📄 mazegame.java
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/*
Title: J2ME Games With MIDP2
Authors: Carol Hamer
Publisher: Apress
ISBN: 1590593820
*/
import java.util.Random;
import java.util.Vector;
import javax.microedition.midlet.*;
import javax.microedition.lcdui.*;
/**
* This is the main class of the maze game.
*
* @author Carol Hamer
*/
public class Maze extends MIDlet implements CommandListener {
//----------------------------------------------------------------
// game object fields
/**
* The canvas that the maze is drawn on.
*/
private MazeCanvas myCanvas;
/**
* The screen that allows the user to alter the size parameters
* of the maze.
*/
private SelectScreen mySelectScreen;
//----------------------------------------------------------------
// command fields
/**
* The button to exit the game.
*/
private Command myExitCommand = new Command("Exit", Command.EXIT, 99);
/**
* The command to create a new maze. (This command may appear in a menu)
*/
private Command myNewCommand = new Command("New Maze", Command.SCREEN, 1);
/**
* The command to dismiss an alert error message. In MIDP 2.0
* an Alert set to Alert.FOREVER automatically has a default
* dismiss command. This program does not use it in order to
* allow backwards com
*/
private Command myAlertDoneCommand = new Command("Done", Command.EXIT, 1);
/**
* The command to go to the screen that allows the user
* to alter the size parameters. (This command may appear in a menu)
*/
private Command myPrefsCommand
= new Command("Size Preferences", Command.SCREEN, 1);
//----------------------------------------------------------------
// initialization
/**
* Initialize the canvas and the commands.
*/
public Maze() {
try {
myCanvas = new MazeCanvas(Display.getDisplay(this));
myCanvas.addCommand(myExitCommand);
myCanvas.addCommand(myNewCommand);
myCanvas.addCommand(myPrefsCommand);
myCanvas.setCommandListener(this);
} catch(Exception e) {
// if there's an error during creation, display it as an alert.
Alert errorAlert = new Alert("error",
e.getMessage(), null, AlertType.ERROR);
errorAlert.setCommandListener(this);
errorAlert.setTimeout(Alert.FOREVER);
errorAlert.addCommand(myAlertDoneCommand);
Display.getDisplay(this).setCurrent(errorAlert);
}
}
//----------------------------------------------------------------
// implementation of MIDlet
/**
* Start the application.
*/
public void startApp() throws MIDletStateChangeException {
if(myCanvas != null) {
myCanvas.start();
}
}
/**
* Clean up.
*/
public void destroyApp(boolean unconditional)
throws MIDletStateChangeException {
myCanvas = null;
System.gc();
}
/**
* Does nothing since this program occupies no shared resources
* and little memory.
*/
public void pauseApp() {
}
//----------------------------------------------------------------
// implementation of CommandListener
/*
* Respond to a command issued on the Canvas.
* (reset, exit, or change size prefs).
*/
public void commandAction(Command c, Displayable s) {
if(c == myNewCommand) {
myCanvas.newMaze();
} else if(c == myAlertDoneCommand) {
try {
destroyApp(false);
notifyDestroyed();
} catch (MIDletStateChangeException ex) {
}
} else if(c == myPrefsCommand) {
if(mySelectScreen == null) {
mySelectScreen = new SelectScreen(myCanvas);
}
Display.getDisplay(this).setCurrent(mySelectScreen);
} else if(c == myExitCommand) {
try {
destroyApp(false);
notifyDestroyed();
} catch (MIDletStateChangeException ex) {
}
}
}
}
/**
* This class is the display of the game.
*
* @author Carol Hamer
*/
class MazeCanvas extends javax.microedition.lcdui.Canvas {
//---------------------------------------------------------
// static fields
/**
* color constant
*/
public static final int BLACK = 0;
/**
* color constant
*/
public static final int WHITE = 0xffffff;
//---------------------------------------------------------
// instance fields
/**
* a handle to the display.
*/
private Display myDisplay;
/**
* The data object that describes the maze configuration.
*/
private Grid myGrid;
/**
* Whether or not the currently displayed maze has
* been completed.
*/
private boolean myGameOver = false;
/**
* maze dimension: the width of the maze walls.
*/
private int mySquareSize;
/**
* maze dimension: the maximum width possible for the maze walls.
*/
private int myMaxSquareSize;
/**
* maze dimension: the minimum width possible for the maze walls.
*/
private int myMinSquareSize;
/**
* top corner of the display: x-coordiate
*/
private int myStartX = 0;
/**
* top corner of the display: y-coordinate
*/
private int myStartY = 0;
/**
* how many rows the display is divided into.
