MID Profile

javax.microedition.lcdui.game
Class Sprite


java.lang.Object

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  +--javax.microedition.lcdui.game.Layer

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        +--javax.microedition.lcdui.game.Sprite


public class Sprite
extends Layer

A Sprite is a basic visual element that can be rendered with one of several frames stored in an Image; different frames can be shown to animate the Sprite. Several transforms such as flipping and rotation can also be applied to a Sprite to further vary its appearance. As with all Layer subclasses, a Sprite's location can be changed and it can also be made visible or invisible.

Sprite Frames

The raw frames used to render a Sprite are provided in a single Image object, which may be mutable or immutable. If more than one frame is used, the Image is broken up into a series of equally-sized frames of a specified width and height. As shown in the figure below, the same set of frames may be stored in several different arrangements depending on what is the most convenient for the game developer.
Sprite Frames

Each frame is assigned a unique index number. The frame located in the upper-left corner of the Image is assigned an index of 0. The remaining frames are then numbered consecutively in row-major order (indices are assigned across the first row, then the second row, and so on). The method getRawFrameCount() returns the total number of raw frames.

Frame Sequence

A Sprite's frame sequence defines an ordered list of frames to be displayed. The default frame sequence mirrors the list of available frames, so there is a direct mapping between the sequence index and the corresponding frame index. This also means that the length of the default frame sequence is equal to the number of raw frames. For example, if a Sprite has 4 frames, its default frame sequence is {0, 1, 2, 3}.
Default Frame Sequence

The developer must manually switch the current frame in the frame sequence. This may be accomplished by calling setFrame(int), prevFrame(), or nextFrame(). Note that these methods always operate on the sequence index, they do not operate on frame indices; however, if the default frame sequence is used, then the sequence indices and the frame indices are interchangeable.

If desired, an arbitrary frame sequence may be defined for a Sprite. The frame sequence must contain at least one element, and each element must reference a valid frame index. By defining a new frame sequence, the developer can conveniently display the Sprite's frames in any order desired; frames may be repeated, omitted, shown in reverse order, etc.

For example, the diagram below shows how a special frame sequence might be used to animate a mosquito. The frame sequence is designed so that the mosquito flaps its wings three times and then pauses for a moment before the cycle is repeated.

Special Frame Sequence
By calling nextFrame() each time the display is updated, the resulting animation would like this:

Reference Pixel

Being a subclass of Layer, Sprite inherits various methods for setting and retrieving its location such as setPosition(x,y), getX(), and getY(). These methods all define position in terms of the upper-left corner of the Sprite's visual bounds; however, in some cases, it is more convenient to define the Sprite's position in terms of an arbitrary pixel within its frame, especially if transforms are applied to the Sprite.

Therefore, Sprite includes the concept of a reference pixel. The reference pixel is defined by specifying its location in the Sprite's untransformed frame using defineReferencePixel(x,y). By default, the reference pixel is defined to be the pixel at (0,0) in the frame. If desired, the reference pixel may be defined outside of the frame's bounds.

In this example, the reference pixel is defined to be the pixel that the monkey appears to be hanging from:

Defining The Reference Pixel

getRefPixelX() and getRefPixelY() can be used to query the location of the reference pixel in the painter's coordinate system. The developer can also use setRefPixelPosition(x,y) to position the Sprite so that reference pixel appears at a specific location in the painter's coordinate system. These methods automatically account for any transforms applied to the Sprite.

In this example, the reference pixel's position is set to a point at the end of a tree branch; the Sprite's location changes so that the reference pixel appears at this point and the monkey appears to be hanging from the branch:

Setting The Reference Pixel Position

Sprite Transforms

Various transforms can be applied to a Sprite. The available transforms include rotations in multiples of 90 degrees, and mirrored (about the vertical axis) versions of each of the rotations. A Sprite's transform is set by calling setTransform(transform).

