亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關于我們
? 蟲蟲下載站

?? ch6.htm

?? 21天學會用java開發網絡游戲 這對于 想學java編程的人會很有用
?? HTM
?? 第 1 頁 / 共 5 頁
字號:
<HTML>

<HEAD>
   <TITLE>Chapter 6 -- Sprite Animation</TITLE>
   <META>
</HEAD>
<BODY TEXT="#000000" BGCOLOR="#FFFFFF" LINK="#0000EE" VLINK="#551A8B" ALINK="#CE2910">
<H1><FONT COLOR=#FF0000>Chapter 6</FONT></H1>
<H1><B><FONT SIZE=5 COLOR=#FF0000>Sprite Animation</FONT></B>
</H1>
<P>
<HR WIDTH="100%"></P>
<P>
<H3 ALIGN=CENTER><FONT COLOR="#000000"><FONT SIZE=+2>CONTENTS<A NAME="CONTENTS"></A>
</FONT></FONT></H3>

<UL>
<LI><A HREF="#WhatIsAnimation" >What Is Animation?</A>
<LI><A HREF="#TypesofAnimation" >Types of Animation</A>
<UL>
<LI><A HREF="#FrameBasedAnimation" >Frame-Based Animation</A>
<LI><A HREF="#CastBasedAnimation" >Cast-Based Animation</A>
</UL>
<LI><A HREF="#ImplementingSpriteAnimation" >Implementing Sprite Animation</A>
<UL>
<LI><A HREF="#TheSpriteClass" >The Sprite Class</A>
<LI><A HREF="#TheSpriteVectorClass" >The SpriteVector Class</A>
<LI><A HREF="#TheBackgroundClasses" >The Background Classes</A>
</UL>
<LI><A HREF="#SampleAppletAtoms" >Sample Applet: Atoms</A>
<LI><A HREF="#Summary" >Summary</A>
<LI><A HREF="#QA" >Q&amp;A</A>
<LI><A HREF="#Workshop" >Workshop</A>
<UL>
<LI><A HREF="#Quiz" >Quiz</A>
<LI><A HREF="#Exercises" >Exercises</A>
</UL>
</UL>
<HR>
<P>
The heart of graphics in almost all games is animation. Without
animation, there would be no movement, and without movement, we'd
all be stuck playing board games and card games. Today's lesson
presents the fundamental concepts surrounding animation in games
and, more specifically, sprite animation. As you'll soon learn,
practically every game with animation employs some type of animation
engine, typically involving sprites.
<P>
After learning the basics of animation and how it applies to games,
you dig into building a set of sprite animation classes that are
powerful and extensive enough to handle all of your Java game
animation needs. As a matter of fact, you'll reuse the sprite
classes in every game throughout the rest of the book. These sprite
classes handle all the details of managing multiple animated sprite
objects with support for transparency, Z-order, collision detection,
and custom actions. You don't understand some of those last features?
Well, don't worry; you will soon enough. Read on!
<H2><A NAME="WhatIsAnimation"><B><FONT SIZE=5 COLOR=#FF0000>What
Is Animation?</FONT></B></A></H2>
<P>
Before getting into animation as it relates to Java and games,
it's important to understand the basics of what animation is and
how it works. Let's begin by asking this fundamental question:
What is animation? Put simply, animation is the illusion of movement.
Am I saying that every animation you've ever seen is really just
an illusion? That's exactly right! And probably the most surprising
animated illusion is one that captured attentions long before
computers-the television. When you watch television, you see lots
of things moving around. But what you perceive as movement is
really just a trick being played on your eyes.
<P>
<I>Animation</I> is the illusion of movement.
<P>
In the case of television, the illusion of movement is created
by displaying a rapid succession of images with slight changes
in content. The human eye perceives these changes as movement
because of its low visual acuity, which means that your eyes are
fairly easy to trick into believing the illusion of animation.
More specifically, the human eye can be tricked into perceiving
animated movement with as low as 12 frames of movement per second.
It should come as no surprise that this animation speed is the
minimum target speed for most computer games. Animation speed
is measured in frames per second (fps).
<P>
<I>Frames per second</I> (fps) is the number of animation frames,
or image changes, presented every second.
<P>
Although 12 fps is technically enough to fool your eyes into seeing
animation, animations at speeds this low often end up looking
somewhat jerky. Therefore, most professional animations use a
higher frame rate. Television, for example, uses 30 fps. When
you go to the movies, you see motion pictures at about 24 fps.
It's pretty apparent that these frame rates are more than enough
to captivate your attention and successfully create the illusion
of movement.
<P>
Unlike television and motion pictures, computer games are much
more limited when it comes to frame rate. Higher frame rates in
games correspond to much higher processor overhead, so game developers
are left to balance the frame rate against the system speed and
resources. That is why some games provide different resolution
and graphics quality options. By using a lower resolution and
more simple graphics, a game can increase its frame rate and generate
