Package com.golden.gamedev.object

Examples of com.golden.gamedev.object.Sprite


    blackguard = tableData.get("Blackguard");
    // playfield = new PlayField(new ColorBackground(new Color(0, 0, 0)));

    currentTileX = this.getRandom(30, 69);
    currentTileY = this.getRandom(30, 69);
    playerSprite = new Sprite(SlashemNameGenerator.get("monster.human or elf.fencer"));
    playerX = currentTileX;
    playerY = currentTileY;
    displacement = env
        .placeFGTile(currentTileX, currentTileY, playerSprite);
    /*
     * playerSprite.setX(((SkewedBackground)background).getOffsetX(currentTileY
     * ) + currentTileX * 32);
     * playerSprite.setY(((SkewedBackground)background
     * ).getOffsetY(currentTileX) + currentTileY * 32);
     * PLAYER_GROUP.add(playerSprite);
     */
    currentTileX = this.getRandom(0, 99);
    currentTileY = this.getRandom(0, 99);
    enemySprite = new Sprite(SlashemNameGenerator.get(blackguard
        .get("Image")));
    /*
     * enemySprite.setX(((SkewedBackground)background).getOffsetX(currentTileY
     * ) + currentTileX * 32);
     * enemySprite.setY(((SkewedBackground)background
 
View Full Code Here


  }

  // Create a GOS and GTGE character

  void CreateCharacter(int tp, String name, int number, int x, int y) {
    monsterSprites[number] = new Sprite(SlashemNameGenerator.get(name));
    monsterSpritesCopy[number] = new Sprite(SlashemNameGenerator.get(name))
    env.placeFGTile(x, y, monsterSprites[number]);

    switch (tp) {

    case DRAGON:
View Full Code Here

      boolean[][] whichAreMap, BufferedImage defaultImage,
      BufferedImage blank, BufferedImage tileCursor,
      BufferedImage frontCursor, BufferedImage backCursor, BaseInput bsi) {
    this.bsInput = bsi;
    transImage = blank;
    trans = new Sprite(blank);
    this.tileCursor = new Sprite(tileCursor);
    this.frontCursor = new Sprite(frontCursor);
    this.backCursor = new Sprite(backCursor);
    this.setTileImages(tileImages);
    // this.tiles = tiles;
    if (tiles.length > 0 && tileImages.length > 0) {
      scene = new Sprite[tiles[0].length][tiles.length][5];
      for (int i = 0; i < tiles.length; i++) {
        for (int j = 0; j < tiles[0].length; j++) {
          try {
            /*
             * if (whichAreMap[i][j]) { scene[j][i][0] = new
             * Sprite(defaultImage, (j * 32) + ((tiles.length - i) *
             * 16), i * 32); scene[j][i][1] = new Sprite(blank, (j *
             * 32) + ((tiles.length - i) * 16), i * 32);
             * scene[j][i][2] = new Sprite(blank, (j * 32) +
             * ((tiles.length - i) * 16), i * 32); scene[j][i][3] =
             * new Sprite( tileImages[tiles[i][j]], (j * 32) +
             * ((tiles.length - i) * 16), i * 32); scene[j][i][4] =
             * new Sprite(blank, (j * 32) + ((tiles.length - i) *
             * 16), i * 32); }
             */
            if (whichAreMap[i][j]) {
              scene[j][i][0] = new Sprite(defaultImage, offsetX
                  + (j * 32) + ((tiles.length - i) * 16),
                  offsetY + i * 32);
              scene[j][i][1] = new Sprite(blank, offsetX
                  + (j * 32) + ((tiles.length - i) * 16),
                  offsetY + i * 32);
              scene[j][i][2] = new Sprite(blank, offsetX
                  + (j * 32) + ((tiles.length - i) * 16),
                  offsetY + i * 32);
              scene[j][i][3] = new Sprite(
                  tileImages[tiles[i][j]], offsetX + (j * 32)
                      + ((tiles.length - i) * 16),
                  offsetY + i * 32);
              scene[j][i][4] = new Sprite(blank, offsetX
                  + (j * 32) + ((tiles.length - i) * 16),
                  offsetY + i * 32);
            } else {
              scene[j][i][0] = new Sprite(
                  tileImages[tiles[i][j]], offsetX + (j * 32)
                      + ((tiles.length - i) * 16),
                  offsetY + i * 32);
              scene[j][i][1] = new Sprite(blank, offsetX
                  + (j * 32) + ((tiles.length - i) * 16),
                  offsetY + i * 32);
              scene[j][i][2] = new Sprite(blank, offsetX
                  + (j * 32) + ((tiles.length - i) * 16),
                  offsetY + i * 32);
              scene[j][i][3] = new Sprite(blank, offsetX
                  + (j * 32) + ((tiles.length - i) * 16),
                  offsetY + i * 32);
              scene[j][i][4] = new Sprite(blank, offsetX
                  + (j * 32) + ((tiles.length - i) * 16),
                  offsetY + i * 32);
            }
          } catch (ArrayIndexOutOfBoundsException e) {
            scene[j][i][0] = new Sprite(blank, offsetX + (j * 32)
                + ((tiles.length - i) * 16), offsetY + i * 32);
            scene[j][i][1] = new Sprite(blank, offsetX + (j * 32)
                + ((tiles.length - i) * 16), offsetY + i * 32);
            scene[j][i][2] = new Sprite(blank, offsetX + (j * 32)
                + ((tiles.length - i) * 16), offsetY + i * 32);
            scene[j][i][3] = new Sprite(blank, offsetX + (j * 32)
                + ((tiles.length - i) * 16), offsetY + i * 32);
            scene[j][i][4] = new Sprite(blank, offsetX + (j * 32)
                + ((tiles.length - i) * 16), offsetY + i * 32);
          }
        }
      }
    } else
View Full Code Here

