Example #1
0
 public Sprite(Bound bound, int bmp, float x, float y, int fps, String type, Resources res)
     throws GameException {
   this.bitmap = BitmapCache.getInstance().getBitmapFromCache(res, bmp);
   this.normalBitmap = bitmap;
   this.x = x;
   this.y = y;
   this.bound = bound;
   if (bound != null) {
     x = (bound.inBoundX(getX(), getWidth()));
     y = (bound.inBoundY(getY(), getHeight()));
   }
   this.framePeriod = 1000 / fps;
   this.frameTicker = 0l;
   // probably should get set by constructor I guess
   targetX = 0;
   targetY = 0;
   state = SPRITE_STATE.STOPPED;
   this.type = type;
   // create the flipped bitmap
   this.flipBitmap = BitmapCache.getInstance().getFlipBitmapFromCache(res, bmp);
 }
Example #2
0
  /**
   * Move toward a specific angle
   *
   * @param angle
   * @param gameTime
   * @param speed
   * @param override
   * @param axis
   */
  public void moveTowardAngle(
      double angle, long gameTime, float speed, boolean override, MOVEMENT_AXIS axis) {

    state = SPRITE_STATE.MOVING;

    /* this means that the motion should increment
     * every cetain number of frames, not every
     * time the method is called. This is because
     * this method could be called faster or
     * slower than the requires FPS.
     *
     * This check can be overridden, but be careful!
     */
    if ((gameTime > frameTicker + framePeriod) || override) {
      frameTicker = gameTime;
      float difX = speed * (float) Math.cos(angle);
      float difY = speed * (float) Math.sin(angle);

      // if axis is specified, move only on that axis
      if (MOVEMENT_AXIS.X.equals(axis)) {
        x += -difX;
      } else if (MOVEMENT_AXIS.Y.equals(axis)) {
        y += -difY;
      } else {
        x += -difX;
        y += -difY;
      }

      /* don't move past bounds. if we are
       * passed the bound, then move axis to
       * the edge of the bound
       */
      if (bound != null) {
        x = (bound.inBoundX(getX(), getWidth()));
        y = (bound.inBoundY(getY(), getHeight()));
      }
    }
  }