@Override public void reset() throws Exception { // if the maze exits we will change the location to the start of the maze if (getGame().getLabyrinth() != null && getGame().getLabyrinth().getMaze() != null) { // assign maze start location as our current super.setCol(getGame().getLabyrinth().getMaze().getStart()); super.setRow(getGame().getLabyrinth().getMaze().getStart()); } else { // we will start at (0, 0) super.setCol(0); super.setRow(0); } // the target will be the current location setTarget(getCol(), getRow()); if (hasIsometric()) { // set a default animation setAnimationKey(AnimationKey.IsometricEastStand); // assign the dimension setDimensions(DEFAULT_DIMENSION_ISOMETRIC); // position player super.setX((GamePanel.WIDTH / 2) + (Labyrinth.WIDTH_ISOMETRIC / 2)); super.setY((GamePanel.HEIGHT / 2) - (Labyrinth.HEIGHT_ISOMETRIC / 4)); } else { // set a default animation setAnimationKey(AnimationKey.TopDownEastStand); // assign the dimension setDimensions(DEFAULT_DIMENSION_TOP_DOWN); // position player super.setX((GamePanel.WIDTH / 2)); super.setY((GamePanel.HEIGHT / 2)); } // we will not be moving super.setDX(VELOCITY_NONE); super.setDY(VELOCITY_NONE); }
@Override public void render(final Canvas canvas) throws Exception { // if the location is not on the screen we won't need to render if (getX() + getWidth() < 0 || getX() > GamePanel.WIDTH) return; if (getY() + getHeight() < 0 || getY() > GamePanel.HEIGHT) return; // get location final double x = getX(); final double y = getY(); // offset location super.setX(x - (getWidth() / 2)); super.setY(y - (getHeight() / 2)); // render animation super.render(canvas); // restore location super.setX(x); super.setY(y); }