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telling the cowboy to advance his position, I also have the tumbleweed Sprites advance their positions, and I have the grass TiledLayer advance its animation. Then I check if the cowboy has collided with any tumbleweeds (I ll go into more detail about those steps in the following sections). After moving the game pieces around, the JumpManager calls the method wrap() to see if the view window has reached the edge of the background and, if so, move all of the game objects so that the background appears to continue indefinitely in both directions. Then the JumpCanvas repaints everything, and the game loop begins again. I ll just add a few words here about the method wrap(). The class LayerManager unfortunately doesn t have a built-in wrapping capability for the case in which you have a simple background you d like to have repeat indefinitely. The LayerManager s graphical area will appear to wrap when the coordinates sent to setViewWindow(int x, int y, int width, int height) exceed the value Integer.MAX_VALUE, but that s unlikely to help you. Thus, you have to write your own functions to prevent the player Sprite from leaving the region that contains background graphics. In my example, the background grass repeats after the number of pixels given by Grass.TILE_ WIDTH*Grass.CYCLE. So, whenever the X coordinate of the view window (myCurrentLeftX) is an integer multiple of the length of the background, I move the view window back to the center and also move all of the Sprites in the same direction, which seamlessly prevents the player from reaching the edge. Listing 3-4 shows the code for JumpManager.java. Listing 3-4. JumpManager.java package net.frog_parrot.jump; import javax.microedition.lcdui.*; import javax.microedition.lcdui.game.*; /** * This handles the graphics objects. * * @author Carol Hamer */ public class JumpManager extends javax.microedition.lcdui.game.LayerManager { //--------------------------------------------------------// dimension fields // (constant after initialization) /** * The X coordinate of the place on the game canvas where * the LayerManager window should appear, in terms of the * coordinates of the game canvas. */ static int CANVAS_X; /** * The Y coordinate of the place on the game canvas where * the LayerManager window should appear, in terms of the
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* coordinates of the game canvas. */ static int CANVAS_Y; /** * The width of the display window. */ static int DISP_WIDTH; /** * The height of this object's graphical region. This is * the same as the height of the visible part because * in this game the layer manager's visible part scrolls * only left and right but not up and down. */ static int DISP_HEIGHT; //--------------------------------------------------------// game object fields /** * the player's object. */ private Cowboy myCowboy; /** * the tumbleweeds that enter from the left. */ private Tumbleweed[] myLeftTumbleweeds; /** * the tumbleweeds that enter from the right. */ private Tumbleweed[] myRightTumbleweeds; /** * the object representing the grass in the background. */ private Grass myGrass; /** * Whether the player is currently going left. */ private boolean myLeft; /** * The leftmost X coordinate that should be visible on the
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* screen in terms of this object's internal coordinates. */ private int myCurrentLeftX; //----------------------------------------------------// gets/sets /** * This tells the player to turn left or right. * @param left whether the turn is toward the left. */ void setLeft(boolean left) { myLeft = left; } //----------------------------------------------------// initialization and game state changes /** * Constructor sets the data and constructs the graphical objects. * @param x The X coordinate of the place on the game canvas where * the LayerManager window should appear, in terms of the * coordinates of the game canvas. * @param y The Y coordinate of the place on the game canvas where * the LayerManager window should appear, in terms of the * coordinates of the game canvas. * @param width the width of the region that is to be * occupied by the LayoutManager. * @param height the height of the region that is to be * occupied by the LayoutManager. */ public JumpManager(int x, int y, int width, int height) throws Exception { CANVAS_X = x; CANVAS_Y = y; DISP_WIDTH = width; DISP_HEIGHT = height; myCurrentLeftX = Grass.CYCLE*Grass.TILE_WIDTH; setViewWindow(0, 0, DISP_WIDTH, DISP_HEIGHT); // create the player: if(myCowboy == null) { myCowboy = new Cowboy(myCurrentLeftX + DISP_WIDTH/2, DISP_HEIGHT - Cowboy.HEIGHT - 2); append(myCowboy); } // create the tumbleweeds to jump over: if(myLeftTumbleweeds == null) { myLeftTumbleweeds = new Tumbleweed[2];
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