GAMES LESSON Twenty: Tile Games: Basic Layout
torn.jpg |
dot.jpg |
tee.jpg |
x.jpg |
wall.jpg |
hall.jpg |
Here are the images used in a simple applet which does nothing more than
arrange the images on the screen.
The key to arranging the tiles on the screen is a two-dimensional array
called map. Each image has an integer assigned to it as an identifier as
shown in the comments below.
//wall=0, dot=1, hall=2, tee=3, x=4, torn=5
int[][] map = {
{ 0,0,0,0,0,0,0,0,0,0,0,0},
{ 0,1,1,4,1,1,1,1,1,1,1,0},
{ 0,1,0,0,0,1,0,0,0,1,0,0},
{ 0,1,0,0,0,1,0,0,0,3,1,0},
{ 0,1,0,0,0,1,1,1,1,1,1,0},
{ 1,1,1,0,0,0,0,0,0,0,1,1},
{ 0,0,1,1,1,5,0,0,0,0,1,0},
{ 0,1,1,0,0,1,1,1,1,1,1,0},
{ 0,3,0,0,0,1,0,0,0,0,1,0},
{ 0,1,0,0,0,1,0,0,0,0,1,0},
{ 0,1,1,1,1,1,1,1,4,1,1,0},
{ 0,0,0,0,0,0,0,0,0,0,0,0}
};
Image[] sps = new Image[6];
Embedded for-loops are used in the paint method to draw the tiles.
import java.awt.*;
import java.applet.*;
public class TMAN1 extends Applet{
Dimension d;
//wall=0, dot=1, hall=2, tee=3, x=4, torn=5
int[][] map = {
{ 0,0,0,0,0,0,0,0,0,0,0,0},
{ 0,1,1,4,1,1,1,1,1,1,1,0},
{ 0,1,0,0,0,1,0,0,0,1,0,0},
{ 0,1,0,0,0,1,0,0,0,3,1,0},
{ 0,1,0,0,0,1,1,1,1,1,1,0},
{ 1,1,1,0,0,0,0,0,0,0,1,1},
{ 0,0,1,1,1,5,0,0,0,0,1,0},
{ 0,1,1,0,0,1,1,1,1,1,1,0},
{ 0,3,0,0,0,1,0,0,0,0,1,0},
{ 0,1,0,0,0,1,0,0,0,0,1,0},
{ 0,1,1,1,1,1,1,1,4,1,1,0},
{ 0,0,0,0,0,0,0,0,0,0,0,0}
};
Image[] sps = new Image[6];
public void init(){
d = getSize();
sps[0] = getImage(getDocumentBase(), "wall.jpg");
sps[1] = getImage(getDocumentBase(), "dot.jpg");
sps[2] = getImage(getDocumentBase(), "hall.jpg");
sps[3] = getImage(getDocumentBase(), "x.jpg");
sps[4] = getImage(getDocumentBase(), "tee.jpg");
sps[5] = getImage(getDocumentBase(), "torn.jpg");
}
public void paint(Graphics g){
g.setColor(Color.black);
g.fillRect(0,0,d.width,d.height);
for(int y=0; y
ASSIGNMENT: