📄 hscanvas.java
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import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
import java.util.*;
import java.io.*;
import javax.microedition.media.*;
import javax.microedition.media.control.*;
public class HSCanvas extends GameCanvas implements Runnable {
private Random rand;
private Display display;
private boolean sleeping;
private long frameDelay;
private LayerManager layers;
private int xView, yView;
private TiledLayer waterLayer;
private TiledLayer landLayer;
private int waterDelay;
private int[] waterTile = { 1, 3 };
private Image infoBar;
private Sprite playerSprite;
private DriftSprite[] pirateSprite = new DriftSprite[2];
private DriftSprite[] barrelSprite = new DriftSprite[2];
private DriftSprite[] mineSprite = new DriftSprite[5];
private ChaseSprite[] squidSprite = new ChaseSprite[5];
private ChaseSprite enemyShipSprite;
private Player musicPlayer;
private Player rescuePlayer;
private Player minePlayer;
private Player gameoverPlayer;
private boolean gameOver;
private int energy, piratesSaved;
public HSCanvas(Display d) {
super(true);
display = d;
// Initialize the random number generator
rand = new Random();
// Set the frame rate (30 fps)
frameDelay = 33;
}
public void start() {
// Set the canvas as the current screen
display.setCurrent(this);
// Create the info bar image and water and land tiled layers
try {
infoBar = Image.createImage("/InfoBar.png");
waterLayer = new TiledLayer(24, 24, Image.createImage("/Water.png"), 32, 32);
landLayer = new TiledLayer(24, 24, Image.createImage("/Land.png"), 32, 32);
}
catch (IOException e) {
System.err.println("Failed loading images!");
}
// Setup the water tiled layer map
waterLayer.createAnimatedTile(1);
waterLayer.createAnimatedTile(3);
int[] waterMap = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, -1, 1, -1, 1, 1, -1, -2, 1, -1, 1, 1, -1, 1, 1, -1, 1, 1, -1, 1, -2, 0, 0,
0, 0, 1, 1, -1, 1, -1, 1, 1, -1, 1, 1, -2, 1, -1, 1, 1, -2, 1, 1, -1, 1, 0, 0,
0, 0, -2, -1, 1, -1, 1, -2, 1, 1, -2, 1, 1, -1, 1, -2, 1, 1, -2, 1, 1, -1, 0, 0,
0, 0, -1, 1, -1, 1, -1, 1, 1, -1, 1, 1, -1, 1, -1, 1, -1, -1, 1, 1, -1, 1, 0, 0,
0, 0, 1, -1, 1, -1, 1, 1, -1, 1, 1, -1, 1, -2, 1, -1, 1, 1, -1, 1, 1, 1, 0, 0,
0, 0, -1, 1, -1, 1, 1, -1, 1, 1, -1, 1, 1, -1, 1, 1, -1, 1, 1, -1, 1, -1, 0, 0,
0, 0, 1, -1, -2, 1, 1, 1, -1, 1, 1, -2, -1, 1, 1, -2, 1, 1, -2, 1, -1, -2, 0, 0,
0, 0, -2, 1, 1, 1, -1, -2, 1, -1, 1, -1, 1, 1, -1, 1, -1, 1, -1, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, -1, 1, 1, -1, 1, 1, 1, -2, -1, 1, 1, 1, -1, 1, -1, 1, -1, 0, 0,
0, 0, 1, -1, -2, 1, -1, -2, 1, -2, -1, 1, -1, 1, -1, -1, -1, 1, -1, 1, -1, 1, 0, 0,
0, 0, -2, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -2, 1, 1, -2, -1, 0, 0,
0, 0, -1, 1, -1, -1, 1, -1, -2, -1, 1, 1, -2, 1, -1, 1, -1, 1, 1, -1, 1, 1, 0, 0,
0, 0, 1, -2, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, 0, 0,
