam[mShipIndex],51+20,0,null);
+            
+            
+            mShipIndex++;
+            
+            if (mShipIndex==4) mShipIndex=0;
+            
+            //draw the space ship.
+            //This will  have code to match asteroid lane
+            canvas.drawBitmap(mShipFlying[mShipIndex], mJetBoyX,mJetBoyY, null);
+            
+            if (mLaserOn)
+            {
+                canvas.drawBitmap(mLaserShot, mJetBoyX + mShipFlying[0].getWidth(),mJetBoyY+(mShipFlying[0].getHeight()/2), null);
+            }
+            
+            
+            
+            //tick tock
+            canvas.drawBitmap(mTimerShell, mCanvasWidth-mTimerShell.getWidth(),0,null);
+            
+            
+        }
+        
+        private void setInitialGameState(){
+            mTimerLimit=TIMER_LIMIT;
+
+            mJetBoyY = mJetBoyYMin;
+            
+            mMuteArrayHack = false;
+            
+            //set up jet stuff
+            initializeJetPlayer();
+            
+            mTimer = new Timer();
+            
+            mDangerWillRobinson = new Vector<Asteroid>();
+            
+            mExplosion = new Vector<Explosion>();
+            
+            mInitialized = true;
+            
+            mHitStreak = 0;
+            mHitTotal = 0;
+        //  mTimerTotal="1:20";
+                
+            
+        }
+        
+        private void doAsteroidAnimation(Canvas canvas){
+            if ((mDangerWillRobinson == null | mDangerWillRobinson.size()==0) && ( mExplosion!=null && mExplosion.size()==0))
+                return;
+            
+            // Compute what percentage through a beat we are and adjust animation and postion
+            // based on that. This assumes 140bpm(428ms/beat), we really should compute this
+            // based on properties of the music file under ideal circumstances. This is just
+            // interbeat interpolation, no game state is updated
+            long frameDelta = System.currentTimeMillis() - mLastBeatTime;
+            // mPixelMoveX per beat
+            // This hid the feeling of the asteroids moving to the beat and caused some issues with
+            // explosions not aligned with asteroids last position, so fix that if we use this again.
+            //int asteroidDrawOffset = (int)(mPixelMoveX * frameDelta/428L);
+            // animation frames per beat
+            int animOffset = (int)(ANIMATION_FRAMES_PER_BEAT*frameDelta/428);
+            
+            for ( int i = (mDangerWillRobinson.size()-1); i >= 0; i-- )
+            {
+                Asteroid asteroid = mDangerWillRobinson.elementAt(i);
+                
+                if (!asteroid.mMissed)
+                    mJetBoyY = asteroid.mDrawY;
+                
+                // Log.d(TAG, " drawing asteroid " + ii + " at " + asteroid.mDrawX );
+                
+                canvas.drawBitmap(mAsteroids[(asteroid.mAniIndex+animOffset)%mAsteroids.length], asteroid.mDrawX, asteroid.mDrawY , null);
+            }
+            
+            for ( int i = (mExplosion.size()-1); i >= 0; i-- )
+             {
+                 Explosion ex = mExplosion.elementAt(i);
+                 
+                 canvas.drawBitmap(mExplosions[(ex.mAniIndex+animOffset)%mExplosions.length], ex.mDrawX ,ex.mDrawY , null);
+             }
+        }
+        
+        private void doDrawReady(Canvas canvas)
+        {
+            
+            canvas.drawBitmap(mTitleBG, 0, 0, null);
+
+       
+        }
+
+        private void doDrawPlay(Canvas canvas)
+        {
+            
+            canvas.drawBitmap(mTitleBG2, 0, 0, null);
+
+       
+        }
+        
+        
+        /**
+         * the heart of the worker bee
+         */
+        
+        public void run() {
+            
+    
+        //while running do stuff in this loop...bzzz!
