Package totalcross.game
Class Sprite
- java.lang.Object
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- totalcross.game.Sprite
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public class Sprite extends java.lang.ObjectThis class implements a game Sprite.
A sprite is a graphical object typically used in games that can be moved, with collision detection feature and background saving/restoring capability.The sprite attributes are:
- position
The sprite position centerX,centerY is in fact its center position.
- size
width/height contains respectively the image horizontal/vertical dimensions.
- half size
halfWidth/halfHeight contains respectively the half horizontal/vertical dimensions.
- valid region
The valid region of a sprite are relative to the sprite center. The valid region can be provided in the Sprite constructor or by the setRegion call. Both are totalcross.ui.gfx.Rect objects. If null is passed in the constructor the default region is computed to prevent the sprite living even partially the screen.
Once set the region can be modified by incrementing/decrementing the values of regionMinx, regionMiny, regionMaxx and regionMaxy
- draw operation
The default value of drawOp is DRAW_PAINT if its value is DRAW_PAINT the image is copied "as is" to the buffer, and
if its value is DRAW_SPRITE the transparency color specified in the constructor is used to prevent the copy of image pixels of this color in order to preserve the background.You can find a complete game API sample named 'Scape' in the TotalCross samples folder.
Here is some sample code:// Ball is a the Sprite bouncing on the screen. // The ball bounces on the left, the top and the bottom border and // must be hit by the racket on the right border to keep the ball inside the screen. // If the racket misses the ball, the game is over. public final class Ball extends Sprite { // random generator for the starting speeds private Random rand=new Random(); // keep a reference to the game mainclass for data access & game control. private Ping game; // other important sprite the ball sprite must know about for interaction... private Racket racket; // ball movement speed in both directions in double values for acceleration precision private double speedx,speedy; // and in integer format for quicker move computing. private int ispeedx,ispeedy; //---------------------------------------------------------------- // Ball constructor. // @param game the Ping game mainclass. // @param racket Sprite that interacts with the ball. //---------------------------------------------------------------- public Ball(Ping game,Racket racket) { // setup the sprite by loading the bitmap, defining the transparency color. // The ball element does not fill the whole bitmap, the corners are filled // with WHITE pixels. By setting WHITE as the transparency color and selecting the // DRAW_SPRITE draw mode, the bitmap white pixels are not shown and the background // is not affected by the bitmap display. The background saving feature is disabled // because the whole screen is cleared and redrawn at each frame. No valid region // (null) means, default valid region is right. Except that the miny value must be // incremented to prevent the ball hiding the s super(new Image("ball.bmp"),Color.WHITE,false,null); drawOp=Graphics.DRAW_SPRITE; // the ball may go out of the window when the user misses it doClip = true; // by default the valid area of a sprite is the screen. // reduce the playfield of the racket by the level & score display zone regionMiny+=Ping.GAME_MINY; this.game=game; this.racket=racket; // initialize the ball reinit(); } // initialization needed each time a game starts. // The racket is placed in the middle of the right border and the ball // is placed next to it. // Also defines the initial ball speed. public void reinit() { Coord pos=racket.getBallPosition(halfWidth); setPos(ballHitX=pos.x,pos.y,false); speedx=4+rand.nextFloat()*6.0f; speedy=2+rand.nextFloat()*3.0f; ispeedx=-1; ispeedy=-1; // the toward position specified in the towardPos call is not a // direction but an ending position, so speed is irrelevant. speed=1000; ... } //---------------------------------------------------------------- // Move the ball to next position depending on the current speed. //---------------------------------------------------------------- public void move() { // add the speed vector and enable position validation. // see the "Scape" sample code for more details about position validation. // this towardPos() moves the sprite toward a point, the third parameter // enables position validation which is needed for each position change to // precisely detect the racket or the borders hits. // This call could be optimized to disable the time consuming position // validation when the ball is not near the screen border. towardPos(centerX+ispeedx,centerY+ispeedy,true); } - position
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Field Summary
Fields Modifier and Type Field Description protected ImagebackgroundBackground image.protected GraphicsbgGfxBackground graphic context.protected intbgXBackground restoring position.protected intbgYBackground restoring position.intcenterXSprite center position.intcenterYSprite center position.booleandoClipset to false if this sprite never reaches the screen boundaries.protected GraphicsgfxGraphics to draw at.intheightSprite width/height dimensions.ImageimageSprite image.protected static intINVALIDprotected intregionMaxxSprite valid region.protected intregionMaxySprite valid region.protected intregionMinxSprite valid region.protected intregionMinySprite valid region.protected booleanscreenErasedintspeedSpeed in pixels used by the function towardPos.protected GfxSurfacesurfaceSurface to draw at.intwidthSprite width/height dimensions.
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description booleancollide(Sprite s)Test if the sprite collides with another one.CoordgetPos()Retrieve the sprite position (actually its center).RectgetRegion()Retrieve the sprite valid region.voidhide()Restore the sprite's saved background.booleanonPositionChange()Default position validation function.booleansetPos(int x, int y, boolean doValidate)Sets the sprite position (actually its center).voidsetRegion(Rect region)Change the sprite valid region.voidshow()Draw the sprite at it's current position using the defined drawOp.booleantowardPos(int x, int y, boolean doValidate)Moves the sprite toward the specified position.
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Field Detail
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centerX
public int centerX
Sprite center position.
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centerY
public int centerY
Sprite center position.
