Java Programming, Lecture Notes #1456
Preface
This is one of the lessons in a miniseries that concentrates on having
fun while programming in Java.
This miniseries will include a variety of Java programming topics that
fall in the category of fun programming. This particular lesson
is the fourth in of a group of lessons that will teach you how to write
animation programs in Java. The first lesson in the group was entitled
Fun
with Java: Sprite Animation, Part 1. The previous lesson was entitled
Fun with Java: Sprite Animation, Part 3.
Viewing tip
You may find it useful to open another copy of this lesson in a separate
browser window. That will make it easier for you to scroll back and
forth among the different figures and listings while you are reading about
them.
Supplementary material
I recommend that you also study the other lessons in my extensive collection
of online Java tutorials. You will find those lessons published at
Gamelan.com.
However, as of the date of this writing, Gamelan doesn’t maintain a consolidated
index of my Java tutorial lessons, and sometimes they are difficult to
locate there. You will find a consolidated index at
Baldwin’s
Java Programming Tutorials.
Preview
This is one of a group of lessons that will teach
you how to write animation programs in Java. These lessons will teach
you how to write sprite animation, frame animation, and a combination of
the two.
Spherical sea creatures
The first program, being discussed in this lesson,
will show you how to use sprite animation to cause a group of colored spherical
sea creatures to swim around in a fish tank. A screen shot of the
output produced by this program is shown in Figure 1.
Figure 1. Animated spherical sea creatures
in a fish tank.
Changing color with frame animation
Many sea creatures have the ability to change
their color in very impressive ways. The second program that I will
discuss in subsequent lessons will simulate that process using a combination
of sprite and frame animation.
Animated sea worms
The third program, also to be discussed in a subsequent
lesson, will use a combination of sprite animation, frame animation, and
some other techniques to cause a group of multi-colored sea worms to slither
around in the fish tank. In addition to slithering, the sea worms
will also change the color of different parts of their body, much like
real sea creatures.
A screen shot of the output from the third program
is shown in Figure 2.
Figure 2. Animated sea worms in a fish tank.
Getting the GIF files
Figure 3 shows the GIF image files that you will need to run these three
programs.
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Figure 3. GIF image files that you will need.
You should be able to capture the images by right-clicking on them individually,
and then saving them into files on your local disk. Having done that,
you will need to rename the files to match the names that are hard-coded
into the programs.
Review of previous lesson
In the previous lesson, I discussed the unusual nature of the getter
methods for the width and height properties of an Image
object.
I introduced and briefly discussed the concept of an ImageObserver
object in conjunction with the getWidth and getHeight methods
of an Image object.
I showed you how to set the size of the Frame to be the same
as the size of the background image.
I discussed the use of an object of the controlling class as an animation
thread.
Also, in the previous lesson, I completed my discussion of the constructor
for the controlling class.
What’s in this lesson?
In this lesson, I will explain the behavior of the run method
of the animation thread as well as the makeSprite method of the
controlling class.
I will provide a preview of the SpriteManager class, which will
be discussed in detail in a subsequent lesson. I will also provide
a brief preview of the Sprite class, which will be discussed in
detail in a subsequent lesson.
I will discuss the repaint, update, and paint methods
of the Component class. I will also discuss the timer loop
used in this program, and suggest an alternative approach that makes use
of a Timer object to fire Action events.
Finally, I will summarize everything that we have learned so far in
this and the previous three lessons.
Discussion
and Sample Program
This program is so long that several lessons will be required to discuss
it fully. Rather than to make you wait until I complete all of those
lessons to get your hands on the program, I have provided a copy of the
entire program in Listing 6 near the end of the lesson. That way,
you can copy it into a source file on your local disk, compile it, run
it, and start seeing the results.
Discuss in fragments
As usual, I will discuss the program in fragments. In the previous
lesson, I completed my discussion of the constructor for the controlling
class and promised to explain the run method of the controlling
class in this lesson.
The run method
The run method sets up the animation scenario and then goes into
an infinite loop, updating the animation process approximately twelve times
per second.
The code in Listing 1 shows the beginning of the run method and
the instantiation of a new object of the class SpriteManager.
public void run() { spriteManager = new SpriteManager( new BackgroundImage( this, backGroundImage)); Listing 1 |
The SpriteManager class
As the name implies, an object of the SpriteManager class can
be used to manage a collection of sprites. This class will be discussed
in detail later. For the time being, here are some of the attributes
of the SpriteManager class.