smoother animations. Of course, the trade-off is a lower resolution
and more simple graphics.
<P>
When programming animation in Java, you typically have the ability
to manipulate the frame rate a reasonable amount. The most obvious
limitation on frame rate is the speed at which the computer can
generate and display the animation frames. Actually, the same
limitation must be dealt with by game developers, regardless of
the programming language or platform. However, it is a little
more crucial in Java because Java applets are currently much slower
than native applications. Hopefully, the advent of just-in-time
Java compilers will speed up Java applets and therefore give Java
games a boost.
<P>
When determining the frame rate for a Java game, you usually have
some give and take in establishing a low enough frame rate to
yield a smooth animation, while not bogging down the processor
and slowing the system down. But don't worry too much about this
right now. For now, just keep in mind that when programming animation
for Java games, you are acting as a magician creating the illusion
of movement.
<H2><A NAME="TypesofAnimation"><B><FONT SIZE=5 COLOR=#FF0000>Types
of Animation</FONT></B></A></H2>
<P>
Although the focus of today's lesson is ultimately on sprite animation,
it is important to understand the primary types of animation used
in Java programming. Actually, a lot of different types of animation
exist, all of which are useful in different instances. However,
for the purposes of implementing animation in Java, I've broken
animation down into two basic types: frame-based animation and
cast-based animation.
<H3><A NAME="FrameBasedAnimation"><B>Frame-Based Animation</B></A>
</H3>
<P>
The most simple animation technique is frame-based animation,
which finds a lot of usage in nongaming animations. Frame-based
animation involves simulating movement by displaying a sequence
of pregenerated, static frame images. A movie is a perfect example
of frame-based animation: Each frame of the film is a frame of
animation, and when the frames are shown in rapid succession,
they create the illusion of movement.
<P>
<I>Frame-based animation</I> simulates movement by displaying
a sequence of pregenerated, static frame images.
<P>
Frame-based animation has no concept of a graphical object distinguishable
from the background; everything appearing in a frame is part of
that frame as a whole. The result is that each frame image contains
all the information necessary for that frame in a static form.
This is an important point because it distinguishes frame-based
animation from cast-based animation, which you learn about next.
<H3><A NAME="CastBasedAnimation"><B>Cast-Based Animation</B></A>
</H3>
<P>
A more powerful animation technique employed by many games is
cast-based animation, which is also known as <I>sprite animation</I>.
Cast-based animation involves graphical objects that move independently
of a background. At this point, you might be a little confused
by the usage of the term <I>graphical object</I> when referring
to parts of an animation. In this case, a graphical object is
something that logically can be thought of as a separate entity
from the background of an animation image. For example, in the
animation of a space shoot-em-up game, the aliens are separate
graphical objects that are logically independent of the starfield
background.
<P>
<I>Cast-based animation</I> simulates movement using graphical
objects that move independently of a background.
<P>
Each graphical object in a cast-based animation is referred to
as a <I>sprite</I>, and can have a position that varies over time.
In other words, sprites have a velocity associated with them that
determines how their position changes over time. Almost every
video game uses sprites to some degree. For example, every object
in the classic Asteroids game is a sprite that moves independently
of the background.
<P>
A <I>sprite</I> is a graphical object that can move independently
of a background or other objects.
<P>
<CENTER><TABLE BORDERCOLOR=#000000 BORDER=1 WIDTH=80%>
<TR><TD><B>Note</B></TD></TR>
<TR><TD>
<BLOCKQUOTE>
You might be wondering where the term <I>cast-based animation</I> comes from. It comes from the fact that sprites can be thought of as cast members moving around on a stage. This analogy of relating computer animation to theatrical performance is very 
useful. By thinking of sprites as cast members and the background as a stage, you can take the next logical step and think of an animation as a theatrical performance. In fact, this isn't far from the mark, because the goal of theatrical performances is to 
entertain the audience by telling a story through the interaction of the cast members. Likewise, cast-based animations use the interaction of sprites to entertain the user, while often telling a story.
</BLOCKQUOTE>

