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📄 westgamecanvas.java

📁 j2me 横版过关游戏工程。(demo).可以参考下
💻 JAVA
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import java.io.DataInputStream;
import java.io.IOException;
import java.util.Vector;

import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Font;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
import javax.microedition.media.Manager;
import javax.microedition.media.MediaException;
import javax.microedition.media.Player;
import javax.microedition.media.control.VolumeControl;
import javax.microedition.rms.InvalidRecordIDException;
import javax.microedition.rms.RecordStore;
import javax.microedition.rms.RecordStoreException;
import javax.microedition.rms.RecordStoreFullException;
import javax.microedition.rms.RecordStoreNotFoundException;
import javax.microedition.rms.RecordStoreNotOpenException;
//import com.nokia.mid.ui.FullCanvas;

/*
 * 创建日期 2005-12-1

 * TODO 要更改此生成的文件的模板,请转至
 * 窗口 - 首选项 - Java - 代码样式 - 代码模板
 */

/**
 * 文件名: java <br>
 * 作者: 汪霞 <br>
 * 创建日期: 2005-12-1 <br>
 * 文件功能: <br>
 * 版本:1.0 <br>
 * 编译环境:CLDC1.0, MIDP1.0 <br>
 * 实现环境:NOKIA60 <br>
 * 注释: <br>
 * 修改者姓名: <br>
 * 版权声明:Copyright (c) 2000 GameFactory .All rights reserved. <br>
 */
public class WestGameCanvas extends Canvas implements Runnable
{
    JourneyToTheWest         midlet;

    static short             screenWidth;

    static short             screenHeight;

    /***/
    public final static byte KEYCODE_DIRECT_UP     = -1;                       //向上键

    /***/
    public final static byte KEYCODE_DIRECT_DOWN   = -2;                       //向下键

    /***/
    public final static byte KEYCODE_DIRECT_LEFT   = -3;                       //向左键

    /***/
    public final static byte KEYCODE_DIRECT_RIGHT  = -4;                       //向右键

    /***/
    public final static byte KEYCODE_DIRECT_FIRE   = -5;                       //确认键

    /***/
    public final static byte KEYCODE_LEFT_SOFTKEY  = -6;                       //左软键

    /***/
    public final static byte KEYCODE_RIGHT_SOFTKEY = -7;                       //右软键

   static  GameDataSimple    data     = new GameDataSimple();

    Player_West              objPlayer;

    Npc_Bound                npc;

    static int               mapX, mapY;

    static int               hp                    = 100;                      //主角的生命值,等于0时为死亡状态

    static short             score                 = 0;

    static int               gameLevel             = 1;

    static int              gameState             = 0;                        //0,正常游戏状态

    private int              saveLevel             = 1;

    // 1,切换命的状态
    // 2gameover
    // 3winner

    private short            life                  = 3;

    //------------------------------------------------------<menu
    private int               markNum               = 0X4000000;

    private int              mark                  = 0;

    ////9--火蚁,10--移动互联 11--百宝箱,12 闪连标志
    private Image[]          imgMenuLoad           = new Image[13];

    private Image[]          imgMenu               = new Image[30];

    private short[]          xyCartoon             = { -130, -169, -167, 176 };

    //-------------------------------------------------------menu>

    //-----------------------------------------------------------<back和map
    private int              xMid;                                             //中层背景的x

    private int              xClose;                                           //近层背景的x

    private int              yMid;                                             //中层背景的y

    private int              yFar;                                             //远景的y

    private int              drawStart;                                        //根据地图来确定应该画几层

    private int              mapId;                                            //该绘制第几层了

    private int[][]          blockDraw;

    private int              startJ, startI;                                   //要绘制的地图的起始位置

    private int              endJ, endI;                                       //要绘制的地图的结束位置

    private int              xStart, yStart, xStartUse;

    //-----------------------------------------------------------back和map>
    private int              preMapX, preMapY;

    private int              test1[]               = new int[76];

    private boolean          soundOn               = false;

    private boolean          running               = true;

    /**
     * 构造方法
     *
     * @param midlet
     */
    public WestGameCanvas(JourneyToTheWest midlet)
    {
        this.midlet = midlet;
        this.setFullScreenMode(true);
        data.createImg("moveLogo", imgMenuLoad, 10);
        data.createImg("fireAnt",imgMenuLoad,9);
        screenWidth = (short) getWidth();
        screenHeight = (short) getHeight();
        Thread thread = new Thread(this);
        thread.start();
    }

    /**
     * 游戏线程
     *
     * @see java.lang.Runnable#run()
     */
    public void run()
    {
        while (running)
        {
            long oldTime = System.currentTimeMillis();
            //-------------------------------------------------------<程序部分
            if (markNum != 0x2000000)
            {
               try{
                 menuMove();
               }catch(Exception e){
                 System.out.println("i have catch the error");
               }

