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- /**
- * @author Captain Awesome (http://www.javagaming.org/index.php?action=profile;u=28320)
- * You may use this sprite-class (or parts of it) in any way you want, as long
- * as you don't remove this notice and give me credit for my work.
- *
- * The only thing I didn't make myself is the splitImage(); method,
- * which I found (and copied) from: http://www.javalobby.org/articles/ultimate-image/#13
- *
- * The reference to the BufferedImage you use in the constructor is not kept
- * since the Sprite creates it's own optimized BufferedImage.
- *
- */
- package testgame;
- import java.awt.Color;
- import java.awt.Graphics;
- import java.awt.Graphics2D;
- import java.awt.GraphicsConfiguration;
- import java.awt.GraphicsEnvironment;
- import java.awt.Image;
- import java.awt.Rectangle;
- import java.awt.Toolkit;
- import java.awt.Transparency;
- import java.awt.image.BufferedImage;
- import java.awt.image.FilteredImageSource;
- import java.awt.image.ImageFilter;
- import java.awt.image.ImageProducer;
- import java.awt.image.PixelGrabber;
- import java.awt.image.RGBImageFilter;
- import java.io.Serializable;
- import java.util.logging.Level;
- import java.util.logging.Logger;
- public class Sprite implements Cloneable, Serializable {
- public Sprite(BufferedImage img) {
- spriteImg = toCompatibleImage(img);
- }
- @Override
- public Sprite clone() {
- try {
- return (Sprite) super.clone();
- }catch (CloneNotSupportedException e) {
- System.out.println("Clone failed.");
- return null;
- }
- }
- /*
- * Starts the animation of the sprite.
- * The user must then call continueAnimation() in order to animate the sprite.
- */
- public void setAnimation(int sleep) {
- sleepTime = sleep;
- currentSleepFrame = 0;
- runAnim = true;
- }
- public boolean isAnimating() {
- return runAnim;
- }
- /*
- * Stops the animation
- */
- public void stopAnimation() {
- runAnim=false;
- }
- /*
- * Paints the sprite. If splitSprite has been used,
- * it will paint the current frame.
- */
- public void paint(Graphics g) {
- g.drawImage(this.getImage(), this.getRealX(), this.getRealY(), null);
- }
- //Continues an animation
- public void continueAnimation() {
- if(isAnimating() && currentSleepFrame >= sleepTime) {
- currentSleepFrame = 0;
- this.nextFrame();
- }else {
- currentSleepFrame ++;
- }
- }
- /*
- * Paints the original Sprite if setAnimation has been used
- */
- public void paintOrig(Graphics g) {
- g.drawImage(spriteImg, x, y, null);
- }
- /*
- * Sets the position based on the parameters
- */
- public void setPosition(int x, int y) {
- this.x=x;
- this.y=y;
- }
- //Defines which reference pixel (i.e where the image will be placed on the x/y coordinates)
- public void setRefPixel(int x, int y) {
- refX = x;
- refY = y;
- }
- /*
- * Creates an animation of the current sprite, @param cols & rows decides
- * how many columnss and rows the sprite should be split into
- * It then modifies the @var frameSequence to hold every spritenumber in animImg
- */
- public void splitSprite(int cols, int rows) {
- this.cols = cols;
- this.rows = rows;
- animImg = splitImage(spriteImg, cols, rows);
- frameSequence = new int[animImg.length];
- for(int i=0;i<animImg.length;i++)frameSequence[i]=i;
- }
- public void setFrame(int frame) {
- currentFrame = frame;
- }
- /*
- * Edits the framesequence (alters the animation), 2 versions
- * The first sets a name to use with getFrameSequence();
- * The other one just sets the framesequence
- */
- public void setFrameSequence(int[] sequence, String name) {
- frameSequence = sequence;
- currentFrame = 0;
- frameSequenceName = name;