Transforms

When a transform is applied, the Sprite is automatically repositioned such that the reference pixel appears stationary in the painter's coordinate system. Thus, the reference pixel effectively becomes the center of the transform operation. Since the reference pixel does not move, the values returned by getRefPixelX() and getRefPixelY() remain the same; however, the values returned by getX() and getY() may change to reflect the movement of the Sprite's upper-left corner.

Referring to the monkey example once again, the position of the reference pixel remains at (48, 22) when a 90 degree rotation is applied, thereby making it appear as if the monkey is swinging from the branch:

Transform Center

Sprite Drawing

Sprites can be drawn at any time using the paint(Graphics) method. The Sprite will be drawn on the Graphics object according to the current state information maintained by the Sprite (i.e. position, frame, visibility). Erasing the Sprite is always the responsibility of code outside the Sprite class.

Sprites can be implemented using whatever techniques a manufacturers wishes to use (e.g hardware acceleration may be used for all Sprites, for certain sizes of Sprites, or not at all).

For some platforms, certain Sprite sizes may be more efficient than others; manufacturers may choose to provide developers with information about device-specific characteristics such as these.

Since:
MIDP 2.0

Field Summary
static int TRANS_MIRROR
          Causes the Sprite to appear reflected about its vertical center.
static int TRANS_MIRROR_ROT180
          Causes the Sprite to appear reflected about its vertical center and then rotated clockwise by 180 degrees.
static int TRANS_MIRROR_ROT270
          Causes the Sprite to appear reflected about its vertical center and then rotated clockwise by 270 degrees.
static int TRANS_MIRROR_ROT90
          Causes the Sprite to appear reflected about its vertical center and then rotated clockwise by 90 degrees.
static int TRANS_NONE
          No transform is applied to the Sprite.
static int TRANS_ROT180
          Causes the Sprite to appear rotated clockwise by 180 degrees.
static int TRANS_ROT270
          Causes the Sprite to appear rotated clockwise by 270 degrees.
static int TRANS_ROT90
          Causes the Sprite to appear rotated clockwise by 90 degrees.
 
Constructor Summary
Sprite(Image image)
          Creates a new non-animated Sprite using the provided Image.
Sprite(Image image, int frameWidth, int frameHeight)
          Creates a new animated Sprite using frames contained in the provided Image.
Sprite(Sprite s)
          Creates a new Sprite from another Sprite.
 
Method Summary
 boolean collidesWith(Image image, int x, int y, boolean pixelLevel)
          Checks for a collision between this Sprite and the specified Image with its upper left corner at the specified location.
 boolean collidesWith(Sprite s, boolean pixelLevel)
          Checks for a collision between this Sprite and the specified Sprite.
 boolean collidesWith(TiledLayer t, boolean pixelLevel)
          Checks for a collision between this Sprite and the specified TiledLayer.
 void defineCollisionRectangle(int x, int y, int width, int height)
          Defines the Sprite's bounding rectangle that is used for collision detection purposes.
 void defineReferencePixel(int x, int y)
          Defines the reference pixel for this Sprite.
 int getFrame()
          Gets the current index in the frame sequence.
 int getFrameSequenceLength()
          Gets the number of elements in the frame sequence.
 int getRawFrameCount()
          Gets the number of raw frames for this Sprite.
 int getRefPixelX()
          Gets the horizontal position of this Sprite's reference pixel in the painter's coordinate system.
 int getRefPixelY()
          Gets the vertical position of this Sprite's reference pixel in the painter's coordinate system.
 void nextFrame()
          Selects the next frame in the frame sequence.
 void paint(Graphics g)
          Draws the Sprite.
 void prevFrame()
          Selects the previous frame in the frame sequence.
 void setFrame(int sequenceIndex)
          Selects the current frame in the frame sequence.
 void setFrameSequence(int[] sequence)
          Set the frame sequence for this Sprite.
 void setImage(Image img, int frameWidth, int frameHeight)
          Changes the Image containing the Sprite's frames.
 void setRefPixelPosition(int x, int y)
          Sets this Sprite's position such that its reference pixel is located at (x,y) in the painter's coordinate system.
 void setTransform(int transform)
          Sets the transform for this Sprite.
 
