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Author: davedes (posted 2012-06-04 22:41:59, viewed 886 times)

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package org.newdawn.slick.tests;

import org.newdawn.slick.AppGameContainer;
import org.newdawn.slick.BasicGame;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.Sound;

public class TestGame extends BasicGame {

   public static void main(String[] args) throws SlickException {
      new AppGameContainer(new TestGame(), 800, 600, false).start();
   }
   
   public TestGame() {
      super("My Game");
   }

   private float x = 50, y = 50;
   private Image img;
   private Sound sfx;
   private final float MOVE_SPEED = 0.3f;
   
   @Override
   public void init(GameContainer container) throws SlickException {
      img = new Image("testdata/icon.png");
      sfx = new Sound("testdata/cbrown01.wav");
   }
   
   @Override
   public void render(GameContainer container, Graphics g) throws SlickException {
      g.drawImage(img, x, y);
   }

   @Override
   public void update(GameContainer container, int delta) throws SlickException {
      Input in = container.getInput();
      float s = 0;
      if (in.isKeyDown(Input.KEY_LEFT))
         s = -MOVE_SPEED * delta;
      else if (in.isKeyDown(Input.KEY_RIGHT))
         s = MOVE_SPEED * delta;
      float newX = x + s;
      
      //in bounds, move player
      if (newX > 0 && newX + img.getWidth() < container.getWidth())
         x = newX;
      //out of bounds -- and sound is not currently playing
      else if (!sfx.playing())
         sfx.play();
   }
}





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