⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 bullet.java

📁 J2ME飞机设计游戏,希望对学习J2ME的程序员有所帮助
💻 JAVA
字号:
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.game.Sprite;

public class Bullet extends Actor{
	public void init(String ImageName) {
		bulletImage = new CImage(ImageName);
	}
	
	public void init(String ImageName, int clipwidth, int clipheight, int cols,
			int rows) {
		bulletImage = new CImage(ImageName, clipwidth, clipheight, cols, rows);
	}
	
	public void clean() {
		bulletImage.clean();
		bulletImage = null;
	}

	public void changeMyState() {
		setIPosX(iPosX + xSpeed);
		setIPosY(iPosY - ySpeed);
	}
	
	//判断物体是动作档画法与子弹是TOPLEFT画法的碰撞
	public boolean isCollideInTopLeft(Actor battlePlane,Actor bullet){
		// rMLeftX 为矩形的左上X坐标
		int rMLeftX = (battlePlane.getIPosX() - (battlePlane.getIWidth() >> 1)) >> 8;
		// rMLeftY 为矩形的左上Y坐标
		int rMLeftY = (battlePlane.getIPosY() - battlePlane.getIHeight()) >> 8;

		int rBLeftX = bullet.getIPosX() >> 8;
		int rBLeftY = bullet.getIPosY() >> 8;

		return Tool.isIntersectingRect(rMLeftX, rMLeftY, battlePlane
				.getIWidth() >> 8, battlePlane.getIHeight() >> 8, rBLeftX,
				rBLeftY, bullet.getIWidth() >> 8, bullet.getIHeight() >> 8);
	}
	
	// 判断主角与子弹是CENTER画法的碰撞
	public boolean isCollideInCenter(Actor battlePlane, Actor bullet) {
		// rMLeftX 为矩形的左上X坐标
		int rMLeftX = (battlePlane.getIPosX() - (battlePlane.getIWidth() >> 1)) >> 8;
		// rMLeftY 为矩形的左上Y坐标
		int rMLeftY = (battlePlane.getIPosY() - battlePlane.getIHeight()) >> 8;

		// rBLeftX 为子弹矩形左上X坐标
		int rBLeftX = (bullet.getIPosX() - (bullet.getIWidth() >> 1)) >> 8;
		// rBLeftY 为子弹矩形左上Y坐标
		int rBLeftY = (bullet.getIPosY() - bullet.getIHeight()) >> 8;

		return Tool.isIntersectingRect(rMLeftX, rMLeftY, battlePlane
				.getIWidth() >> 8, battlePlane.getIHeight() >> 8, rBLeftX,
				rBLeftY, bullet.getIWidth() >> 8, bullet.getIHeight() >> 8);
	}

	public void drawClipImage(Graphics graphics) {
		bulletImage.drawClipImage(graphics, iPosX >> 8, iPosY >> 8,
				GameConstant.TOPLEFT);
	}

	//画跟踪的轨迹的画法
	public void drawRegionImage(Graphics graphics) {
		int tan = 0;
		if (xSpeed != 0) {
			tan = (ySpeed << 8) / xSpeed;
		}

		if(ySpeed > 0 && (tan > 618 || tan <= -618)){
			// 子弹指向90度方向
//			bulletImage.drawImage(graphics, 0, 12, 17, 6,
//					GameConstant.TRANS_ROT270, iPosX >> 8, iPosY >> 8,
//					GameConstant.TOPLEFT);
			bulletImage.drawRegionImage(graphics, 0, 12, 17, 6,
					Sprite.TRANS_ROT270, iPosX >> 8, iPosY >> 8,
					GameConstant.TOPLEFT);
			
//			setIWidth(3 << 8);
//			setIHeight(17 << 8);
			
			
		}else if(ySpeed < 0 && (tan > 618 || tan <= -618)){
			// 子弹指向270度方向
//			bulletImage.drawImage(graphics, 0, 12, 17, 6,
//					GameConstant.TRANS_ROT90, iPosX >> 8, iPosY >> 8,
//					GameConstant.TOPLEFT);
			
			bulletImage.drawRegionImage(graphics, 0, 12, 17, 6,
					Sprite.TRANS_ROT90, iPosX >> 8, iPosY >> 8,
					GameConstant.TOPLEFT);

//			setIWidth(3 << 8);
//			setIHeight(17 << 8);
		}

		if (xSpeed > 0) {
			if (tan > -106 && tan <= 106) {
				// 子弹指向0度方向
//				bulletImage.drawImage(graphics, 0, 12, 17, 6,
//						GameConstant.TRANS_NONE, iPosX >> 8, iPosY >> 8,
//						GameConstant.TOPLEFT);
				bulletImage.drawRegionImage(graphics, 0, 12, 17, 6,
						Sprite.TRANS_NONE, iPosX >> 8, iPosY >> 8,
						GameConstant.TOPLEFT);
				
				
//				setIWidth(17 << 8);
//				setIHeight(3 << 8);
			} else if (tan > 106 && tan <= 618) {
				// 子弹指向45度方向
//				bulletImage.drawImage(graphics, 0, 0, 17, 12,
//						GameConstant.TRANS_NONE, iPosX >> 8, iPosY >> 8,
//						GameConstant.TOPLEFT);
				
				bulletImage.drawRegionImage(graphics, 0, 0, 17, 12,
						Sprite.TRANS_NONE, iPosX >> 8, iPosY >> 8,
						GameConstant.TOPLEFT);
				