SpriteManager constructor
The constructor for the SpriteManager class requires an incoming
parameter of type
BackgroundImage. The BackgroundImage class
is a convenience class designed to facilitate certain operations involving
the background image displayed on the Frame.
A collection of sprites in a Vector object
An object of the SpriteManager class stores references to a collection
of sprites in an object of type Vector. A public method named
addSprite
can be invoked to cause a new sprite to be added to the collection.
Finding a parking place for a sprite
One of the public methods of the SpriteManager class is a method
named getEmptyPosition. This method attempts to identify a
location within the Frame that does not currently contain a sprite.
This makes it possible to create a population of sprites without having
them initially occupying the same physical space.
Updating the sprite positions
Another public method of the SpriteManager class is a method
named upDate (not to be confused with the update method of the
Component class). When this method is invoked, the SpriteManager
object causes all of the sprites in its collection to change their position
according to values stored in a motion vector owned by each sprite.
When the sprites change their positions, collisions can and do occur.
Such collisions are handled by the SpriteManager using private methods
named testForCollision and bounceOffSprite.
Drawing the scene
Another public method of the SpriteManager class is named drawScene.
When this method is invoked, a new background image is drawn on the Frame.
This has the effect of erasing all of the sprites from the scene.
The method then causes each of the sprites to be drawn in their respective
positions.
Creating the collection of sprites
The code in Listing 2 shows the beginning of a for loop that
creates fifteen individual sprites and stores references to those sprites
in the collection managed by the SpriteManager object.
Six Image objects were created earlier and stored in an array
of type Image[] by the constructor. These Image objects
are used to provide the visual manifestations of the sprites. (Unfortunately,
this code may be a little difficult to follow due to the squeezing required
by this narrow publication format.)
for (int cnt = 0; cnt < 15; cnt++){ Point position = spriteManager. getEmptyPosition(new Dimension( gifImages[0].getWidth(this), gifImages[0]. getHeight(this))); Listing 2 |
Getting the size of a sprite
The code in Listing 2 assumes that all of the images used to create
sprites are the same size, (which they are in this program). In
order to get a representative size for a sprite, this code applies the
getWidth
and getHeight methods to the Image object referred to by
the reference stored in element 0 of the array of
Image objects.
Finding an empty parking place for a sprite
The resulting width and height values are used to populate a Dimension
object, which is passed to the getEmptyPosition method of the SpriteManager
object. As explained earlier, this method locates a position not
currently occupied by a sprite and returns the coordinates of that position
as a reference to an object of type Point.
The makeSprite method
The controlling class also contains a method named makeSprite,
which I will discuss in more detail later. For the time being, suffice
it to say that this method is used to create and return an object of the
Sprite
class. (I also haven’t discussed the Sprite class yet, but will
discuss it in a subsequent lesson.)
Among other things, the constructor for the Sprite class requires
a reference to an Image object and a reference to a Point
object. The new Sprite object represents itself visually using
the Image. The initial position of the new Sprite object
is determined by the contents of a Point object.
Creating a new Sprite object
The code in Listing 3 (still inside the for loop) passes the
Point
object obtained from the getEmptyPosition method above, along with
an integer value between 0 and 6 to the makeSprite method.
The makeSprite method uses that integer to identify an element in
the array of Images, and passes the Point and the Image
to the constructor for the Sprite class (along with some other
required information).
The makeSprite method returns a reference to a new Sprite
object, which is added to the collection of Sprite objects being
managed by the SpriteManager object.
spriteManager.addSprite( makeSprite(position, cnt % 6)); }//end for loop Listing 3 |
The SpriteManager is populated
The result of the for loop that ends in Listing 3 is a collection
of 15 sprites being managed by the SpriteManager object. Because
some of the sprites share the same Image objects for their visual
manifestation, some of the spherical sea creatures in Figure 1 look the
same.
Which way should I go?
In addition to an initial position and Image, each of the Sprite
objects contains a two-dimensional motion vector, which indicates
the direction and speed used by the sprite when it changes its location.
The components of the initial motion vector for each sprite are created
using a random number generator by the makeSprite method.
As we will see when we examine the Sprite class in detail, the motion
vector for each sprite can be modified later, also based on a random number
generator.
It’s time to party
At this point, the stage is set. The background is in place.
Each of the fifteen sprites has been positioned and has been given a motion
vector. The time has come to start the animation process running.
