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Evolution.Drawable
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SUMMARY: NESTED | <A HREF="#field_summary">FIELD</A> | <A HREF="#constructor_summary">CONSTR</A> | <A HREF="#method_summary">METHOD</A></FONT></TD>
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<H2>
Class Evolution.Drawable</H2>
<PRE>
java.lang.Object
<IMG SRC="./resources/inherit.gif" ALT="extended by "><B>Evolution.Drawable</B>
</PRE>
<DL>
<DT><B>Direct Known Subclasses:</B> <DD><A HREF="Evolution.Animal.html" title="class in <Unnamed>">Evolution.Animal</A>, <A HREF="Evolution.Hazard.html" title="class in <Unnamed>">Evolution.Hazard</A>, <A HREF="Evolution.Plant.html" title="class in <Unnamed>">Evolution.Plant</A></DD>
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<DT><B>Enclosing class:</B><DD><A HREF="Evolution.html" title="class in <Unnamed>">Evolution</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>private abstract class <B>Evolution.Drawable</B><DT>extends java.lang.Object</DL>
</PRE>
<P>
Inner class for all drawable items to derive from.
<P>
<P>
<DL>
<DT><B>Author:</B></DT>
<DD>Townsend</DD>
</DL>
<HR>
<P>
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<CODE> int</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#id">id</A></B></CODE>
<BR>
A unique-enough id</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> double</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#positionX">positionX</A></B></CODE>
<BR>
Item's X Coordinate</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> double</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#positionY">positionY</A></B></CODE>
<BR>
Item's Y Coordinate</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int[]</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#sprite">sprite</A></B></CODE>
<BR>
Item's sprite as an array of pixels</TD>
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<CODE>private </CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#Evolution.Drawable()">Evolution.Drawable</A></B>()</CODE>
<BR>
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<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#die()">die</A></B>()</CODE>
<BR>
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<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#drawSprite()">drawSprite</A></B>()</CODE>
<BR>
Overload for drawSprite, using the current position and default pixel array</TD>
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<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#drawSprite(int[])">drawSprite</A></B>(int[] image)</CODE>
<BR>
Overload for drawSprite, using the current position</TD>
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<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#drawSprite(int, int, int[])">drawSprite</A></B>(int x,
int y,
int[] image)</CODE>
<BR>
Draw the sprite at the specified position.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#getPositionX()">getPositionX</A></B>()</CODE>
<BR>
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#getPositionY()">getPositionY</A></B>()</CODE>
<BR>
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int[]</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#getSprite()">getSprite</A></B>()</CODE>
<BR>
Getter for the sprite (can be overridden)</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#setPositionX(int)">setPositionX</A></B>(int positionX)</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#setPositionY(int)">setPositionY</A></B>(int positionY)</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#setSprite(int[])">setSprite</A></B>(int[] sprite)</CODE>
<BR>
Setter for the sprite (can be overridden)</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#wipeSprite()">wipeSprite</A></B>()</CODE>
<BR>
Overload of wipeSprite, using the default pixel arrays.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#wipeSprite(int[], int[])">wipeSprite</A></B>(int[] setImage,
int[] fromImage)</CODE>
<BR>
Wipe this sprite from the screen.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="Evolution.Drawable.html#wrapPosition()">wrapPosition</A></B>()</CODE>
<BR>
</TD>
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
</TR>
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<P>
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<A NAME="id"><!-- --></A><H3>
id</H3>
<PRE>
public int <B>id</B></PRE>
<DL>
<DD>A unique-enough id
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="positionX"><!-- --></A><H3>
positionX</H3>
<PRE>
public double <B>positionX</B></PRE>
<DL>
<DD>Item's X Coordinate
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="positionY"><!-- --></A><H3>
positionY</H3>
<PRE>
public double <B>positionY</B></PRE>
<DL>
<DD>Item's Y Coordinate
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="sprite"><!-- --></A><H3>
sprite</H3>
<PRE>
public int[] <B>sprite</B></PRE>
<DL>
<DD>Item's sprite as an array of pixels
<P>
<DL>
</DL>
</DL>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
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<A NAME="Evolution.Drawable()"><!-- --></A><H3>
Evolution.Drawable</H3>
<PRE>
private <B>Evolution.Drawable</B>()</PRE>
<DL>
</DL>
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<A NAME="getSprite()"><!-- --></A><H3>
getSprite</H3>
<PRE>
public int[] <B>getSprite</B>()</PRE>
<DL>
<DD>Getter for the sprite (can be overridden)
<P>
<DD><DL>
<DT><B>Returns:</B><DD>int array of the pixels for this sprite</DL>
</DD>
</DL>
<HR>
<A NAME="setSprite(int[])"><!-- --></A><H3>
setSprite</H3>
<PRE>
public void <B>setSprite</B>(int[] sprite)</PRE>
<DL>
<DD>Setter for the sprite (can be overridden)
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>sprite</CODE> - int array of the pixels for this sprite</DL>
</DD>
</DL>
<HR>
<A NAME="wipeSprite()"><!-- --></A><H3>
wipeSprite</H3>
<PRE>
public void <B>wipeSprite</B>()</PRE>
<DL>
<DD>Overload of wipeSprite, using the default pixel arrays.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="wipeSprite(int[], int[])"><!-- --></A><H3>
wipeSprite</H3>
<PRE>
public void <B>wipeSprite</B>(int[] setImage,
int[] fromImage)</PRE>
<DL>
<DD>Wipe this sprite from the screen. Basically an "undraw"
method, which sets the pixels this sprite occupied back
to the default background colour.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="drawSprite()"><!-- --></A><H3>
drawSprite</H3>
<PRE>
public void <B>drawSprite</B>()</PRE>
<DL>
<DD>Overload for drawSprite, using the current position and default pixel array
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="drawSprite(int[])"><!-- --></A><H3>
drawSprite</H3>
<PRE>
public void <B>drawSprite</B>(int[] image)</PRE>
<DL>
<DD>Overload for drawSprite, using the current position
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>image</CODE> - </DL>
</DD>
</DL>
<HR>
<A NAME="drawSprite(int, int, int[])"><!-- --></A><H3>
drawSprite</H3>
<PRE>
public void <B>drawSprite</B>(int x,
int y,
int[] image)</PRE>
<DL>
<DD>Draw the sprite at the specified position. Only draws non-background
pixels, which allows for sprites to overlap (and saves a bit of work.)
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - X Coordinate<DD><CODE>y</CODE> - Y Coordinate</DL>
</DD>
</DL>
<HR>
<A NAME="getPositionX()"><!-- --></A><H3>
getPositionX</H3>
<PRE>
public int <B>getPositionX</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setPositionX(int)"><!-- --></A><H3>
setPositionX</H3>
<PRE>
public void <B>setPositionX</B>(int positionX)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getPositionY()"><!-- --></A><H3>
getPositionY</H3>
<PRE>
public int <B>getPositionY</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setPositionY(int)"><!-- --></A><H3>
setPositionY</H3>
<PRE>
public void <B>setPositionY</B>(int positionY)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="wrapPosition()"><!-- --></A><H3>
wrapPosition</H3>
<PRE>
public void <B>wrapPosition</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="die()"><!-- --></A><H3>
die</H3>
<PRE>
public void <B>die</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
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