Methods inherited from class javax.microedition.lcdui.game.Layer
getHeight, getWidth, getX, getY, isVisible, move, setPosition, setVisible
 
Methods inherited from class java.lang.Object
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

TRANS_NONE


public static final int TRANS_NONE
No transform is applied to the Sprite. This constant has a value of 0.

TRANS_ROT90


public static final int TRANS_ROT90
Causes the Sprite to appear rotated clockwise by 90 degrees. This constant has a value of 5.

TRANS_ROT180


public static final int TRANS_ROT180
Causes the Sprite to appear rotated clockwise by 180 degrees. This constant has a value of 3.

TRANS_ROT270


public static final int TRANS_ROT270
Causes the Sprite to appear rotated clockwise by 270 degrees. This constant has a value of 6.

TRANS_MIRROR


public static final int TRANS_MIRROR
Causes the Sprite to appear reflected about its vertical center. This constant has a value of 2.

TRANS_MIRROR_ROT90


public static final int TRANS_MIRROR_ROT90
Causes the Sprite to appear reflected about its vertical center and then rotated clockwise by 90 degrees. This constant has a value of 7.

TRANS_MIRROR_ROT180


public static final int TRANS_MIRROR_ROT180
Causes the Sprite to appear reflected about its vertical center and then rotated clockwise by 180 degrees. This constant has a value of 1.

TRANS_MIRROR_ROT270


public static final int TRANS_MIRROR_ROT270
Causes the Sprite to appear reflected about its vertical center and then rotated clockwise by 270 degrees. This constant has a value of 4.
Constructor Detail

Sprite


public Sprite(Image image)
Creates a new non-animated Sprite using the provided Image. This constructor is functionally equivalent to calling new Sprite(image, image.getWidth(), image.getHeight())

By default, the Sprite is visible and its upper-left corner is positioned at (0,0) in the painter's coordinate system.

Parameters:
image - the Image to use as the single frame for the Sprite
Throws:
NullPointerException - if img is null

Sprite


public Sprite(Image image,
              int frameWidth,
              int frameHeight)
Creates a new animated Sprite using frames contained in the provided Image. The frames must be equally sized, with the dimensions specified by frameWidth and frameHeight. They may be laid out in the image horizontally, vertically, or as a grid. The width of the source image must be an integer multiple of the frame width, and the height of the source image must be an integer multiple of the frame height. The values returned by Layer.getWidth() and Layer.getHeight() will reflect the frame width and frame height subject to the Sprite's current transform.

Sprites have a default frame sequence corresponding to the raw frame numbers, starting with frame 0. The frame sequence may be modified with setFrameSequence(int[]).

By default, the Sprite is visible and its upper-left corner is positioned at (0,0) in the painter's coordinate system.

Parameters:
image - the Image to use for Sprite
frameWidth - the width, in pixels, of the individual raw frames
frameHeight - the height, in pixels, of the individual raw frames
Throws:
NullPointerException - if img is null
IllegalArgumentException - if frameHeight or frameWidth is less than 1
IllegalArgumentException - if the image width is not an integer multiple of the frameWidth
IllegalArgumentException - if the image height is not an integer multiple of the frameHeight

Sprite


public Sprite(Sprite s)
Creates a new Sprite from another Sprite.

All instance attributes (raw frames, position, frame sequence, current frame, reference point, collision rectangle, transform, and visibility) of the source Sprite are duplicated in the new Sprite.

Parameters:
s - the Sprite to create a copy of
Throws:
NullPointerException - if s is null
Method Detail

defineReferencePixel


public void defineReferencePixel(int x,
                                 int y)
Defines the reference pixel for this Sprite. The pixel is defined by its location relative to the upper-left corner of the Sprite's un-transformed frame, and it may lay outside of the frame's bounds.

