Adding Power-Ups in Java

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Adding Power-Ups
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To add a power-up, we just need to create a few random Sprites in the GameCanvas class This part is pretty easy, and similar to adding enemies The only difference is that power-ups don't move from side to side!
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For the sake of simplicity, let's just create two types of power-ups one that gives you an extra point of ammo, and one that gives you anywhere from 5 to 20 dollars We'll scatter these powerups throughout the track First off, create a new power-up graphic and load it using the global Cache class:
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public static Image powerupImage; static { try { powerupImage = ImagecreateImage("/powerpng"); } catch (Exception ex) {} }
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Simply create another class-wide SpriteManager object to hold the power-ups, and throw in a new initPowerups() method as follows:
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private SpriteManager powerUpsMoney; public void initPowerups() { powerUpsMoney = new SpriteManager(Cachewidth, Cacheheight); // The number of power ups is half the number of enemies // That seems fair! int size = (length / Cacheheight * 4 - 1) / 2; Random rnd = new Random(); for (int i = 1; i <= size; i++) { try { Sprite sprite = new Sprite(CachepowerupImage,CachepowerupImage getWidth(), Cache powerupImagegetHeight(), 1); // Figure out how where to put it int x = rndnextInt() % (ROAD_WIDTH CacheenemyImagegetWidth()); x = (x < 0 -x : x); // Draw at a random X spritesetX(FloatcreateFloat((Cachewidth - ROAD_WIDTH) / 2 + x)); // Scatter the power ups Y position spritesetY(FloatcreateFloat(- i * Cacheheight / 4)); powerUpsMoneyaddSprite(sprite); } catch (Exception ex) { } } }
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You can call initPowerups() in your Tracks class, right after you call initEnemies() This enables you to give different tracks different types or amounts of goodies To create the weapon power-ups, you would simply create yet another SpriteManager instance called powerUpsWeapon You can then paint your power-ups within the GameCanvas in the exact same way you paint your enemies:
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public void paint(Graphics gr) {
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// paint power ups first since they are on the ground powerUpsMoneypaint(g); powerUpsWeaponpaint(g); // Then paint other things }
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Likewise, you can move the power-ups based on your car's current speed:
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private void moveSprites() { for (int i = 0; i < powerUpsMoneysize(); i++) { Sprite sprite = powerUpsMoneygetSprite(i); long powerUpSpeed = myspeed; if (FloatgetInteger(powerUpSpeed) <= 3) powerUpSpeed = FloatcreateFloat(3); spritesetY(Floatadd(spritegetY(), powerUpSpeed)); } }
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Finally, you can check when your race car touches a power-up Remove the power-up and award more ammo as follows:
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private void checkCollision() { // Did we hit a power up Sprite collidedwith = powerUpsWeaponcollideSprite(player); if (collidedwith != null) { // Remove the power up powerUpsWeapondeleteSprite(collidedwith); Random rnd = new Random(); // Add 1 ammo point weaponsetWeaponAmmo(weapongetWeaponAmmo()+1); } collidedwith = powerUpsMoneycollideSprite(player); if (collidedwith != null) { // Remove the power up powerUpsMoneydeleteSprite(collidedwith); Random rnd = new Random(); // Add from 5 to 15 dollars int x = rndnextInt() % 15; x = (x < 0 -x : x); x += 5; gamecssetCash(gamecsgetCash()+x); } }
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The gamecs variable seen in the preceding code is discussed in the next section It points to your CarStore class, which handles all weapons and cash and keeps the values persistent from game to game Your final game will have little power-up blobs, as shown in Figure 242: Figure 242 Adding power-ups across the track
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Tying In the Game with the Data Store
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To make Micro Racer interesting, data has to be persistent from game to game how much money you have, which weapons you've got, how much ammo each weapon has, and so on The more inventory we make persistent, the more continuous and meaningful objects in the gameworld become To create storage for money and weapons, check out the CarStore class from 19, "Be Persistent: MIDP Data Storage" We will modify it slightly so that it reads and writes each weapon's name and description, along with the ammo, weapon time, and weapon type:
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// Write the weapon's name doutwriteUTF(weapons[i]getName()); // Write the weapon's description doutwriteUTF(weapons[i]getDescription());
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