- }
- public void setFrameSequence(int[] sequence) {
- frameSequence = sequence;
- currentFrame = 0;
- frameSequenceName = "UNDEFINED";
- }
- public String getFrameSequence() {
- return frameSequenceName;
- }
- public int[] getFrames() {
- return this.frameSequence;
- }
- /*
- * Goes to the next frame in the animation
- */
- public void nextFrame() {
- currentFrame++;
- if(currentFrame>=frameSequence.length)currentFrame=0;
- }
- public int getFrame() {
- return currentFrame;
- }
- public int getSize() {
- if(animImg!=null)return animImg.length;
- else return 1;
- }
- /*
- * Splits the image to create an animation
- */
- private static BufferedImage[] splitImage(BufferedImage img, int cols, int rows) {
- int w = img.getWidth()/cols;
- int h = img.getHeight()/rows;
- int num = 0;
- BufferedImage imgs[] = new BufferedImage[cols*rows];
- for(int y = 0; y < rows; y++) {
- for(int x = 0; x < cols; x++) {
- if(num==imgs.length)break;
- imgs[num] = createCompatibleImage(w, h);
- // Tell the graphics to draw only one block of the image
- Graphics2D g = imgs[num].createGraphics();
- g.drawImage(img, 0, 0, w, h, w*x, h*y, w*x+w, h*y+h, null);
- g.dispose();
- num++;
- }
- }
- return imgs;
- }
- //Creates a BufferedImage that is optimized for this system.
- private static BufferedImage createCompatibleImage(int width, int height) {
- GraphicsConfiguration gfx = GraphicsEnvironment.
- getLocalGraphicsEnvironment().getDefaultScreenDevice().
- getDefaultConfiguration();
- return gfx.createCompatibleImage(width, height, Transparency.TRANSLUCENT);
- }
- private static BufferedImage toCompatibleImage(BufferedImage image) {
- //Create a new compatible image
- BufferedImage bimg = createCompatibleImage(image.getWidth(), image.getHeight());
- //Get the graphics of the image and paint the original image onto it.
- Graphics2D g = (Graphics2D) bimg.getGraphics();
- g.drawImage(image, 0, 0, null);
- g.dispose();
- //Return the new, compatible image.
- return bimg;
- }
- /*
- * Collision detection between the current sprite and another sprite
- */
- public boolean collidesWith(Sprite otherSprite, boolean pixelPerfect) {
- boolean isColliding=false;
- Rectangle r1 = getBounds(this);
- Rectangle r2 = getBounds(otherSprite);
- if(r1.intersects(r2)) {
- if(pixelPerfect) {
- isColliding = pixelPerfectCollision(otherSprite, r1, r2);
- }else {
- isColliding = true;
- }
- }
- return isColliding;
- }
- /*
- * pixelPerfectCollision(); first determines the area where the sprites collides
- * AKA the collision-rectangle. It then grabs the pixels from both sprites
- * which are inside the rectangle. It then checks every pixel from the arrays
- * given by grabPixels();, and if 2 pixels at the same position are opaque,
- * (alpha value over 0) it will return true. Otherwise it will return false.
- */
- private boolean pixelPerfectCollision(Sprite sprite, Rectangle r1, Rectangle r2) {
- int cornerTopX=-1;
- int cornerTopY=-1;
- int cornerBottomX = 1;
- int cornerBottomY = 1;
- /*
- * Get the X-values for the two coordinates where the sprites collide
- * Seriously, don't use the for loop, I don't know what I was thinking.
- * Solution found below.
- */
- // for(int i=0;i<r1.getWidth();i++) {
- // if(r1.getX()+i >= r2.getX() & r1.getX()+i < r2.getX()+r2.getWidth()) {
- // if(cornerTopX==-1)cornerTopX = (int) (r1.getX() + i);
- // cornerBottomX = (int) (r1.getX() + i);
- // }
- // }
- cornerTopX = (r1.x>r2.x)?r1.x:r2.x;
- cornerBottomX = ((r1.x+r1.width) < (r2.x+r2.width))?(r1.x+r1.width):(r2.x+r2.width);
- /*
- * Get the Y-values for the two coordinates where the sprites collide
- * Solution found below.
