Source Code Cross Referenced for DemoGameCanvas.java in  » IDE-Netbeans » mobility » demo » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » IDE Netbeans » mobility » demo 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * Copyright (c) 2007, Sun Microsystems, Inc.
003:         * 
004:         * All rights reserved.
005:         * 
006:         * Redistribution and use in source and binary forms, with or without
007:         * modification, are permitted provided that the following conditions
008:         * are met:
009:         * 
010:         *     * Redistributions of source code must retain the above copyright
011:         *       notice, this list of conditions and the following disclaimer.
012:         *     * Redistributions in binary form must reproduce the above copyright
013:         *       notice, this list of conditions and the following disclaimer in
014:         *       the documentation and/or other materials provided with the
015:         *       distribution.
016:         *     * Neither the name of Sun Microsystems, Inc. nor the names of its
017:         *       contributors may be used to endorse or promote products derived
018:         *       from this software without specific prior written permission.
019:         * 
020:         * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
021:         * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
022:         * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
023:         * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
024:         * OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
025:         * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
026:         * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
027:         * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
028:         * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
029:         * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
030:         * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
031:         */
032:
033:        package demo;
034:
035:        import java.io.IOException;
036:        import java.util.Timer;
037:        import java.util.TimerTask;
038:        import javax.microedition.lcdui.Graphics;
039:        import javax.microedition.lcdui.game.GameCanvas;
040:        import javax.microedition.lcdui.game.LayerManager;
041:        import javax.microedition.lcdui.game.Sprite;
042:        import javax.microedition.lcdui.game.TiledLayer;
043:
044:        /**
045:         *
046:         * @author  Karel Herink
047:         * @version 1.0
048:         */
049:        public class DemoGameCanvas extends GameCanvas implements  Runnable {
050:
051:            private static final int SPEED = 3;
052:            private static final int MIN_BUFFER = 20;
053:            private int viewPortX = 0;
054:            private int viewPortY = 0;
055:            private byte lastDirection = -1;
056:            private TiledLayer tlBase;
057:            private boolean interrupted;
058:            private LayerManager lm;
059:            private GameDesign gameDesign;
060:            private Timer timer;
061:            private Sprite spriteKarel;
062:            private SpriteAnimationTask spriteKarelAnimator;
063:            private Sprite spriteThomas;
064:            private SpriteAnimationTask spriteThomasAnimator;
065:            private SpriteRandomMovement spriteThomasRandomMovement;
066:            private TiledLayer tlWater;
067:            private TiledLayer tlTrees;
068:            private TiledLayer tlThings;
069:            private TileAnimationTask waterAnimator;
070:
071:            public DemoGameCanvas() {
072:                super (true);
073:                try {
074:                    this .setFullScreenMode(true);
075:                    this .init();
076:                } catch (IOException ex) {
077:                    ex.printStackTrace();
078:                }
079:            }
080:
081:            /**
082:             * Initialize the Game Design, then load all layers and start animation threads.
