Sunday 28 December 2008

The Sprite Class

Creatively speaking, the sprites (a term stolen from early video games) constitute the interest in the game, against which the backgrounds can be viewed as mere scenery. So I have defined a class, called (unsurprisingly) Sprite, from which all sprites descend. A sprite is an item that is superimposed on the background of a scene. It may be able to be carried by the player, it may move on its own account, like the birds in the example game. It may be a piece of the scenery that can be manipulated by the player. It may be invisible, and have no image, but only an extent. Contact between player cursor and sprite and between sprite and sprite can be detected. A sprite can even be invisible (strictly, transparent). Each sprite is associated with one or more image files to give it one or more representations and/or animations. The parent Sprite class includes a number of variables common to all sprites and a number of default methods that can be overridden in Sprite's descendant classes.
Here is the basic sprite class.

import java.util.Vector;
import java.awt.*;
import java.applet.*;

public class Sprite extends Object
{
// Statics
public static final int UNMOVING = 0; // Never relocates
public static final int MOVING = 1; // Can relocate (move() function)
public static final int GETTABLE = 2; // Can be picked up
public static final int NOACTION = 0; // Unresponsive to mouse
public static final int ACTIVE = 1; // Responsive to mouse (act() function)
public static final int SINGLE = 0; // Single image file (furniture)
public static final int MULTIPLE = 1; // Multiple numbered files
public static final int AGIF = 2; // Animated Gif
public static final int NOANIM = -1; // No Animation


// Static-ish - set up at Constructor
private String spritename;
private String basefile;
private String suffix;
private String currimage;
private int filetype;
private int noframes;
private int movetype;
private int actiontype;
// Parametrable-Static defaulted at Constructor but alterable
private int scale;
private int priority;
private int frametimes[];
private boolean got;
private Vector images;
private Vector audioclips;
// For gettable sprites
public Vector validscenes;
public Vector positions;

// Immediate
public String scenename;
public int cursor;
public boolean cursoron;
private int frame;
private long prevtick;
private Rectangle extent;

// Maximum constructor for a Sprite
public Sprite(String spriteName, String sceneName, String fileName, int fileType,
int noOfFrames, int moveType, int actionType)
{
// text name of sprite
spritename = new String(spriteName);
// text name of 'home' scene
scenename = new String(sceneName);
// text name of image file(s)
basefile = new String(fileName);
int c = basefile.indexOf('.');
suffix = new String(basefile.substring(c));
basefile = new String(basefile.substring(0, c));
// file type single, multiple or animated gif
// (animated gif not yet implemented)
filetype = fileType;
// number of image frames in the sprite set
noframes = noOfFrames;
// movement type (can it relocate?)
movetype = moveType;
// action type (whether responsive to mouse)
actiontype = actionType;
// the images can be scaled for perpective etc.
scale = 100;
// priority determines which sprite is drawn first
priority = 1;
// enables variable speed animation
frametimes = new int[noOfFrames];
// set all the frame times to 'no animation'
setCommonTime(NOANIM);
// x pos, y pos, width, height
extent = new Rectangle(0, 0, 0, 0);
// for special cursor
cursoron = false;
// whether being carried
got = false;
// for Gettable sprites
validscenes = new Vector();
positions = new Vector();
// ?caches for images and audio clips
images = new Vector();
audioclips = new Vector();
// specify which sprite image to use
setFrame(0);
addCursor(Cursor.DEFAULT_CURSOR);
}
public void addAudio(int serial, AudioClip au)
{
audioclips.insertElementAt(au, serial);
}
public AudioClip getAudio(int serial)
{
AudioClip au = (AudioClip)audioclips.elementAt(serial);
return au;
}
public void addImage(int serial, Image im)
{
images.insertElementAt(im, serial);
}
public Image getImage(int serial)
{
Image im = (Image)images.elementAt(serial);
return im;
}
public Image getCurrentImage()
{
Image im = getImage(frame);
return im;
}
public void relocate(String sceneName)
{
scenename = sceneName;
}
// USUALLY OVERRIDDEN EXCEPT FOR NON-ANIMATED GETTABLE ITEMS
public void tick(long ticks, int mousex, int mousey)
{
prevtick = ticks;
if (got)
{
// displace Sprite from carrying cursor
//***perhaps make displacement parametrable***
setPosition(mousex+30, mousey+30);
}
}
// Usual call for animated sprites at tick()
public void increment(long ticks)
{
if ((ticks - prevtick) >= frametimes[frame])
{
setFrame(frame+1);
prevtick = ticks;
}
}
//*** rather suspicious of this ***
public int setPriority(int pr)
{
if (priority > 0)
priority = pr;
return priority;
}
public int setScale(int sc)
{
if ((sc > 0) && (sc <= 100))
scale = sc;
return scale;
}
// Set all the frame times to a single value
public void setCommonTime(int frt)
{
for(int ii = 0; ii < noframes; ii++)
{
frametimes[ii] = frt;
}
}
// Set the position
public void setPosition(int X, int Y)
{
extent.x = X;
extent.y = Y;
}
// Set the size
public void setSize(int X, int Y)
{
extent.width = X;
extent.height = Y;
}
// Get the extent
public Rectangle getExtent()
{
return extent;
}
// Set the current Frame
public void setFrame(int frameNo)
{
if (frameNo < 0)
{
frame = noframes-1;
}
else if (frameNo >= noframes)
{
frame = 0;
}
else
{
frame = frameNo;
}
//*** Not sure this is sensible if we're cacheing images ***
Integer x = new Integer(frame+1000);
String ser = new String(x.toString());
currimage = new String(basefile +
ser.substring(1) + suffix);
}
public int getFrame()
{
return frame;
}
public String getCurrentImageName()
{
return currimage;
}
public String getName()
{
return spritename;
}
public Vector getAllFilenames()
{
Vector vec = new Vector();
for (int ii = 0; ii < noframes; ii++)
{
Integer x = new Integer(ii+1000);
String ser = new String(x.toString());
String sb = new String(basefile +
ser.substring(1) + suffix);
vec.addElement(sb);
}
return vec;
}
public void addCursor(int c)
{
cursor = c;
cursoron = true;
}
public void removeCursor()
{
cursoron = false;
}

