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📄 bricklist.java

📁 手机弹球游戏源码
💻 JAVA
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/* * Copyright (c) 2002, 2003 Sun Microsystems, Inc. All Rights Reserved. * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * Neither the name of Sun Microsystems, Inc., 'Java', 'Java'-based * names, or the names of contributors may be used to endorse or promote * products derived from this software without specific prior written * permission. * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MIDROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * You acknowledge that this software is not designed, licensed or * intended for use in the design, construction, operation or maintenance * of any nuclear facility. $Id: BrickList.java,v 1.3 2003/05/29 22:28:05 wildcard Exp $ */package com.sun.j2me.blueprints.jbricks;import javax.microedition.lcdui.Graphics;/** * This is a container class that does some of the * initialization, drawing and collision detection * for the bricks in any particular level. It also * serves as a container that manages redraws */public class BrickList {    public static final int NORTH = 0;    public static final int SOUTH = 1;    public static final int WEST = 2;    public static final int EAST = 3;    public final static int XOFFSET;    public final static int YOFFSET;    static {        int w = Engine.PATTERN_WIDTH * Brick.WIDTH;        int g = (Engine.PATTERN_WIDTH - 1) * Brick.GAP;        XOFFSET = (Screen.width - (w + g)) / 2 - 1;        YOFFSET = Screen.height / 8;    }     private Brick[] list;    private int columns;    private int[] recent_collision;    Sprite inter;    private int[] step = {        0, -1, 0, 1, -1, 0, 1, 0    };    private int[] all_step = {        0, 0, 0, -1, 1, 0, 0, 1, 0, 1, -1, 0, -1, 0, 0, -1, 0, -1    };    private ThreeDColor[] rainbow = {        ThreeDColor.purple, ThreeDColor.purple, ThreeDColor.blue,         ThreeDColor.blue, ThreeDColor.red, ThreeDColor.red,         ThreeDColor.orange, ThreeDColor.orange,     };    public BrickList(int[] type_list, int pattern_width, int level) {        int x = XOFFSET;        int y = YOFFSET - (Brick.HEIGHT + Brick.GAP);        int n = -1;        list = new Brick[type_list.length];        recent_collision = new int[list.length];        inter = new Sprite();        for (int i = 0; i < list.length; i++) {            if (i % pattern_width == 0) {                columns = (x - XOFFSET) / (Brick.WIDTH + Brick.GAP);                x = XOFFSET;                y += Brick.HEIGHT + Brick.GAP;                n++;            }             list[i] = new Brick(this, x, y, i, type_list[i]);            if (level == 0 && list[i].getType() == Brick.STANDARD) {                list[i].setColor(rainbow[n]);            }             x += Brick.WIDTH + Brick.GAP;        }     }    public Brick getBrickAt(int n) {        if (n < 0 || n >= list.length) {            return null;        }         return list[n];    }     public void moveBrick(int from, int to) {        int to_x = list[to].x;        int to_y = list[to].y;        list[to] = new Brick(list[from]);        list[to].moveTo(to_x, to_y);        list[to].setPos(to);        list[from].erase(Screen.GRAPHICS);        list[from].clear();        list[to].paintShadow(Screen.GRAPHICS);        list[to].paint(Screen.GRAPHICS);    }     public int checkForCollision(Ball ball) {        Brick brick;        int xw, yh, oxw, oyh;        int n, x, y, score, dir;        int width = Engine.PATTERN_WIDTH;        int height = list.length / Engine.PATTERN_WIDTH;        boolean intersects;        score = dir = 0;        x = (ball.getCenterX() - XOFFSET) / (Brick.WIDTH + Brick.GAP);        if (x < 0 || x >= width) {            return 0;        }         y = (ball.getCenterY() - YOFFSET) / (Brick.HEIGHT + Brick.GAP);        if (y < 0 || y >= height) {            return 0;        }         for (int i = 0; i < all_step.length / 2; i++) {            x += all_step[2 * i + 0];            y += all_step[2 * i + 1];            if (x < 0 || x >= width || y < 0 || y >= height) {                continue;            }             n = y * Engine.PATTERN_WIDTH + x;            brick = list[n];            xw = ball.x + ball.width;            yh = ball.y + ball.height;            oxw = brick.x + brick.width;            oyh = brick.y + brick.height;            intersects = ball.x >= brick.x && ball.x < oxw                          && ball.y >= brick.y && ball.y < oyh                          || xw >= brick.x && xw < oxw && ball.y >= brick.y                          && ball.y < oyh                                          || ball.x >= brick.x && ball.x < oxw                                          && yh >= brick.y && yh < oyh                                          || xw >= brick.x && xw < oxw                                             && yh >= brick.y && yh < oyh;            if (intersects) {                if (recent_collision[n] == 0) {                    ball.bounce(brick);                }                 if (ball.getCenterX() < brick.x) {                    dir = EAST;                }                 if (ball.getCenterX() > brick.x + Brick.WIDTH) {                    dir = WEST;                }                 if (ball.getCenterY() < brick.y) {                    dir = SOUTH;                }                 if (ball.getCenterY() > brick.y + Brick.HEIGHT) {                    dir = NORTH;                }                 if (brick.getType() != Brick.SLIDE) {                    brick.erase(Screen.GRAPHICS);                }                 score += brick.hit(dir);                recent_collision[n] = 2;                // don't do more than one collision per frame                break;            } else if (recent_collision[n] > 0) {                recent_collision[n]--;            }         }         return score;    }     public boolean isClean() {        for (int i = 0; i < list.length; i++) {            if (list[i].getType() == Brick.STANDARD) {                return false;            }         }         return true;    }     public Brick getNeighbor(Brick brick, int direction) {        int i;        if (brick == null) {            return null;        }         for (i = 0; i < list.length; i++) {            if (list[i] == brick) {                break;            }         }         if (i == list.length) {            return null;        }         int x = i % columns;        int y = i / columns;        int dx = step[2 * direction];        int dy = step[2 * direction + 1];        x += dx;        y += dy;        if (x < 0 || x >= columns || y < 0 || y >= list.length / columns) {            return null;        }         return list[y * columns + x];    }     public void paintShadow(Graphics g) {        for (int i = 0; i < list.length; i++) {            list[i].paintShadow(g);        }     }     public void paint(Graphics g) {        for (int i = 0; i < list.length; i++) {            list[i].paint(g);        }     } }

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