The animation loop
The code in Listing 4 was taken from the book entitled Teach Yourself
Internet Game Programming with Java in 21 Days, by Michael Morrison.
(For those systems where animation timing is really critical, a newer,
and possibly better approach uses a Timer object that can be set to fire
an Action event at predetermined intervals. This approach is described
in The JFC Swing Tutorial, A Guide to Constructing GUIs, by Walrath
and Campione.)
Update the display
The code in Listing 4 attempts to cause the display to update itself
once each 83 milliseconds, or about twelve times per second.
long time = System.currentTimeMillis(); while (true) {//infinite loop spriteManager.update(); repaint(); try { time += animationDelay; Thread.sleep(Math.max(0,time - System.currentTimeMillis())); }catch (InterruptedException e) { System.out.println(e); }//end catch }//end while loop }//end run method Listing 4 |
Update, repaint, and sleep
The code in Listing 4 enters an infinite loop where it invokes the update
method on the SpriteManager object to cause all the sprites to change
their position. This causes sprites to move, causes collisions between
sprites to occur, causes collisions to be handled, causes sprites to bounce
off the walls, etc.
Then the code in Listing 4 invokes the repaint method on the
Frame
object. This sends a message to the operating system asking that
the Frame object and all its contents be redrawn as soon as possible.
Tell me more about the repaint method
The repaint method of the Frame class is inherited from the Component
class. Here is what Sun has to say about the repaint method
of the Component class:
“This method causes a call to this component’s update method
as soon as possible.”
Now, tell me more about the update method
At this point, we need to take a look at the update method of
the
Component class. (Don’t confuse this method named update
with the update method of the SpriteManager class. I now realize
that it would have been less confusing if I had named the method in the
SpriteManager class something other than update.)
Here is part of what Sun has to say about the update method of
the Component class:
“The update method of Component does the following:
- Clears this component by filling it with the background color.
-
Sets the color of the graphics context to be the foreground color of
this component. - Calls this component’s paint method to completely redraw this component.”
Is this the behavior that we want?
The above quotation from Sun describes the default behavior of the update
method. Normally for non-animated programs, we would be happy with
that default behavior and wouldn’t override the update method.
We would simply leave it alone and override the paint method to
cause the overridden paint method to produce the output that we
want to see on the screen.
Overriding the update method of the Component
class
However, filling the component with the background color during
every repaint can sometimes cause an undesirable flashing effect.
As a result, animation programmers often override the update method
to give it different behavior, and that is what I will do. I will
discuss the behavior of my overridden update and paint methods
in the next lesson.
Time for a little nap
Following the call to repaint, the thread goes to sleep for a
period of time (other activities could be taking place on other threads
during this sleep period). The length of the sleep period is
calculated such that the sleep period plus the processing time is approximately
equal to 83 milliseconds
(twelve repaints per second).
How accurate is the repaint rate?
Just how well this approach succeeds in achieving a uniform repaint
rate of twelve repaints per second will depend on the accuracy of the time
returned by the method named currentTimeMillis. (This is
the area where the use of a Timer object may be more reliable than the
homebrew timer approach used in this program.)
Time to wake up
The thread wakes up at the end of the specified sleep period.
Each time the thread wakes up, it invokes another update on the
SpriteManager
object to cause the sprites to change their positions, requests another
repaint,
and goes back to sleep.
This process continues until the user terminates the program by clicking
the close button on the Frame.
The end of the run method
That completes the discussion of the run method of the controlling
class.
Before closing out this lesson, I’m going to explain the behavior of
the makeSprite method that I used earlier to populate the SpriteManager
object.
The makeSprite method
The makeSprite method is a short and very simple method.
The entire method is shown in Listing 5.
private Sprite makeSprite( Point position, int imageIndex){ return new Sprite( this, gifImages[imageIndex], position, new Point(rand.nextInt() % 5, rand.nextInt() % 5)); }//end makeSprite() Listing 5 |
A new Sprite object, please
This method instantiates and returns a new object of the Sprite
class (I will provide a detailed discussion of the Sprite class in a
subsequent lesson).
The constructor for the Sprite class requires four parameters:
-
A reference to an ImageObserver object (this) that can be
used later in calls to the drawImage method of the Graphics
class. -
A reference to an Image object that can be used as the visual manifestation
of the sprite. - The initial position for the sprite.
-
A reference to a Point object containing the horizontal and vertical
components for the initial motion vector for the sprite.
The motion vector
Of these four parameters, only the motion vector is relatively new to
us at this point (the initial motion vector determines the initial direction
and speed of motion for the sprite.).
The makeSprite method uses a random number generator to get the
values for the components of the motion vector. The modulus operator
(%) is used to guarantee that each of the component values is an integer
value between -5 and +5.
An aside to this discussion
In a subsequent lesson, you will see that I am able to make major changes
to the animation behavior of the program by making a very simple modification
to the makeSprite method and by making changes to the definition
of the Sprite class. Otherwise, all of the code that I have
discussed so far will remain unchanged when I make those behavioral changes
to the program.
Summary
In this lesson, I explained the behavior of the run method of the
animation thread as well as the makeSprite method of the controlling
class.
I provided a preview of the SpriteManager class, which will be
discussed in detail in a subsequent lesson. I also provided a brief
preview of the Sprite class, which will be discussed in detail in
a subsequent lesson.
I discussed the repaint, update, and paint methods
of the Component class. I also discussed the timer loop used
in this program, and suggested an alternative approach that makes use of
a Timer object to fire Action events.
Let’s recap
This would probably be a good place to recap what we have learned so
far. The controlling class extends the Frame class and implements
the Runnable interface. Thus, an object of the controlling
class is used to provide the visual manifestation of the program as a visual
Frame
object. An object of the controlling class is also suitable for using
as an animation thread, which controls the overall behavior of the animation
process. In other words, an object of the controlling class acts
both as the director of the play, and the stage upon which the play is
performed.
The constructor for the controlling class
The main method of the controlling class instantiates an object
of the controlling class, thus causing the constructor for the controlling
class to be executed.
The constructor for the controlling class causes seven Image
objects to be created. Each Image object is based on the pixel
contents of a GIF file.
The Image objects
One of the Image objects is used to produce the background scenery
against which the animation is played out. The other six Image
objects are used to provide the visual manifestation of the sprites.
Each Image object provides the visual manifestation for more than
one sprite. Therefore, some of the sprites look alike (twins in
some cases and triplets in others).
After the Image objects have been created, the size of the Image
object used for the background scenery is used by the constructor to set
the size of the Frame. Then the Frame is made visible.
The animation thread
Finally, the constructor creates the animation thread and starts it
running. From this point forward, the run method of the controlling
class controls the animation behavior of the program.
The run method
The run method begins by creating and populating a SpriteManager
object. An object of the SpriteManager class is capable of
managing a collection of sprites, causing them to update their positions
on demand, and dealing with collisions between the sprites.
The SpriteManager object
The SpriteManager object is populated with fifteen separate Sprite
objects. Each sprite object has a visual manifestation based on one
of the six Image objects. Each sprite object also has an initial
position based on a random number and a motion vector whose
components are also based on random numbers. The motion vector is
used to determine the next position of the sprite when the sprite is told
by the SpriteManager to change its position.
The animation loop
Then the run method enters an infinite loop, iterating approximately
twelve times per second. At the beginning of each iteration, the
SpriteManager
is told to update the positions of all of the sprites in its collection.
It does so, dealing with collisions in the process.
A repaint request
Once during each iteration, the run method sends a message to
the operating system asking it to repaint the Frame object on the
screen. That brings us to the point where we are right now.
Honoring the repaint request
When the operating system honors the request to repaint, it invokes
the upDate method on the Frame object, (which normally
does some initialization and then invokes the paint method).
The update method is overridden in this program to cause the new
scene to be drawn in its entirety, showing each of the sprites in its new
position superimposed upon the background image. (Note that in
this case, the update method does not invoke the paint method, because
there is nothing for the paint method to do.)
An offscreen graphics context
When drawing the scene, the update method first draws the scene
on an offscreen graphics context, and then causes the scene to be transferred
from that context to the screen context. This is done to improve
the animation quality of the program.
What’s Next?
There are only two methods remaining to be discussed in the controlling
class: update and paint. The next lesson will
explain the behavior of the overridden update and paint methods.
As explained above, the update method is invoked by the operating
system in response to a repaint request on the Frame.
Complete Program Listing
A complete listing of the program is provided in Listing
6.
