Game Development Reference
In-Depth Information
public void drawText(Graphics g, String line, int x, int y) {
int len = line.length();
for ( int i = 0; i < len; i++) {
char character = line.charAt(i);
if (character == ' ') {
x += 20;
continue ;
}
int srcX = 0;
int srcWidth = 0;
if (character == '.') {
srcX = 200;
srcWidth = 10;
} else {
srcX = (character - '0') * 20;
srcWidth = 20;
}
g.drawPixmap(Assets. numbers , x, y, srcX, 0, srcWidth, 32);
x += srcWidth;
}
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
}
}
The remaining methods should be self-explanatory. Let's get to the last missing piece of our Mr.
Nom game: the game screen.
Abstracting the World of Mr. Nom: Model, View, Controller
So far, we've only implemented boring UI stuff and some housekeeping code for our assets and
settings. We'll now abstract the world of Mr. Nom and all the objects in it. We'll also free Mr. Nom
from the screen resolution and let him live in his own little world with his own little coordinate
system.
 
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