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Listing 10-11. The Methods of DungeonManager.java Replacing the Game Movements Code from Listing 5-9 //------------------------------------------------------// game movements /** * respond to keystrokes by deciding where to move * and then moving the pieces and the view window correspondingly. */ void requestMove(int hdirection, int vdirection) { // vdirection < 0 indicates that the user has // pressed the UP button and would like to jump. // therefore, if we're not currently jumping, // we begin the jump. if((myIsJumping == NO_JUMP) && (vdirection < 0)) { myIsJumping++; } else if(myIsJumping == NO_JUMP) { // if we're not jumping at all, we need to check // if the princess should be falling: // we (temporarily) move the princess down and see if that // causes a collision with the floor: myPrincess.move(0, 1); // if the princess can move down without colliding // with the floor, then we set the princess to // be falling. The variable myIsJumping starts // negative while the princess is jumping up and // is zero or positive when the princess is coming // back down. We therefore set myIsJumping to // zero to indicate that the princess should start // falling. if(! checkCollision()) { myIsJumping = 0; } // we move the princess Sprite back to the correct // position she was at before we (temporarily) moved // her down to see if she would fall. myPrincess.move(0, -1); } // if the princess is currently jumping or falling, // advance the jump (change the vertical distance // the princess is supposed to move) if((myIsJumping <= MAX_FREE_FALL) && (myIsJumping != NO_JUMP)) { myIsJumping++; } // also accelerate the horizontal motion if the princess // runs in the same horizontal direction for more than // one game tick:
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myIsRunning++; // But don't accelerate past the maximum speed: if(myIsRunning > MAX_SPEED) { myIsRunning = MAX_SPEED; } int horizontal = MOVE_LENGTH * myIsRunning; // if the princess is currently jumping or falling, // we calculate the vertical distance she should move. // This is a parabola given by y = (x*x) * (a + b/c) // where x is how far we have advanced in the jump // or fall (myIsJumping), and a, b, and c are constants // based on the screen size. (The actual values are // read from a properties file and were originally // computed through trial and error.) int vertical = 0; if(myIsJumping != NO_JUMP) { vertical = myIsJumping * myIsJumping * JUMP_INT + (myIsJumping * myIsJumping * JUMP_FRAC_NUM) / JUMP_FRAC_DENOM; // for the first half of the jump we go up, // then for the second half go down: if(myIsJumping < 0) { vdirection = -1; } else { vdirection = 1; } } // set the sprite to the correct frame based // on the princess's current motion: updateSprite(hdirection, vdirection); boolean vcrash = false; boolean hcrash = false; // now calculate the motion one pixel at a time // (vertically then horizontally) to see precisely // how far the princess can move in each of the // requested directions: while((vertical >= 1 && !vcrash) || (horizontal >= 1 && !hcrash)) { myPrincess.move(0, vdirection); if(checkCollision()) { myPrincess.move(0, -vdirection); vcrash = true; } else { vertical -= 1; vcrash = false; myViewWindowY += vdirection; }
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myPrincess.move(MOVE_BUFFER * hdirection, 0); if(checkCollision()) { myPrincess.move(-MOVE_BUFFER * hdirection, 0); hcrash = true; } else { myPrincess.move(-MOVE_BUFFER * hdirection, 0); myPrincess.move(hdirection, 0); horizontal -= 1; hcrash = false; myViewWindowX += hdirection; } } // If the princess is blocked vertically, // then the jump or fall in progress stops: if(vcrash) { myIsJumping = NO_JUMP; } // If the princess is blocked horizontally, // forget any horizontal acceleration: if(hcrash) { myIsRunning = 0; } } /** * Internal to requestMove. Set the princess sprite * to the correct frame depending on her movements. */ private void updateSprite(int hdirection, int vdirection) { // if the princess is moving left or right, we set // her image to be facing the right direction: if(hdirection > 0) { myPrincess.setTransform(Sprite.TRANS_NONE); } else if(hdirection < 0) { myPrincess.setTransform(Sprite.TRANS_MIRROR); } // if she's jumping or falling, we set the image to // the frame where the skirt is inflated: if(vdirection != 0) { myPrincess.setFrame(0); // if she's just running, we alternate between the // two frames: } else if(hdirection != 0) { if(myPrincess.getFrame() == 1) { myPrincess.setFrame(0); } else { myPrincess.setFrame(1);
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