📄 selectsprite.java
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package com.tianxia.qipai.model.game.gobang;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.game.Sprite;
public class SelectSprite extends Sprite {
private int firX,firY; //选种框的初始位置
private int Xvalue,Yvalue; //当前的横向和纵向位置 以单元格为单位
private int tilewidth,tileheight; //指针每次移动的横向和纵向距离
private int xnum,ynum; //棋盘的横向和纵向数目
private int xposition,yposition; //指针的当前坐标位置
private boolean selectflag; //是否可以选中标志
public SelectSprite(Image arg0, int arg1, int arg2) {
super(arg0, arg1, arg2);
// TODO 自动生成构造函数存根
}
//初试化指针位置,及每次移动距离
public void init(int firX,int firY,int tilewidth,int tileheight,int xnum,int ynum){
this.firX = firX;
this.firY = firY;
this.tilewidth = tilewidth;
this.tileheight = tileheight;
this.xnum = xnum;
this.ynum = ynum;
Xvalue=0;
Yvalue = 0;
selectflag = true;
this.setPosition(firX,firY);
}
//用户下子
public void setSelect(){
if(selectflag){
selectflag = false;
//this.nextFrame();
}
}
//更改选择框状态
public void setRelase(){
if(!selectflag){
selectflag = true;
//this.nextFrame();
}
}
public boolean getSelectFlag(){
return this.selectflag;
}
public int getXvalue(){
return this.Xvalue;
}
public int getYvalue(){
return this.Yvalue;
}
//根据传人的横向和纵向单元格数更新精灵的位置
public void setNewPosition(int Xvalue,int Yvalue){
this.Xvalue = Xvalue;
this.Yvalue = Yvalue;
xposition = firX + Xvalue*tilewidth;
yposition = firY + Yvalue*tileheight;
this.setPosition(xposition,yposition);
}
public void NextPosition(int point){
if(selectflag){
switch(point){
case 0: //向上
if(Yvalue!=0) //不是最顶层
Yvalue = Yvalue - 1;
break;
case 1: //向下
if(Yvalue!=14) //不是最下方
Yvalue = Yvalue + 1;
break;
case 2: //向左
if(Xvalue!=0) //不是最左侧
Xvalue = Xvalue - 1;
break;
case 3: //向右
if(Xvalue!=14) //不是最右侧
Xvalue = Xvalue + 1;
break;
default:
break;
}
xposition = firX + Xvalue*tilewidth;
yposition = firY + Yvalue*tileheight;
this.setPosition(xposition,yposition);
}
}
}
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