public class ExampleGameCanvas extends GameCanvas implements Runnable
{
private boolean isPlay; // Game Loop runs when isPlay is true
private long delay; // To give thread consistency
private int currentX, currentY; // To hold current position of the 'X'
private int width; // To hold screen width
private int height; // To hold screen height
// Sprites to be used
private Sprite playerSprite;
private Sprite backgroundSprite;
// Layer Manager
private LayerManager layerManager;
// Constructor and initialization
public ExampleGameCanvas() throws Exception
{
super(true);
width = getWidth();
height = getHeight();
currentX = width / 2;
currentY = height / 2;
delay = 20;
// Load Images to Sprites
Image playerImage = Image.createImage("/transparent.png");
playerSprite = new Sprite(playerImage, 32, 32);
System.out.println(playerSprite.getRawFrameCount());
Image backgroundImage = Image.createImage("/background.png");
backgroundSprite = new Sprite(backgroundImage);
layerManager = new LayerManager();
layerManager.append(playerSprite);
layerManager.append(backgroundSprite);
}
// Automatically start thread for game loop
public void start()
{
isPlay = true;
Thread t = new Thread(this);
t.start();
}
public void stop()
{
isPlay = false;
}
// Main Game Loop
public void run()
{
Graphics g = getGraphics();
while (isPlay == true)
{
input();
drawScreen(g);
try
{
Thread.sleep(delay);
} catch (InterruptedException ie)
{
}
}
}
// Method to Handle User Inputs
private void input()
{
int keyStates = getKeyStates();
playerSprite.setFrame(0);
// Left
if ((keyStates & LEFT_PRESSED) != 0)
{
currentX = Math.max(0, currentX - 1);
playerSprite.setFrame(1);
}