When a transformation is applied, the reference pixel is defined relative to the Sprite's initial upper-left corner before transformation. This corner may no longer appear as the upper-left corner in the painter's coordinate system under current transformation.

By default, a Sprite's reference pixel is located at (0,0); that is, the pixel in the upper-left corner of the raw frame.

Changing the reference pixel does not change the Sprite's physical position in the painter's coordinate system; that is, the values returned by getX() and getY() will not change as a result of defining the reference pixel. However, subsequent calls to methods that involve the reference pixel will be impacted by its new definition.

Parameters:
x - the horizontal location of the reference pixel, relative to the left edge of the un-transformed frame
y - the vertical location of the reference pixel, relative to the top edge of the un-transformed frame
See Also:
setRefPixelPosition(int, int), getRefPixelX(), getRefPixelY()

setRefPixelPosition


public void setRefPixelPosition(int x,
                                int y)
Sets this Sprite's position such that its reference pixel is located at (x,y) in the painter's coordinate system.
Parameters:
x - the horizontal location at which to place the reference pixel
y - the vertical location at which to place the reference pixel
See Also:
defineReferencePixel(int, int), getRefPixelX(), getRefPixelY()

getRefPixelX


public int getRefPixelX()
Gets the horizontal position of this Sprite's reference pixel in the painter's coordinate system.
Returns:
the horizontal location of the reference pixel
See Also:
defineReferencePixel(int, int), setRefPixelPosition(int, int), getRefPixelY()

getRefPixelY


public int getRefPixelY()
Gets the vertical position of this Sprite's reference pixel in the painter's coordinate system.
Returns:
the vertical location of the reference pixel
See Also:
defineReferencePixel(int, int), setRefPixelPosition(int, int), getRefPixelX()

setFrame


public void setFrame(int sequenceIndex)
Selects the current frame in the frame sequence.

The current frame is rendered when paint(Graphics) is called.

The index provided refers to the desired entry in the frame sequence, not the index of the actual frame itself.

Parameters:
sequenceIndex - the index of of the desired entry in the frame sequence
Throws:
IndexOutOfBoundsException - if frameIndex is less than0
IndexOutOfBoundsException - if frameIndex is equal to or greater than the length of the current frame sequence (or the number of raw frames for the default sequence)
See Also:
setFrameSequence(int[]), getFrame()

getFrame


public final int getFrame()
Gets the current index in the frame sequence.

The index returned refers to the current entry in the frame sequence, not the index of the actual frame that is displayed.

Returns:
the current index in the frame sequence
See Also:
setFrameSequence(int[]), setFrame(int)

getRawFrameCount


public int getRawFrameCount()
Gets the number of raw frames for this Sprite. The value returned reflects the number of frames; it does not reflect the length of the Sprite's frame sequence. However, these two values will be the same if the default frame sequence is used.
Returns:
the number of raw frames for this Sprite
See Also:
getFrameSequenceLength()

getFrameSequenceLength


public int getFrameSequenceLength()
Gets the number of elements in the frame sequence. The value returned reflects the length of the Sprite's frame sequence; it does not reflect the number of raw frames. However, these two values will be the same if the default frame sequence is used.
Returns:
the number of elements in this Sprite's frame sequence
See Also:
getRawFrameCount()

nextFrame


public void nextFrame()
Selects the next frame in the frame sequence.

The frame sequence is considered to be circular, i.e. if nextFrame() is called when at the end of the sequence, this method will advance to the first entry in the sequence.

See Also:
setFrameSequence(int[]), prevFrame()

prevFrame


public void prevFrame()
Selects the previous frame in the frame sequence.

The frame sequence is considered to be circular, i.e. if prevFrame() is called when at the start of the sequence, this method will advance to the last entry in the sequence.

See Also:
setFrameSequence(int[]), nextFrame()

paint


public final void paint(Graphics g)
Draws the Sprite.