+            while (mRun) {
+                Canvas c = null;
+                
+                if (mState == STATE_RUNNING)
+                {
+                    // Process any input and apply it to the game state
+                    updateGameState();
+             
+                    if (!mJetPlaying)
+                    {
+                        
+                        
+                        
+                        
+                        mInitialized = false;
+                        Log.d(TAG, "------> STARTING JET PLAY");
+                        mJet.play();
+                        
+                        mJetPlaying=true;
+                        
+                        
+                        
+
+                        
+                    }
+                    
+                    mPassedTime = System.currentTimeMillis();
+                    
+                    //kick off the timer task for counter update if not already initialized
+                    if (mTimerTask ==null)
+                    {
+                        mTimerTask = new TimerTask() 
+                        {
+                            public void run() 
+                            {
+                                doCountDown();
+                            }
+                        };
+                        
+                        mTimer.schedule(mTimerTask,mTaskIntervalInMillis);
+                        
+                    }//end of TimerTask init block
+                    
+                
+                }//end of STATE_RUNNING block
+                else if (mState == STATE_PLAY && !mInitialized)
+                    
+                {
+                    setInitialGameState();
+                }
+                else if (mState == STATE_LOSE  )
+                {
+                    
+                    mInitialized = false;
+                    
+                }
+                
+                try {
+                    c = mSurfaceHolder.lockCanvas(null);
+                   // synchronized (mSurfaceHolder) {
+                        doDraw(c);
+                   // }
+                } finally {
+                    // do this in a finally so that if an exception is thrown
+                    // during the above, we don't leave the Surface in an
+                    // inconsistent state
+                    if (c != null) {
+                        mSurfaceHolder.unlockCanvasAndPost(c);
+                    }
+                }//end finally block
+            }//end while mrun block
+        }
+        
+        /**
+         *  This method handles updating the model of the game state. No rendering is done
+         * here only processing of inputs and update of state. This includes positons of all
+         * game objects (asteroids, player, explosions), their state (animation frame, hit),
+         * creation of new objects, etc.
+         **/
+        protected void updateGameState()
+        {
+            // Process any game events and apply them
+            while ( true )
+            {
+                GameEvent event = mEventQueue.poll();
+                if ( event == null )
+                    break;
+                
+                //Log.d(TAG,"*** EVENT = " + event);
+                
+                // Process keys tracking the input context to pass in to later calls
+                if ( event instanceof KeyGameEvent )
+                {
+                    // Process the key for affects other then asteroid hits
+                    mKeyContext = processKeyEvent((KeyGameEvent)event, mKeyContext);
+
+                    // Update laser state. Having this here allows the laser to be trigered right when the key is
+                    // pressed. If we comment this out the laser will only be turned on when updateLaser is called
+                    // when processing a timer event below.
+                    updateLaser(mKeyContext);
+                
+                    
+                }
+                // JET events trigger a state update
+                else if ( event instanceof JetGameEvent )
+                {
+                    JetGameEvent jetEvent = (JetGameEvent)event;
+                    
+                    // Only update state on a timer event
+                    if ( jetEvent.value == 82 )
+                    {
+                        // Note the time of the last beat
+                        mLastBeatTime = System.currentTimeMillis();
+                        
+                        // Update laser state, turning it on if a key has been pressed or off if it has been
+                        // on for too long.
+                        updateLaser(mKeyContext);
+                        
+                        // Update explosions before we updated asteroids because updateAsteroids may add
+                        // new explosions that we do not want updated until next frame
+                        updateExplosions(mKeyContext);
+                        
+                        // Update asteroid positions, hit status and animations
+                        updateAsteroids(mKeyContext);
+                    }
+
+                    processJetEvent(jetEvent.player,jetEvent.segment,jetEvent.track,jetEvent.channel,jetEvent.controller,jetEvent.value);
+                }
+            }
+        }
+        
+        /**
+         *  This method handles the state updates that can be caused by key press events. Key events
+         * may mean different things depending on what has come before, to support this concept this
+         * method takes an opaque context object as a parameter and returns an updated version. This
+         * context should be set to null for the first event then should be set to the last
+         * value returned for subsiquent events.
