GAMES LESSON EIGHT: Sprites

A sprite can be an image or it can be something drawn using the Java draw and fill methods. In this example we use the fillOval method to draw a simple oval that bounces around the applet area like a little ball in a rectangular chamber. The run method contains the only code of interest in this example. Examine it well.

import java.awt.*; import java.applet.*; public class SPRITE extends Applet implements Runnable{ Dimension d; Image offI; Thread tt; int xDIR=4; int yDIR=4; int xLOC=20; int yLOC=5; public void init(){ d = getSize(); offI=createImage(d.width,d.height); tt = new Thread(this); tt.start(); } public void run(){ while(true){ if(xDIR>0 && xLOC>d.width-15 || xDIR<0 && xLOC<0 ) xDIR*=-1; if(yDIR>0 && yLOC>d.height-15 || yDIR<0 && yLOC<0) yDIR*=-1; xLOC+=xDIR; yLOC+=yDIR; try{ Thread.sleep(50); }catch(InterruptedException ie){ } repaint(); } } public void update(Graphics g){ paint(g); } public void paint(Graphics g){ Graphics offG = offI.getGraphics(); offG.setColor(Color.yellow); offG.fillRect(0,0,d.width,d.height); offG.setColor(Color.blue); offG.fillOval(xLOC,yLOC,15,15); g.drawImage(offI,0,0,this); offG.dispose(); } }


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