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📄 wormpit.java

📁 j2me编的吞吃蛇
💻 JAVA
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/* * @(#)WormPit.java	1.4 03/08/10 * * Copyright (c) 2000-2003 Sun Microsystems, Inc. All rights reserved. * PROPRIETARY/CONFIDENTIAL * Use is subject to license terms *//* * WormPit.java * * Created on March 30, 2001, 16:15 * @version 1.4 */package example.wormgame;import java.lang.System;import java.lang.Runnable;import java.lang.InterruptedException;import java.io.DataInputStream;import java.io.DataOutputStream;import java.io.ByteArrayInputStream;import java.io.ByteArrayOutputStream;import java.io.IOException;import javax.microedition.lcdui.Font;import javax.microedition.lcdui.Canvas;import javax.microedition.lcdui.Graphics;import javax.microedition.rms.RecordStore;import javax.microedition.rms.RecordStoreException;import javax.microedition.media.Player;import javax.microedition.media.Manager;import javax.microedition.media.MediaException;import javax.microedition.media.control.ToneControl;/** * The WormPit contains a Worm and some WormFood. The Worm will * slither around the pit in search of WormFood. If the Worm eats * it will grow in length. The Worm will be killed if it attempts * to slither past the edge of the pit or if it eats itself. */public class WormPit extends Canvas implements Runnable {    /** Handle to target food. */    private WormFood myFood;    /** Handle to current worm object. */    private Worm     myWorm;    /** Flag to indicate when the game is finished. */    private boolean gameOver = false;    /** Flag to indicate if current game is paused. */    private boolean gamePaused = false;    /** Flag to indicate game is restarted. */    private boolean gameRestart = false;    /** Flag to indicate forced repaint is needed. */    private boolean forceRedraw = true;    /** Flag to indicate the game is to be completely destroyed. */    private boolean gameDestroyed = false;    /** Current game score. */    private int score = 0;    /** Current game level. */    private int level = 5;    /** Number of pieces of food eaten since the last level change. */    private int foodEaten = 0;    /** Current screen width in pixels. */    private int width;    /** Current screen height in pixels. */    private int height;    /** Audio player for background tune. */    private Player audioPlayer;    /** Tone player. */    private Player tonePlayer;    /** Current screen size in cells. */    static int CellWidth;    /** Current screen height in cells. */    static int CellHeight;    /** Initial offset for screen rendering. */    private static final int START_POS = 3;    /** Font height for rendering the score message. */    private static final int SCORE_CHAR_HEIGHT;    /** Font width for rendering the score message. */    private static final int SCORE_CHAR_WIDTH;    /** Height for two lines of score message text. */    private static final int SCORE_HEIGHT;    /** Default delay between worm repaints. (400 milliseconds) */    private static final int DEFAULT_WAIT = 400;    /** Maximum number of difficulty levels. (10) */    static final byte MAX_LEVELS = 10;    /** Color for target food object. (0x00ff00) */    static final int FOOD_COLOUR  = 0x0000ff00;    /** Color for text objects. (0xff0000) */    static final int TEXT_COLOUR  = 0x00ff0000;    /** Color for erasing worm cells. (0xffffff) */    static final int ERASE_COLOUR = 0x00ffffff;    /** Color for drawing worm cells. (0x000000) */    static final int DRAW_COLOUR  = 0x00000000;    /** Size of a cell for worm rendering. */    public  static final int CELL_SIZE = 5;    static {    Font defaultFont  = Font.getDefaultFont();    SCORE_CHAR_WIDTH  = defaultFont.charWidth('S');    SCORE_CHAR_HEIGHT = defaultFont.getHeight();    SCORE_HEIGHT      = SCORE_CHAR_HEIGHT * 2;    }    /**     * Default constructor for worm pit.     * Initialized the food and worm objects.     */    public WormPit() {    width  = round(getWidth());    height = round(getHeight()-SCORE_HEIGHT);    WormPit.CellWidth  = (width-(START_POS*2)) / WormPit.CELL_SIZE;    WormPit.CellHeight = (height-(START_POS*2)) / WormPit.CELL_SIZE;    myWorm = new Worm(this);    /* Generate food for worm to eat */    myFood  = new WormFood(this);    int x = myFood.getX();    int y = myFood.getY();    while (myWorm.contains(x, y)) {        myFood.regenerate();        // regenerate if food placed under worm        x = myFood.getX();  y = myFood.getY();    }    }    /**     * Round the given value to next lowest number divisible by the     * cell size.     * @param val number to be rounded down     * @return rounded down value     */    private int round(int val) {    int delta = (val-(START_POS*2)) % CELL_SIZE;    return (val - delta);    }    /**     * Set the difficulty level. If the new level is different from the     * current level, any game currently in progress is terminated and     * the score is lost.     * @param level value of new level requested     * @see #getLevel     */    public void setLevel(int level) {    if (this.level != level) {        this.level = level;        gameOver = true;        gamePaused = false;        foodEaten = 0;        score = 0;    }    }    /**     * Get the difficulty level.     * @return current game level     * @see #setLevel     */    public int getLevel() {    return level;    }    /**     * Get the score of this game.     * @return current score     */    public int getScore() {    return score;    }    /**     * Returns true if the given point is within the bounds of the     * worm pit.     * @param x x coordinate of point to check (0 - CellWidth)     * @param y y coordinate of point to check (0 - CellHeight)     * @return true, if coordinate is in the worm pit     */    static boolean isInBounds(int x, int y) {    if ((x < 0) || (x >= WormPit.CellWidth)) {        return false;    }    if ((y < 0) || (y >= WormPit.CellHeight)) {        return false;    }    return true;    }    /**     * Restart the game.     */    void restart() {        if (gamePaused) {        gamePaused = false;        } else {        myWorm.regenerate();        myFood.regenerate();                int x = myFood.getX();                int y = myFood.getY();                while (myWorm.contains(x, y)) {                    myFood.regenerate(); // regenerate if food placed under worm                    x = myFood.getX();                    y = myFood.getY();                }        foodEaten = 0;        score = 0;        gameOver = false;        if ((audioPlayer != null) &&            (audioPlayer.getState() == Player.PREFETCHED)) {            try {            audioPlayer.setMediaTime(0);            audioPlayer.start();            } catch (MediaException me) { }        }        }        forceRedraw = true;        synchronized (myWorm) {        myWorm.notifyAll();        }    }    /**     * Handle keyboard input. This is used for worm movement.     * @param keyCode pressed key is either Canvas arrow key (UP,     *  DOWN, LEFT, RIGHT) or simulated with KEY_NUM (2, 8, 4,6).     */    public void keyPressed(int keyCode) {    switch (getGameAction(keyCode)) {    case Canvas.UP:        myWorm.setDirection(Worm.UP);        break;    case Canvas.DOWN:        myWorm.setDirection(Worm.DOWN);        break;    case Canvas.LEFT:        myWorm.setDirection(Worm.LEFT);        break;    case Canvas.RIGHT:        myWorm.setDirection(Worm.RIGHT);        break;    case 0:        // There is no game action.. Use keypad constants instead        switch (keyCode) {        case Canvas.KEY_NUM2:        myWorm.setDirection(Worm.UP);        break;        case Canvas.KEY_NUM8:        myWorm.setDirection(Worm.DOWN);        break;        case Canvas.KEY_NUM4:        myWorm.setDirection(Worm.LEFT);        break;        case Canvas.KEY_NUM6:        myWorm.setDirection(Worm.RIGHT);        break;        }        break;    }    }    /**     * Paint anything currently in the pit.     * Overrides Canvas.paint.     * @param g graphics object to be rendered     */    private void paintPitContents(Graphics g) {    try {        myWorm.update(g);    // update worm position        if (myFood.isAt(myWorm.getX(), myWorm.getY())) {        myWorm.eat();        score += level;        foodEaten++;        if (foodEaten > (level << 1)) {            /* Increase difficulty level */            forceRedraw = true;            foodEaten = 0;            level++;                    /*                     * End of game - no more levels.

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