Back to project page Sushi-Shooter.
The source code is released under:
GNU General Public License
If you think the Android project Sushi-Shooter listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.
/* * [[ Frozen-Bubble ]]/*from w ww .jav a2 s.co m*/ * * Copyright (c) 2000-2003 Guillaume Cottenceau. * Java sourcecode - Copyright (c) 2003 Glenn Sanson. * * This code is distributed under the GNU General Public License * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * version 2, as published by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 675 Mass Ave, Cambridge, MA 02139, USA. * * * Artwork: * Alexis Younes <73lab at free.fr> * (everything but the bubbles) * Amaury Amblard-Ladurantie <amaury at linuxfr.org> * (the bubbles) * * Soundtrack: * Matthias Le Bidan <matthias.le_bidan at caramail.com> * (the three musics and all the sound effects) * * Design & Programming: * Guillaume Cottenceau <guillaume.cottenceau at free.fr> * (design and manage the project, whole Perl sourcecode) * * Java version: * Glenn Sanson <glenn.sanson at free.fr> * (whole Java sourcecode, including JIGA classes * http://glenn.sanson.free.fr/jiga/) * * Android port: * Pawel Aleksander Fedorynski <pfedor@fuw.edu.pl> * Copyright (c) Google Inc. * * [[ http://glenn.sanson.free.fr/fb/ ]] * [[ http://www.frozen-bubble.org/ ]] */ package net.gamecloud.sushishooter; import android.graphics.Canvas; import android.graphics.Point; import android.graphics.Rect; import android.os.Bundle; import java.util.Vector; public class ImageSprite extends Sprite { private BmpWrap displayedImage; public ImageSprite(Rect area, BmpWrap img) { super(area); this.displayedImage = img; } public void saveState(Bundle map, Vector savedSprites) { if (getSavedId() != -1) { return; } super.saveState(map, savedSprites); map.putInt(String.format("%d-imageId", getSavedId()), displayedImage.id); } public int getTypeId() { return Sprite.TYPE_IMAGE; } public void changeImage(BmpWrap img) { this.displayedImage = img; } public final void paint(Canvas c, double scale, int dx, int dy) { Point p = super.getSpritePosition(); drawImage(displayedImage, p.x, p.y, c, scale, dx, dy); } }