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📄 splashscreen.java

📁 一个关于沉船的J2ME小游戏
💻 JAVA
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//
// Copyright 2002 Nokia Corporation
//
// THIS SOURCE CODE IS PROVIDED 'AS IS', WITH NO WARRANTIES WHATSOEVER,
// EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS
// FOR ANY PARTICULAR PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE
// OR TRADE PRACTICE, RELATING TO THE SOURCE CODE OR ANY WARRANTY OTHERWISE
// ARISING OUT OF ANY PROPOSAL, SPECIFICATION, OR SAMPLE AND WITH NO
// OBLIGATION OF NOKIA TO PROVIDE THE LICENSEE WITH ANY MAINTENANCE OR
// SUPPORT. FURTHERMORE, NOKIA MAKES NO WARRANTY THAT EXERCISE OF THE
// RIGHTS GRANTED HEREUNDER DOES NOT INFRINGE OR MAY NOT CAUSE INFRINGEMENT
// OF ANY PATENT OR OTHER INTELLECTUAL PROPERTY RIGHTS OWNED OR CONTROLLED
// BY THIRD PARTIES
//
// Furthermore, information provided in this source code is preliminary,
// and may be changed substantially prior to final release. Nokia Mobile
// Phones Ltd. retains the right to make changes to this source code at
// any time, without notice. This source code is provided for informational
// purposes only.
//
// Third-party brands and names are the property of their respective
// owners. Java(TM) and J2ME(TM) are registered trademarks of
// Sun Microsystems Inc.
//
// A non-exclusive, non-transferable, worldwide, limited license is hereby
// granted to the Licensee to download, print, reproduce and modify the
// source code. The licensee has the right to market, sell, distribute and
// make available the source code in original or modified form only when
// incorporated into the programs developed by the Licensee. No other
// license, express or implied, by estoppel or otherwise, to any other
// intellectual property rights is granted herein.
//


import java.io.IOException;
import java.util.Timer;
import java.util.TimerTask;
import javax.microedition.lcdui.*;


// The splash screen draws a splash image, and possibly the 'MIDlet-Vendor'
// string (if there is enough space for both). The splash screen is dismissed
// automatically after a short delay. When it is dismissed, it requests the
// MIDlet to display the screen that should follow the splash screen.

class SplashScreen
    extends Canvas
{
    private final BlitzMIDlet midlet;
    private final Displayable next;

    private Image image;
    private Image imageCompany;
    private Timer timer = new Timer();
    private int   iShow = 0;


    SplashScreen(BlitzMIDlet midlet, Displayable next)
    {
        this.midlet = midlet;
        this.next = next;

        try
        {
            image = Image.createImage("/splash.png");
        }
        catch (IOException e)
        {
            image = null;
        }
        try
        {
            imageCompany = Image.createImage("/pcg.png");
        }
        catch (IOException e)
        {
            imageCompany = null;
        }
    }


    void start()
    {
        if (timer != null)
        {
            timer.cancel();
        }

        timer = new Timer();

        TimerTask dismissTask =
            new TimerTask()
            {
                public void run()
                {
                    if (timer != null)
                    {
                        dismiss();
                    }
                }
            };
        TimerTask switchSplash =
            new TimerTask()
            {
                public void run()
                {
                    if (timer != null)
                    {
                        iShow++;
                 	  	repaint(0, 0, getWidth(), getHeight());
                    }
                }
            };

        // switch from company logo to splash screen after 4 seconds
        timer.schedule(switchSplash, 4000L);
        // dismiss the splash screen after 8 seconds
        timer.schedule(dismissTask, 8000L);
    }


    private void dismiss()
    {
	  image = null;
        imageCompany = null;
        timer.cancel();
        midlet.splashScreenDone(next);
    }


    public void paint(Graphics g)
    {
        // This paint method assumes that at least the splash.png image
        // fits within the Canvas. If there is additional space left,
        // it will also draw the 'MIDlet-Vendor' string.

        int imageWidth;
        int imageHeight;
        int canvasWidth = getWidth();
        int canvasHeight = getHeight();
	  if (iShow == 0)
	  {
	        imageWidth = imageCompany.getWidth();
      	  imageHeight = imageCompany.getHeight();
	  }
	  else
	  {
	        imageWidth = image.getWidth();
      	  imageHeight = image.getHeight();
	  }

        Font font = Font.getFont(Font.FACE_SYSTEM, Font.STYLE_BOLD,
                                 Font.SIZE_SMALL);

        // 1) use a WHITE background
        g.setColor(0xFFFFFF);
        g.fillRect(0, 0, canvasWidth, canvasHeight);

        // 2) draw the splash image
        int anchor = (Graphics.TOP | Graphics.HCENTER);
        int y = canvasHeight - imageHeight;
        if (canvasHeight >= (imageHeight + 4 + font.getHeight()))
        {
            // if there is space to use the vendor string, we'll use it
            y -= (4 + font.getHeight());
        }
        y /= 2;
	  if (iShow == 0)
	        g.drawImage(imageCompany, (canvasWidth / 2), y, anchor);
	  else
      	  g.drawImage(image, (canvasWidth / 2), y, anchor);

    }


    public void keyPressed(int keyCode)
    {
	  iShow++;
        if (iShow >= 2) dismiss();
    	  else repaint(0, 0, getWidth(), getHeight());
    }
}

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