            }
            else
            {
                try
                {
                    preMapX = mapX;
                    preMapY = mapY;
                    objPlayer.moveSelf();
                    if (( objPlayer.prePlayerState & 32 ) != 0
                            && this.life >= 0 && gameState == 0)
                    {
                        gameState = ( this.life == 0 ) ? 8 : 4;
                        this.soundStop();
                    }
                    mapMove();
                    npc.move(mapX - preMapX, mapY - preMapY, objPlayer);
                    objPlayer.isColl(npc);
                }
                catch (Exception e1)
                {
                }
            }
            if (this.soundOn && !this.soundPlaying && !this.gameIsOut)
                this.soundPlay();
            else if (( !this.soundOn && this.soundPlaying )
                    || ( this.soundOn && this.gameIsOut ))
                this.soundStop();
            repaint();
            serviceRepaints();
            int useTime = (int) ( 100 - System.currentTimeMillis() + oldTime );
            if (useTime > 0)
                try
                {
                    Thread.sleep(useTime);
                }
                catch (InterruptedException e)
                {
                    e.printStackTrace();
                }
        }
        RecordStore rs = this.rsOpen(this.rsName, false);
        this.rsSetRecord(rs, 1, new byte[][] { {(byte)(this.soundOn?1:0)}, {(byte)this.saveLevel} });
        this.rsSetRecord(rs, 2, this.rsNameScore);
        this.rsClose(rs);
        this.soundStop();
        this.soundClose(this.sounds.length - 1);
        this.midlet.doExit();
    }

    /**
     * Paint方法
     *
     * @see javax.microedition.lcdui.Canvas#paint(javax.microedition.lcdui.Graphics)
     */
    protected void paint(Graphics g)
    {
        g.setClip(0,0,176,208);
        if (markNum != 0x2000000)
        {
            menuPaint(g);
        }
        else
        {
            try
            {
                mapDraw(g);
                npc.paintSelf(g);
                objPlayer.paintSelf(g);
                drawSurface(g);
                //TODO shizi
//                g.setColor(0xff0000);
                g.setClip(0, 0, 176, 208);
//                g.drawLine(objPlayer.x + 22, objPlayer.y + 54,
//                        objPlayer.x + 30, objPlayer.y + 54);
//                g.drawLine(objPlayer.x + 26, objPlayer.y + 50,
//                        objPlayer.x + 26, objPlayer.y + 58);
//                g.drawRect(objPlayer.x + objPlayer.collisionRectX, objPlayer.y
//                        + objPlayer.collisionRectY,
//                        objPlayer.collisionRectWidth,
//                        objPlayer.collisionRectHeight);
                int overImgIdx=0;
                switch (gameState)
                {
                    case 2:
                        overImgIdx=4;
                        break;
                    case 4:
                        overImgIdx=3;
                        break;
                    case 8:
                        overImgIdx=1;
                        break;
                }
                if (gameState >0)
                {
                    g.drawImage(GameDataSimple.imgMain[2], 0, 0, 0);
                    if(gameLevel==4)
                    	g.setClip(0,110,176,40);
                    g.drawImage(GameDataSimple.imgMain[overImgIdx], gameState==8?50:0, gameState==8?100:0, 0);
                }
            }
            catch (RuntimeException e)
            {
                // TODO 自动生成 catch 块
                e.printStackTrace();
            }
        }

//        Image ImageArray[] = dataGetImg(h);
//
//        for(int i=0;i<ImageArray.length;i++){
//           g.drawImage(ImageArray[i],0,0,20);
//           g.setColor(0xff00ff);
//           g.drawString("ImageArray.length:"+ImageArray.length,70,70,20);
//        }
//        System.out.println("h:"+h+"---------ImageArray.length:"+ImageArray.length);
//         h++;

//         g.drawString("ImageArray.length:"+ImageArray.length,70,0 + h*10,20);
        g.setClip(0,0,176,208);
    }
//int h = 0 ;
    /**
     * 按下按键
     *
     * @param key
     */
protected void keyPressed(int key)
    {
        if (( markNum & 0xff000000 ) == 0
                || ( markNum & 0xff000000 ) == 0x4000000||markNum==0x8000000)
        {
            menuKeyPress(key);
        }
        if (markNum == 0x2000000)
        {
            //test
            int num;
            boolean scoreSort=false;
            for (num = npc.npc.length; --num >= 0;)
                if (null != npc.npc[num] && npc.npc[num].id == 4)
                    break;
            switch (gameState)
            {
                case 0://正常游戏
                    switch (key)
                    {
                        case KEYCODE_LEFT_SOFTKEY://返回菜单
                            this.soundStop();
                            markNum = 0x800000;
                            return;
                        case KEY_NUM7://计算生成云的位置
                        case KEY_NUM9://计算生成云的位置
                            if (( objPlayer.playerState & 32 ) == 0)
                                npc.creatCloud(objPlayer.x
                                        + ( key == KEY_NUM7 ? -20 : 20 ),
                                        objPlayer.y);
                            return;
                        case KEY_NUM2://take stone
                        case KEYCODE_DIRECT_UP:
                            if (objPlayer.prePlayerState > 1
                                    && objPlayer.prePlayerState < 6)
                                for (int i = npc.npc.length - 1; i >= 0; i--)
                                {
                                    if (null != npc.npc[i]
                                            && npc.npc[i].id == 4
                                            && npc.npc[i].npcState == 2)
                                    {
                                        if (objPlayer.collidesWith(npc.npc[i]))
                                        {
                                            npc.npc[i].npcState = 4;
                                            break;
                                        }
                                    }
                                    if (i == 0)
                                    {
                                        return;
                                    }
                                }
                            break;
                        case KEY_NUM5://攻击
                            if (( 768 & objPlayer.prePlayerState ) != 0)
                            {
                                for (int i = npc.npc.length - 1; i >= 0; i--)
                                {
                                    if (null != npc.npc[i]
                                            && npc.npc[i].id == 4
                                            && npc.npc[i].npcState == 4)
                                    {
                                        npc.npc[i].npcState = 8 + ( 1 & objPlayer.prePlayerState );
                                        break;
                                    }

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