+         **/
+        protected Object processKeyEvent(KeyGameEvent event, Object context) 
+        {
+            //Log.d(TAG, "key code is " + event.keyCode + " " + (event.up ? "up":"down"));
+            
+            // If it is a key up on the fire key make sure we mute the associated sound
+            if ( event.up )
+            {
+                if (event.keyCode == KeyEvent.KEYCODE_DPAD_CENTER)
+                {
+                    return null;
+                }
+            }
+            // If it is a key down on the fire key start playing the sound and update the context
+            // to indicate that a key has been pressed and to ignore further presses
+            else
+            {
+                if (event.keyCode == KeyEvent.KEYCODE_DPAD_CENTER && (context == null))
+                {
+                    return event;
+                }
+            }
+            
+            // Return the context unchanged
+            return context;
+        }
+        
+        /**
+         * This method updates the laser status based on user input and shot duration
+         */
+        protected void updateLaser(Object inputContext)
+        {
+            // Lookup the time of the fire event if there is one
+            long keyTime = inputContext == null ? 0 : ((GameEvent)inputContext).eventTime;
+
+            //Log.d(TAG,"keyTime delta = " + (System.currentTimeMillis()-keyTime) + ": obj = " + inputContext);
+            
+            // If the laser has been on too long shut it down
+            if ( mLaserOn && System.currentTimeMillis()-mLaserFireTime > 400 )
+            {
+                
+                mLaserOn = false;
+        
+                
+                
+            }
+            
+            //trying to tune the laser hit timing
+            else if ( System.currentTimeMillis()-mLaserFireTime > 300 )
+            {
+        //      if (mJet!=null)
+    //          {
+                    mJet.setMuteFlag(23, true, false);
+        //      }
+            }
+            
+            
+            // Now check to see if we should turn the laser on. We do this after the above shutdown
+            // logic so it can be turned back on in the same frame it was turned off in. If we want 
+            // to add a cooldown period this may change.
+            if ( !mLaserOn && System.currentTimeMillis()-keyTime <= 400 )
+            {
+                
+                mLaserOn = true;
+                mLaserFireTime = keyTime;
+                
+                //Log.d(TAG, "*** LASER ON ***");
+                mJet.setMuteFlag(23, false, false); 
+            }
+        }
+        
+        /**
+         * Update asteroid state including position and laser hit status.
+         */
+        protected void updateAsteroids(Object inputContext)
+        {
+            if (mDangerWillRobinson == null | mDangerWillRobinson.size()==0)
+                return;
+            
+            for ( int i = (mDangerWillRobinson.size()-1); i >= 0; i-- )
+            {
+                Asteroid asteroid = mDangerWillRobinson.elementAt(i);
+                
+                // If the asteroid is within laser ranged but not already missed check if the
+                // key was pressed close enough to the beat to make a hit
+                
+                //there isnt any real logic here. just played with it until the game "felt right"
+                if (asteroid.mDrawX<=mAsteroidMoveLimitX+20 && !asteroid.mMissed)
+                        
+                {
+                    // If the laser was fired on the beat destroy the asteroid
+                    if (mLaserOn)
+                    {
+                        // Track hit streak for adjusting music
+                        mHitStreak++; 
+                        mHitTotal++;
+
+                        // replace the asteroid with an explosion
+                        Explosion ex = new Explosion();
+                        ex.mAniIndex = 0;
+                        ex.mDrawX = asteroid.mDrawX;
+                        ex.mDrawY = asteroid.mDrawY;
+                        mExplosion.add(ex);
+                        
+                        
+                        mJet.setMuteFlag(24, false, false);
+                        
+                        mDangerWillRobinson.removeElementAt(i);
+
+                        // This asteroid has been removed process the next one
+                        continue;
+                    }
+                    else
+                    {
+                        // Sorry, timing was not good enough, marke the asteroid as missed so
+                        // on next frame it cannot be hit even if it is still within range
+                        asteroid.mMissed = true;
+                        
+                        mHitStreak = mHitStreak-1;
+                        
+                        if (mHitStreak < 0) mHitStreak = 0;
+                        
+                        
+                    }
+                }
+
+                // Update the asteroids position, even missed ones keep moving
+                asteroid.mDrawX -= mPixelMoveX;
+                
+                // Update asteroid animation frame
+                asteroid.mAniIndex = (asteroid.mAniIndex+ANIMATION_FRAMES_PER_BEAT)%mAsteroids.length;
+                
+                // if we have scrolled off the screen
+                if (asteroid.mDrawX<0)
+                {
+                    mDangerWillRobinson.removeElementAt(i);
+                }
+            }
+        }
+        
+        /**
+         * This method updates explosion animation and removes them once they have completed.
