By Lam Jason
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Additional resources for J2ME Game Development with MIDP2 v0.56
This then eliminates the odd areas of the sprites where collision occurs because the invisible rectangles collide but there are no opaque pixels that have collided. Pixel-Level detection is when the opaque pixel of one sprite overlaps another sprites opaque pixel. A more simple method of collision detection is the collision of rectangle intersects of the two sprites usually the rectangles are the size of the images’ bounds. There is a third method collidesWidth(TiledLayer tiledLayer, Boolean pixelLevel) This is similar to the last two methods except the collision is checked against a graphic tile layer.
Gc(); destroyApp(false); notifyDestroyed(); } } Figure 12 - Basic Sprite Example Source Code Figure 13 - Simple Sprite Example Emulator Screen Shot Extending the Sprite Class There are few reasons why you might consider inheriting the Sprite class: 1. Add addition Sprite functionality 2. Use the Sprite class as your base Sprite class for all game sprites 3. Encapsulating functionality Referring to the first point, you may find that the current Sprite class supplied by sun may not have all the necessary features you need for example you might be making a race car game.
Yes this sounds a bit confusing at first but is more easily understood through the following diagram. Figure 15 - setViewWindowIlustration The actual method implementation for the above diagram would be setViewWindow(55,20,140,140). Where the first set of numbers is where the top left corner of the User View is located with respect to the entire background, (55,20). The second set of number 140 x 140 is the actual width and height for the User view. The demo code and actual screen shot of this will be demonstrated in the next section.