</TD></TR>
</TABLE></CENTER>
<P>
<P>
Even though the fundamental principle behind sprite animation
is the positional movement of a graphical object, there is no
reason you can't incorporate frame-based animation into a sprite.
Incorporating frame-based animation into a sprite enables you
to change the image of the sprite as well as alter its position.
This hybrid type of animation is actually what you will implement
later in today's lesson in the Java sprite classes.
<P>
I mentioned in the frame-based animation discussion that television
is a good example of frame-based animation. But can you think
of something on television that is created in a manner similar
to cast-based animation (other than animated movies and cartoons)?
Have you ever wondered how weatherpeople magically appear in front
of a computer-generated map showing the weather? The news station
uses a technique known as <I>blue-screening</I>, which enables
them to overlay the weatherperson on top of the weather map in
real time. It works like this: The person stands in front of a
blue backdrop, which serves as a transparent background. The image
of the weatherperson is overlaid onto the weather map; the trick
is that the blue background is filtered out when the image is
overlaid so that it is effectively transparent. In this way, the
weatherperson is acting exactly like a sprite!
<H4><B>Transparency</B></H4>
<P>
The weatherperson example brings up a very important point regarding
sprites: <I>transparency</I>. Because bitmapped images are rectangular
by nature, a problem arises when sprite images aren't rectangular
in shape. In sprites that aren't rectangular in shape, which is
the majority of sprites, the pixels surrounding the sprite image
are unused. In a graphics system without transparency, these unused
pixels are drawn just like any others. The end result is sprites
that have visible rectangular borders around them, which completely
destroys the effectiveness of having sprites overlaid on a background
image.
<P>
What's the solution? Well, one solution is to make all of your
sprites rectangular. Because this solution isn't very practical,
a more realistic solution is transparency, which allows you to
define a certain color in an image as unused, or transparent.
When pixels of this color are encountered by drawing routines,
they are simply skipped, leaving the original background intact.
Transparent colors in images act exactly like the weatherperson's
blue screen in the example earlier.
<P>
<I>Transparency colors</I> are colors in an image that are unused,
meaning that they aren't drawn when the rest of the colors in
the image are drawn.
<P>
You're probably thinking that implementing transparency involves
a lot of low-level bit twiddling and image pixel manipulation.
In some programming environments, you would be correct in this
assumption, but not in Java. Fortunately, transparency is already
supported in Java by way of the GIF 89a image format. In the GIF
89a image format, you simply specify a color of the GIF image
that serves as the transparent color. When the image is drawn,
pixels matching the transparent color are skipped and left undrawn,
leaving the background pixels unchanged.
<H4><B>Z-Order</B></H4>
<P>
In many instances, you will want some sprites to appear on top
of others. For example, in a war game you might have planes flying
over a battlefield dropping bombs on everything in sight. If a
plane sprite happens to fly over a tank sprite, you obviously
want the plane to appear above the tank and, therefore, hide the
tank as it passes over. You handle this problem by assigning each
sprite a screen depth, which is also referred to as <I>Z-order</I>.
<P>
<I>Z-order</I> is the relative depth of sprites on the screen.
<P>
The depth of sprites is called <I>Z-order</I> because it works