+         */
+        protected void updateExplosions(Object inputContext)
+        {
+            if (mExplosion == null | mExplosion.size()==0)
+                return;
+            
+            for ( int i = mExplosion.size()-1; i >= 0; i-- )
+            {
+                Explosion ex = mExplosion.elementAt(i);
+                
+                ex.mAniIndex += ANIMATION_FRAMES_PER_BEAT;
+                
+                // When the animation completes remove the explosion
+                if (ex.mAniIndex>3)
+                {
+                    mJet.setMuteFlag(24, true, false);
+                   mJet.setMuteFlag(23, true, false);
+                    
+                    
+                    mExplosion.removeElementAt(i);
+                }
+            }
+        }
+        
+        
+        
+        /**
+         *  This method handles the state updates that can be caused by JET events.
+         **/
+        protected void processJetEvent(JetPlayer player, short segment, byte track,
+                                    byte channel, byte controller, byte value) 
+        {
+            
+            
+            
+            
+            Log.d(TAG, "onJetEvent(): seg="+segment+" track="+track+" chan="+channel+" cntrlr="+controller+" val="+value);
+            
+            String eventID = ""+value;
+   
+            
+            // Check for an event that triggers a new asteroid
+            if (eventID.equalsIgnoreCase(mSendEvent))
+            {
+                //Log.d(TAG, "~~~~ setting create to true");
+                
+                doAsteroidCreation();
+            }
+            
+            mBeatCount++;
+            
+            if (!mMuteArrayHack)
+            {
+                mMuteArrayHack = true;
+                
+                mJet.setMuteArray(muteMask[0], false);
+                
+            }
+            
+            if (mBeatCount>4)
+            {
+                mBeatCount=1;
+                
+            }
+            
+            
+            
+            // Scale the music based on progress
+            
+            // it was a game requirement to change the mute array on 1st beat of the next measure when needed
+            //and so we track beat count, after than we track hitStreak to determine music level
+            //if the level has go gone up, call trigger clip otherwise just execute rest of change music bed logic.
+            //could probably be a method call here.
+            if (mBeatCount ==1)
+            {
+                
+                //do it back wards so you fall into the correct one
+                if (mHitStreak>28 )
+                {
+                    
+                    //did the bed change?
+                    if (mCurrentBed !=7)
+                    {
+                        //did it go up?