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width
public int width
Sprite width/height dimensions. READ-ONLY attributes.
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height
public int height
Sprite width/height dimensions. READ-ONLY attributes.
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regionMinx
protected int regionMinx
Sprite valid region.
The sprite cannot leave this area if the default position validation function is not overriden.- See Also:
onPositionChange()
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regionMiny
protected int regionMiny
Sprite valid region.
The sprite cannot leave this area if the default position validation function is not overriden.- See Also:
onPositionChange()
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regionMaxx
protected int regionMaxx
Sprite valid region.
The sprite cannot leave this area if the default position validation function is not overriden.- See Also:
onPositionChange()
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regionMaxy
protected int regionMaxy
Sprite valid region.
The sprite cannot leave this area if the default position validation function is not overriden.- See Also:
onPositionChange()
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image
public Image image
Sprite image.
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gfx
protected Graphics gfx
Graphics to draw at.
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surface
protected GfxSurface surface
Surface to draw at.
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speed
public int speed
Speed in pixels used by the function towardPos.- See Also:
towardPos(int, int, boolean)
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screenErased
protected boolean screenErased
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doClip
public boolean doClip
set to false if this sprite never reaches the screen boundaries. Default is true.
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INVALID
protected static final int INVALID
- See Also:
- Constant Field Values
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background
protected Image background
Background image.
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bgGfx
protected Graphics bgGfx
Background graphic context.
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bgX
protected int bgX
Background restoring position.
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bgY
protected int bgY
Background restoring position.
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Constructor Detail
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Sprite
public Sprite(Image image, int transColor, boolean saveBckgd, Rect region) throws java.lang.IllegalArgumentException, java.lang.IllegalStateException, ImageException
Sprite constructor.- Parameters:
image- sprite image.transColor- sprite's transparency color or -1 if none
(needed in DRAW_SPRITE mode to keep the current background).saveBckgd- true if the background should be saved each time the sprite is drawn to restore it once the sprite moves.region- defines the sprite valid area.
If null, a default region is set to prevent the sprite to leave even partially the screen.- Throws:
ImageExceptionjava.lang.IllegalStateExceptionjava.lang.IllegalArgumentException
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Sprite
public Sprite(Image image, int nrFrames, int transColor, boolean saveBckgd, Rect region) throws java.lang.IllegalArgumentException, java.lang.IllegalStateException, ImageException
Sprite constructor.- Parameters:
image- sprite image.transColor- sprite's transparency color or -1 if none
(needed in DRAW_SPRITE mode to keep the current background).saveBckgd- true if the background should be saved each time the sprite is drawn to restore it once the sprite moves.region- defines the sprite valid area.
If null, a default region is set to prevent the sprite to leave even partially the screen.- Throws:
ImageExceptionjava.lang.IllegalStateExceptionjava.lang.IllegalArgumentException
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Method Detail
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getRegion
public final Rect getRegion()
Retrieve the sprite valid region.
NOTE: should be called cautiously due to a Rect object alloc.- Returns:
- positions validity region
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setRegion
public final void setRegion(Rect region)
Change the sprite valid region.- Parameters:
region- new positions validity area
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onPositionChange
public boolean onPositionChange()
Default position validation function.
This function can be overloaded to define your own sprite position validation or collision detection.
The overloaded function may use the sprite data members and should update the sprite position centerX and centerY if needed.- Returns:
- true if the (centerX,centerY) is a valid position, false if it's not and the position has been corrected.
NOTE: false returns will stop the movements of the towardPos function. - See Also:
towardPos(int, int, boolean)
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setPos
public final boolean setPos(int x, int y, boolean doValidate)Sets the sprite position (actually its center).
Note: if doValidate is false, you may consider just setting centerX and centerY attributes directly (it is 60% faster).- Parameters:
x- position.y- position.doValidate- if true the position is validated which means that the onPositionChange() function is called.- Returns:
- true if the defined position has been set
- See Also:
onPositionChange()
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getPos
public final Coord getPos()
Retrieve the sprite position (actually its center).
NOTE: should be called cautiously due to a Coord object alloc. You may also consider accessing the centerX and centerY directly.- Returns:
- sprite's center position
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towardPos
public boolean towardPos(int x, int y, boolean doValidate)Moves the sprite toward the specified position.
This function is typically used when the user points the end position with the pen. The object position is computed to move smoothly from it's current position to the target position.- Parameters:
x- position.y- position.doValidate- if true the position is validated which means that the onPositionChange() function is called.
NOTE: a false return of onPositionChange() will stop the towardPos function.- Returns:
- true if the defined position has been set
- See Also:
onPositionChange()
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show
public void show()
Draw the sprite at it's current position using the defined drawOp.
If the Sprite has been created with enabled background saving (usefull only when the screen is not cleared before the new frame display) the previously stored background will be restored first and the sprite is displayed in a second step.
NOTE: if several sprite moves simultaneously and may overlap the background restoring may erase a previously drawn sprite. In this case, the only solution is to call explicitly the hide() function on all the sprites in the DRAWN REVERSE ORDER.
By doing so, you always restore a clean image without sprites before starting a new draw cycle of all the sprites.
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hide
public void hide()
Restore the sprite's saved background.
NOTE: the position may have change, the saved background position has been memorized also, to restore it at the right place.
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collide
public boolean collide(Sprite s)
Test if the sprite collides with another one.- Parameters:
s- sprite to test with- Returns:
- true if both sprite overlaps, false otherwise
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