?? 快捷鍵說明

復制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
亚洲va在线va天堂| 亚洲一级片在线观看| 欧美www视频| 欧美一区二区免费视频| 精品久久久久久无| 久久久99久久精品欧美| 欧美国产一区二区| 亚洲精品久久嫩草网站秘色| 亚洲午夜在线电影| 激情久久久久久久久久久久久久久久| 美女视频一区二区| 国产成人免费xxxxxxxx| 97国产一区二区| 欧美日韩视频不卡| 日韩午夜激情av| 亚洲国产精品成人综合色在线婷婷| 久久久久久久久久美女| 国产精品短视频| 亚洲国产毛片aaaaa无费看| 老色鬼精品视频在线观看播放| 激情五月婷婷综合网| 不卡影院免费观看| 欧美一级日韩一级| 亚洲国产精品99久久久久久久久| 一区二区在线观看视频| 午夜精品久久久久影视| 国产精品亚洲第一| 欧美日韩精品专区| 国产清纯白嫩初高生在线观看91 | 日韩高清一级片| 美美哒免费高清在线观看视频一区二区| 精品午夜久久福利影院| jlzzjlzz欧美大全| 日韩精品一区二区三区视频播放 | 国产一区二区三区在线观看免费| www.亚洲激情.com| 欧美一区二区在线免费观看| ...av二区三区久久精品| 免费在线观看精品| 一本大道综合伊人精品热热| 2023国产精华国产精品| 亚洲大片免费看| av一二三不卡影片| 精品国精品国产| 亚洲chinese男男1069| 成人小视频在线观看| 日韩欧美一级在线播放| 亚洲伦理在线免费看| 成人午夜短视频| 欧美草草影院在线视频| 亚洲一区二区三区四区中文字幕| 国产福利一区二区| 精品欧美一区二区三区精品久久| 亚洲一线二线三线视频| 日韩午夜在线观看| 精品一区二区三区免费播放| 欧美综合天天夜夜久久| 中文天堂在线一区| 国产一区二区三区视频在线播放| 欧美二区三区91| 一区二区三区四区在线免费观看| 国产成人免费视频网站 | 亚洲一级在线观看| 日本高清免费不卡视频| 中文字幕 久热精品 视频在线| 麻豆精品视频在线| 日韩一区二区三区免费看| 性做久久久久久| 欧美日韩日日骚| 亚洲福利电影网| 欧美日韩一区二区电影| 亚洲chinese男男1069| 欧美精品日日鲁夜夜添| 丝袜诱惑制服诱惑色一区在线观看| 在线观看日韩毛片| 亚洲电影欧美电影有声小说| 欧美日韩一卡二卡三卡| 日韩制服丝袜av| 日韩一区二区精品葵司在线| 精品制服美女丁香| 欧美激情综合在线| 91视视频在线观看入口直接观看www| 中文字幕一区二区在线播放| 色综合一个色综合亚洲| 亚洲国产欧美日韩另类综合| 56国语精品自产拍在线观看| 激情五月婷婷综合| 一区二区中文字幕在线| 欧美专区日韩专区| 捆绑紧缚一区二区三区视频| 久久嫩草精品久久久精品一| 成人黄色av电影| 亚洲精品乱码久久久久| 欧美一级生活片| 粉嫩嫩av羞羞动漫久久久 | 色婷婷综合久久久久中文| 亚洲一区影音先锋| 欧美v日韩v国产v| 99久久精品99国产精品| 天堂蜜桃一区二区三区 | 91一区二区在线| 午夜一区二区三区视频| 久久女同互慰一区二区三区| 91捆绑美女网站| 免费成人在线视频观看| 国产精品久久久久久久久图文区 | 91视视频在线观看入口直接观看www | 一区在线中文字幕| 欧美精品黑人性xxxx| 成人免费视频国产在线观看| 亚洲电影一级片| 欧美国产日韩一二三区| 欧美一区二区三区人| 不卡在线视频中文字幕| 欧美aaa在线| 亚洲人成伊人成综合网小说| 精品乱码亚洲一区二区不卡| 色欧美乱欧美15图片| 国产精品正在播放| 美女网站在线免费欧美精品| 依依成人综合视频| 国产精品萝li| 精品国产乱码久久久久久影片| 欧美伊人精品成人久久综合97 | 在线观看视频欧美| 成人性生交大片免费看中文| 免费高清在线一区| 五月婷婷综合激情| 一区二区三区精密机械公司| 国产精品女主播在线观看| 日韩欧美一区中文| 在线不卡中文字幕播放| 一本到一区二区三区| 99精品热视频| 风间由美一区二区av101| 麻豆成人综合网| 免费成人结看片| 日韩精品午夜视频| 亚洲成在人线在线播放| 亚洲影视在线播放| 亚洲一二三区视频在线观看| 亚洲女人的天堂| 一区二区三区在线观看欧美| 亚洲天堂久久久久久久| 亚洲男人的天堂一区二区| 亚洲色图在线视频| 亚洲综合久久av| 亚洲综合免费观看高清在线观看| 一区二区三区不卡视频| 亚洲一级电影视频| 亚洲国产日日夜夜| 天天做天天摸天天爽国产一区| 午夜精品久久久久久久久久久| 亚洲一区在线免费观看| 天堂久久久久va久久久久| 日本中文字幕一区| 久久不见久久见中文字幕免费| 韩国成人在线视频| 成人美女在线观看| 99久精品国产| 欧美视频中文字幕| 日韩欧美精品在线| 久久精品视频免费| 最好看的中文字幕久久| 午夜精品福利视频网站 | 国产亚洲欧美在线| 国产精品你懂的在线| 一区二区三区四区乱视频| 午夜精品影院在线观看| 黄色精品一二区| 成人精品免费视频| 欧美视频精品在线观看| 日韩三级在线免费观看| 国产欧美一区二区三区鸳鸯浴 | 激情综合色播五月| www.欧美色图| 欧美日本高清视频在线观看| 欧美成人精品二区三区99精品| 久久精品亚洲精品国产欧美| 亚洲免费高清视频在线| 免费成人在线观看| caoporm超碰国产精品| 欧美精品乱码久久久久久| 国产欧美久久久精品影院| 一区二区三区中文字幕精品精品| 美女免费视频一区二区| 91免费小视频| 久久美女艺术照精彩视频福利播放 | 亚洲综合一区二区| 捆绑调教一区二区三区| 一本一道综合狠狠老| 久久综合色天天久久综合图片| 亚洲黄一区二区三区| 国精产品一区一区三区mba桃花| 成人国产精品免费观看视频| 日韩免费高清av| 一区二区三区欧美久久| 国产成人精品1024| 欧美电影在线免费观看| 亚洲三级小视频|