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📄 gamecanvas.java

📁 几个不错的手机程序例子
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/*
 * GameCanvas.java
 *
 * Copyright 2001 SkyArts. All Rights Reserved.
 */
import javax.microedition.lcdui.*;
import java.util.*;

/**
 * PocketBoxing的游戏内容描绘与操作所用的类
 *
 * @author  Hideki Yonekawa
 * @version 1.0
 */
class GameCanvas extends Canvas implements Runnable, CommandListener {
	/** 用来储存横向长度的变量 */
	private int					screenWidth;
	/** 用来储存纵向长度的变量 */
	private int					screenHeight;

	/** 储存PocketBoxing对象的变量 */
	private PocketBoxing		boxing;

	/** Start指令变量 */
	private Command			startCmd		= new Command("Start", Command.SCREEN, 5);
	/** Exit指令变量 */
	private Command			exitCmd			= new Command("Exit", Command.SCREEN, 1);
	/** Pause指令变量 */
	private Command			pauseCmd		= new Command("Pause", Command.SCREEN, 5);
	/** Resume指令变量 */
	private Command			resumeCmd		= new Command("Resume", Command.SCREEN, 5);
	/** Quit指令变量 */
	private Command			quitCmd			= new Command("Quit", Command.SCREEN, 1);

	/**储存默认字体的变量 */
	private Font			defFont			= Font.getDefaultFont();

	/** 代表标题显示状态的常量 */
	private static final short	TITLE			= 0;
	/** 代表回合开始显示状态的常量 */
	private static final short	ROUND_START		= 1;
	/** 代表比赛显示状态的常量 */
	private static final short	FIGHTING		= 2;
	/** 代表回合结束显示状态的常量 */
	private static final short	ROUND_END		= 9;
	/** 代表全部回合过关状态的常量 */
	private static final short	ALL_ROUND_CLEAR		= 10;

	/** 储存现在显示状态的变量 */
	private short			gameState;

	/** 代表玩家胜利状态的常量 */
	private static final int	WIN			= 0;
	/** 代表玩家失败状态的常量 */
	private static final int	LOSE			= 2;
	/** 储存玩家胜败结果的变量 */
	private	int			result;

	/** 储存默认生命点数的定数 */
	private static final long	DRAW_INTERVAL		= 100;

	/** 决定对手动作时所使用的Random变量 */
	private Random			random			= new Random();

	/** 代表玩家的变量 */
	private Boxer			player;
	/** 代表对手的变量 */
	private Enemy			enemy;

	/** 停止描绘线程的标志变量 */
	private boolean			isStopped;
	/** 代表暂停状态的标志 */
	private	boolean			isPaused;
	/** 代表对手是否为挥出拳击的标志变量 */
	private boolean			isEnemyPanch;

	/** 储存使用在标题画面上的变量 */
	private Image			titleImg;

	/** 储存在每一回合中对手之拳击力的数组常量 */
	private static final int[]	DAMAGES			= new int[] {
		5, 8, 10, 12, 15
	};

	/** 储存现在回合的变量 */
	private int			round;
	/** 储存回合数的常量 */
	private static final int	MAX_ROUND		= DAMAGES.length;

	/**
	 * 构造函数
	 * @param	boxing	PocketBoxing对象 
	 */
	GameCanvas(PocketBoxing boxing) {
		this.boxing = boxing;
		//取得画面的描绘范围
		screenWidth = getWidth();
		screenHeight = getHeight();

		try {
			//初始化玩家
			player = new Boxer();
			player.setDrawX((screenWidth - 120) /2);
			player.setDrawY(screenHeight - player.getHeight());

			//初始化对手
			enemy = new Enemy();
			enemy.setDrawX(screenWidth - ((screenWidth - 120) /2));
			enemy.setDrawY(screenHeight - enemy.getHeight());

			//取得标题图像
			titleImg = Image.createImage("/title.png");
		}catch(Exception e) {}

		//登录指令监听
		setCommandListener(this);

		//将游戏状态显示到标题
		gameState = TITLE;
	}

	/** 对游戏中所使用之值进行初始化的常量 */
	private void doGameInit() {
		round = 1;
		doRoundInit();
		isPaused = false;
	}

	/** 对使用在各回合之值进行初始化的常量 */
	private void doRoundInit() {
		gameState = ROUND_START;
		result = WIN;

		player.doInitialize();
		enemy.doInitialize();

		isEnemyPanch = false;

		//清除描绘线程停止标志
		isStopped = false;
	}

	/** MIDlet的startApp()被调用出来时所调用的方法 */
	void doStartApp() {
		//根据现在的状态来操作运作
		switch(gameState) {
			case TITLE:			//显示标题时
				doTitle();
			break;

			case ROUND_START:	//回合开始时
			case FIGHTING:		//回合进行中
				//进行暂停
				isPaused = true;
				//停止游戏循环
				isStopped = true;

				//以防万一先删除关卡中的指令
				removeCommand(pauseCmd);
				removeCommand(resumeCmd);
				//新增Resume指令
				addCommand(resumeCmd);
			break;

			default:		//上述情形以外时
				//解除暂停
				isPaused = false;
			break;
		}
	}

	/** 进行标题显示的方法 */
	private void doTitle() {
		//将游戏状态显示到标题
		gameState = TITLE;

		//以防万一先删除关卡中的指令
		removeCommand(pauseCmd);
		removeCommand(resumeCmd);
		removeCommand(quitCmd);

		//显示标题画面
		repaint();
		//新增指令
		addCommand(exitCmd);
		addCommand(startCmd);
	}

	/** MIDlet的pauseApp()方法被调用出来时所调用的方法 */
	void doPauseApp() {
		switch(gameState) {
			case TITLE:			//显示标题时
			break;

			default:			//上述情形以外时
				//暂停
				isPaused = true;
				//停止游戏循环
				isStopped = true;
			break;
		}
	}

	/** 启动描绘线程的方法 */
	private void doThreadStart() {
		new Thread(this).start();
	}

	/** 结束游戏的方法 */
	void doGameStop() {
		isStopped= true;
	}

	/** 用来进行暂停或是重新开始的方法 */
	void doPauseOrResume() {
		if(isPaused) {
		//暂停时
			//重新开始
			isPaused = false;
			isStopped = false;
			doThreadStart();
		}else {
		//不是暂停的时候
			//进行暂停
			isPaused = true;
			doGameStop();
		}
		repaint();
	}

	/**
	 * 进行描绘的方法,一般不会直接从类本身来调用
	 * @param	g	Graphics对象
	 */
	protected void paint(Graphics g) {
		//以白色来清除背景
		g.setColor(0x00FFFFFF);
		g.fillRect(0, 0, screenWidth, screenHeight);

		//设定字体
		g.setFont(defFont);

		String drawSt;
		String drawSt2 = null;
		int drawX, drawY, stWidth, drawHeight;
		int stHeight = defFont.getHeight();

		//依照游戏状态变更描绘内容
		switch(gameState) {
			case TITLE:			//标题显示时
				//描绘标题画面
				drawX = (screenWidth - titleImg.getWidth()) /2;
				g.drawImage(titleImg, drawX, 0, Graphics.TOP|Graphics.LEFT);

				//着作权的显示
				g.setColor(0x00000000);
				drawSt = "Copyright 2001";
				drawX = (screenWidth - defFont.stringWidth(drawSt)) / 2;
				drawY = getHeight() - stHeight *2;
				g.drawString(drawSt, drawX, drawY, Graphics.TOP|Graphics.LEFT);
				drawSt = "SkyArts.com";
				drawX = (screenWidth - defFont.stringWidth(drawSt)) / 2;
				drawY = drawY + stHeight;
				g.drawString(drawSt, drawX, drawY, Graphics.TOP|Graphics.LEFT);
			return;

			case ROUND_START:	//回合开始时
				g.setColor(0x00000000);
				drawSt = "Round " + String.valueOf(round);
				drawX = (screenWidth - defFont.stringWidth(drawSt)) /2;
				drawY = (screenHeight - stHeight * 2) / 2;
				g.drawString(drawSt, drawX, drawY, Graphics.TOP|Graphics.LEFT);

				drawSt = "Ready fight!";
				drawX = (screenWidth - defFont.stringWidth(drawSt)) /2;
				drawY = drawY + stHeight;
				g.drawString(drawSt, drawX, drawY, Graphics.TOP|Graphics.LEFT);
			return;
		}

		//描绘玩家与对手的生命点数
		g.setColor(0x00000000);
		drawSt = "You:" + String.valueOf(player.getLifePoint());
		g.drawString(drawSt, 0, 0, Graphics.TOP|Graphics.LEFT);
		drawSt = "Com:" + String.valueOf(enemy.getLifePoint());
		g.drawString(drawSt, screenWidth - defFont.stringWidth(drawSt), 0, Graphics.TOP|Graphics.LEFT);

		//描绘对手与玩家
		enemy.doDraw(g);
		player.doDraw(g);

		//在暂停时等在画面显示字符串
		switch(gameState) {
			case FIGHTING:		//回合中
				if(isPaused) {
				//显示代表暂停的字符串
					drawSt = "Pause";
				}else {
				//不是暂停时为return
					return;
				}
			break;

			case ROUND_END:		//回合结束时
				drawSt = "Round " + String.valueOf(round);
				switch(result) {
					case WIN:	//胜利
						drawSt2 = "You win!";
					break;

					case LOSE:	//失败
						drawSt2 = "You lose!";
					break;
				}
			break;

			case ALL_ROUND_CLEAR://全回合过关时
				drawSt = "You are Champion!";
			break;
		}

		//描绘文本框
		stWidth = defFont.stringWidth(drawSt);
		if(drawSt2 == null) {
			drawHeight = stHeight;
		}else {
			int tmpStWidth = defFont.stringWidth(drawSt2);
			stWidth = (stWidth > tmpStWidth ? stWidth : tmpStWidth);
			drawHeight = stHeight * 2;
		}
		drawX = (screenWidth-stWidth) / 2;
		drawY = (screenHeight - (drawHeight)) / 2;