				
//				setIWidth(13 << 8);
//				setIHeight(13 << 8);
				
			} else if (tan > -618 && tan <= -106) {
				// 子弹指向315度方向
//				bulletImage.drawImage(graphics, 0, 0, 17, 12,
//						GameConstant.TRANS_ROT90, iPosX >> 8, iPosY >> 8,
//						GameConstant.TOPLEFT);
				bulletImage.drawRegionImage(graphics, 0, 0, 17, 12,
						Sprite.TRANS_ROT90, iPosX >> 8, iPosY >> 8,
						GameConstant.TOPLEFT);
				
//				setIWidth(13 << 8);
//				setIHeight(13 << 8);
			}
		} else if (xSpeed < 0) {
			if (tan > -618 && tan <= -106) {
				// 子弹指向135度方向
//				bulletImage.drawImage(graphics, 0, 0, 17, 12,
//						GameConstant.TRANS_ROT270, iPosX >> 8, iPosY >> 8,
//						GameConstant.TOPLEFT);
				
				bulletImage.drawRegionImage(graphics, 0, 0, 17, 12,
						Sprite.TRANS_ROT270, iPosX >> 8, iPosY >> 8,
						GameConstant.TOPLEFT);
				
//				setIWidth(13 << 8);
//				setIHeight(13 << 8);
			} else if (tan > -106 && tan <= 106) {
				// 子弹指向180度方向
//				bulletImage.drawImage(graphics, 0, 12, 17, 6,
//						GameConstant.TRANS_ROT180, iPosX >> 8, iPosY >> 8,
//						GameConstant.TOPLEFT);
				
				bulletImage.drawRegionImage(graphics, 0, 12, 17, 6,
						Sprite.TRANS_ROT180, iPosX >> 8, iPosY >> 8,
						GameConstant.TOPLEFT);
				
//				setIWidth(17 << 8);
//				setIHeight(3 << 8);
			} else if (tan > 106 && tan <= 618) {
				// 子弹指向225度方向
//				bulletImage.drawImage(graphics, 0, 0, 17, 12,
//						GameConstant.TRANS_ROT180, iPosX >> 8, iPosY >> 8,
//						GameConstant.TOPLEFT);
				
				bulletImage.drawRegionImage(graphics, 0, 0, 17, 12,
						Sprite.TRANS_ROT180, iPosX >> 8, iPosY >> 8,
						GameConstant.TOPLEFT);

//				setIWidth(13 << 8);
//				setIHeight(13 << 8);
			}
		}else if(xSpeed ==0){
			if(ySpeed > 0){
				// 子弹指向90度方向
//				bulletImage.drawImage(graphics, 0, 12, 17, 6,
//						GameConstant.TRANS_ROT270, iPosX >> 8, iPosY >> 8,
//						GameConstant.TOPLEFT);
				
				bulletImage.drawRegionImage(graphics, 0, 12, 17, 6,
						Sprite.TRANS_ROT270, iPosX >> 8, iPosY >> 8,
						GameConstant.TOPLEFT);
				
//				setIWidth(3 << 8);
//				setIHeight(17 << 8);
			}else if(ySpeed < 0){
				// 子弹指向270度方向
//				bulletImage.drawImage(graphics, 0, 12, 17, 6,
//						GameConstant.TRANS_ROT90, iPosX >> 8, iPosY >> 8,
//						GameConstant.TOPLEFT);
				
				bulletImage.drawRegionImage(graphics, 0, 12, 17, 6,
						Sprite.TRANS_ROT90, iPosX >> 8, iPosY >> 8,
						GameConstant.TOPLEFT);
				
//				setIWidth(3 << 8);
//				setIHeight(17 << 8);
			}
		}
	}

	public void drawImage(Graphics graphics) {
		bulletImage.drawImage(graphics, iPosX >> 8, iPosY >> 8,
				GameConstant.TOPLEFT);
	}
	
	public void drawRegionImage(Graphics g, int offx, int offy, int width,
			int height, int transform, int anchor) {
		bulletImage.drawRegionImage(g, offx, offy, width, height, transform,
				iPosX >> 8, iPosY >> 8, anchor);
	}

	//得到运动时间
	public int getMoveTimes() {
		return moveTimes;
	}

	//设置运动时间
	public void setMoveTimes(int trackTimes) {
		this.moveTimes = trackTimes;
	}
	
	public int getXSpeed() {
		return xSpeed;
	}

	public int getYSpeed() {
		return ySpeed;
	}
	
	public void setXSpeed(int speed) {
		xSpeed = speed;
	}

	public void setYSpeed(int speed) {
		ySpeed = speed;
	}

	public byte getDamage() {
		return damage;
	}

	public void setDamage(byte damage) {
		this.damage = damage;
	}

	private int moveTimes;  //运动时间
	private int fumeInterval; //导弹烟雾间隔
	private int xSpeed = 0; //x轴移动的速度
	private int ySpeed = 0; //y轴移动的速度
	private byte damage;     //伤害值

	private CImage bulletImage;

	public int getFumeInterval() {
		return fumeInterval;
	}

	public void setFumeInterval(int fumeInterval) {
		this.fumeInterval = fumeInterval;
	}
}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -