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📄 cgameplay.java

📁 一个3D的保龄球的源代码
💻 JAVA
📖 第 1 页 / 共 4 页
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/**
 * <p>Title: class CGamePlay</p>
 * <p>Description: bowling game play. It implements state switch of bowling game,
 * game mode manager, in-game interface render, key response, score, level system
 * and gambling system.</p>
 * <p>Copyright: Copyright (c) 2004</p>
 * <p>Company: Gameloft ShangHai</p>
 * @author Tao Qing
 * @version 1.0
 */

import java.io.IOException;

import javax.microedition.lcdui.*;

//import com.mascotcapsule.micro3d.v3.*;

class CGamePlay {
  /*static define atart*/

  //the sub states in Game playing
  public static final byte ROUND_INIT = 0;
  public static final byte PLAYER_POSITION_CONFIRM = 1;
  public static final byte CAMERA_MOVEIN_ANIM = 2;
  public static final byte AIM_SPOT_CONFIRM = 3;
  public static final byte PLAYER_POWER_CONFIRM = 4;
  public static final byte PLAYER_ACCURACY_CONFIRM = 5;
  public static final byte CAMERA_MOVEOUT_ANIM = 6;
  public static final byte ROTATION_POWER_CONFIRM = 7;
  public static final byte BALL_RUNNING = 8;
  public static final byte ROUND_FINISH = 9;
  public static final byte MATCH_FINISH = 10;

  //default aim spot was divided into 5 levels.
  public static final byte MAX_AIM_SPOT = 5;

  //default maximum rounds in one game is 10, m_roundNumber from 0-9
  public static final byte MAX_ROUND_NUMBER = 9;

  //THE MEASUREMENT OF SCORE BOARD
  private static final byte SCORE_BOARD_WIDTH = 20;
  private static final byte SCORE_BOARD_HEIGHT = 28;

  /*static define end*/

  int m_GameState;
  boolean m_bPause;
  int m_keyCode = def.KEY_EMPTY;

  //the state of Game
  private byte m_staRound = 0;

  //the aim spot of the ball
  int m_aimSpot = 0;

  //the rotation power of the ball
  int m_rotationPower = 0;

  //the power of player
  int m_playerPower = 0;

  //it stores the current number of rounds;the max rounds in a match is 10, so 0-9
  byte m_roundNumber = 0;

  //this variable decides whether the second ball will be used. true: don't need or has been used
  boolean m_isSecondBall = false;

  //CScene
  CScene m_scene = new CScene();

  //Judging whether the round is strike
  boolean m_isStrike = false;

  //judging whether the slow action was ask
  boolean m_isSlowAction = false;

  //judging whether the first shot in the 10th round is strike
  boolean m_isBonusShot = false;

  //the array store the state of tenpin
  int m_tenpinState = 0;

  //Judging whether the Zoom was open
  boolean m_isZooming = false;

  //Judging whether the rotation of scene was open
  boolean m_isRollingScene = false;

  //the rotation degree of the whole scene
  int m_rotationSceneX = 0;
  int m_rotationSceneY = 0;

  // powerbar setting
  private Image m_imgPowerbar;

  //off set for Score Board
  int m_offSet = 0;
  boolean m_isScoreBoardChanged = false;

  //private int m_Power = 0;
  Image m_scoreImage = null;
  Image m_offImage = null;

  public CGamePlay() {
    m_scene.init();
    m_scene.Load();
    try {
      m_imgPowerbar = Image.createImage("/power_bar.png");
    }
    catch (IOException e) {
      e.printStackTrace();
    }

    iniScoreInfo(m_scene.m_player.m_scoreInfo);

