mouseButton() == 1 )
if ( mng.mouseButtonState() == 1 )
{
if ( mng.clickRect( mng.mouseX(), mng.mouseY(), new Rect(bat.x, bat.y,
batR.w + bat.x, batR.h + bat.y) ) )
click = 1;
else
click = 0;
}
else
{
click = 0;
}
case et_mousemove:
if ( click == 1 )
{
bat.x += mng.mouseMoveX();
bat.y += mng.mouseMoveY();
}
case et_quit:
running = false;
default:
}
if( batSrf.collisionPixel( batSrf, batR, batR, new Point( bat.x - bat2.x,
bat.y - bat2.y ) ) )
mng.clear( 0xFF0000 );
else if( batSrf.collisionBox( batR, batR, new Point( bat.x - bat2.x,
bat.y - bat2.y ) ) )
mng.clear( 0xFF9900 );
else
mng.clear( 0x00000000 );
batSrf.draw(Manager.getScreen(), batR, bat );
batSrf.draw(Manager.getScreen(), batR, bat2 );
mng.flip();
}
batSrf.free();
mng.close();
}
}
Part III: Extending the Possibilities
546
Keeping Time with Timers
Programming games is a resource consuming business. So far, all of the examples depicted in this
chapter have made use of the delay method to help slow down the rate of animation, but this is
certainly not the most effective option, and when running in a window, can seem a little buggy.
Pages:
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015