📄 midp1.0.txt
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package com.occo.j2me.game.gobang;
import javax.microedition.lcdui.Display;
import javax.microedition.midlet.MIDlet;
public class Gobang extends MIDlet {
GobangCanvas gobang;//定义游戏界面的Canvas类GobangCanvas的对象gobang
public Gobang() {
super();
gobang=new GobangCanvas(this);//生成GobangCanvas类的对象gobang
}
protected void startApp(){
Display.getDisplay(this).setCurrent(gobang);
//在屏幕上绘出游戏见面gobang
}
protected void pauseApp(){
}
protected void destroyApp(boolean arg0){
}
}
游戏界面类:GobangCanvas.java
GobangCanvas类是游戏的核心类,继承自Canvas,此类将完成游戏的逻辑、绘图、控制、互动等所有功能,此类的框架代码如下:
package com.occo.j2me.game.gobang;
import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Command;
import javax.microedition.lcdui.CommandListener;
import javax.microedition.lcdui.Displayable;
import javax.microedition.lcdui.Graphics;
public class GobangCanvas extends Canvas implements CommandListener{
protected Gobang gobang;
public GobangCanvas(){
}
public GobangCanvas(Gobang gobang){
this.gobang=gobang;
}
protected void paint(Graphics g) {
}
}
棋子类:Chesses.java
此类定义了一个棋子,棋盘上的每一个棋子都对应着一个Chesses的对象,整个棋盘是一个Chesses类型的二维数组,源代码如下:
package com.occo.j2me.game.gobang;
public class Chesses {
boolean isPlayer1;
public Chesses() {
}
public Chesses(boolean isPlayer1) {
this.isPlayer1=isPlayer1;
}
}
添加图形图像
到现在,我们已经完成了游戏的一个基本框架,接下来,我们就可以来绘制游戏的每一个部件了
首先是五子棋的一些初始设置,添加如下代码到GobangCanvas.java
...
int empty;//游戏界面到屏幕边缘的留空
int canvasW,canvasH;//画布的长和宽
int chessLength;//棋子的直径
int chessMapLength,chessMapGrid,chessGridLength;
//棋盘的边长,棋盘一边格子数,每格宽度
int chessMapX,chessMapY;//棋盘左上角x,y坐标
int selectedX,selectedY;//选择框在棋盘格局上的x,y位置
boolean isPlayer1;//是否是玩家1
Chesses[][] chesses;//棋子数组
boolean newGame;//是否是新的游戏
public GobangCanvas(Gobang gobang){
newGame=true;
empty=10;
canvasW=getWidth()-empty;canvasH=getHeight()-empty;
chessMapGrid=15;
chesses=new Chesses[chessMapGrid+1][chessMapGrid+1];
if(canvasW>canvasH){
chessMapLength=canvasH-canvasH%chessMapGrid;
chessMapX=(canvasW-chessMapLength)/2+empty/2;
chessMapY=(canvasH%chessMapGrid)/2+empty/2;
}
else{
chessMapLength=canvasW-canvasW%chessMapGrid;
chessMapX=(canvasW%chessMapGrid)/2+empty/2;
chessMapY=(canvasH-chessMapLength)/2+empty/2;
}
chessGridLength=chessMapLength/chessMapGrid;
chessLength=chessGridLength-1;
selectedX=selectedY=chessMapGrid/2;
isPlayer1=true;
}
最先要绘制的是棋盘,棋盘是正方形,但屏幕有矩形的,所以棋盘边长要按短边计,但短边未必是棋盘格子数的整数倍,因此
棋盘边长 = 短边 - 短边 % 格子数
因为棋盘要居中,所以在算左上角坐标时,记得也要把留空(empty)除以2,以下是画棋盘的代码:
protected void paintMap(Graphics g){
for(int i=0;i<chessMapGrid;i++){
for(int j=0;j<chessMapGrid;j++){
g.setColor(128,128,128);
g.drawRect(chessMapX+j*chessGridLength,
chessMapY+i*chessGridLength,