    loadScoreImage();
  }

  /**
   * update bowling game state. And determinate what should be render.
   */
  public void Update(Graphics g) {
    try {
      switch (m_staRound) {
        case ROUND_INIT:
          m_scene.m_render3D.StartRender3D(g); //Milo;forRender3D
          m_scene.UpdateScene(m_staRound);
          m_scene.m_render3D.EndRender3D(g); //Milo;forRender3D
          g.drawString("Press * to start play", 30, 50, Graphics.LEFT
                       | Graphics.TOP);
          //m_scene.display2DModel(g); // added by Milo 09-06
          break;
        case PLAYER_POSITION_CONFIRM:
          m_scene.m_render3D.StartRender3D(g); //Milo;forRender3D
          m_scene.UpdateScene(m_staRound);
          m_scene.m_render3D.EndRender3D(g); //Milo;forRender3D
          showPlayerPositionStage(g);
          break;
        case CAMERA_MOVEIN_ANIM:
          m_scene.m_render3D.StartRender3D(g);
          if (m_scene.UpdateScene(m_staRound) == 1)
            m_staRound = AIM_SPOT_CONFIRM;
          m_scene.m_render3D.EndRender3D(g);
          break;
        case AIM_SPOT_CONFIRM:
          m_scene.m_render3D.StartRender3D(g); //Milo;forRender3D
          m_scene.UpdateScene(m_staRound);
          m_scene.m_render3D.EndRender3D(g); //Milo;forRender3D
          showAimSpotStage(g);
          break;
        case PLAYER_POWER_CONFIRM:
          m_scene.m_render3D.StartRender3D(g); //Milo;forRender3D
          m_scene.UpdateScene(m_staRound);
          m_scene.m_render3D.EndRender3D(g); //Milo;forRender3D
          m_playerPower += 6;
          if ( (m_playerPower >= 80 && m_playerPower <= 122)) {
            if (m_playerPower % 12 == 0)
              g.drawRegion(m_imgPowerbar, 0, 0, 10, 102, 0, 20, 50,
                           Graphics.TOP | Graphics.LEFT);
            else
              g.drawRegion(m_imgPowerbar, 10, 0, 10, 102, 0, 20, 50,
                           Graphics.TOP | Graphics.LEFT);
          }
          else {
            g.drawRegion(m_imgPowerbar, 0, 0, 10, 102, 0, 20, 50,
                         Graphics.TOP | Graphics.LEFT);
          }
          if (m_playerPower >= 192)
            m_playerPower = 0;
          if (m_playerPower > 96)
            g.drawRegion(m_imgPowerbar, 20, 3 + m_playerPower - 96, 4,
                         192 - m_playerPower, 0, 23,
                         53 + m_playerPower - 96, Graphics.TOP
                         | Graphics.LEFT);
          else
            g.drawRegion(m_imgPowerbar, 20, 3 + 96 - m_playerPower, 4,
                         m_playerPower, 0, 23, 53 + 96 - m_playerPower,
                         Graphics.TOP | Graphics.LEFT);
          showPlayerPowerStage(g);
          break;
        case PLAYER_ACCURACY_CONFIRM:
          m_scene.m_render3D.StartRender3D(g);
          m_scene.UpdateScene(m_staRound);
          m_scene.m_render3D.EndRender3D(g);
          break;
        case CAMERA_MOVEOUT_ANIM:
          m_scene.m_render3D.StartRender3D(g);
          if (m_scene.UpdateScene(m_staRound) == 1)
            m_staRound = ROTATION_POWER_CONFIRM;
          m_scene.m_render3D.EndRender3D(g);
          break;
        case ROTATION_POWER_CONFIRM:
          m_scene.m_render3D.StartRender3D(g); //Milo;forRender3D
          if (m_scene.UpdateScene(m_staRound) == 1)
          {
            m_staRound = BALL_RUNNING;
            m_scene.setRotationPower(m_rotationPower);
          }
          m_scene.m_render3D.EndRender3D(g); //Milo;forRender3D
          showRotationPowerStage(g);
          break;
        case BALL_RUNNING:
          step();
          m_scene.m_render3D.StartRender3D(g); //Milo;forRender3D
          m_scene.UpdateScene(m_staRound);
          m_scene.m_render3D.EndRender3D(g); //Milo;forRender3D
          break;
        case ROUND_FINISH:

          //showCollisionFinish(g); //& showRoundFinish(g);
          m_scene.m_render3D.StartRender3D(g); //Milo;forRender3D
          m_scene.UpdateScene(m_staRound);
          m_scene.m_render3D.EndRender3D(g); //Milo;forRender3D
          showCollisionFinish(g); //& showRoundFinish(g);
          /*if (m_isScoreBoardChanged == true) {
            drawScorlling(g, m_offSet, true, false);
            //m_isScoreBoardChanged = false;
          }
          else {
            drawScore(g, false);
          }*/   //09-20 Milo
          break;
        case MATCH_FINISH:
          m_scene.m_render3D.StartRender3D(g); //Milo;forRender3D
          m_scene.UpdateScene(m_staRound);
          m_scene.m_render3D.EndRender3D(g); //Milo;forRender3D

          if (m_isScoreBoardChanged == true) {
            drawScorlling(g, m_offSet, true, true);
            //m_isScoreBoardChanged = false;
          }
          else {
            drawScore(g, true);
          }
          showMatchFinish(g);
          break;

        default:
          break;
      }
      //render3DModels(g);
    }
    catch (Exception e) {
      //m_error = "MODEL" + e.toString();
      e.printStackTrace();
      m_scene.m_render3D.EndRender3D(g); //Milo;forRender3D
    }