*/
private int myGridHeight;
/**
* how many columns the display is divided into.
*/
private int myGridWidth;
/**
* the maximum number columns the display can be divided into.
*/
private int myMaxGridWidth;
/**
* the minimum number columns the display can be divided into.
*/
private int myMinGridWidth;
/**
* previous location of the player in the maze: x-coordiate
* (in terms of the coordinates of the maze grid, NOT in terms
* of the coordinate system of the Canvas.)
*/
private int myOldX = 1;
/**
* previous location of the player in the maze: y-coordinate
* (in terms of the coordinates of the maze grid, NOT in terms
* of the coordinate system of the Canvas.)
*/
private int myOldY = 1;
/**
* current location of the player in the maze: x-coordiate
* (in terms of the coordinates of the maze grid, NOT in terms
* of the coordinate system of the Canvas.)
*/
private int myPlayerX = 1;
/**
* current location of the player in the maze: y-coordinate
* (in terms of the coordinates of the maze grid, NOT in terms
* of the coordinate system of the Canvas.)
*/
private int myPlayerY = 1;
//-----------------------------------------------------
// gets / sets
/**
* Changes the width of the maze walls and calculates how
* this change affects the number of rows and columns
* the maze can have.
* @return the number of columns now that the the
* width of the columns has been updated.
*/
int setColWidth(int colWidth) {
if(colWidth < 2) {
mySquareSize = 2;
} else {
mySquareSize = colWidth;
}
myGridWidth = getWidth() / mySquareSize;
if(myGridWidth % 2 == 0) {
myGridWidth -= 1;
}
myGridHeight = getHeight() / mySquareSize;
if(myGridHeight % 2 == 0) {
myGridHeight -= 1;
}
myGrid = null;
return(myGridWidth);
}
/**
* @return the minimum width possible for the maze walls.
*/
int getMinColWidth() {
return(myMinSquareSize);
}
/**
* @return the maximum width possible for the maze walls.
*/
int getMaxColWidth() {
return(myMaxSquareSize);
}
/**
* @return the maximum number of columns the display can be divided into.
*/
int getMaxNumCols() {
return(myMaxGridWidth);
}
/**
* @return the width of the maze walls.
*/
int getColWidth() {
return(mySquareSize);
}
/**
* @return the number of maze columns the display is divided into.
*/
int getNumCols() {
return(myGridWidth);
}
//-----------------------------------------------------
// initialization and game state changes
/**
* Constructor performs size calculations.
* @throws Exception if the display size is too
* small to make a maze.
*/
public MazeCanvas(Display d) throws Exception {
myDisplay = d;
// a few calculations to make the right maze
// for the current display.
int width = getWidth();
int height = getHeight();
// tests indicate that 5 is a good default square size,
// but the user can change it...
mySquareSize = 5;
myMinSquareSize = 3;
myMaxGridWidth = width / myMinSquareSize;
if(myMaxGridWidth % 2 == 0) {
myMaxGridWidth -= 1;
}
myGridWidth = width / mySquareSize;
if(myGridWidth % 2 == 0) {
myGridWidth -= 1;
}
myGridHeight = height / mySquareSize;
if(myGridHeight % 2 == 0) {
myGridHeight -= 1;
}
myMinGridWidth = 15;
myMaxSquareSize = width / myMinGridWidth;
if(myMaxSquareSize > height / myMinGridWidth) {
myMaxSquareSize = height / myMinGridWidth;
}
// if the display is too small to make a reasonable maze,
// then we throw an Exception
if(myMaxSquareSize < mySquareSize) {
throw(new Exception("Display too small"));
}
}
/**
* This is called as soon as the application begins.
*/
void start() {
myDisplay.setCurrent(this);
repaint();
}
/**
* discard the current maze and draw a new one.
*/
void newMaze() {
myGameOver = false;
// throw away the current maze.
myGrid = null;
// set the player back to the beginning of the maze.
myPlayerX = 1;
myPlayerY = 1;
myOldX = 1;
myOldY = 1;
myDisplay.setCurrent(this);
// paint the new maze
repaint();
}
//-------------------------------------------------------
// graphics methods
/**
* Create and display a maze if necessary, otherwise just
* move the player. Since the motion in this game is
* very simple, it is not necessary to repaint the whole
* maze each time, just the player + erase the square
* that the player just left..
*/
protected void paint(Graphics g) {
// If there is no current maze, create one and draw it.
if(myGrid == null) {
int width = getWidth();
int height = getHeight();
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