public class Sprite {

       // direction = 0 up, 1 left, 2 down, 3 right,

       // animation = 3 back, 1 left, 0 front, 2 right

       int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 };

       private static final int BMP_ROWS = 4;

       private static final int BMP_COLUMNS = 3;

       private static final int MAX_SPEED = 5;

       private GameView gameView;

       private Bitmap bmp;

       private int x = 0;

       private int y = 0;

       private int xSpeed;

       private int ySpeed;

       private int currentFrame = 0;

       private int width;

       private int height;

 

       public Sprite(GameView gameView, Bitmap bmp) {

             this.width = bmp.getWidth() / BMP_COLUMNS;

             this.height = bmp.getHeight() / BMP_ROWS;

             this.gameView = gameView;

             this.bmp = bmp;

 

             Random rnd = new Random();

             x = rnd.nextInt(gameView.getWidth() - width);

             y = rnd.nextInt(gameView.getHeight() - height);

             xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED;

             ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED;

       }

 

       private void update() {

             if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) {

                    xSpeed = -xSpeed;

             }

             x = x + xSpeed;

             if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) {

                    ySpeed = -ySpeed;

             }

             y = y + ySpeed;

             currentFrame = ++currentFrame % BMP_COLUMNS;

       }

 

       public void onDraw(Canvas canvas) {

             update();

             int srcX = currentFrame * width;

             int srcY = getAnimationRow() * height;

             Rect src = new Rect(srcX, srcY, srcX + width, srcY + height);

             Rect dst = new Rect(x, y, x + width, y + height);

             canvas.drawBitmap(bmp, src, dst, null);

       }

 

       private int getAnimationRow() {

             double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2);

             int direction = (int) Math.round(dirDouble) % BMP_ROWS;

             return DIRECTION_TO_ANIMATION_MAP[direction];

       }

 

       public boolean isCollition(float x2, float y2) {

             return x2 > x && x2 < x + width && y2 > y && y2 < y + height;

       }

}