Draws current frame of Sprite using the provided Graphics object. The Sprite's upper left corner is rendered at the Sprite's current position relative to the origin of the Graphics object. The current position of the Sprite's upper-left corner can be retrieved by calling Layer.getX() and Layer.getY().

Rendering is subject to the clip region of the Graphics object. The Sprite will be drawn only if it is visible.

If the Sprite's Image is mutable, the Sprite is rendered using the current contents of the Image.

Overrides:
paint in class Layer
Parameters:
g - the graphics object to draw Sprite on
Throws:
NullPointerException - if g is null

setFrameSequence


public void setFrameSequence(int[] sequence)
Set the frame sequence for this Sprite.

All Sprites have a default sequence that displays the Sprites frames in order. This method allows for the creation of an arbitrary sequence using the available frames. The current index in the frame sequence is reset to zero as a result of calling this method.

The contents of the sequence array are copied when this method is called; thus, any changes made to the array after this method returns have no effect on the Sprite's frame sequence.

Passing in null causes the Sprite to revert to the default frame sequence.

Parameters:
sequence - an array of integers, where each integer represents a frame index
Throws:
ArrayIndexOutOfBoundsException - if seq is non-null and any member of the array has a value less than 0 or greater than or equal to the number of frames as reported by getRawFrameCount()
IllegalArgumentException - if the array has less than 1 element
See Also:
nextFrame(), prevFrame(), setFrame(int), getFrame()

setImage


public void setImage(Image img,
                     int frameWidth,
                     int frameHeight)
Changes the Image containing the Sprite's frames.

Replaces the current raw frames of the Sprite with a new set of raw frames. See the constructor Sprite(Image, int, int) for information on how the frames are created from the image. The values returned by Layer.getWidth() and Layer.getHeight() will reflect the new frame width and frame height subject to the Sprite's current transform.

Changing the image for the Sprite could change the number of raw frames. If the new frame set has as many or more raw frames than the previous frame set, then:

If the new frame set has fewer frames than the previous frame set, then:

The reference point location is unchanged as a result of calling this method, both in terms of its defined location within the Sprite and its position in the painter's coordinate system. However, if the frame size is changed and the Sprite has been transformed, the position of the Sprite's upper-left corner may change such that the reference point remains stationary.

If the Sprite's frame size is changed by this method, the collision rectangle is reset to its default value (i.e. it is set to the new bounds of the untransformed Sprite).

Parameters:
img - the Image to use for Sprite
frameWidth - the width in pixels of the individual raw frames
frameHeight - the height in pixels of the individual raw frames
Throws:
NullPointerException - if img is null
IllegalArgumentException - if frameHeight or frameWidth is less than 1
IllegalArgumentException - if the image width is not an integer multiple of the frameWidth
IllegalArgumentException - if the image height is not an integer multiple of the frameHeight

defineCollisionRectangle


public void defineCollisionRectangle(int x,
                                     int y,
                                     int width,
                                     int height)
Defines the Sprite's bounding rectangle that is used for collision detection purposes. This rectangle is specified relative to the un-transformed Sprite's upper-left corner and defines the area that is checked for collision detection. For pixel-level detection, only those pixels within the collision rectangle are checked. By default, a Sprite's collision rectangle is located at 0,0 as has the same dimensions as the Sprite. The collision rectangle may be specified to be larger or smaller than the default rectangle; if made larger, the pixels outside the bounds of the Sprite are considered to be transparent for pixel-level collision detection.
Parameters:
x - the horizontal location of the collision rectangle relative to the untransformed Sprite's left edge
y - the vertical location of the collision rectangle relative to the untransformed Sprite's top edge
width - the width of the collision rectangle
height - the height of the collision rectangle
Throws:
IllegalArgumentException - if the specified width or height is less than 0

setTransform


public void setTransform(int transform)
Sets the transform for this Sprite. Transforms can be applied to a Sprite to change its rendered appearance. Transforms are applied to the original Sprite image; they are not cumulative, nor can they be combined. By default, a Sprite's transform is TRANS_NONE.