  }

  /**
   * Respond the key event in game
   */
  public void InputTick(int keyCode) {
    m_keyCode = keyCode;
    //09-06 && 09-20 for slow action
    if (m_keyCode == CGameMain.gk_DOWNRIGHT)
    {
      m_isSlowAction = !m_isSlowAction;
      m_scene.setFirstCall(true);
    }

    switch (m_staRound) {
      case ROUND_INIT:

        //do init
        initRound();
        break;
      case PLAYER_POSITION_CONFIRM:
        setCamera();
        playerPositionAdjust();
        break;
      case AIM_SPOT_CONFIRM:
        setCamera();
        //aimSpotAdjust();
        if (m_keyCode == CGameMain.gk_A) {
          m_aimSpot = m_scene.m_ancPos;
          if (m_aimSpot > 90)
            m_aimSpot = 180 - m_aimSpot;
          m_staRound = PLAYER_POWER_CONFIRM;
          m_playerPower = 0;
        }
        break;
      case PLAYER_POWER_CONFIRM:
        setCamera();
        playerPowerAdjust();
        break;
      case PLAYER_ACCURACY_CONFIRM:
        m_staRound = CAMERA_MOVEOUT_ANIM;
        break;
      case ROTATION_POWER_CONFIRM:
        rotationPowerAdjust();
        break;
      case BALL_RUNNING:

        //step();

        //();
        //isStrike();//???Milo

        /*if (m_keyCode == CGameMain.gk_C)
         m_staRound = ROUND_FINISH;*/
        break;
      case ROUND_FINISH:
        //calculateScore();  //Milo
        getNextStop(); //judging what will be done in next step
        break;
      case MATCH_FINISH:
        dealWithFinish();
      default:
        break;
    }
  } //Milo;forRender3D

  /**
   * DEBUG: Control the position of Player
   */
  private void playerPositionAdjust() {
    switch (m_keyCode) {
      case CGameMain.gk_LEFT:
        if ( (m_scene.m_playerPosition[0] - 5) > -(def.LANE_WIDTH  / (2 * def.DEFAULT_EXTEND)))
          //(-(CScene.LANE_WIDTH / (2 * def.DEFAULT_EXTEND))))
          m_scene.m_playerPosition[0] -= 5; //left moving
        break;
      case CGameMain.gk_RIGHT:
        if ( (m_scene.m_playerPosition[0] + 5) < (def.LANE_WIDTH / (2* def.DEFAULT_EXTEND)))

          /// (2 * def.DEFAULT_EXTEND))
          m_scene.m_playerPosition[0] += 5; //right moving
        break;
      case CGameMain.gk_A: //confirm go to AIM_SPOT_CONFIRM
        m_staRound = CAMERA_MOVEIN_ANIM;
        break;
      default:
        break;
    }
    //System.out.println(m_playerPositionX);
  }

  /**
   * DEBUG: Control the aim of the ball
   */
  /*private void aimSpotAdjust() {
   switch (m_keyCode) {
   case CGameMain.gk_LEFT:
    if (m_aimSpot > -MAX_AIM_SPOT)
     --m_aimSpot; //left moving
    break;
   case CGameMain.gk_RIGHT:
    if (m_aimSpot < MAX_AIM_SPOT)
     ++m_aimSpot; //right moving
    break;
   case CGameMain.gk_A: //confirm go to ROTATION_POWER_CONFIRM
    m_staRound = PLAYER_POWER_CONFIRM;
    m_playerPower = 0;
    break;
   default:
    break;
   }

   //System.out.println(m_aimSpot);
    }*/

  /**
   * DEBUG: Control the rotation power of the ball
   */
  private void rotationPowerAdjust() {
    switch (m_keyCode) {
      case CGameMain.gk_LEFT:
        if (m_rotationPower > -CPlayer.MAX_PLAYER_ROTATION) //(-(m_scene.getPlayer().getRotation())))
          --m_rotationPower; //decrease the rotation power
        break;
      case CGameMain.gk_RIGHT:

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