// All the Gettable stuff
public void getSprite()
{
if (movetype == GETTABLE)
{
got = true;
//*** Note when a sprite is being carried its image changes to image 1 ***
//*** I don't think there's any check on the range
setFrame(1);
}
}
public boolean isGettable()
{
if (movetype == GETTABLE)
{
return true;
}
return false;
}
public boolean isGot()
{
if (got)
return true;
return false;
}
// Overridden if a click is significant
public boolean hitBy(String hitter)
{
return false;
}
public boolean dropSprite(String Scenename)
{
if (got)
{
for(int ii = 0; ii < validscenes.size(); ii++)
{
String scene =
(String)validscenes.elementAt(ii);
if (scene.equals(Scenename))
{
got = false;
Point point =
(Point)positions.elementAt(ii);
// -1 means anywhere - inventory page etc.
if (point.x != -1)
setPosition(point.x, point.y);
setFrame(0);
return true;
}
}
}
return false;
}
public void addValidDrop(String scene, int xpos, int ypos)
{
validscenes.addElement(scene);
Point point = new Point(xpos, ypos);
positions.addElement(point);
}
public boolean isHit(int hitx, int hity)
{
if (extent.contains(hitx, hity))
{
return true;
}
return false;
}
// overriden for Sprites about which saving/restoring has
// some relevance other than position
public String saveMe()
{
return null;
}
public boolean restoreMe(String savestring)
{
return true;
}
// used by Sprites which saveMe()
public String getSavePrefix()
{
String saver = new String(spritename + "<");
return(saver);
}
public String gotSave()
{
if (this.isGot())
{
return ("[GOT]");
}
else
{
return ("[NOTGOT]");
}
}
//*** I wonder if this causes trouble on restore when it's got ***
//*** There is a situation where a gettable sprite is marooned on restore
public String posSave()
{
Integer X = new Integer(extent.x);
Integer Y = new Integer(extent.y);
String saver = new String("[X" + X.toString()
+ "Y" + Y.toString() + "]");
return saver;
}
public Point posRestore(String restoreString)
{
int X, Y;
X = 0;
Y = 0;
int start = restoreString.indexOf("[X");
int end = restoreString.indexOf("Y", start);
if ((start != -1)&&(end != -1))
{
String temp =
restoreString.substring(start+2, end);
try
{
X = Integer.parseInt(temp);
}
catch (NumberFormatException e)
{
X = 0;
}
start=end + 1;
end = restoreString.indexOf("]", start);
if (end != -1)
{
temp = restoreString.substring(start, end);
try
{
Y = Integer.parseInt(temp);
}
catch (NumberFormatException e)
{
Y = 0;
}
}
}
Point p = new Point(X, Y);
return p;
}
public String getRestoreContent(String restoreString)
{
String search = getSavePrefix();
int start = restoreString.indexOf(search);
if (start != -1)
{
start += search.length();
int end = restoreString.indexOf(">", start);
if (end != -1)
{
search = restoreString.substring(start, end);
return search;
}
}
return null;
}
}

There are definitely some areas for expansion, modification and improvement here, despite the fact that it largely works already. In particular, the areas marked with //*** will reward further study.

No comments: