📄 goat_canvas.java
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package ch08;
import java.util.Random;
import java.io.IOException;
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
public class Goat_Canvas
extends GameCanvas
implements Runnable, CommandListener {
//代表程序是否运行的状态
boolean running;
//存储构成羊动画的各图像帧
Image img;
//存储构成背景的各图像帧
Image img0, img1;
//代表羊动画的精灵对象
Sprite sp;
//动画播放序列
int fs[][] = {
{
0, 1, 2, 3, 4}
, {
5, 6, 7, 8, 9}
};
//代表草地背景
TiledLayer tlg;
//代表水背景
TiledLayer tlw;
//水动画播放序列
int fw[] = {
1, 2, 3};
//当前图像帧索引
int mySequenceIndex = 0;
//代表水动态背景索引
int myAnimatedTileIndex;
//屏幕宽度
int win_width = getWidth();
//屏幕高度
int win_height = getHeight();
//每帧羊图像的宽高
int img_Goat_size = 15;
//每帧草图像的宽高
int img_grass_size = 16;
//每帧水图像的宽高
int img_water_size = 16;
//代表羊所处的方位,0、1分别代表上、下方向。
int dir = 0;
//代表羊碰撞状态,-1、0、1分别代表没碰撞、和水碰撞、和屏幕下沿碰撞。
int collide = -1;
//绘制上下文
Graphics g = getGraphics();
//主MIDlet类实例
Goat_MIDlet gm;
/*
3.构造器
*/
public Goat_Canvas(Goat_MIDlet gm) {
super(true);
this.gm = gm;
Command exitCommand = new Command("退出", Command.EXIT, 0);
addCommand(exitCommand);
setCommandListener(this);
try {
img = Image.createImage("/icons/background/goat.png");
img0 = Image.createImage("/icons/background/grass.png");
img1 = Image.createImage("/icons/background/water.png");
}
catch (IOException e) {
System.out.println(e.getMessage());
}
// 计算横向需要多少图片
int backcols = win_width / img_grass_size + 1;
// 计算纵向需要多少图片
int backrows = win_height / img_grass_size + 1;
//铺草地
tlg = new TiledLayer(backcols, backrows, img0, img_grass_size,
img_grass_size);
Random r = new Random();
for (int i = 0; i < backcols * backrows; i++) {
int n = (r.nextInt() >>> 1) % 5 + 1;
tlg.setCell(i % backcols, i / backcols, n);
}
//铺水区域
tlw = new TiledLayer(backcols, backrows, img1, img_water_size,
img_water_size);
myAnimatedTileIndex = tlw.createAnimatedTile(1);
for (int i = 0; i < backcols * (backrows / 2); i++) {
tlw.setCell(i % backcols, i / backcols, myAnimatedTileIndex);
}
//初始化羊
sp = new Sprite(img, img_Goat_size, img_Goat_size);
sp.setFrameSequence(fs[0]);
sp.setFrame(0);
int x = (win_width - img_Goat_size) / 2;
int y = win_height - img_Goat_size;
sp.setPosition(x, y);
start();
}
/*
4.启动线程
*/
public void start() {
running = true;
Thread t = new Thread(this);
t.start();
}
/*
5.控制进程
*/
public void run() {
long st = 0, et = 0, diff = 0;
//控制每秒帧数,即动画快慢
int rate = 250;
while (running) {
st = System.currentTimeMillis();
render(g);
et = System.currentTimeMillis();
//避免刷新过快,暂停线程至要求帧数
diff = et - st;
if (diff < rate) {
try {
Thread.sleep(rate - diff);
}
catch (InterruptedException ex) {
stop();
}
}
}
}
/*
6.实现绘制
*/
private void render(Graphics g) {
//绘制背景
g.setColor(0x000000);
g.fillRect(0, 0, win_width, win_height);
tlg.paint(g);
mySequenceIndex++;
mySequenceIndex %= 3;
tlw.setAnimatedTile(myAnimatedTileIndex, fw[mySequenceIndex]);
tlw.paint(g);
//碰撞处理
switch (isCollision()) {
case -1:
switch (dir) {
case 0:
sp.move(0, -3);
sp.nextFrame();
break;
case 1:
sp.move(0, 3);
sp.nextFrame();
break;
}
break;
case 0:
dir = 1;
sp.setFrameSequence(fs[1]);
sp.move(0, 3);
sp.nextFrame();
break;
case 1:
dir = 0;
sp.setFrameSequence(fs[0]);
sp.move(0, -3);
sp.nextFrame();
break;
}
sp.paint(g);
flushGraphics();
}
/*
7.检测碰撞
*/
public int isCollision() {
if (sp.getY() < win_height / 2) {
collide = 0;
}
else if (sp.getY() > win_height - sp.getHeight()) {
collide = 1;
}
else {
collide = -1;
}
return collide;
}
/*
8.结束线程
*/
public void stop() {
running = false;
}
/*
9.响应按钮事件
*/
public void commandAction(Command c, Displayable s) {
if (c.getCommandType() == Command.EXIT) {
gm.quitApp();
}
}
}
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