/*File Animate01.java Copyright 2001, R.G.Baldwin This program displays several animated colored spherical creatures swimming around in an aquarium. Each creature maintains generally the same course with until it collides with another creature or with a wall. However, each creature has the ability to occasionally make random changes in its course. **************************************/ import java.awt.*; import java.awt.event.*; import java.util.*; public class Animate01 extends Frame implements Runnable { private Image offScreenImage; private Image backGroundImage; private Image[] gifImages = new Image[6]; //offscreen graphics context private Graphics offScreenGraphicsCtx; private Thread animationThread; private MediaTracker mediaTracker; private SpriteManager spriteManager; //Animation display rate, 12fps private int animationDelay = 83; private Random rand = new Random(System. currentTimeMillis()); public static void main( String[] args){ new Animate01(); }//end main //---------------------------------// Animate01() {//constructor // Load and track the images mediaTracker = new MediaTracker(this); //Get and track the background // image backGroundImage = Toolkit.getDefaultToolkit(). getImage("background02.gif"); mediaTracker.addImage( backGroundImage, 0); //Get and track 6 images to use // for sprites gifImages[0] = Toolkit.getDefaultToolkit(). getImage("redball.gif"); mediaTracker.addImage( gifImages[0], 0); gifImages[1] = Toolkit.getDefaultToolkit(). getImage("greenball.gif"); mediaTracker.addImage( gifImages[1], 0); gifImages[2] = Toolkit.getDefaultToolkit(). getImage("blueball.gif"); mediaTracker.addImage( gifImages[2], 0); gifImages[3] = Toolkit.getDefaultToolkit(). getImage("yellowball.gif"); mediaTracker.addImage( gifImages[3], 0); gifImages[4] = Toolkit.getDefaultToolkit(). getImage("purpleball.gif"); mediaTracker.addImage( gifImages[4], 0); gifImages[5] = Toolkit.getDefaultToolkit(). getImage("orangeball.gif"); mediaTracker.addImage( gifImages[5], 0); //Block and wait for all images to // be loaded try { mediaTracker.waitForID(0); }catch (InterruptedException e) { System.out.println(e); }//end catch //Base the Frame size on the size // of the background image. //These getter methods return -1 if // the size is not yet known. //Insets will be used later to // limit the graphics area to the // client area of the Frame. int width = backGroundImage.getWidth(this); int height = backGroundImage.getHeight(this); //While not likely, it may be // possible that the size isn't // known yet. Do the following // just in case. //Wait until size is known while(width == -1 || height == -1){ System.out.println( "Waiting for image"); width = backGroundImage. getWidth(this); height = backGroundImage. getHeight(this); }//end while loop //Display the frame setSize(width,height); setVisible(true); setTitle( "Copyright 2001, R.G.Baldwin"); //Create and start animation thread animationThread = new Thread(this); animationThread.start(); //Anonymous inner class window // listener to terminate the // program. this.addWindowListener( new WindowAdapter(){ public void windowClosing( WindowEvent e){ System.exit(0);}}); }//end constructor //---------------------------------// public void run() { //Create and add sprites to the // sprite manager spriteManager = new SpriteManager( new BackgroundImage( this, backGroundImage)); //Create 15 sprites from 6 gif // files. for (int cnt = 0; cnt < 15; cnt++){ Point position = spriteManager. getEmptyPosition(new Dimension( gifImages[0].getWidth(this), gifImages[0]. getHeight(this))); spriteManager.addSprite( makeSprite(position, cnt % 6)); }//end for loop //Loop, sleep, and update sprite // positions once each 83 // milliseconds long time = System.currentTimeMillis(); while (true) {//infinite loop spriteManager.update(); repaint(); try { time += animationDelay; Thread.sleep(Math.max(0,time - System.currentTimeMillis())); }catch (InterruptedException e) { System.out.println(e); }//end catch }//end while loop }//end run method //---------------------------------// private Sprite makeSprite( Point position, int imageIndex) { return new Sprite( this, gifImages[imageIndex], position, new Point(rand.nextInt() % 5, rand.nextInt() % 5)); }//end makeSprite() //---------------------------------// //Overridden graphics update method // on the Frame public void update(Graphics g) { //Create the offscreen graphics // context if (offScreenGraphicsCtx == null) { offScreenImage = createImage(getSize().width, getSize().height); offScreenGraphicsCtx = offScreenImage.getGraphics(); }//end if // Draw the sprites offscreen spriteManager.drawScene( offScreenGraphicsCtx); // Draw the scene onto the screen