Slick Icon and User Keyboard Input

This section I'll show you how to create your own icon for your application and react to user keyboard input. For icon, the image can't be
too big, so go ahead and create any "16 x 16 pixel" images. Lets look at the example

Example



Click to Download Example

The example will load two images, one image will use as the background and the other one will be able to control by the user.

Image backGround = null;

We will use this as our background image.

Image saber = null;

This is a saber image, the user have control to rotate, move left and right or up and down.

Lets break down the code,

float x = 50;
float y = 50;


It holds the start location of the saber image, we update the
x and y values each time the image changes its location on the x and y axis.

This time we will be using the
update method whenever the image changes its location. We have to update the image to its new location
in addition to that we have to "
re-render" the image again. Whenever we want to get keyboard input from user we have to use the follow method.

Input getUserInput = container.getInput();

container is just an object we created in our parameter using " GameContainer ".

The rest are just a series of "
if-statement condition " to react to a key-press or a key push.

Now, for creating your own icon, all we need is to call the " setIcon() ", method inside our main method.

(Note: 0.5f, f stands for floating point, this implies the value 0.5f is a floating point number)

 

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