083:             */
084:            private void init() throws IOException {
085:                this .timer = new Timer();
086:                this .gameDesign = new GameDesign();
087:
088:                this .spriteKarel = gameDesign.getKarel();
089:                //define the reference in the midle of sprites frame so that transformations work well
090:                this .spriteKarel.defineReferencePixel(8, 8);
091:                this .spriteKarelAnimator = new SpriteAnimationTask(
092:                        this .spriteKarel, false);
093:                this .timer.scheduleAtFixedRate(this .spriteKarelAnimator, 0,
094:                        gameDesign.KarelSeqWalkDownDelay);
095:
096:                this .waterAnimator = new TileAnimationTask(gameDesign
097:                        .getWater(), gameDesign.AnimWaterWater,
098:                        gameDesign.AnimWaterSeq001, true);
099:                this .timer.scheduleAtFixedRate(this .waterAnimator, 0,
100:                        gameDesign.AnimWaterSeq001Delay);
101:
102:                this .tlThings = this .gameDesign.getThings();
103:                this .tlTrees = this .gameDesign.getTrees();
104:                this .tlWater = this .gameDesign.getWater();
105:                this .tlBase = this .gameDesign.getBase();
106:
107:                this .lm = new LayerManager();
108:                gameDesign.updateLayerManagerForForest(lm);
109:
110:                this .spriteThomas = gameDesign.getThomas();
111:                //define the reference in the midle of sprites frame so that transformations work well
112:                this .spriteThomas.defineReferencePixel(8, 8);
113:                this .spriteThomasAnimator = new SpriteAnimationTask(
114:                        this .spriteThomas, true);
115:                this .spriteThomasAnimator.setMoving(true);
116:                this .timer.scheduleAtFixedRate(this .spriteThomasAnimator, 0,
117:                        gameDesign.ThomasSeqWalkHorizDelay);
118:                this .spriteThomasRandomMovement = new SpriteRandomMovement(
119:                        this , spriteThomas);
120:                this .spriteThomasRandomMovement.setSequences(
121:                        gameDesign.ThomasSeqWalkVert, Sprite.TRANS_NONE,
122:                        gameDesign.ThomasSeqWalkVert, Sprite.TRANS_ROT180,
123:                        gameDesign.ThomasSeqWalkHoriz, Sprite.TRANS_ROT180,
124:                        gameDesign.ThomasSeqWalkHoriz, Sprite.TRANS_NONE);
125:                (new Thread(spriteThomasRandomMovement)).start();
126:            }
127:
128:            /**
129:             * Check if sprite collides with either the other sprite or
130:             * with a layer that holds obstacles or with the edge of the base layer.
131:             *
132:             * @param sprite the sprite checked for collision with other layers
133:             * @return true is sprite does collide, false otherwise
134:             */
135:            public boolean spriteCollides(Sprite sprite) {
136:                return sprite.collidesWith(
137:                        sprite == this .spriteKarel ? this .spriteThomas
138:                                : this .spriteKarel, true)
139:                        || sprite.collidesWith(this .tlThings, true)
140:                        || sprite.collidesWith(this .tlTrees, true)
141:                        || sprite.collidesWith(this .tlWater, true)
142:                        || sprite.getX() < 0
143:                        || sprite.getY() < 0
144:                        || sprite.getX() > (this .tlBase.getWidth() - sprite
145:                                .getWidth())
146:                        || sprite.getY() > (this .tlBase.getHeight() - sprite
147:                                .getHeight());
148:            }
149:
150:            /**
151:             * Adjust the viewport to keep the main animated sprite inside the screen.
152:             * The coordinates are checked for game bounaries and adjusted only if it
153:             * makes sense.
154:             *
155:             * @param x viewport X coordinate
156:             * @param y viewport Y coordinate
157:             */
158:            private void adjustViewport(int x, int y) {
159:
160:                int sx = this .spriteKarel.getX();
161:                int sy = this .spriteKarel.getY();
162:
163:                int xmin = this .viewPortX + MIN_BUFFER;
164:                int xmax = this .viewPortX + this .getWidth()
165:                        - this .spriteKarel.getWidth() - MIN_BUFFER;
166:                int ymin = this .viewPortY + MIN_BUFFER;
167:                int ymax = this .viewPortY + this .getHeight()
168:                        - this .spriteKarel.getHeight() - MIN_BUFFER;
169:
170:                //if the sprite is not near the any screen edges don't adjust
171:                if (sx >= xmin && sx <= xmax && sy >= ymin && sy <= ymax) {
172:                    return;
173:                }
174:
175:                //if the sprite is moving left but isn't near the left edge of the screen don't adjust
176:                if (this .lastDirection == LEFT && sx >= xmin) {
177:                    return;
178:                }
179:                //if the sprite is moving right but isn't near the right edge of the screen don't adjust
180:                if (this .lastDirection == RIGHT && sx <= xmax) {
181:                    return;
182:                }
