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CHAPTER 10 ADDING A PROFESSIONAL LOOK AND FEEL
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// create the player sprite myPrincess = new Sprite(myCustomizer.getImage("princess"), SQUARE_WIDTH, SQUARE_WIDTH); myPrincess.setFrame(1); // we define the reference pixel to be in the middle // of the princess image so that when the princess turns // from right to left (and vice versa) she does not // appear to move to a different location. myPrincess.defineReferencePixel(SQUARE_WIDTH/2, 0); // the dungeon is a 16x16 grid, so the array playerCoords // gives the player's location in terms of the grid, and // then we multiply those coordinates by the SQUARE_WIDTH // to get the precise pixel where the player should be // placed (in terms of the LayerManager's coordinate system) myPrincess.setPosition(SQUARE_WIDTH * playerCoords[0], SQUARE_WIDTH * playerCoords[1]); // we append all of the Layers (TiledLayer and Sprite) // so that this LayerManager will paint them when // flushGraphics is called. append(myPrincess); // get the coordinates of the square where the crown // should be placed. int[] goalCoords = decoder.getGoalSquare(); Image crownImage = myCustomizer.getImage("crown"); myCrown = new Sprite(crownImage); myCrown.defineReferencePixel(crownImage.getWidth()/2, crownImage.getHeight()); myCrown.setRefPixelPosition( (SQUARE_WIDTH * goalCoords[0]) + (SQUARE_WIDTH/2), (SQUARE_WIDTH * goalCoords[1]) + SQUARE_WIDTH); append(myCrown); // The decoder creates the door and key sprites and places // them in the correct locations in terms of the LayerManager's // coordinate system. myNumberImage = myCustomizer.getImage("numbers"); myKeyImage = myCustomizer.getImage("keys"); myDoors = decoder.createDoors(myKeyImage); myKeys = decoder.createKeys(myKeyImage); for(int i = 0; i < myDoors.length; i++) { append(myDoors[i]); } for(int i = 0; i < myKeys.length; i++) { append(myKeys[i]); } // append the background last so it will be painted first. append(myWalls); append(myBackground);
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CHAPTER 10 ADDING A PROFESSIONAL LOOK AND FEEL
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// this sets the view screen so that the player is // in the center. myViewWindowX = SQUARE_WIDTH * playerCoords[0] - ((DISP_WIDTH - SQUARE_WIDTH)/2); myViewWindowY = SQUARE_WIDTH * playerCoords[1] - ((DISP_HEIGHT - SQUARE_WIDTH)/2); // a number of objects are created in order to set up the game, // but they should be eliminated to free up memory: decoder = null; System.gc(); } The init() method in Listing 10-12 is the method called by the run() method of the GameThread object (see Listing 10-6). Aside from the changes noted in Listings 10-11 and 10-12, the only other changes to make in the DungeonManager class for this new version are to declare all of the additional fields that are clearly necessary to make this code run. Also, for simplicity I ve eliminated the optimization of only repainting if there is a change. Since the clock is now painted directly onto the game play area, it needs to be repainted every time. I could go through the code and keep track of exactly what part of the screen changes (if any) at each tick, and then carefully only repaint that part, but that level of optimization isn t terribly helpful for this game since the whole screen changes on most ticks. To complete the beautified version of the Dungeon example, a few more classes are required from back in 5. Some require no change such as DataConverter.java (Listing 5-3) and GameInfo.java (Listing 5-4). Some others require some simple, obvious changes to get their images through the Customizer class instead of loading them directly: the only change needed for DoorKey.java (Listing 5-10) is that the image is sent in the constructor instead of being loaded; similarly, BoardDecoder.java (Listing 5-5) must be changed to get the images it needs from the Customizer and then pass them along when constructing the DoorKey objects.
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Creating a professional GUI for your game is more complex than just using MIDP s built-in GUI classes. It means drawing the menu and softkey labels onto a blank canvas and implementing the menu navigation functionality yourself. It also means you need to do far more platform-byplatform customization. Yet it s worth the effort because adding the beautiful custom interface is the finishing step that makes it clear that your game comes from the big leagues even if you re working independently or as part of a small game studio. And as you can see, every step from beginning to end of creating a professional game fun to play and ready to sell is something you can do yourself.
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