if(offScreenImage != null){ g.drawImage( offScreenImage, 0, 0, this); }//end if }//end overridden update method //---------------------------------// //Overridden paint method on the // Frame public void paint(Graphics g) { //Nothing required here. All // drawing is done in the update // method above. }//end overridden paint method }//end class Animate01 //===================================// class BackgroundImage{ private Image image; private Component component; private Dimension size; public BackgroundImage( Component component, Image image) { this.component = component; size = component.getSize(); this.image = image; }//end construtor public Dimension getSize(){ return size; }//end getSize() public Image getImage(){ return image; }//end getImage() public void setImage(Image image){ this.image = image; }//end setImage() public void drawBackgroundImage( Graphics g) { g.drawImage( image, 0, 0, component); }//end drawBackgroundImage() }//end class BackgroundImage //=========================== class SpriteManager extends Vector { private BackgroundImage backgroundImage; public SpriteManager( BackgroundImage backgroundImage) { this.backgroundImage = backgroundImage; }//end constructor //---------------------------------// public Point getEmptyPosition( Dimension spriteSize){ Rectangle trialSpaceOccupied = new Rectangle(0, 0, spriteSize.width, spriteSize.height); Random rand = new Random( System.currentTimeMillis()); boolean empty = false; int numTries = 0; // Search for an empty position while (!empty && numTries++ < 100){ // Get a trial position trialSpaceOccupied.x = Math.abs(rand.nextInt() % backgroundImage. getSize().width); trialSpaceOccupied.y = Math.abs(rand.nextInt() % backgroundImage. getSize().height); // Iterate through existing // sprites, checking if position // is empty boolean collision = false; for(int cnt = 0;cnt < size(); cnt++){ Rectangle testSpaceOccupied = ((Sprite)elementAt(cnt)). getSpaceOccupied(); if (trialSpaceOccupied. intersects( testSpaceOccupied)){ collision = true; }//end if }//end for loop empty = !collision; }//end while loop return new Point( trialSpaceOccupied.x, trialSpaceOccupied.y); }//end getEmptyPosition() //---------------------------------// public void update() { Sprite sprite; //Iterate through sprite list for (int cnt = 0;cnt < size(); cnt++){ sprite = (Sprite)elementAt(cnt); //Update a sprite's position sprite.updatePosition(); //Test for collision. Positive // result indicates a collision int hitIndex = testForCollision(sprite); if (hitIndex >= 0){ //a collision has occurred bounceOffSprite(cnt,hitIndex); }//end if }//end for loop }//end update //---------------------------------// private int testForCollision( Sprite testSprite) { //Check for collision with other // sprites Sprite sprite; for (int cnt = 0;cnt < size(); cnt++){ sprite = (Sprite)elementAt(cnt); if (sprite == testSprite) //don't check self continue; //Invoke testCollision method // of Sprite class to perform // the actual test. if (testSprite.testCollision( sprite)) //Return index of colliding // sprite return cnt; }//end for loop return -1;//No collision detected }//end testForCollision() //---------------------------------// private void bounceOffSprite( int oneHitIndex, int otherHitIndex){ //Swap motion vectors for // bounce algorithm Sprite oneSprite = (Sprite)elementAt(oneHitIndex); Sprite otherSprite = (Sprite)elementAt(otherHitIndex); Point swap = oneSprite.getMotionVector(); oneSprite.setMotionVector( otherSprite.getMotionVector()); otherSprite.setMotionVector(swap); }//end bounceOffSprite() //---------------------------------// public void drawScene(Graphics g){ //Draw the background and erase // sprites from graphics area //Disable the following statement // for an interesting effect. backgroundImage. drawBackgroundImage(g); //Iterate through sprites, drawing // each sprite for (int cnt = 0;cnt < size(); cnt++) ((Sprite)elementAt(cnt)). drawSpriteImage(g); }//end drawScene() //---------------------------------// public void addSprite(Sprite sprite){ add(sprite); }//end addSprite() }//end class SpriteManager //===================================// class Sprite { private Component component; private Image image; private Rectangle spaceOccupied; private Point motionVector; private Rectangle bounds; private Random rand; public Sprite(Component component, Image image, Point position, Point motionVector){ //Seed a random number generator // for this sprite with the sprite // position. rand = new Random(position.x); this.component = component; this.image = image; setSpaceOccupied(new Rectangle( position.x, position.y, image.getWidth(component), image.getHeight(component))); this.motionVector = motionVector; //Compute