0, 0, -1, 1, 1, -2, 1, -2, -1, 1, -1, 1, -1, 1, 1, -1, -2, 1, -1, 1, -2, 1, 0, 0,
0, 0, -2, 1, -1, 1, -1, 1, 1, -1, 1, -1, 1, -2, -1, 1, 1, -1, 1, -1, 1, 1, 0, 0,
0, 0, 1, 1, -1, 1, 1, -1, 1, 1, -2, 1, -1, 1, 1, 1, -1, 1, -1, 1, -1, -1, 0, 0,
0, 0, 1, -1, 1, -2, 1, -2, -1, 1, 1, -1, 1, -1, 1, -1, 1, -1, -2, -1, 1, 1, 0, 0,
0, 0, -1, 1, -1, 1, 1, -1, 1, -2, -1, 1, -2, -1, -2, 1, -1, -2, 1, -1, -2, 1, 0, 0,
0, 0, 1, -1, 1, -1, 1, -1, 1, -1, 1, 1, -1, 1, -1, 1, -1, 1, -1, 1, 1, -1, 0, 0,
0, 0, -2, -1, 1, 1, -2, 1, -1, 1, -1, -2, 1, -2, 1, -1, -2, 1, 1, -2, -1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
for (int i = 0; i < waterMap.length; i++) {
int column = i % 24;
int row = (i - column) / 24;
waterLayer.setCell(column, row, waterMap[i]);
}
// Initialize the animated water delay
waterDelay = 0;
// Setup the land tiled layer map
int[] landMap = {
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 32, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 26, 1, 1,
1, 1, 31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 27, 1, 1,
1, 1, 31, 0, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 27, 1, 1,
1, 1, 31, 0, 0, 0, 0, 0, 0, 0, 10, 12, 0, 0, 0, 0, 0, 6, 14, 12, 0, 27, 1, 1,
1, 1, 31, 0, 6, 11, 11, 11, 11, 11, 14, 12, 0, 0, 0, 0, 0, 10, 16, 8, 0, 27, 1, 1,
1, 1, 31, 0, 10, 16, 9, 9, 9, 9, 9, 8, 0, 0, 0, 0, 0, 5, 8, 0, 0, 27, 1, 1,
1, 1, 31, 0, 10, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 27, 1, 1,
1, 1, 31, 0, 10, 15, 7, 0, 0, 6, 11, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 27, 1, 1,
1, 1, 31, 0, 10, 16, 8, 0, 6, 14, 16, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 27, 1, 1,
1, 1, 31, 0, 10, 12, 0, 0, 10, 1, 12, 0, 0, 0, 0, 6, 11, 11, 7, 0, 0, 27, 1, 1,
1, 1, 31, 0, 10, 15, 11, 11, 14, 16, 8, 0, 0, 0, 0, 10, 1, 1, 12, 0, 0, 27, 1, 1,
1, 1, 31, 0, 5, 9, 9, 9, 9, 8, 0, 0, 0, 0, 0, 10, 1, 1, 12, 0, 0, 27, 1, 1,
1, 1, 31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 9, 9, 8, 0, 0, 27, 1, 1,
1, 1, 31, 0, 17, 18, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 27, 1, 1,
1, 1, 31, 0, 19, 20, 17, 18, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 7, 0, 27, 1, 1,
1, 1, 31, 0, 0, 0, 19, 20, 0, 17, 18, 0, 0, 0, 6, 11, 7, 0, 5, 8, 0, 27, 1, 1,
1, 1, 31, 0, 17, 18, 0, 0, 0, 19, 20, 0, 0, 0, 10, 1, 12, 0, 0, 0, 0, 27, 1, 1,
1, 1, 31, 0, 19, 20, 0, 17, 18, 0, 17, 18, 0, 0, 5, 9, 8, 0, 0, 0, 0, 27, 1, 1,
1, 1, 31, 0, 0, 0, 0, 19, 20, 0, 19, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 27, 1, 1,
1, 1, 30, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 28, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
};
for (int i = 0; i < landMap.length; i++) {
int column = i % 24;
int row = (i - column) / 24;
landLayer.setCell(column, row, landMap[i]);
}
// Initialize the sprites
try {
playerSprite = new Sprite(Image.createImage("/PlayerShip.png"), 43, 45);
int sequence2[] = { 0, 0, 0, 1, 1, 1 };
