private void gameUpdate() { if (!isPaused && !gameOver) { if (jack.willHitBrick()) { // collision checking first jack.stayStill(); // stop jack and scenery bricksMan.stayStill(); ribsMan.stayStill(); } ribsMan.update(); // update background and sprites bricksMan.update(); jack.updateSprite(); fireball.updateSprite(); if (showExplosion) explosionPlayer.updateTick(); // update the animation } } // end of gameUpdate()
private void processKey(KeyEvent e) // handles termination, help, and game-play keys { int keyCode = e.getKeyCode(); // termination keys // listen for esc, q, end, ctrl-c on the canvas to // allow a convenient exit from the full screen configuration if ((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q) || (keyCode == KeyEvent.VK_END) || ((keyCode == KeyEvent.VK_C) && e.isControlDown())) running = false; // help controls if (keyCode == KeyEvent.VK_H) { if (showHelp) { // help being shown showHelp = false; // switch off isPaused = false; } else { // help not being shown showHelp = true; // show it isPaused = true; // isPaused may already be true } } // game-play keys if (!isPaused && !gameOver) { // move the sprite and ribbons based on the arrow key pressed if (keyCode == KeyEvent.VK_LEFT) { jack.moveLeft(); bricksMan.moveRight(); // bricks and ribbons move the other way ribsMan.moveRight(); } else if (keyCode == KeyEvent.VK_RIGHT) { jack.moveRight(); bricksMan.moveLeft(); ribsMan.moveLeft(); } else if (keyCode == KeyEvent.VK_UP) jack.jump(); // jumping has no effect on the bricks/ribbons else if (keyCode == KeyEvent.VK_DOWN) { jack.stayStill(); bricksMan.stayStill(); ribsMan.stayStill(); } } } // end of processKey()