- */
- // for(int i=0;i<r1.getHeight();i++) {
- // if(r1.getY()+i >= r2.getY() & r1.getY()+i < r2.getY()+r2.getHeight()) {
- // if(cornerTopY==-1)cornerTopY = (int) (r1.getY() + i);
- // cornerBottomY = (int) (r1.getY() + i);
- // }
- // }
- cornerTopY = (r1.y>r2.y)?r1.y:r2.y;
- cornerBottomY = ((r1.y+r1.height) < (r2.y+r2.height))?(r1.y+r1.height):(r2.y+r2.height);
- //Determine the width and height of the collision rectangle
- int width=cornerBottomX-cornerTopX;
- int height=cornerBottomY-cornerTopY;
- //Create arrays to hold the pixels
- int[] pixels1 = new int[width*height];
- int[] pixels2 = new int[width*height];
- //Create the pixelgrabber and fill the arrays
- PixelGrabber pg1 = new PixelGrabber(getImage(), cornerTopX-getRealX(), cornerTopY-getRealY(), width, height, pixels1, 0, width);
- PixelGrabber pg2 = new PixelGrabber(sprite.getImage(), cornerTopX-sprite.getRealX(), cornerTopY-sprite.getRealY(), width, height, pixels2, 0, width);
- //Grab the pixels
- try {
- pg1.grabPixels();
- pg2.grabPixels();
- } catch (InterruptedException ex) {
- Logger.getLogger(Sprite.class.getName()).log(Level.SEVERE, null, ex);
- }
- //Check if pixels at the same spot from both arrays are not transparent.
- for(int i=0;i<pixels1.length;i++) {
- int a = (pixels1[i] >>> 24) & 0xff;
- int a2 = (pixels2[i] >>> 24) & 0xff;
- /* Awesome, we found two pixels in the same spot that aren't
- * completely transparent! Thus the sprites are colliding!
- */
- if(a > 0 && a2 > 0) return true;
- }
- return false;
- }
- //Invokes transparency on the selected color
- public void invokeTransparency(Color color) {
- spriteImg = makeTransparent(spriteImg, color);
- if(this.cols > 0 & this.rows > 0)this.splitSprite(this.cols, this.rows);
- }
- public void invokeTransparency(Color color, int newAlphaValue) {
- spriteImg = makeTransparent(spriteImg, color, newAlphaValue);
- if(this.cols > 0 & this.rows > 0)this.splitSprite(this.cols, this.rows);
- }
- public static BufferedImage makeTransparent(BufferedImage img, final Color color) {
- ImageFilter filter = new RGBImageFilter() {
- public int markerRGB = color.getRGB() | 0xFF000000;
- @Override
- public final int filterRGB(int x, int y, int rgb) {
- if((rgb | 0xFF000000)==markerRGB)return 0x00FFFFFF & rgb;
- else return rgb;
- }
- };
- ImageProducer ip = new FilteredImageSource(img.getSource(), filter);
- Image temp = Toolkit.getDefaultToolkit().createImage(ip);
- BufferedImage bufImg = createCompatibleImage(img.getWidth(), img.getHeight());
- Graphics2D g = bufImg.createGraphics();
- g.drawImage(temp, 0, 0, null);
- g.dispose();
- return bufImg;
- }
- public static BufferedImage makeTransparent(BufferedImage img, final Color color, final int newColor) {
- ImageFilter filter = new RGBImageFilter() {
- public int markerRGB = color.getRGB() | 0xFF000000;
- @Override
- public final int filterRGB(int x, int y, int rgb) {
- if((rgb | 0xFF000000)==markerRGB) {
- return newColor & rgb;
- }else {
- return rgb;
- }
- }
- };
- ImageProducer ip = new FilteredImageSource(img.getSource(), filter);
- Image temp = Toolkit.getDefaultToolkit().createImage(ip);
- BufferedImage bufImg = createCompatibleImage(img.getWidth(), img.getHeight());
- Graphics2D g = bufImg.createGraphics();
- g.drawImage(temp, 0, 0, null);
- g.dispose();
- return bufImg;
- }
- /*
- *Returns the width of the current sprite
- */
- public int getWidth() {
- return this.getImage().getWidth();
- }
- /*
- * Returns the height of the sprite
- * */
- public int getHeight() {
- return this.getImage().getHeight();
- }
- /*
- * Returns the X-position of the sprite
- * getRealX() returns the X-Position of the Sprite's upper-left corner
- */
- public int getX() {
- return x;
- }
- public int getRefX() {
- return refX;
- }
- public int getRealX() {
- return x-refX;
- }
- /*
- * Returns the Y-position of the sprite
- * getRealY() returns the Y-position of the Sprite's upper-left corner
- */
- public int getY() {
- return y;
- }
- public int getRefY() {
- return refY;
- }
- public int getRealY() {
- return y-refY;
- }
- /*
- * Returns the boundaries for the sprite, used for collision detection
- */
- public static Rectangle getBounds(Sprite sprite) {
- return new Rectangle(sprite.getRealX(), sprite.getRealY(), sprite.getWidth(), sprite.getHeight());
- }
- /* Returns the image this sprite is using (if it was split, it will return
- * the current frame. Else it will return the whole image.)