183:                //if the sprite is moving up but isn't at near top edge of the screen don't adjust
184:                if (this .lastDirection == UP && sy >= ymin) {
185:                    return;
186:                }
187:                //if the sprite is moving down but isn't at near bottom edge of the screen don't adjust
188:                if (this .lastDirection == DOWN && sy <= ymax) {
189:                    return;
190:                }
191:
192:                //only adjust x to values that ensure the base tiled layer remains visible
193:                //and no white space is shown
194:                if (x < this .tlBase.getX()) {
195:                    this .viewPortX = this .tlBase.getX();
196:                } else if (x > this .tlBase.getX() + this .tlBase.getWidth()
197:                        - this .getWidth()) {
198:                    this .viewPortX = this .tlBase.getX()
199:                            + this .tlBase.getWidth() - this .getWidth();
200:                } else {
201:                    this .viewPortX = x;
202:                }
203:
204:                //only adjust y to values that ensure the base tiled layer remains visible
205:                //and no white space is shown
206:                if (y < this .tlBase.getY()) {
207:                    this .viewPortY = this .tlBase.getY();
208:                } else if (y > this .tlBase.getY() + this .tlBase.getHeight()
209:                        - this .getHeight()) {
210:                    this .viewPortY = this .tlBase.getY()
211:                            + this .tlBase.getHeight() - this .getHeight();
212:                } else {
213:                    this .viewPortY = y;
214:                }
215:
216:                //adjust the viewport
217:                this .lm.setViewWindow(this .viewPortX, this .viewPortY, this 
218:                        .getWidth(), this .getHeight());
219:            }
220:
221:            /**
222:             * The main game loop that checks for user input and repaints canvas.
223:             */
224:            public void run() {
225:                Graphics g = getGraphics();
226:
227:                while (!this .interrupted) {
228:                    //check for user input
229:                    int keyState = getKeyStates();
230:
231:                    //if user is pressing the left button
232:                    if ((keyState & LEFT_PRESSED) != 0) {
233:                        //if the previous direction was other than left set the sequence
234:                        //correct sequence & transform needed for walking to the left
235:                        if (this .lastDirection != LEFT) {
236:                            this .lastDirection = LEFT;
237:                            this .spriteKarel
238:                                    .setFrameSequence(gameDesign.KarelSeqWalkSide);
239:                            this .spriteKarel.setTransform(Sprite.TRANS_MIRROR);
240:                            continue;
241:                        }
242:                        //assign the sequence playback direction
243:                        this .spriteKarelAnimator.forward();
244:                        //move the sprite to the left
245:                        this .spriteKarel.move(-SPEED, 0);
246:                        //if moving the sprite generates a collision return sprite back
247:                        //to its original position
248:                        if (this .spriteCollides(this .spriteKarel)) {
249:                            this .spriteKarel.move(SPEED, 0);
250:                            continue;
251:                        }
252:                        //attempt to adjust the viewport to keep the sprite on the screen
253:                        this .adjustViewport(this .viewPortX - SPEED,
254:                                this .viewPortY);
255:                    } else if ((keyState & RIGHT_PRESSED) != 0) {
256:                        if (this .lastDirection != RIGHT) {
257:                            this .lastDirection = RIGHT;
258:                            this .spriteKarel
259:                                    .setFrameSequence(gameDesign.KarelSeqWalkSide);
260:                            this .spriteKarel.setTransform(Sprite.TRANS_NONE);
261:                            continue;
262:                        }
263:                        this .spriteKarelAnimator.forward();
264:                        this .spriteKarel.move(SPEED, 0);
265:                        if (this .spriteCollides(this .spriteKarel)) {
266:                            this .spriteKarel.move(-SPEED, 0);
267:                            continue;
268:                        }
269:                        this .adjustViewport(this .viewPortX + SPEED,
270:                                this .viewPortY);
271:                    } else if ((keyState & UP_PRESSED) != 0) {
272:                        if (this .lastDirection != UP) {
273:                            this .lastDirection = UP;
274:                            this .spriteKarel
275:                                    .setFrameSequence(gameDesign.KarelSeqWalkUp);
276:                            this .spriteKarel.setTransform(Sprite.TRANS_NONE);
277:                            continue;
278:                        }
279:                        this .spriteKarelAnimator.forward();
280:                        this .spriteKarel.move(0, -SPEED);
281:                        if (this .spriteCollides(this .spriteKarel)) {
