📄 gamescreen.java
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/*
* 创建日期 2005-6-28
*
* 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
*/
package game;
import java.util.Random;
import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Command;
import javax.microedition.lcdui.CommandListener;
import javax.microedition.lcdui.Displayable;
import javax.microedition.lcdui.Font;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
import javax.microedition.midlet.MIDletStateChangeException;
/**
* @author Administrator
*
* TODO 要更改此生成的类型注释的模板,请转至
* 窗口 - 首选项 - Java - 代码样式 - 代码模板
*/
public class GameScreen extends Canvas implements CommandListener {
private static final int BLACK = 0x00000000;
private static final int WHITE = 0x00FFFFFF;
private static final int RED = 0x00FF0000;
private static final int BLUE = 0x000000FF;
private static final int NO_MOVE = -1;
private final TriChessmanMIDlet midlet;
private final Game game;
private final Command exitCommand;
private final Command newGameCommand;
private final Random random = new Random();
private int screenWidth, screenHeight;
private int boardCellSize, boardSize, boardTop, boardLeft;
private boolean playerIsCat;
private boolean computerIsCat;
private int preCursorPosition, cursorPosition;
private int computerMove = NO_MOVE;
private int playerMove = NO_MOVE;
private int computerGamesWonTally = 0;
private int playerGamesWonTally = 0;
private boolean isRestart;
/**
*
*/
public GameScreen(TriChessmanMIDlet midlet, boolean playerIsCat) {
this.midlet = midlet;
this.playerIsCat = playerIsCat;
computerIsCat = !playerIsCat;
// 新建Game对象
game = new Game(random);
// 初始化网格
initializeBoard();
// 添加屏幕命令
exitCommand = new Command("退出", Command.EXIT, 1);
newGameCommand = new Command("开始", Command.SCREEN, 2);
addCommand(exitCommand);
addCommand(newGameCommand);
// 侦听命令按键
setCommandListener(this);
// 初始化屏幕显示
initialize();
}
private void initialize() {
// 游戏初始化
game.initialize();
// 先前行棋位置和当前行棋位置复位
preCursorPosition = cursorPosition = 0;
// 选手没有移动
playerMove = NO_MOVE;
// 随机决定选手还是计算机先行
boolean computerFirst = ((random.nextInt() & 1) == 0);
if (computerFirst)
computerMove = game.makeComputerMove();
else
computerMove = NO_MOVE;
// 重绘屏幕
isRestart = true;
repaint();
}
public void paint(Graphics g) {
// 检验游戏是否结束,以绘制相应场景
if (game.isGameOver())
paintGameOver(g);
else
paintGame(g);
}
private void paintGame(Graphics g) {
// 是否重绘
if (isRestart) {
// 以白色清空画布
g.setColor(WHITE);
g.fillRect(0, 0, screenWidth, screenHeight);
// 绘制网格
drawBoard(g);
isRestart = false;
}
// 绘制光标
drawCursor(g);
// 绘制选手行棋位置
if (playerMove != NO_MOVE)
drawPiece(g, playerIsCat, playerMove);
// 绘制计算机行棋位置
if (computerMove != NO_MOVE)
drawPiece(g, computerIsCat, computerMove);
}
private void paintGameOver(Graphics g){
// 状态信息
String statusMsg = null;
// 计算机胜
if (game.isComputerWinner()) {
statusMsg = "你输了!";
computerGamesWonTally++;
}
// 选手胜
else if (game.isPlayerWinner()) {
statusMsg = "祝贺!你赢了!";
playerGamesWonTally++;
}
// 平局
else {
statusMsg = "双方握手言和!";
computerGamesWonTally++;
playerGamesWonTally++;
}
String tallyMsg = "战绩:人vs机 =" + playerGamesWonTally + ":" + computerGamesWonTally;
// 设置字体
Font font = Font.getFont(Font.FACE_SYSTEM, Font.STYLE_PLAIN, Font.SIZE_MEDIUM);
int strHeight = font.getHeight();
int statusMsgWidth = font.stringWidth(statusMsg);
int tallyMsgWidth = font.stringWidth(tallyMsg);
int strWidth = tallyMsgWidth;
if (statusMsgWidth > tallyMsgWidth)
strWidth = statusMsgWidth;
// 计算字符绘制位置
int x = (screenWidth - strWidth) / 2;
x = x < 0 ? 0 : x;
int y = (screenHeight - 2 * strHeight) / 2;
y = y < 0 ? 0 : y;
// 白色清空画布
g.setColor(WHITE);
g.fillRect(0, 0, screenWidth, screenHeight);
// 黑色显示信息
g.setColor(BLACK);
g.drawString(statusMsg, x, y, (Graphics.TOP | Graphics.LEFT));
g.drawString(tallyMsg, x, (y + 1 + strHeight), (Graphics.TOP | Graphics.LEFT));
}
/* (非 Javadoc)