- */
- public BufferedImage getImage() {
- if(animImg!=null && currentFrame<frameSequence.length)return animImg[frameSequence[currentFrame]];
- else return spriteImg;
- }
- //Returns the whole image, no matter if it has been split or not.
- public BufferedImage getOrigImage() {
- return spriteImg;
- }
- //Flips the sprite (horizontal/vertical)
- public void flipHorizontal() {
- int w = this.getOrigImage().getWidth();
- int h = this.getOrigImage().getHeight();
- BufferedImage bimg = new BufferedImage(w, h, BufferedImage.TYPE_4BYTE_ABGR);
- Graphics2D g = bimg.createGraphics();
- g.drawImage(this.getOrigImage(), 0, 0, w, h, w, 0, 0, h, null);
- g.dispose();
- this.spriteImg = toCompatibleImage(bimg);
- if(this.rows > 0 & this.cols > 0)animImg = splitImage(spriteImg, cols, rows);
- }
- public void flipVertical() {
- int w = this.getOrigImage().getWidth();
- int h = this.getOrigImage().getHeight();
- BufferedImage bimg = new BufferedImage(w, h, BufferedImage.TYPE_4BYTE_ABGR);
- Graphics2D g = bimg.createGraphics();
- g.drawImage(this.getOrigImage(), 0, 0, w, h, 0, h, w, 0, null);
- g.dispose();
- this.spriteImg = toCompatibleImage(bimg);
- if(this.rows > 0 & this.cols > 0)animImg = splitImage(spriteImg, cols, rows);
- }
- //Call one of these methods after the sprite has been de-serialized.
- public void reloadSprite(BufferedImage img) {
- this.spriteImg = img;
- if(this.rows > 0 & this.cols > 0)animImg = splitImage(spriteImg, cols, rows);
- }
- //Getting the cols and rows
- public int getCols() {
- return this.cols;
- }
- public int getRows() {
- return this.rows;
- }
- public static BufferedImage duplicateAndReverse(BufferedImage bimg) {
- BufferedImage temp = createCompatibleImage(bimg.getWidth()*2, bimg.getHeight());
- int w = bimg.getWidth();
- int h = bimg.getHeight();
- Graphics2D g = temp.createGraphics();
- g.drawImage(bimg, 0, 0, null);
- g.drawImage(bimg, w, 0, w*2, h, w, 0, 0, h, null);
- g.dispose();
- return temp;
- }
- private transient BufferedImage spriteImg;
- private transient BufferedImage[] animImg;
- private int x;
- private int y;
- private int refX;
- private int refY;
- private int frameSequence[] = {0};
- private int currentFrame = 0;
- private int sleepTime;
- private int currentSleepFrame;
- private boolean runAnim = false;
- private int cols = 0;
- private int rows = 0;
- private String frameSequenceName = "ORIG";
- //For serialization
- private static final long serialVersionUID = 1L;
- }
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