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Killer Game Programming in Java
book

Killer Game Programming in Java

by Andrew Davison
May 2005
Intermediate to advanced
998 pages
26h
English
O'Reilly Media, Inc.
Content preview from Killer Game Programming in Java

Watching the Server

A TourWatcher thread monitors the server's output, waiting for messages. The message types are listed below with a brief description of what the TourWatcher does in response:

create n x z

Create a distributed sprite in the local world with name n at position (x, 0, z). By default, the sprite will face forward along the positive z-axis.

wantDetails A P

The client at IP address A and port P is requesting information about the local sprite on this machine. Gather the data and send the data back in a "detailsFor" message.

detailsFor n1 x1 z1 r

Create a distributed sprite with the name n1 at location (x1,0,z1), rotated r radians away from the positive z-axis.

n < move or rotation command >

< command > can be one of forward, back, left, right, rotCClock, or rotClock. The distributed sprite with name n is moved or rotated. rotCClock is a counter-clockwise rotation, and rotClock is clockwise.

n bye

A client has left the world, so the distributed sprite with name n is detached (deleted).

The activities using these messages are shown in Figures Figure 32-6, 32-7, and 32-8.

Almost all the messages are related to distributed sprites in the local world: creation, movement, rotation, and deletion. Therefore, these tasks are handled by TourWatcher, which maintains its sprites in a HashMap, mapping sprite names to DistTourSprite objects:

    private HashMap visitors;   // stores (name, sprite object) pairs

The run() method in TourWatcher accepts a message from the server and tests the ...

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Publisher Resources

ISBN: 0596007302Errata Page