📄 microtanksprite.java
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package ch08;
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
public class MicroTankSprite
extends Sprite {
private int mDirection;
private int mKX, mKY;
private int mLastDelta;
private boolean mLastWasTurn;
private static final int[] kTransformLookup = {
Sprite.TRANS_NONE, Sprite.TRANS_NONE, Sprite.TRANS_NONE,
Sprite.TRANS_MIRROR_ROT90,
Sprite.TRANS_ROT90, Sprite.TRANS_ROT90, Sprite.TRANS_ROT90,
Sprite.TRANS_MIRROR_ROT180,
Sprite.TRANS_ROT180, Sprite.TRANS_ROT180, Sprite.TRANS_ROT180,
Sprite.TRANS_MIRROR_ROT270,
Sprite.TRANS_ROT270, Sprite.TRANS_ROT270, Sprite.TRANS_ROT270,
Sprite.TRANS_MIRROR
};
private static final int[] kFrameLookup = {
0, 1, 2, 1,
0, 1, 2, 1,
0, 1, 2, 1,
0, 1, 2, 1
};
private static final int[] kCosLookup = {
0, 383, 707, 924,
1000, 924, 707, 383,
0, -383, -707, -924,
-1000, -924, -707, -383
};
private static final int[] kSinLookup = {
1000, 924, 707, 383,
0, -383, -707, -924,
-1000, -924, -707, -383,
0, 383, 707, 924
};
public MicroTankSprite(Image image, int frameWidth, int frameHeight) {
super(image, frameWidth, frameHeight);
defineReferencePixel(frameWidth / 2, frameHeight / 2);
mDirection = 0;
}
public void turn(int delta) {
mDirection += delta;
if (mDirection < 0) {
mDirection += 16;
}
if (mDirection > 15) {
mDirection %= 16;
}
setFrame(kFrameLookup[mDirection]);
setTransform(kTransformLookup[mDirection]);
mLastDelta = delta;
mLastWasTurn = true;
}
public void forward(int delta) {
fineMove(kCosLookup[mDirection] * delta,
-kSinLookup[mDirection] * delta);
mLastDelta = delta;
mLastWasTurn = false;
}
public void undo() {
if (mLastWasTurn) {
turn( -mLastDelta);
}
else {
forward( -mLastDelta);
}
}
private void fineMove(int kx, int ky) {
// First initialize mKX and mKY if they're
// not close enough to the actual x and y.
int x = getX();
int y = getY();
int errorX = Math.abs(mKX - x * 1000);
int errorY = Math.abs(mKY - y * 1000);
if (errorX > 1000 || errorY > 1000) {
mKX = x * 1000;
mKY = y * 1000;
}
// Now add the deltas.
mKX += kx;
mKY += ky;
// Set the actual position.
setPosition(mKX / 1000, mKY / 1000);
}
}
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