Game Initialization in Java

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Now we're almost ready to move some sprites First off, however, each sprite's initial condition must be set Sprites must be placed at their starting positions and given initial values (for example, level of energy, x velocity, y velocity, and so on) If your game contains a timer, it should be reset When your game is over, the initial conditions should be set once again Listing 172 expands Micro Racer's GameCanvas class to initialize the player sprite as well as the enemy sprites Listing 172 Initializing It All
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private SpriteManager enemyList; private int length; public GameCanvas() { Cachewidth = getWidth(); Cacheheight = getHeight(); try { player = new Player(CachecarImage, CachecarImagegetWidth(), CachecarImagegetHeight(), 1, INIT_ENERGY); // Place the player in the center of the screen playersetX(FloatcreateFloat((Cachewidth playergetWidth()) / 2)); // Place the player at the very bottom playersetY(FloatcreateFloat(Cacheheight playergetHeight())); playersetVisible(true); } catch (Exception ex) { } } public void initEnemies() { enemyList = new SpriteManager(Cachewidth, Cacheheight); int size = length / Cacheheight - 1; Random rnd = new Random(); // Create "size" enemies for (int i = 1; i <= size; i++) { try { Sprite sprite = new Sprite(CacheenemyImage, CacheenemyImagegetWidth(), CacheenemyImagegetHeight(), 1); // Set the X position of the sprite randomly int x = rndnextInt() % (ROAD_WIDTH -
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CacheenemyImagegetWidth()); x = (x < 0 -x : x); spritesetX(FloatcreateFloat((Cachewidth ROAD_WIDTH) / 2 + x)); // Scatter the sprites around the at various Y positions spritesetY(FloatcreateFloat(- i * Cacheheight)); // Set the downward velocity to "speed" spritesetVy(speed); enemyListaddSprite(sprite); } catch (Exception ex) { } } } public void setSpeed(long speed) { thisspeed = speed; } public void setLength(int length) { thislength = length; }
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In Listing 172, the player's race car is constructed and set at a default location at the bottom center Afterwards, a sprite manager is created, and different enemy sprites are put in the list by calling the addSprite() method The number of sprites is carefully calculated to put no more than four opponent cars on one screen at a time The x position of each enemy is random, using the nextInt() method from Java's Random class The x, y and velocity values are created as floating-point numbers
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Movement
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In Micro Racer, the movement of the hero sprite depends on which keys the player presses On the other hand, the movement of enemy sprites is determined by game intelligence Enemy movement can be accomplished in different ways:
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Predefined movement The opponent sprites have their initial positions and velocities These values never really change throughout the game Smart movement The opponent sprites have their initial positions Each car's velocity (direction and speed) is determined during the course of the game For example, an opponent basketball player could always be running toward the ball Artificial intelligence (AI) movement Opponent sprites use a custom artificial intelligence engine This engine evaluates the history of the sprite's movement, learns from its mistakes, predicts what the player is going to do next, and defines the movement of sprites accordingly A simple example of AI movement is in chess, where the computer can search through a tree of legal moves, calculating which combination of future moves will have the best effect that is, avoiding traps, leading to the capture of an opponent's piece, and checkmate
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For starters, we'll keep things simple with our game We will use predefined movement to position opponent cars randomly, keeping a reasonable number of cars on the screen at one time
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When the user selects a track to play using the Tracks form, the track's length will be set by calling the setLength() method, and the speed of enemy vehicles will be set using the setSpeed() method In this way, each new track is more challenging than the last
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