The Tiles in Java

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The Tiles
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You can define your tile using any Java image, ExtendedImage, or a byte array Although tiles are often geometric, it often makes sense to use a byte array to create the pattern Each byte in the array should either be 0 (white) or 1 (black) Each pattern within the array should be 8 pixels wide and 8 pixels high You can create as many images as you want within a given array For example, the following code defines an array of two different tiles the mountains and the forests If you squint at the zeros and ones, you can almost make out what the pattern will look like Figure 234 corresponds to the tiles created here:
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final static private byte tiles_pixels[] = { 0,0,0,0,0,0,0,0, // First tile: The mountain 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,1,1,0,0,0, 0,0,1,1,1,1,0,0, 0,1,1,1,1,1,1,0, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 0,0,0,1,1,0,0,0, // Second tile: The tree 0,0,1,1,1,1,0,0, 0,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,0, 0,0,1,1,1,1,0,0, 0,0,0,1,1,0,0,0, 0,0,0,1,1,0,0,0, 0,0,0,1,1,0,0,0, };
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Figure 234 A custom tile
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The Tile Background
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Just as we used a byte array to define each tile, the TiledBackground itself can be designed using a byte array Each byte has a different meaning:
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0 This tile is transparent 1 This tile is pure white 2 This tile is pure black 3 and up The is a custom user-defined tile
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For example, you can create a TiledBackground as follows:
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final static private byte map[] = { 0,0,0,0,0,0,0,0, //line with predefined transparent tiles 1,1,1,1,1,1,1,1, //line with predefined white tiles 1,1,1,1,1,1,1,1, //line with predefined white tiles 2,2,2,2,2,2,2,2, //line with predefined black tiles 2,2,2,2,2,2,2,2, //line with predefined black tiles 3,3,3,3,3,4,4,4, //line of hills (3) and trees (4) 3,3,3,3,3,4,4,4, //line with mixed tiles 3,3,3,3,3,4,4,4, //line with mixed tiles };
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You could then draw the new TiledBackground as follows:
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TiledBackground tiledBack = new TiledBackground(GraphicObjectManager createTextureBits(8, 16,tiles_pixels), null, map, 8,8); tiledBacksetPositionInMap(0,0); GraphicObjectManager spriteManager= new GraphicObjectManager(); spriteManageraddObject(tiledBack); spriteManagerpaint(offscreen, 0, 0); //draw to doublebuffer image
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You could then draw the double buffer offscreen image in your paint method:
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gdrawImage(offscreen, 0, 0, GraphicsLEFT | GraphicsTOP)
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A sample tiled screen appears as in Figure 235, with a bird sprite in the foreground, a ring pattern set of tiles behind that, an 8-ball graphic in the next layer, and a set of geometric tile shapes in the
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background Everything moves at once, smoothly and easily The code for creating this effect can be found in the src directory of the Siemens Toolkit Figure 235 A tiled background with sprites behind and in front
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Tiling, as you can see, is a great feature that really adds depth and texture to games
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Flashing
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One neat little trick your game can perform is to flash the phone's backlight This is a great way of getting the player's attention You can flash things whenever your hero gets hit, whenever you open a new door to your dungeon, or even create an atmospheric game with real-time day and night To do this, just use the Light class It couldn't be simpler:
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LightsetLightOn();
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LightsetLightOff();
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WARNING Be cautious, though: Every time you flash on the light, you are wasting extra battery power Be sure to test your game out, so that it doesn't sap away all the phone's energy too quickly
Good Vibrations
There is something mobile phones offer that most other gaming appliances cannot vibrations Most modern mobile phones have the capability to produce acute vibrations when the user is called as a means of silently letting the user know that somebody is trying to reach him Of course, the vibrator can also be used for more entertaining purposes For example, when player flies a spaceship through a swarm of meteors, the device can vibrate after every collision Siemens offers a MIDP extension that enables you to manipulate the device's vibrator To produce vibration, the comsiemensmpgameVibrator class is used The class provides the following static methods:
triggerVibrator(int duration) Activates the vibrator for a given number of milliseconds The method should be used to provide shakings and collisions startVibrator() Activates the vibrator and keeps it on stopVibrator() Deactivates the vibrator
So, you could add vibrations to the racing game that we have been developing using code similar to the following:
private void checkCollision() { if (enemyListcollide(player)) { playersetEnergy(playergetEnergy() COLLIDE_ENERGY); VibratortriggerVibrator(100); } }
When two sprites collide together, the vibrator's static method triggerVibrator() is called The vibrator is invoked for a duration of 100 milliseconds