STORING AND RETRIEVING DATA in Font

Create Data Matrix in Font STORING AND RETRIEVING DATA

CHAPTER 5 STORING AND RETRIEVING DATA
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// the board number, but you ignore them because // they are assumed to be correct. // The third byte of the first array is the first one // you read: it gives the player's starting coordinates: myPlayerSquare = DataConverter.decodeCoords(data[2]); // the next byte gives the coordinates of the crown: myGoalSquare = DataConverter.decodeCoords(data[3]); // the next 4 bytes give the coordinates of the keys: myKeys = new int[4][]; for(int i = 0; i < myKeys.length; i++) { myKeys[i] = DataConverter.decodeCoords(data[i + 4]); } // the next 8 bytes give the coordinates of the doors: myDoors = new int[8][]; for(int i = 0; i < myDoors.length; i++) { myDoors[i] = DataConverter.decodeCoords(data[i + 8]); } // now you create the TiledLayer object that is the // background dungeon map: myLayer = new TiledLayer(16, 16, Image.createImage("/images/stone.png"), DungeonManager.SQUARE_WIDTH, DungeonManager.SQUARE_WIDTH); // now you call an internal utility that reads the array // of data that gives the positions of the blocks in the // walls of this dungeon: decodeDungeon(data, myLayer, 16); } //-------------------------------------------------------// get/set data /** * @return the number of boards currently stored in * this class. */ public static int getNumBoards() { return(myData.length); } /** * get the coordinates of where the player starts on the map * in terms of the array indices. */ public int[] getPlayerSquare() { return(myPlayerSquare); }
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CHAPTER 5 STORING AND RETRIEVING DATA
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/** * get the coordinates of the goal crown * in terms of the array indices. */ public int[] getGoalSquare() { return(myGoalSquare); } /** * get the tiled layer that gives the map of the dungeon. */ public TiledLayer getLayer() { return(myLayer); } /** * Creates the array of door sprites. (call this only once to avoid * creating redundant sprites). */ DoorKey[] createDoors() { DoorKey[] retArray = new DoorKey[8]; for(int i = 0; i < 4; i++) { retArray[2*i] = new DoorKey(i, false, myDoors[2*i]); retArray[2*i + 1] = new DoorKey(i, false, myDoors[2*i + 1]); } return(retArray); } /** * Creates the array of key sprites. (call this only once to avoid * creating redundant sprites.) */ DoorKey[] createKeys() { DoorKey[] retArray = new DoorKey[4]; for(int i = 0; i < 4; i++) { retArray[i] = new DoorKey(i, true, myKeys[i]); } return(retArray); } //-------------------------------------------------------// decoding utilities /** * Takes a dungeon given as a byte array and uses it * to set the tiles of a tiled layer. * * The TiledLayer in this case is a 16x16 grid * in which each square can be either blank
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CHAPTER 5 STORING AND RETRIEVING DATA
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* (value of 0) or can be filled with a stone block * (value of 1). Therefore each square requires only * one bit of information. Each byte of data in * the array called "data" records the frame indices * of eight squares in the grid. */ private static void decodeDungeon(byte[] data, TiledLayer dungeon, int offset) throws Exception { if(data.length + offset < 32) { throw(new Exception( "BoardDecoder.decodeDungeon-->not enough data!!!")); } // a frame index of zero indicates a blank square // (this is always true in a TiledLayer). // This TiledLayer has only one possible (nonblank) // frame, so a frame index of 1 indicates a stone block int frame = 0; // Each of the 32 bytes in the data array records // the frame indices of eight block in the 16x16 // grid. Two bytes give one row of the dungeon, // so you have the array index go from zero to 16 // to set the frame indices for each of the 16 rows. for(int i = 0; i < 16; i++) { // The flag allows you to look at each bit individually // to determine if it is one or zero. The number 128 // corresponds to the highest bit of a byte, so you // start with that one. int flag = 128; // Here you check two bytes at the same time // (the two bytes together correspond to one row // of the dungeon). You use a loop that checks // the bytes bit by bit by performing a bitwise // and (&) between the data byte and a flag: for(int j = 0; j < 8; j++) { if((data[offset + 2*i] & flag) != 0) { frame = 1; } else { frame = 0; } dungeon.setCell(j, i, frame); if((data[offset + 2*i + 1] & flag) != 0) { frame = 1; } else { frame = 0; } dungeon.setCell(j + 8, i, frame); // move the flag down one bit so you can // check the next bit of data on the next pass
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