282:                            this .spriteKarel.move(0, SPEED);
283:                            continue;
284:                        }
285:                        this .adjustViewport(this .viewPortX, this .viewPortY
286:                                - SPEED);
287:                    } else if ((keyState & DOWN_PRESSED) != 0) {
288:                        if (this .lastDirection != DOWN) {
289:                            this .lastDirection = DOWN;
290:                            this .spriteKarel
291:                                    .setFrameSequence(gameDesign.KarelSeqWalkDown);
292:                            this .spriteKarel.setTransform(Sprite.TRANS_NONE);
293:                            continue;
294:                        }
295:                        this .spriteKarelAnimator.forward();
296:                        this .spriteKarel.move(0, SPEED);
297:                        if (this .spriteCollides(this .spriteKarel)) {
298:                            this .spriteKarel.move(0, -SPEED);
299:                            continue;
300:                        }
301:                        this .adjustViewport(this .viewPortX, this .viewPortY
302:                                + SPEED);
303:                    } else {
304:                        this .spriteKarelAnimator.setMoving(false);
305:                    }
306:
307:                    this .lm.paint(g, 0, 0);
308:                    flushGraphics(0, 0, this .getWidth(), this .getHeight());
309:
310:                    try {
311:                        Thread.sleep(20);
312:                    } catch (InterruptedException ex) {
313:                        ex.printStackTrace();
314:                    }
315:                }
316:            }
317:
318:            /**
319:             * Stops the main game loop.
320:             */
321:            public void stop() {
322:                this .interrupted = true;
323:                this .spriteThomasRandomMovement.stop();
324:            }
325:
326:            /**
327:             * Animates animated tiles in a tiled layer.
328:             */
329:            private class TileAnimationTask extends TimerTask {
330:
331:                private boolean moving = true;
332:                private boolean forward = true;
333:                private TiledLayer tiledLayer;
334:                private int animatedTileIndex;
335:                private int[] sequence;
336:                private int sequenceIndex;
337:
338:                public TileAnimationTask(TiledLayer tiledLayer,
339:                        int animatedTileIndex, int[] sequence, boolean forward) {
340:                    this .tiledLayer = tiledLayer;
341:                    this .animatedTileIndex = animatedTileIndex;
342:                    this .sequence = sequence;
343:                    this .forward = forward;
344:                }
345:
346:                public void run() {
347:                    if (!this .moving) {
348:                        return;
349:                    }
350:                    if (forward) {
351:                        if (++this .sequenceIndex >= this .sequence.length) {
352:                            sequenceIndex = 0;
353:                        }
354:                    } else {
355:                        if (--this .sequenceIndex < 0) {
356:                            sequenceIndex = this .sequence.length - 1;
357:                        }
358:                    }
359:                    this .tiledLayer.setAnimatedTile(this .animatedTileIndex,
360:                            this .sequence[sequenceIndex]);
361:                }
362:
363:                public void forward() {
364:                    this .forward = true;
365:                    this .moving = true;
366:                }
367:
368:                public void backward() {
369:                    this .forward = false;
370:                    this .moving = true;
371:                }
372:
373:                public void setMoving(boolean isMoving) {
374:                    this .moving = isMoving;
375:                }
376:            }
377:
378:            /**
379:             * Animates a sprite.
380:             */
381:            private class SpriteAnimationTask extends TimerTask {
382:
383:                private boolean moving = false;
384:                private boolean forward = true;
385:                private Sprite sprite;
386:
387:                public SpriteAnimationTask(Sprite sprite, boolean forward) {
388:                    this .sprite = sprite;
389:                    this .forward = forward;
390:                }
391:
392:                public void run() {
393:                    if (!this .moving) {
394:                        return;
395:                    }
396:                    if (this .forward) {
397:                        this .sprite.nextFrame();
398:                    } else {
399:                        this .sprite.prevFrame();
400:                    }
401:                }
402:
403:                public void forward() {
404:                    this .forward = true;
405:                    this .moving = true;
406:                }
407:
408:                public void backward() {
409:                    this .forward = false;
410:                    this .moving = true;
411:                }
412:
413:                public void setMoving(boolean isMoving) {
414:                    this.moving = isMoving;
415:                }
416:            }
417:        }
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