int sequence4[] = { 0, 0, 1, 1, 2, 2, 3, 3 };
for (int i = 0; i < 2; i++) {
pirateSprite[i] = new DriftSprite(Image.createImage("/Pirate.png"), 29, 29, 2, landLayer);
pirateSprite[i].setFrameSequence(sequence2);
placeSprite(pirateSprite[i], landLayer);
barrelSprite[i] = new DriftSprite(Image.createImage("/Barrel.png"), 24, 22, 1, landLayer);
barrelSprite[i].setFrameSequence(sequence4);
placeSprite(barrelSprite[i], landLayer);
}
for (int i = 0; i < 5; i++) {
mineSprite[i] = new DriftSprite(Image.createImage("/Mine.png"), 27, 23, 1, landLayer);
mineSprite[i].setFrameSequence(sequence2);
placeSprite(mineSprite[i], landLayer);
squidSprite[i] = new ChaseSprite(Image.createImage("/Squid.png"), 24, 35, 3, landLayer,
false, playerSprite, 3);
squidSprite[i].setFrameSequence(sequence2);
placeSprite(squidSprite[i], landLayer);
}
enemyShipSprite = new ChaseSprite(Image.createImage("/EnemyShip.png"), 86, 70, 1, landLayer,
true, playerSprite, 10);
enemyShipSprite.setPosition((landLayer.getWidth() - enemyShipSprite.getWidth()) / 2,
(landLayer.getHeight() - enemyShipSprite.getHeight()) / 2);
}
catch (IOException e) {
System.err.println("Failed loading images!");
}
// Create the layer manager
layers = new LayerManager();
layers.append(playerSprite);
layers.append(enemyShipSprite);
for (int i = 0; i < 2; i++) {
layers.append(pirateSprite[i]);
layers.append(barrelSprite[i]);
}
for (int i = 0; i < 5; i++) {
layers.append(mineSprite[i]);
layers.append(squidSprite[i]);
}
layers.append(landLayer);
layers.append(waterLayer);
// Initialize the music and wave players
try {
InputStream is = getClass().getResourceAsStream("Music.mid");
musicPlayer = Manager.createPlayer(is, "audio/midi");
musicPlayer.prefetch();
musicPlayer.setLoopCount(-1);
is = getClass().getResourceAsStream("Rescue.wav");
rescuePlayer = Manager.createPlayer(is, "audio/X-wav");
rescuePlayer.prefetch();
is = getClass().getResourceAsStream("Mine.wav");
minePlayer = Manager.createPlayer(is, "audio/X-wav");
minePlayer.prefetch();
is = getClass().getResourceAsStream("GameOver.wav");
gameoverPlayer = Manager.createPlayer(is, "audio/X-wav");
gameoverPlayer.prefetch();
}
catch (IOException ioe) {
}
catch (MediaException me) {
}
// Start a new game
newGame();
// Start the animation thread
sleeping = false;
Thread t = new Thread(this);
t.start();
}
public void stop() {
// Close the music and wave players
musicPlayer.close();
rescuePlayer.close();
minePlayer.close();
gameoverPlayer.close();
// Stop the animation
sleeping = true;
}
public void run() {
Graphics g = getGraphics();
// The main game loop
while (!sleeping) {
update();
draw(g);
try {
Thread.sleep(frameDelay);
}
catch (InterruptedException ie) {}
}
}
private void update() {
// Check to see whether the game is being restarted
if (gameOver) {
int keyState = getKeyStates();
if ((keyState & FIRE_PRESSED) != 0)
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