edges of usable graphics // area in the Frame. int topBanner = ( (Container)component). getInsets().top; int bottomBorder = ((Container)component). getInsets().bottom; int leftBorder = ( (Container)component). getInsets().left; int rightBorder = ( (Container)component). getInsets().right; bounds = new Rectangle( 0 + leftBorder, 0 + topBanner, component.getSize().width - (leftBorder + rightBorder), component.getSize().height - (topBanner + bottomBorder)); }//end constructor //---------------------------------// public Rectangle getSpaceOccupied(){ return spaceOccupied; }//end getSpaceOccupied() //---------------------------------// void setSpaceOccupied( Rectangle spaceOccupied){ this.spaceOccupied = spaceOccupied; }//setSpaceOccupied() //---------------------------------// public void setSpaceOccupied( Point position){ spaceOccupied.setLocation( position.x, position.y); }//setSpaceOccupied() //---------------------------------// public Point getMotionVector(){ return motionVector; }//end getMotionVector() //---------------------------------// public void setMotionVector( Point motionVector){ this.motionVector = motionVector; }//end setMotionVector() //---------------------------------// public void setBounds( Rectangle bounds){ this.bounds = bounds; }//end setBounds() //---------------------------------// public void updatePosition() { Point position = new Point( spaceOccupied.x, spaceOccupied.y); //Insert random behavior. During // each update, a sprite has about // one chance in 10 of making a // random change to its // motionVector. When a change // occurs, the motionVector // coordinate values are forced to // fall between -7 and 7. This // puts a cap on the maximum speed // for a sprite. if(rand.nextInt() % 10 == 0){ Point randomOffset = new Point(rand.nextInt() % 3, rand.nextInt() % 3); motionVector.x += randomOffset.x; if(motionVector.x >= 7) motionVector.x -= 7; if(motionVector.x <= -7) motionVector.x += 7; motionVector.y += randomOffset.y; if(motionVector.y >= 7) motionVector.y -= 7; if(motionVector.y <= -7) motionVector.y += 7; }//end if //Move the sprite on the screen position.translate( motionVector.x, motionVector.y); //Bounce off the walls boolean bounceRequired = false; Point tempMotionVector = new Point( motionVector.x, motionVector.y); //Handle walls in x-dimension if (position.x < bounds.x) { bounceRequired = true; position.x = bounds.x; //reverse direction in x tempMotionVector.x = -tempMotionVector.x; }else if (( position.x + spaceOccupied.width) > (bounds.x + bounds.width)){ bounceRequired = true; position.x = bounds.x + bounds.width - spaceOccupied.width; //reverse direction in x tempMotionVector.x = -tempMotionVector.x; }//end else if //Handle walls in y-dimension if (position.y < bounds.y){ bounceRequired = true; position.y = bounds.y; tempMotionVector.y = -tempMotionVector.y; }else if ((position.y + spaceOccupied.height) > (bounds.y + bounds.height)){ bounceRequired = true; position.y = bounds.y + bounds.height - spaceOccupied.height; tempMotionVector.y = -tempMotionVector.y; }//end else if if(bounceRequired) //save new motionVector setMotionVector( tempMotionVector); //update spaceOccupied setSpaceOccupied(position); }//end updatePosition() //---------------------------------// public void drawSpriteImage( Graphics g){ g.drawImage(image, spaceOccupied.x, spaceOccupied.y, component); }//end drawSpriteImage() //---------------------------------// public boolean testCollision( Sprite testSprite){ //Check for collision with // another sprite if (testSprite != this){ return spaceOccupied.intersects( testSprite.getSpaceOccupied()); }//end if return false; }//end testCollision }//end Sprite class //===================================// Listing 6 |
About the author
Richard Baldwin
is a college professor and private consultant whose primary focus is a
combination of Java and XML. In addition to the many platform-independent
benefits of Java applications, he believes that a combination of Java and
XML will become the primary driving force in the delivery of structured
information on the Web.
Richard has participated in numerous consulting projects involving
Java, XML, or a combination of the two. He frequently provides onsite
Java and/or XML training at the high-tech companies located in and around
Austin, Texas. He is the author of Baldwin’s Java Programming Tutorials,
which has gained a worldwide following among experienced and aspiring Java
programmers. He has also published articles on Java Programming in Java
Pro magazine.
Richard holds an MSEE degree from Southern Methodist University and
has many years of experience in the application of computer technology
to real-world problems.