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java.lang.Object
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+--javax.microedition.lcdui.game.Layer
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+--javax.microedition.lcdui.game.TiledLayer
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+--Bomb
handles matters of the bomb, flames red brick walls
Title: Monkey Madness
Description: Player must run around field, destroying and avoiding bombs, droids and boss!
Copyright: Copyright (c) 2005
Company: Pistachio Monkey
| Nested Class Summary | |
class |
Bomb.Explode
inner class of the Bomb, handels the explosions Title: Monkey Madness Description: Player must run around field, destroying and avoiding bombs, droids and boss! |
| Field Summary | |
static int |
beatBomb
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static int |
beatBombCtr
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static int |
bombDelay
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int |
east
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int |
north
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int |
south
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int |
west
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| Method Summary | |
void |
beat()
keeps the animation alive |
void |
bombFlush()
empties the array to null and replaces level buffers |
void |
change(int row,
int column,
int value)
calls to change the value of a cell |
void |
cleanFire()
loctaes any tiles of fire or bombs and removes them |
void |
createBombMap()
randomly generates positions for walls |
void |
drop(int column,
int row,
int flameLength)
calls that a drop has been made and where it is we start a new thread called explThread to now take care of the explosion |
void |
dropBomb(int x,
int y,
int width,
int height,
int flameLength)
drops a bomb |
int |
getBombCell(int row,
int column)
retrieves the value of a cell |
int |
identifyBombLayer(int x,
int y,
int width,
int height)
identifys what value the bomb layer is |
void |
setBombLayer()
sets the array to become a tile array |
void |
vibrateAndBombUp(int msec)
calls the vibrate, and also replenishes the players ammo |
| Methods inherited from class javax.microedition.lcdui.game.TiledLayer |
createAnimatedTile, fillCells, getAnimatedTile, getCell, getCellHeight, getCellWidth, getColumns, getRows, paint, setAnimatedTile, setCell, setStaticTileSet |
| Methods inherited from class javax.microedition.lcdui.game.Layer |
getHeight, getWidth, getX, getY, isVisible, move, setPosition, setVisible |
| Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Field Detail |
public int north
public int south
public int east
public int west
public static int beatBomb
public static int beatBombCtr
public static int bombDelay
| Method Detail |
public void createBombMap()
public void setBombLayer()
public void bombFlush()
public void cleanFire()
public void beat()
public void dropBomb(int x,
int y,
int width,
int height,
int flameLength)
x - x positiony - y positionwidth - width of the player spriteheight - height of the player spriteflameLength - number of tiles for which the fire will spread
public void drop(int column,
int row,
int flameLength)
column - of the bombrow - of the bombflameLength - number of tiles the flames will travelpublic void vibrateAndBombUp(int msec)
msec - time period for vibration
public void change(int row,
int column,
int value)
row - loactioncolumn - locationvalue - the new value for the cell
public int getBombCell(int row,
int column)
row - locationcolumn - location
public int identifyBombLayer(int x,
int y,
int width,
int height)
x - x positiony - y positionwidth - width of the player spriteheight - height of the player sprite
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