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if(piece > 1) { g.drawImage(myBlackCrown, (2*i + offset)*mySquareSize + mySquareSize/2, j*mySquareSize + 1 + mySquareSize/2, Graphics.VCENTER|Graphics.HCENTER); } } } } // now the blank squares: // actually, this part is probably not necessary... g.setColor(WHITE); for(int i = 0; i < 4; i++) { for(int j = 0; j < 8; j++) { if(j % 2 == 0) { offset = 1; } else { offset = 0; } g.fillRect((2*i + offset)*mySquareSize, j*mySquareSize, mySquareSize, mySquareSize); } } // if the player has reached the end of the game, // you display the end message. if(myGame.getGameOver()) { //System.out.println("paint-->gameOver"); // perform some calculations to place the text correctly: Font font = g.getFont(); int fontHeight = font.getHeight(); int fontWidth = font.stringWidth("Game Over"); g.setColor(WHITE); g.fillRect((width - fontWidth)/2, (height - fontHeight)/2, fontWidth + 2, fontHeight); // write in black g.setColor(BLACK); g.setFont(font); g.drawString("Game Over", (width - fontWidth)/2, (height - fontHeight)/2, g.TOP|g.LEFT); } } //------------------------------------------------------// handle keystrokes /**
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* Move the player. */ public void keyPressed(int keyCode) { if(myGame.isMyTurn()) { int action = getGameAction(keyCode); switch (action) { case LEFT: myGame.leftPressed(); break; case RIGHT: myGame.rightPressed(); break; case FIRE: case UP: myGame.upPressed(); break; case DOWN: myGame.deselect(); break; } repaint(); serviceRepaints(); } } } The CheckersCanvas class is a standard application of the Canvas class (see the Using the Graphics and Canvas Classes section in 2 for details about how you use the Canvas class). For this game, I didn t even bother to use GameCanvas since the graphics are simple, and I don t need to synchronize the keystroke queries with any game animations. The part that s unique to the checkers game is in the paint() method. You can see that there are two possibilities: either it just writes a message and returns or it paints the whole checkerboard. To make it a little easier on the eyes, I made the checkerboard gray and white, rather than red and black, and then made the pieces themselves red and black. (I made a point to verify that the color scheme looks OK on a grayscale screen.) Then whichever square is currently selected is painted a slightly lighter shade of gray than the other dark squares and put a red outline around it. The only point that may require some explanation is the use of the local variable offset. This variable keeps track of the fact that in every other row of the grid the set of dark squares shifts over one square. So, when painting the grid, you first determine whether you re in an even row or an odd row and (keeping track of it in offset) to determine which four squares should be colored of the eight squares in the row. Also notice that I always have the local player be the red pieces that start on the bottom half of the screen. So when you re playing, it ll look to you like you moved a red piece, but on your opponent s cell phone it ll appear that you moved one of the black pieces (see Figure 6-8). I can get away with this since the board is symmetric.
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Figure 6-8. The two players checkerboards are displayed in such a way that the local player s pieces always start at the bottom of the screen. The logic of the game itself is in the CheckersGame class (Listing 6-9). Listing 6-9. CheckersGame.java package net.frog_parrot.checkers; import java.util.Vector; /** * This class takes care of the underlying logic and data of * the checkers game being played. That includes where * all of the pieces are on the board and where it is OK * for them to move to. * * @author Carol Hamer
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