+                        if (mCurrentBed <7)
+                        {
+                            mJet.triggerClip(7);
+                        }
+                        
+                    mCurrentBed = 7;
+                    mJet.setMuteArray(muteMask[7], false);
+                    
+                
+                    }
+                }
+                else if (mHitStreak>24)
+                {
+                    if (mCurrentBed !=6)
+                    {
+                        if (mCurrentBed <6)
+                        {
+                            mJet.triggerClip(6);
+                        }
+                        
+                        mCurrentBed = 6;
+                        mJet.setMuteArray(muteMask[6], false);
+                        //mJet.triggerClip(6);
+                    }
+                }
+                else if (mHitStreak>20 )
+                {
+                    if (mCurrentBed !=5)
+                    {
+                        if (mCurrentBed <5)
+                        {
+                            mJet.triggerClip(5);
+                        }
+                        
+                        mCurrentBed = 5;
+                        mJet.setMuteArray(muteMask[5], false);
+                        //mJet.triggerClip(5);
+                    }
+                }
+                else if (mHitStreak>16 )
+                {
+                    if (mCurrentBed !=4)
+                    {
+                        
+                        if (mCurrentBed <4)
+                        {
+                            mJet.triggerClip(4);
+                        }
+                        mCurrentBed = 4;
+                        mJet.setMuteArray(muteMask[4], false);
+                        //mJet.triggerClip(4);
+                    }
+                }
+                else if (mHitStreak >12 )
+                {
+                    if (mCurrentBed !=3)
+                    {
+                        if (mCurrentBed <3)
+                        {
+                            mJet.triggerClip(3);
+                        }
+                        mCurrentBed = 3;
+                        mJet.setMuteArray(muteMask[3], false);
+                        //mJet.triggerClip(3);
+                    }
+                }
+                else if (mHitStreak >8 )
+                {
+                    if (mCurrentBed !=2)
+                    {
+                        if (mCurrentBed <2)
+                        {
+                            mJet.triggerClip(2);
+                        }
+                        
+                        mCurrentBed = 2;
+                        mJet.setMuteArray(muteMask[2], false);
+                        //mJet.triggerClip(2);
+                    }
+                }
+                else if (mHitStreak>4)
+                {
+                    if (mCurrentBed !=1)
+                    {
+                        
+                        if (mCurrentBed <1)
+                        {
+                            mJet.triggerClip(1);
+                        }
+                        
+                        mJet.setMuteArray(muteMask[1], false);
+                    //  mJet.triggerClip(1);
+                        
+                        mCurrentBed = 1;
+                    }
+                }
+            }
+        
+                    
+            
+            /*
+             try
+             {
+             Log.d(TAG,"onJetEvent: segment =" + segment);
+             Log.d(TAG,"onJetEvent(): track =" + track);
+             Log.d(TAG,"onJetEvent(): channel =" + channel);
+             Log.d(TAG,"onJetEvent(): controller =" + controller);
+             Log.d(TAG,"onJetEvent(): value =" + value);
+             
+             }
+             catch(Exception e1)
+             {
+             Log.e(TAG,"on Jet Event caught " + e1.toString());
+             }
+             
+             */
+        }
+        
+        
+        private void doAsteroidCreation() {
+            
+            //Log.d(TAG, "asteroid created");
+            
+            Asteroid _as = new Asteroid();
+            
+            
+            int drawIndex = mRandom.nextInt(4);
+            
+            //TODO Remove hard coded value
+            _as.mDrawY = mAsteroidMinY + (drawIndex*63);
+            
+            _as.mDrawX = (mCanvasWidth-mAsteroids[0].getWidth());
+            
+            _as.mStartTime= System.currentTimeMillis();
+            
+        
+            
+            mDangerWillRobinson.add(_as);
+            
+        
+        }
+
+        /**
+         * Used to signal the thread whether it should be running or not.
+         * Passing true allows the thread to run; passing false will shut it
+         * down if it's already running. Calling start() after this was most
+         * recently called with false will result in an immediate shutdown.
+         * 
+         * @param b true to run, false to shut down
+         */
+        public void setRunning(boolean b) {
+            mRun = b;
+            
+            if (mRun==false)
+            {
+                if (mTimerTask!=null)
+                    mTimerTask.cancel();
+            }
+        }
+     
+        /**
+         * 
+         * returns the current int value of game state as defined by state tracking constants
+         * 
+         * @return 
+         */
+        public int getGameState()
+        {
+            synchronized (mSurfaceHolder)
+            {
+                return mState;
+            }
+        }
+        
+        /**
+         * Sets the game mode. That is, whether we are running, paused, in the
+         * failure state, in the victory state, etc.