Since some transforms involve rotations of 90 or 270 degrees, their use may result in the overall width and height of the Sprite being swapped. As a result, the values returned by Layer.getWidth() and Layer.getHeight() may change.

The collision rectangle is also modified by the transform so that it remains static relative to the pixel data of the Sprite. Similarly, the defined reference pixel is unchanged by this method, but its visual location within the Sprite may change as a result.

This method repositions the Sprite so that the location of the reference pixel in the painter's coordinate system does not change as a result of changing the transform. Thus, the reference pixel effectively becomes the centerpoint for the transform. Consequently, the values returned by getRefPixelX() and getRefPixelY() will be the same both before and after the transform is applied, but the values returned by getX() and getY() may change.

Parameters:
transform - the desired transform for this Sprite
Throws:
IllegalArgumentException - if the requested transform is invalid
See Also:
TRANS_NONE, TRANS_ROT90, TRANS_ROT180, TRANS_ROT270, TRANS_MIRROR, TRANS_MIRROR_ROT90, TRANS_MIRROR_ROT180, TRANS_MIRROR_ROT270

collidesWith


public final boolean collidesWith(Sprite s,
                                  boolean pixelLevel)
Checks for a collision between this Sprite and the specified Sprite.

If pixel-level detection is used, a collision is detected only if opaque pixels collide. That is, an opaque pixel in the first Sprite would have to collide with an opaque pixel in the second Sprite for a collision to be detected. Only those pixels within the Sprites' respective collision rectangles are checked.

If pixel-level detection is not used, this method simply checks if the Sprites' collision rectangles intersect.

Any transforms applied to the Sprites are automatically accounted for.

Both Sprites must be visible in order for a collision to be detected.

Parameters:
s - the Sprite to test for collision with
pixelLevel - true to test for collision on a pixel-by-pixel basis, false to test using simple bounds checking.
Returns:
true if the two Sprites have collided, otherwise false
Throws:
NullPointerException - if Sprite s is null

collidesWith


public final boolean collidesWith(TiledLayer t,
                                  boolean pixelLevel)
Checks for a collision between this Sprite and the specified TiledLayer. If pixel-level detection is used, a collision is detected only if opaque pixels collide. That is, an opaque pixel in the Sprite would have to collide with an opaque pixel in TiledLayer for a collision to be detected. Only those pixels within the Sprite's collision rectangle are checked.

If pixel-level detection is not used, this method simply checks if the Sprite's collision rectangle intersects with a non-empty cell in the TiledLayer.

Any transform applied to the Sprite is automatically accounted for.

The Sprite and the TiledLayer must both be visible in order for a collision to be detected.

Parameters:
t - the TiledLayer to test for collision with
pixelLevel - true to test for collision on a pixel-by-pixel basis, false to test using simple bounds checking against non-empty cells.
Returns:
true if this Sprite has collided with the TiledLayer, otherwise false
Throws:
NullPointerException - if t is null

collidesWith


public final boolean collidesWith(Image image,
                                  int x,
                                  int y,
                                  boolean pixelLevel)
Checks for a collision between this Sprite and the specified Image with its upper left corner at the specified location. If pixel-level detection is used, a collision is detected only if opaque pixels collide. That is, an opaque pixel in the Sprite would have to collide with an opaque pixel in Image for a collision to be detected. Only those pixels within the Sprite's collision rectangle are checked.

If pixel-level detection is not used, this method simply checks if the Sprite's collision rectangle intersects with the Image's bounds.

Any transform applied to the Sprite is automatically accounted for.

The Sprite must be visible in order for a collision to be detected.

Parameters:
image - the Image to test for collision
x - the horizontal location of the Image's upper left corner
y - the vertical location of the Image's upper left corner
pixelLevel - true to test for collision on a pixel-by-pixel basis, false to test using simple bounds checking
Returns:
true if this Sprite has collided with the Image, otherwise false
Throws:
NullPointerException - if image is null

MID Profile

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