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📄 bricklist.java

📁 j2me源代码
💻 JAVA
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package pinball;import javax.microedition.lcdui.Graphics;/** * * <p>Title: BrickList</p> * * <p>Description: 砖块的集合类</p> * */public class BrickList {    public static final int NORTH = 0;    public static final int SOUTH = 1;    public static final int WEST = 2;    public static final int EAST = 3;    public final static int XOFFSET;    public final static int YOFFSET;    static {        int w = Engine.PATTERN_WIDTH * Brick.WIDTH;				//方块的宽度        int g = (Engine.PATTERN_WIDTH - 1) * Brick.GAP;		//方块的间隔        XOFFSET = (Screen.width - (w + g)) / 2 - 1;				//开始绘制方块的点的x坐标        YOFFSET = Screen.height / 8;											//开始绘制方块的点的y坐标    }    private Brick[] list;  //砖块列表    private int columns;	 //列数    private int[] recent_collision;    Sprite inter;    private int[] step = {        0, -1, 0, 1, -1, 0, 1, 0    };    private int[] all_step = {        0, 0, 0, -1, 1, 0, 0, 1, 0, 1, -1, 0, -1, 0, 0, -1, 0, -1    };    private ThreeDColor[] rainbow = {        ThreeDColor.purple, ThreeDColor.purple, ThreeDColor.blue,        ThreeDColor.blue, ThreeDColor.red, ThreeDColor.red,        ThreeDColor.orange, ThreeDColor.orange,    };    public BrickList(int[] type_list, int pattern_width, int level) {        int x = XOFFSET;        int y = YOFFSET - (Brick.HEIGHT + Brick.GAP);        int n = -1;        list = new Brick[type_list.length];				//创建方块数组        recent_collision = new int[list.length];        inter = new Sprite();        for (int i = 0; i < list.length; i++) {            if (i % pattern_width == 0) {  //开始新的行            	  //确定当前行的列数                columns = (x - XOFFSET) / (Brick.WIDTH + Brick.GAP);                x = XOFFSET;                y += Brick.HEIGHT + Brick.GAP;                n++;            }            list[i] = new Brick(this, x, y, i, type_list[i]);  //创建方块            if (level == 0 && list[i].getType() == Brick.STANDARD) {                list[i].setColor(rainbow[n]);            }            x += Brick.WIDTH + Brick.GAP;        }    }    public Brick getBrickAt(int n) {        if (n < 0 || n >= list.length) {            return null;        }        return list[n];    }    public void moveBrick(int from, int to) {        int to_x = list[to].x;        int to_y = list[to].y;        list[to] = new Brick(list[from]);        list[to].moveTo(to_x, to_y);        list[to].setPos(to);        list[from].erase(Screen.GRAPHICS);        list[from].clear();        list[to].paintShadow(Screen.GRAPHICS);        list[to].paint(Screen.GRAPHICS);    }		/**     * 碰撞检测     */    public int checkForCollision(Ball ball) {        Brick brick;        int xw, yh, oxw, oyh;        int x, y, score, dir;        int width = Engine.PATTERN_WIDTH;        int height = list.length / Engine.PATTERN_WIDTH;        boolean intersects;        score = dir = 0;        //得到小球所对应的方块的列位置        x = (ball.getCenterX() - XOFFSET) / (Brick.WIDTH + Brick.GAP);        if (x < 0 || x >= width) {  //不在方块范围内            return 0;        }				//得到小球所对应的方块的行位置        y = (ball.getCenterY() - YOFFSET) / (Brick.HEIGHT + Brick.GAP);        if (y < 0 || y >= height) {  //不在方块范围内            return 0;        }				/***********************************				 (-1, -1)		( 0, -1)		( 1, -1)				 				 (-1,  0)		( 0,  0)		( 1,  0)				 				 (-1,  1)		( 0,  1)		( 1,  1)										  **********************************/				//以九宫格的方式检测小球与方块是否发生了碰撞        for (int i = 0; i < all_step.length / 2; i++) {            x += all_step[2 * i + 0];  //            y += all_step[2 * i + 1];            if (x < 0 || x >= width || y < 0 || y >= height) {                continue;            }						int n = y * Engine.PATTERN_WIDTH + x;            brick = list[n];            xw = ball.x + ball.width;			//小球的最左边x坐标            yh = ball.y + ball.height;		//小球的最下边y坐标            oxw = brick.x + brick.width;	//方块的最左边x坐标            oyh = brick.y + brick.height;	//方块的最下边y坐标            intersects = (ball.x >= brick.x && ball.x < oxw                          && ball.y >= brick.y && ball.y < oyh)                      || (xw >= brick.x && xw < oxw                           && ball.y >= brick.y && ball.y < oyh)                      || (ball.x >= brick.x && ball.x < oxw                          && yh >= brick.y && yh < oyh)                      || (xw >= brick.x && xw < oxw                          && yh >= brick.y && yh < oyh);            if (intersects) {                if (recent_collision[n] == 0) {                    ball.bounce(brick);                }                if (ball.getCenterX() < brick.x)                     dir = EAST;                if (ball.getCenterX() > brick.x + Brick.WIDTH)                     dir = WEST;                if (ball.getCenterY() < brick.y)                     dir = SOUTH;                if (ball.getCenterY() > brick.y + Brick.HEIGHT)                     dir = NORTH;                if (brick.getType() != Brick.SLIDE)                     brick.erase(Screen.GRAPHICS);                score += brick.hit(dir);                recent_collision[n] = 2;                break;		//每次仅仅测试与一个方块的碰撞            } else if (recent_collision[n] > 0) {                recent_collision[n]--;            }        }        return score;    }    public boolean isClean() {        for (int i = 0; i < list.length; i++) {            if (list[i].getType() == Brick.STANDARD) {                return false;            }        }        return true;    }    public Brick getNeighbor(Brick brick, int direction) {        int i;        if (brick == null) {            return null;        }        for (i = 0; i < list.length; i++) {            if (list[i] == brick) {                break;            }        }        if (i == list.length) {            return null;        }        int x = i % columns;        int y = i / columns;        int dx = step[2 * direction];        int dy = step[2 * direction + 1];        x += dx;        y += dy;        if (x < 0 || x >= columns || y < 0 || y >= list.length / columns) {            return null;        }        return list[y * columns + x];    }    public void paintShadow(Graphics g) {        for (int i = 0; i < list.length; i++) {            list[i].paintShadow(g);        }    }    public void paint(Graphics g) {        for (int i = 0; i < list.length; i++) {            list[i].paint(g);        }    }}

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