Downloading Images in Java

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Listing 161 shows how to load images over a network Because every MIDP phone supports the HTTP protocol, simply place your images on any public Web server When your application starts, it connects to the server and grabs the needed images Listing 161 Loading Images from Afar
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public static Image carImage; static { try { carImage = loadImage( "http://wwwfoocom/images/carpng"); } catch (Exception ex) {} } public static Image loadImage(String url) { byte buffer[] = null; try { HttpConnection conn = (HttpConnection) Connectoropen(url); try { int length = (int)conngetLength(); buffer = new byte[length]; DataInputStream in = connopenDataInputStream(); inread(buffer); inclose(); return ImagecreateImage(buffer, 0, bufferlength); } finally { connclose(); } } catch (Exception ex) {} return null; }
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The loadImage() method is relatively simple: An HTTP connection to a Web server is created The server returns the length of the image A byte array of that length is then created, and the image is downloaded into the array This array is then passed into the ImagecreateImage() method, and a new Java image is returned More information about the Connector class can be found in 20, "Connecting Out: Wireless Networking"
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Downloading Other Media Types
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Grabbing other media types can work in a similar fashion Pretty much every API allows you to construct sounds, images, or other objects using a simple byte array
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When you create your game components, be sure to write a game engine or level editor that can input and output byte arrays as necessary Ideally, your entire game state should be able to be compressed into a byte array Additionally, your images and other multimedia can be saved onto the device's storage memory for future games 19, "Be Persistent: MIDP Data Storage," shows you how to achieve this
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Advanced Collision Detection
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In the previous chapter we talked about a way of detecting sprite collision using overlapping rectangles This type of collision detection is very inaccurate For instance, if the transparent corners of a ball sprite touch the corners of another ball sprite, your game will think they have collided The player, however, will see two balls move past each other without touching Luckily, there are several advanced detection techniques that can be used to eliminate this problem:
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Collision detection with multiple levels A sprite is divided into different areas, called levels The largest area is called the root level, and has no parent Every other level can contain other levels, and also lies within a parent level This enables you to create various zones within your sprite For example, you will be able to tell when a missile hits the side, edge, or center of an enemy barracks Or, if you just need to know whether the sprite was hit at all, you merely look at the parent level Collision detection with multiple areas A nonrectangular sprite is divided into different rectangular parts Detection within each of these small rectangles occurs separately Bitmasked collision detection This involves two images: The original sprite image and a sprite mask The mask image is a two-colored (black and white) bitmap, wherein the white color represents the presence of the sprite, and the black color its absence This approach is the most accurate, but also the slowest
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Each of the above solutions will be discussed in the following sections
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Solution 1: Multiple Levels
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Figure 161 shows how the image of a ball can be separated into two levels The larger rectangle surrounds the entire ball The smaller rectangle, which is a child of the larger rectangle, denotes the center of the ball When a collision occurs, the game is told which level was hit Figure 161 Multiple levels of collision
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Each level is represented by a quadruplet that holds the upper-left coordinate (x, y) of the area, as well as the width and height In Listing 162 the quadruplets are hard-coded, but they could just as easily have been provided as parameters in the Sprite's constructor Listing 162 Creating Collision Levels
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protected int areas[][] = {{0, 0, 10, 14} , {3, 2, 4, 11}}; public int collide(Sprite sprite) { for (int i = 0; i < areaslength; i++) { if ((areas[i][0] + areas[i][2]) > spritegetX() && areas[i][0] < spritegetX() && (areas[i][1] + areas[i][3]) > spritegetY() && areas[i][1] < spritegetY()) return i; } return -1; }
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The code presumes that levels in the array are presented in order from the outer area to the inner one The collide() method tests whether a given sprite has collided with a specific area The method returns an integer value that represents the level number The root level has a value 0 If there is no collision, the value -1 is returned This can let you know whether a sprite has hit the outer edge of another sprite, or the direct center You can then react accordingly The example shows how basic area detection can occur In reality, you would need to check each area of one sprite against each area of another sprite If one sprite has m areas, and the other one
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has n areas, the game would need to make mxn comparisons for one collision That can slow down your game considerably
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