+         * 
+         * @see #setState(int, CharSequence)
+         * @param mode one of the STATE_* constants
+         */
+        public void setGameState(int mode) {
+            synchronized (mSurfaceHolder) {
+                setGameState(mode, null);
+            }
+        }
+
+        /**
+         * Sets state based on input, optionally also passing in a text message. 
+         * @param state
+         * @param message
+         */
+        //TODO - Modeled from lunar lander Determine if best way to do this.
+        public void setGameState(int state, CharSequence message) {
+           
+            synchronized (mSurfaceHolder) {
+                
+                //change state if needed
+                if (mState!=state)
+                {
+                    mState = state;
+                }
+                
+                
+                
+                if (mState == STATE_PLAY  )
+                {
+                    Resources res = mContext.getResources();
+                    mBackgroundImageFar = BitmapFactory.decodeResource(res,
+                            R.drawable.background_a);
+                    
+                    // don't forget to resize the background image
+                    mBackgroundImageFar = Bitmap.createScaledBitmap(
+                            mBackgroundImageFar, mCanvasWidth*2, mCanvasHeight, true);
+                    
+                    mBackgroundImageNear = BitmapFactory.decodeResource(res,
+                            R.drawable.background_b);
+                    
+                    // don't forget to resize the background image
+                    mBackgroundImageNear = Bitmap.createScaledBitmap(
+                            mBackgroundImageNear, mCanvasWidth*2, mCanvasHeight, true);
+                    
+                    
+                    
+                }
+                else if ( mState == STATE_RUNNING )
+                {
+                    // When we enter the running state we should clear any old events in the queue
+                    mEventQueue.clear();
+                    
+                    // And reset the ket state so we dont think a button is pressed that isn't
+                    mKeyContext = null;
+                }
+            
+            }
+        }
+
+        /**
+         * Add key press input to the GameEvent queue
+         */
+        
+    
+       
+        public boolean doKeyDown(int keyCode, KeyEvent msg) 
+        {   
+            mEventQueue.add( new KeyGameEvent(keyCode, false, msg) );
+            
+            
+        
+            
+            return true;
+        }
+        
+        /**
+         * Add key press input to the GameEvent queue
+         */
+        public boolean doKeyUp(int keyCode, KeyEvent msg) 
+        {   
+            mEventQueue.add( new KeyGameEvent(keyCode, true, msg) );
+            
+        
+            
+            
+            return true;
+        }
+
+        /* Callback invoked when the surface dimensions change. */
+        public void setSurfaceSize(int width, int height) {
+            // synchronized to make sure these all change atomically
+            synchronized (mSurfaceHolder) {
+                mCanvasWidth = width;
+                mCanvasHeight = height;
+
+                // don't forget to resize the background image
+                mBackgroundImageFar = Bitmap.createScaledBitmap(
+                        mBackgroundImageFar, width*2, height, true);
+                
+
+                // don't forget to resize the background image
+                mBackgroundImageNear = Bitmap.createScaledBitmap(
+                        mBackgroundImageNear, width*2, height, true);
+            }
+        }
+        
+        /**
+         * Pauses the physics update & animation.
+         */
+        //TODO should probably add a pause to the menu button
+        public void pause() {
+            synchronized (mSurfaceHolder) {
+                if (mState == STATE_RUNNING) setGameState(STATE_PAUSE);
+                if (mTimerTask!=null){
+                mTimerTask.cancel();
+                }
+                
+                if (mJet!=null)
+                {
+                    mJet.pause();
+                    mJet.release();
+                }
+            }
+        }
+        
+       
+        /**
+         * Does the work of updating timer
+         * 
+         */
+        private void doCountDown()
+        {
+            //Log.d(TAG,"Time left is " + mTimerLimit);
+            
+            
+            mTimerLimit = mTimerLimit-1;
+            try
+            {
+                //subtract one minute and see what the result is.
