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CHAPTER 5 STORING AND RETRIEVING DATA
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myCurrentBoardNum = 0; } // you create a new decoder object to read and interpret // all the data for the current board. BoardDecoder decoder = new BoardDecoder(myCurrentBoardNum); // get the background TiledLayer myBackground = decoder.getLayer(); // get the coordinates of the square that the princess // starts on. int[] playerCoords = decoder.getPlayerSquare(); // the dungeon is a 16x16 grid, so the array playerCoords // gives the player's location in terms of the grid, and // then you 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]); myPrincess.setFrame(1); // get the coordinates of the square where the crown // should be placed. int[] goalCoords = decoder.getGoalSquare(); myCrown.setPosition((SQUARE_WIDTH * goalCoords[0]) + (SQUARE_WIDTH/4), (SQUARE_WIDTH * goalCoords[1]) + (SQUARE_WIDTH/2)); // The decoder creates the door and key sprites and places // them in the correct locations in terms of the LayerManager's // coordinate system. myDoors = decoder.createDoors(); myKeys = decoder.createKeys(); 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(myBackground); // 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(); }
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CHAPTER 5 STORING AND RETRIEVING DATA
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/** * sets all variables back to the position in the saved game. * @return the time on the clock of the saved game. */ int revertToSaved() throws Exception { int retVal = 0; // first get rid of the old board: for(int i = 0; i < myDoors.length; i++) { remove(myDoors[i]); } myHeldKey = null; for(int i = 0; i < myKeys.length; i++) { remove(myKeys[i]); } remove(myBackground); // now get the info of the saved game // only one game is saved at a time, and the GameInfo object // will read the saved game's data from memory. GameInfo info = new GameInfo(); if(info.getIsEmpty()) { // if no game has been saved, you start from the beginning. myCurrentBoardNum = 0; reset(); } else { // get the time on the clock of the saved game. retVal = info.getTime(); // get the number of the board the saved game was on. myCurrentBoardNum = info.getBoardNum(); // create the BoradDecoder that gives the data for the // desired board. BoardDecoder decoder = new BoardDecoder(myCurrentBoardNum); // get the background TiledLayer myBackground = decoder.getLayer(); // get the coordinates of the square that the princess // was on in the saved game. int[] playerCoords = info.getPlayerSquare(); myPrincess.setPosition(SQUARE_WIDTH * playerCoords[0], SQUARE_WIDTH * playerCoords[1]); myPrincess.setFrame(1); // get the coordinates of the square where the crown // should be placed (this is given by the BoardDecoder // and not from the data of the saved game because the // crown does not move during the game). int[] goalCoords = decoder.getGoalSquare(); myCrown.setPosition((SQUARE_WIDTH * goalCoords[0]) + (SQUARE_WIDTH/4), (SQUARE_WIDTH * goalCoords[1]) + (SQUARE_WIDTH/2)); // The decoder creates the door and key sprites and places // them in the correct locations in terms of the LayerManager's
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// coordinate system. myDoors = decoder.createDoors(); myKeys = decoder.createKeys(); // get an array of ints that lists whether each door is // open or closed in the saved game int[] openDoors = info.getDoorsOpen(); for(int i = 0; i < myDoors.length; i++) { append(myDoors[i]); if(openDoors[i] == 0) { // if the door was open, make it invisible myDoors[i].setVisible(false); } } // the keys can be moved by the player, so you get their // coordinates from the GameInfo saved data. int[][] keyCoords = info.getKeyCoords(); for(int i = 0; i < myKeys.length; i++) { append(myKeys[i]); myKeys[i].setPosition(SQUARE_WIDTH * keyCoords[i][0], SQUARE_WIDTH * keyCoords[i][1]); } // if the player was holding a key in the saved game, // you have the player hold that key and set it to invisible. int heldKey = info.getHeldKey(); if(heldKey != -1) { myHeldKey = myKeys[heldKey]; myHeldKey.setVisible(false); } // append the background last so it will be painted first. append(myBackground); // 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(); } return(retVal); } /** * save the current game in progress. */ void saveGame(int gameTicks) throws Exception {
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