		//输出第一行的消息
		g.setColor(0x00BBBBBB);
		g.fillRoundRect(drawX-2, drawY+2, stWidth+9, drawHeight+2, 5, 5);
		g.setColor(0x00000000);
		g.fillRoundRect(drawX-6, drawY-2, stWidth+11, drawHeight+4, 5, 5);
		g.setColor(0x00FFFFFF);
		g.fillRoundRect(drawX-4, drawY, stWidth+7, drawHeight, 5, 5);

		//输出第一行的消息
		g.setColor(0x00000000);
		drawX = (screenWidth -defFont.stringWidth(drawSt)) / 2;
		g.drawString(drawSt, drawX, drawY, Graphics.TOP|Graphics.LEFT);

		//输出第二行的消息
		if(drawSt2 != null) {
			drawX = (screenWidth -defFont.stringWidth(drawSt2)) / 2;
			drawY = drawY + stHeight;
			g.drawString(drawSt2, drawX, drawY, Graphics.TOP|Graphics.LEFT);
		}
	}

	/** 指令的事件发生时所调用的方法 */
	public void commandAction(Command c, Displayable s) {
		if(c == startCmd) {//Start指令
			//初始化游戏以开始游戏
			doGameInit();
			gameState = ROUND_START;
			//先将标题指令删除
			removeCommand(startCmd);
			removeCommand(exitCmd);
			doThreadStart();

		}else if(c == exitCmd) {//Exit指令
			//调用出PocketBoxing类的doExit方法,将MIDlet本身结束
			boxing.doExit();

		}else if(c == pauseCmd) {//Pause指令
			//交换Pause指令与Resume指令,调用出Pause、Resume处理方法
			removeCommand(pauseCmd);
			addCommand(resumeCmd);
			doPauseOrResume();

		}else if(c == resumeCmd) {//Resume指令
			//交换Resume指令与Pause指令,调用出Pause、Resume处理方法
			removeCommand(resumeCmd);
			addCommand(pauseCmd);
			doPauseOrResume();

		}else if(c == quitCmd) {//Quit指令
			//调用出游戏结束方法
			doGameStop();
			//删除指令
			removeCommand(pauseCmd);
			removeCommand(resumeCmd);
			removeCommand(quitCmd);
			//显示标题
			doTitle();
		}
	}

	/** 按键按下事件发生时所调用的方法 */
	protected synchronized void keyPressed(int keyCode) {
		if(	gameState != FIGHTING ||
			(gameState == FIGHTING && isPaused)) {
		//回合中以外,或是在回合中暂停时为return
			return;
		}

		//为清除按键的时候就不处理
		if(keyCode == 0) return;	//for KDDI

		//玩家为拳击中时就是return
		switch(player.getCurrentState()) {
			case Boxer.PANCH_UP:
			case Boxer.PANCH_DOWN:
				return;
		}

		switch(keyCode) {
			case KEY_NUM1:	//按键1
			case KEY_NUM4:	//按键4
				//进行防御时
				switch(player.getCurrentState()) {
					case Boxer.GUARD_UP:
					case Boxer.GUARD_DOWN:
					//让玩家拳击手后退
						player.setCurrentState(Boxer.BACK_STEP);
					break;
				}
			break;

			case KEY_NUM2:	//按键2
				switch(player.getCurrentState()) {
					case Boxer.BACK_STEP:
					case Boxer.GUARD_DOWN:
					//后退或是进行下段防御时
						//让玩家的拳击手进行上段防御
						player.setCurrentState(Boxer.GUARD_UP);
					break;
				}
			break;

			case KEY_NUM5:	//按键5
				switch(player.getCurrentState()) {
					case Boxer.BACK_STEP:
					case Boxer.GUARD_UP:
					//进行后退或是上段防御时
						//让玩家拳击手进行下段防御
						player.setCurrentState(Boxer.GUARD_DOWN);
					break;
				}
			break;

			case KEY_NUM3:	//按键3
				switch(player.getCurrentState()) {
					case Boxer.BACK_STEP:
					case Boxer.GUARD_UP:
					case Boxer.GUARD_DOWN:
					//后退或是进行防御时
						//让玩家的拳击手进行上段拳击
						player.setCurrentState(Boxer.PANCH_UP);
						//根据对手的状态来减少生命点数
						doLifepointCheck4Enemy();
					break;
				}
			break;

			case KEY_NUM6:	//按键6
				switch(player.getCurrentState()) {
					case Boxer.BACK_STEP:
					case Boxer.GUARD_UP:
					case Boxer.GUARD_DOWN:
					//后退或是进行防御时
						//让玩家拳击手进行下段拳击
						player.setCurrentState(Boxer.PANCH_DOWN);
						//根据对手的状态来减少生命点数
						doLifepointCheck4Enemy();
					break;
				}
			break;
		}
	}

	/** 按键按下状态时被重复调用的方法 */
	protected void keyRepeated(int keyCode) {
		keyPressed(keyCode);

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