* @see javax.microedition.lcdui.CommandListener#commandAction(javax.microedition.lcdui.Command, javax.microedition.lcdui.Displayable)
*/
public void commandAction(Command arg0, Displayable arg1) {
if (arg0 == exitCommand) {
try {
// 退出
midlet.quit();
} catch (MIDletStateChangeException e) {
// TODO 自动生成 catch 块
e.printStackTrace();
}
}
else if (arg0 == newGameCommand) {
// 开始游戏
initialize();
}
}
private void initializeBoard() {
// 获取屏幕大小
screenWidth = getWidth();
screenHeight = getHeight();
// 计算网格大小与
if (screenWidth > screenHeight) {
boardCellSize = (screenHeight - 2) / 3;
boardLeft = (screenWidth - (boardCellSize * 3)) / 2;
boardTop = 1;
}
else {
boardCellSize = (screenWidth - 2) / 3;
boardLeft = 1;
boardTop = (screenHeight - boardCellSize * 3) / 2;
}
}
protected void keyPressed(int keyCode) {
// 游戏结束,不响应按键
if (game.isGameOver())
return;
// 得到按键动作
int gameAction = getGameAction(keyCode);
switch (gameAction) {
case FIRE: // 选定
doPlayerMove();
break;
case RIGHT: // 右移
doMoveCursor(1, 0);
break;
case DOWN: // 下移
doMoveCursor(0, 1);
break;
case LEFT: // 左移
doMoveCursor(-1, 0);
break;
case UP: // 上移
doMoveCursor(0, -1);
break;
default:
break;
}
}
private void doPlayerMove() {
// 检测当前位置是否空闲
if (game.isFree(cursorPosition)) {
// 选手在该位置行棋
game.makePlayerMove(cursorPosition);
playerMove = cursorPosition;
// 如果游戏没有结束,则计算机随即行棋
if (!game.isGameOver())
computerMove = game.makeComputerMove();
// 重绘
repaint();
}
}
private void doMoveCursor(int dx, int dy) {
// 计算新位置
int newCursorPosition = cursorPosition + dx + 3 * dy;
if ((newCursorPosition >= 0) && (newCursorPosition < 9))
{
// 当前位置为前一位置,新位置为当前位置
preCursorPosition = cursorPosition;
cursorPosition = newCursorPosition;
// 重绘
repaint();
}
}
private void drawPiece(Graphics g, boolean isCat, int pos) {
// 计算绘制位置
int x = ((pos % 3) * boardCellSize) + 3;
int y = ((pos / 3) * boardCellSize) + 3;
// 绘制图片
if (isCat)
drawCat(g, x, y);
else
drawRabbit(g, x, y);
}
private void drawCat(Graphics g, int x, int y) {
Image image = null;
try
{
// 装载图象
image = Image.createImage("/cat.png");
}
catch (Exception e) {}
// 在指定位置绘制图象
g.drawImage(image, x + 1, y + 1, 0);
}
private void drawRabbit(Graphics g, int x, int y) {
Image image = null;
try
{
// 装载图象
image = Image.createImage("/rabbit.png");
}
catch (Exception e) {}
// 在指定位置绘制图象
g.drawImage(image, x + 1, y + 1, 0);
}
private void drawCursor(Graphics g) {
// 检测光标移动的前一位置是否为空闲网格
if (game.isFree(preCursorPosition))
{
// 以白线擦除黑线绘制的光标
g.setColor(WHITE);
g.drawRect(((preCursorPosition % 3) * boardCellSize) + 2 + boardLeft, ((preCursorPosition/3) * boardCellSize) + 2 + boardTop, boardCellSize - 3, boardCellSize - 3);
}
else
{
// 检测光标移动的前一位置是否为选手占用
if (game.isPlayer(preCursorPosition))
{
// 根据选手所选图案进行重绘
if (playerIsCat)
drawCat(g, ((preCursorPosition % 3) * boardCellSize) + 2 + boardLeft, ((preCursorPosition/3) * boardCellSize) + 2 + boardTop);
else
drawRabbit(g, ((preCursorPosition % 3) * boardCellSize) + 2 + boardLeft, ((preCursorPosition/3) * boardCellSize) + 2 + boardTop);
}
// 检测光标移动的前一位置是否为选手占用
if (game.isComputer(preCursorPosition))
{
// 根据选手所选图案进行重绘
if (playerIsCat)
drawRabbit(g, ((preCursorPosition % 3) * boardCellSize) + 2 + boardLeft, ((preCursorPosition/3) * boardCellSize) + 2 + boardTop);
else
drawCat(g, ((preCursorPosition % 3) * boardCellSize) + 2 + boardLeft, ((preCursorPosition/3) * boardCellSize) + 2 + boardTop);
}
}
// 在光标当前所处位置以黑线绘制光标框
g.setColor(BLACK);
g.drawRect(((cursorPosition % 3) * boardCellSize) + 2 + boardLeft, ((cursorPosition/3) * boardCellSize) + 2 + boardTop, boardCellSize - 3, boardCellSize - 3);
}
private void drawBoard(Graphics g) {
// 白色清空画布
g.setColor(WHITE);
g.fillRect(0, 0, screenWidth, screenHeight);
// 黑色绘制网格
g.setColor(BLACK);
for (int i = 0; i < 4;i++) {
g.fillRect(boardLeft, boardCellSize * i + boardTop, (boardCellSize * 3) + 2, 2);
g.fillRect(boardCellSize * i + boardLeft, boardTop, 2, boardCellSize * 3);
}
}
}
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