    SpriteGroup[] groups = field.getGroups();
    int size = groups.length;
   
    for (int i = 0; i < size; i++) {
      if (groups[i].isActive()) {
        Sprite s = this.checkPosMouse(groups[i], pixelCheck);
        if (s != null) {
          return s;
        }
      }
    }
View Full Code Here

          System.out.print("Overlap->");
        }
       
        this.collisionSide = 0;
       
        Sprite spriteToMove, otherSprite;
       
        if (speedX1 == 0 && speedY1 == 0 && speedX2 == 0
                && speedY2 == 0) {// both
          // stationary
          if (this.log) {
View Full Code Here

    Sprite[] member1 = group1.getSprites(), // members group one
    member2 = group2.getSprites();
    int size1 = group1.getSize(), // total non-null members
    size2 = group2.getSize();
   
    Sprite sprite1, sprite2; // sprite reference
    CollisionShape shape1, shape2; // sprite collision rect
   
    // sprite 1, 2 collision rectangle -> rect1, rect2
    for (int i = 0; i < size1; i++) {
      sprite1 = member1[i];
     
      if (!sprite1.isActive()
              || (shape1 = this.getCollisionShape1(sprite1)) == null) {
        // sprite do not want collision check
        continue;
      }
     
      for (int j = 0; j < size2; j++) {
        sprite2 = member2[j];
       
        if (!sprite2.isActive()
                || // !sprite1.isActive() ||
                sprite1 == sprite2
                || (shape2 = this.getCollisionShape2(sprite2)) == null) {
          // sprite do not want collision check
          continue;
        }
       
        if (this.isCollide(sprite1, sprite2, shape1, shape2)) {
          // collects all collided sprites event into
          // our storage object
         
          // store sprites collided with sprite1
          Sprite[] other = (Sprite[]) this.storage.get(sprite1);
         
          other = (Sprite[]) Utility.expand(other, 1, true,
                  Sprite.class);
          other[other.length - 1] = sprite2;
         
          this.storage.put(sprite1, other);
        }
      }
    }
   
    // now it's time to check the actual collision
    Iterator key = this.storage.keySet().iterator();
   
    while (key.hasNext()) {
      Sprite s1 = (Sprite) key.next();
      Sprite[] s2 = (Sprite[]) this.storage.get(s1);
     
      if (s2.length == 1) {
        // sprite s1 collide with only 'one' other sprite
        // so there should be no problem
       
        // need to reset revert positions- this is left at last
        // test,
        this.isCollide(s1, s2[0], this.getCollisionShape1(s1), this
                .getCollisionShape2(s2[0]));
       
        // fire collision event
        this.collided(s1, s2[0]);
       
        // continue to the next sprite
        continue;
      }
     
      // sort all collided sprites
      this.source = s1;
      if (this.sort(this.source)) {
        Arrays.sort(s2, this);
      }
     
      // in here the collision event is really fired to the listener
      for (int i = 0; i < s2.length; i++) {
        if (!s1.isActive()) {
          break;
        }
       
        // System.out.println("Start "+s2.length);
       
View Full Code Here

   * falling ({@linkplain Sprite#getVerticalSpeed() vertical speed} >= 0),
   * all collided sprites are sorted by greater y at bottom, otherwise it sort
   * by greater y at top.
   */
  public int compare(Object o1, Object o2) {
    Sprite s1 = (Sprite) o1, s2 = (Sprite) o2;
   
    if (this.source.getHorizontalSpeed() != 0 && s1.getX() != s2.getX()) {
      // source not stationary and s1 x the same as s2 x
      return (this.source.getHorizontalSpeed() >= 0) ? // if source
      // heading right
      (int) Math.floor(s1.getX() - s2.getX())
              : // most lefterly
              (int) Math.floor(s2.getX() - s1.getX());// most righterly
    }
   
    // // sort by sprite y position
    // return (source.getVerticalSpeed() >= 0) ?
    // (int) Math.ceil(s1.getY() - s2.getY()) :
    // (int) Math.ceil(s2.getY() - s1.getY());
   
    // sort by sprite y position
    return (this.source.getVerticalSpeed() >= 0) ? (int) Math.floor(s1
            .getY()
            - s2.getY()) : (int) Math.floor(s2.getY() - s1.getY());
   
  }
View Full Code Here

    Sprite[] member1 = group1.getSprites(), // group one members
    member2 = group2.getSprites();
    int size1 = group1.getSize(), // size of non-null members
    size2 = group2.getSize();
   
    Sprite sprite1, sprite2; // sprite reference
    CollisionShape shape1, shape2; // sprite collision rect
   
    for (int i = 0; i < size1; i++) {
      sprite1 = member1[i];
     
      if (!sprite1.isActive()
              || (shape1 = this.getCollisionShape1(sprite1)) == null) {
        // sprite do not want collision check
        continue;
      }
     
      for (int j = 0; j < size2; j++) {
        sprite2 = member2[j];
       
        if (!sprite2.isActive() || sprite1 == sprite2
                || (shape2 = this.getCollisionShape2(sprite2)) == null) {
          // sprite do not want collision check
          continue;
        }
       
        if (this.isCollide(sprite1, sprite2, shape1, shape2)) {
          // fire collision event
          this.collided(sprite1, sprite2);
         
          // size1 = group1.getSize();
          // size2 = group2.getSize();
         
          if (!sprite1.isActive()
                  || (shape1 = this.getCollisionShape1(sprite1)) == null) {
            // collided sprite has been dead
            break;
          }
        }
View Full Code Here

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Related Classes of com.golden.gamedev.object.Sprite

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