+                int moreThanMinute = mTimerLimit - 60;
+                
+                if (moreThanMinute>=0)
+                {
+                    
+                    if (moreThanMinute>9)
+                    {
+                        mTimerValue="1:"+moreThanMinute;
+                        
+                    }
+                    //need an extra '0' for formatting
+                    else
+                    {
+                        mTimerValue="1:0"+moreThanMinute;
+                    }
+                }
+                else
+                {
+                    if (mTimerLimit>9)
+                    {
+                        mTimerValue="0:"+mTimerLimit;
+                    }
+                    else
+                    {
+                        mTimerValue="0:0"+mTimerLimit;
+                    }
+                }
+            }
+            catch (Exception e1)
+            {
+                Log.e(TAG,"doCountDown threw " + e1.toString());
+            }
+            
+            
+            Message msg = mHandler.obtainMessage();
+         
+            
+         
+            
+            Bundle b = new Bundle();
+            b.putString("text", mTimerValue);
+            
+            //time's up
+            if (mTimerLimit==0)
+            {
+                b.putString("STATE_LOSE", ""+STATE_LOSE);
+                mTimerTask=null;
+                
+                mState= STATE_LOSE;
+                 
+            }
+            else
+            {
+
+                mTimerTask = new TimerTask() 
+                {
+                    public void run() 
+                    {
+                        doCountDown();
+                    }
+                };
+                
+                mTimer.schedule(mTimerTask,mTaskIntervalInMillis);
+            }
+                    
+          
+            //this is how we send data back up to the main JetBoyView thread.
+            //if you look in constructor of JetBoyView you will see code for
+            //Handling of messages. This is borrowed directly from lunar lander.
+            //Thanks again!
+            msg.setData(b);
+            mHandler.sendMessage(msg);
+
+            
+            
+            
+        
+        }
+
+    
+        /**
+         * required JetPlayer method. Informs listener of when a queue segement 
+         * event has been generated.
+         * 
+         * @param nbSegments
+         */
+        public void onJetNumQueuedSegmentUpdate(int nbSegments) {
+            Log.i(TAG,"onJetNumQueuedSegmentUpdate(): nbSegments =" + nbSegments);
+        }
+        
+     
+
+        /**
+         * required JetPlayer method. A more specific handler.
+         * 
+         * @param player
+         * @param nbSegments
+         */
+        public void onJetNumQueuedSegmentUpdate(JetPlayer player, int nbSegments) {
+            Log.i(TAG,"onJetNumQueuedUpdate(): nbSegs =" + nbSegments);
+            
+        }
+
+        /**
+         * The method which receives notification from event listener.
+         * This is where we queue up events 80 and 82.
+         * 
+         * Most of this data passed is unneeded for JetBoy logic but shown 
+         * for code sample completeness.
+         * 
+         * @param player
+         * @param segment
+         * @param track
+         * @param channel
+         * @param controller
+         * @param value
+         */
+        public void onJetEvent(JetPlayer player, short segment, byte track,
+                               byte channel, byte controller, byte value) {
+            
+            
+            Log.d(TAG,"jet got event " + value);
+            
+            //events fire outside the animation thread. This can cause timing issues.
+            //put in queue for processing by animation thread.
+            mEventQueue.add( new JetGameEvent(player, segment, track, channel, controller, value) );
+        }
+        
+        public void onJetPauseUpdate(JetPlayer player, int paused) {
+            Log.i(TAG,"onJetPauseUpdate(): paused =" + paused);
+            
+        }
+
+        public void onJetUserIdUpdate(JetPlayer player, int userId,
+                int repeatCount) {
+            Log.i(TAG,"onJetUserIdUpdate(): userId =" + userId + " repeatCount=" + repeatCount);
+            
+        }
+        
+    
+        
+        
+    }//end thread class
+    
+    public static final String TAG = "JetBoy";
+         
+
+     /** The thread that actually draws the animation */
+    private JetBoyThread thread;
+    
+    private TextView mTimerView;
+    
+    private Button mButtonRetry;
+   // private Button mButtonRestart; 
+    private TextView mTextView;
+    
+    
+    /**
+     * The constructor called from the main JetBoy activity
+     * 
+     * @param context 
+     * @param attrs 
+     */
+    public JetBoyView(Context context, AttributeSet attrs) {
+        super(context, attrs);
+
+        // register our interest in hearing about changes to our surface
+        SurfaceHolder holder = getHolder();
+        holder.addCallback(this);
+        
+        mContext= context;
+
+        // create thread only; it's started in surfaceCreated()
+        thread = new JetBoyThread(holder, context, new Handler() {
+           
+            public void handleMessage(Message m) {
+               
+                mTimerView.setText(m.getData().getString("text"));
+                
+                //ok so maybe it isn't really a "lose"
+                //this bit was borrowed from lunar lander and then evolved.