chessGridLength,chessGridLength);
}
}
}
然后是绘制选择框,注意:选择框的selectedX,selectedY并不是在画布上的x,y坐标,而是在棋子数组(chesses)中的位置,源代码如下:
protected void paintSelected(Graphics g){
g.setColor(0,0,255);
g.drawRect(chessMapX+selectedX*chessGridLength-chessGridLength/2,
chessMapY+selectedY*chessGridLength-chessGridLength/2,
chessGridLength,chessGridLength);
}
接着是按照棋子二维数组绘制已经下了的棋子。玩家每下一次棋,就修改数组,在重新绘图的时候就能绘出,源代码如下:
protected void paintChesses(Graphics g){
for(int i=0;i<=chessMapGrid;i++){
for(int j=0;j<=chessMapGrid;j++){
if(chesses[i][j]!=null){
if(chesses[i][j].isPlayer1)
g.setColor(255,255,255);
else
g.setColor(255,0,0);
g.fillArc(chessMapX+j*chessGridLength-chessLength/2,
chessMapY+i*chessGridLength-chessLength/2,
chessLength,chessLength,0,360);
}
}
}
}
最后是绘制玩家提示框,并且把所有部件的绘制汇总在paint()方法中,注意绘制的顺序,显而易见,应该先绘制提示框-棋盘-选择框-棋子:
protected void paintPlayer(Graphics g,boolean isPlayer1){
if(isPlayer1)
g.setColor(255,255,255);
else
g.setColor(255,0,0);
g.drawRect(1,1,getWidth()-2,getHeight()-2);
g.drawRect(2,2,getWidth()-4,getHeight()-4);
g.drawRect(3,3,getWidth()-6,getHeight()-6);
}
protected void paint(Graphics g) {
g.setColor(0x00000000);
g.fillRect(0, 0, getWidth(), getHeight());
paintPlayer(g,isPlayer1);
paintMap(g);
paintSelected(g);
paintChesses(g);
}
响应玩家操作
接下来应该添加命令按钮和游戏操作控制。我们在游戏中需要有两个按钮,重新开始和退出,此外还必须接收玩家控制选择框的操作上下左右和着棋,添加代码到GobangCanvas.java:
Command exitCmd;
Command restartCmd;
public GobangCanvas(Gobang gobang){
...
restartCmd = new Command("重新开始", Command.SCREEN, 0);
exitCmd = new Command("退出", Command.EXIT, 0);
addCommand(restartCmd);
addCommand(exitCmd);
setCommandListener(this);
}
private void init(){
if(newGame){
chesses=new Chesses[chessMapGrid+1][chessMapGrid+1];
isPlayer1=true;
selectedX=selectedY=chessMapGrid/2;
}
}
public void commandAction(Command c, Displayable d) {
if (c == exitCmd) {
gobang.destroyApp(false);
gobang.notifyDestroyed();
}else if(c==restartCmd){
init();//初始化棋盘,把棋盘清空,重新开始游戏
repaint();
}
}
protected synchronized void keyPressed(int keyCode) {
int action = getGameAction(keyCode);
if (action == Canvas.LEFT ) {
selectedX=(--selectedX+chessMapGrid+1)%(chessMapGrid+1);
}
else if (action == Canvas.RIGHT) {
selectedX=(++selectedX)%(chessMapGrid+1);
}
else if (action == Canvas.UP) {
selectedY=(--selectedY+chessMapGrid+1)%(chessMapGrid+1);
}
else if (action == Canvas.DOWN) {
selectedY=(++selectedY)%(chessMapGrid+1);
}
else if (action == Canvas.FIRE) {
if(chesses[selectedY][selectedX]==null){
chesses[selectedY][selectedX]=new Chesses(this.isPlayer1);
//checkWin();
this.isPlayer1=!this.isPlayer1;//切换下棋方
}
}
repaint();
}
private void checkWin(){
}
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