+                //too close to deadline to mess with now.
+                if (m.getData().getString("STATE_LOSE")!=null){
+                    //mButtonRestart.setVisibility(View.VISIBLE);
+                    mButtonRetry.setVisibility(View.VISIBLE);
+                    
+                    mTimerView.setVisibility(View.INVISIBLE);
+                    
+                    mTextView.setVisibility(View.VISIBLE);
+                    
+                    
+                    Log.d(TAG,"the total was " + mHitTotal);
+                    
+                    
+                    if (mHitTotal>=mSuccessThreshold)
+                    {
+                        mTextView.setText(R.string.winText);
+                    }
+                    else
+                    {
+                        mTextView.setText("Sorry, You Lose! You got " + mHitTotal + ". You need 50 to win.");
+                    }
+                    
+                    mTimerView.setText("1:12");
+                    mTextView.setHeight(20);
+                    
+                    
+                }
+            }//end handle msg
+        });
+      
+        setFocusable(true); // make sure we get key events
+        
+        Log.d(TAG,"@@@ done creating view!");
+    }
+    
+
+
+    /**
+     * Pass in a reference to the timer view widget so we can update it from here.
+     * 
+     * @param tv
+     */
+    public void setTimerView(TextView tv)
+    {
+        mTimerView = tv;
+    }
+    
+    
+
+    
+     /**
+     * Standard window-focus override. Notice focus lost so we can pause on
+     * focus lost. e.g. user switches to take a call.
+     */
+    @Override
+    public void onWindowFocusChanged(boolean hasWindowFocus) {
+        
+        Log.d(TAG,"@@@FOCUS CHANGED!");
+        
+        if (!hasWindowFocus) 
+        {
+            if (thread!=null)
+                thread.pause();
+            
+        }
+    }
+    
+    
+     /**
+     * Fetches the animation thread corresponding to this LunarView.
+     * 
+     * @return the animation thread
+     */
+    public JetBoyThread getThread() {
+        return thread;
+    }
+    
+
+    /* Callback invoked when the surface dimensions change. */
+    public void surfaceChanged(SurfaceHolder holder, int format, int width,
+            int height) {
+
+        thread.setSurfaceSize(width, height);
+    }
+
+    public void surfaceCreated(SurfaceHolder arg0) {
+        // start the thread here so that we don't busy-wait in run()
+        // waiting for the surface to be created
+
+        thread.setRunning(true);
+        thread.start();
+        
+    }
+
+    public void surfaceDestroyed(SurfaceHolder arg0) {
+         boolean retry = true;
+            thread.setRunning(false);
+            while (retry) {
+                try {
+                    thread.join();
+                    retry = false;
+                   
+                } catch (InterruptedException e) {
+                }
+            }
+        
+    }
+
+    
+    /**
+     * A reference to the button to start game over.
+     * 
+     * @param _buttonRetry
+     * 
+     */
+    public void SetButtonView(Button _buttonRetry) {
+        
+        mButtonRetry = _buttonRetry;
+        
+    //  mButtonRestart = _buttonRestart;
+        
+    }
+
+
+
+    //we reuse the help screen from the end game screen.
+    public void SetTextView(TextView textView) {
+        mTextView = textView;
+        
+    }
+    
+    
+    
+    
+        
+
+}