📄 maincanvas.java
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import javax.microedition.lcdui.Command;
import javax.microedition.lcdui.CommandListener;
import javax.microedition.lcdui.Displayable;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.game.GameCanvas;
import javax.microedition.lcdui.game.Sprite;
public class MainCanvas extends GameCanvas
implements Runnable, CommandListener{
public static final int GAME_UI = 0; //进入用户界面
public static final int GAME_GAMING = 1; //进行游戏
public static final int GAME_BUTTON = 2; //游戏时显示界面按钮
public static final int GAME_END = 3; //游戏结束
public static final int GAME_STATE_NUM = 4; //状态总数
private int m_nState = GAME_UI; //存储当前的游戏状态
private boolean m_bRunning; //控制线程运行
private MyUI m_UI; //界面对象
private Sprite m_TextSp; //图形文字对象
private Cards m_Cards; //纸牌对象
private Command MenuCommand; //高级按钮对象
public MainCanvas( ){
super(true);
try{
//创建用户界面,并设置界面中的按钮
MyButton button = new MyButton(41, 21, 0, 1, -1, 2, -1, 3);
m_UI = new MyUI(button);
}
catch(Exception exception){}
setState(GAME_UI);
Start();
}
//重新开牌
private void Reset(){
if( m_Cards == null ){
m_Cards = new Cards();
}
m_Cards.Reset();
if( MenuCommand == null ){
//创建菜单
MenuCommand = new Command("Menu", Command.OK, 0);
addCommand(MenuCommand);
setCommandListener(this);
}
if( m_TextSp == null ){
//创建图形文字对象
try{
Image img = Image.createImage("/demo/text.png");
m_TextSp = new Sprite(img, 82, 25);
m_TextSp.defineReferencePixel(41, 23);
int x = getWidth()/2;
int y = getHeight()/2 - 10;
m_TextSp.setRefPixelPosition(x, y);
}
catch(Exception exception){}
}
}
private void setState( int state ){ //设置游戏状态
if( state < 0 || state >= GAME_STATE_NUM )
return;
m_nState = state;
switch( m_nState ){
case GAME_UI: //进入用户界面
m_UI.setState(MyUI.UI_TITLE); //显示标题界面
//设置本游戏的按钮类型,本游戏有:开始、帮助及退出三种按钮
m_UI.getButton().setShow(true, false, false, true, false, true );
break;
case GAME_BUTTON: //在游戏中途显示按钮
m_UI.setState(MyUI.UI_BUTTON);
//游戏中途,显示复位与退出按钮
m_UI.getButton().setShow(false, true, false, false, false, true );
break;
case GAME_GAMING: //正在游戏
m_UI.setState(MyUI.UI_HIDE);
break;
case GAME_END: //游戏结束
m_UI.setState(MyUI.UI_HIDE);
break;
}
}
public void Start(){
m_bRunning = true;
Thread thread = new Thread(this); //分配新线程
thread.start(); //线程启动
}
public void run() {
//得到系统当前时间,并将时间换算成毫秒
long T1 = System.currentTimeMillis();
long T2 = T1;
while(m_bRunning){
T2 = System.currentTimeMillis();
if( T2 - T1 > 150 ){ //间隔150毫秒
T1 = T2;
Input();
Logic();
Paint();
}
}
}
public void Stop(){
m_bRunning = false;
}
public void Input(){
int keyStates = getKeyStates();
switch( m_nState ){
case GAME_UI:
{
switch( m_UI.Input( keyStates ) ){
case MyButton.BUTTON_START: //按下开始键
Reset();
setState(GAME_GAMING);
break;
case MyButton.BUTTON_EXIT: //按下退出键
AnoleMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
int n = m_Cards.Input(keyStates);
if( n > 0 ){
m_TextSp.setFrame(0); //玩家胜利
setState(GAME_END);
}
else if( n < 0 ){
m_TextSp.setFrame(1); //电脑胜利
setState(GAME_END);
}
break;
case GAME_BUTTON: //游戏中途显示按钮
{
switch( m_UI.Input( keyStates ) ){
case MyButton.BUTTON_RESET: //按下复位键
Reset();
setState(GAME_GAMING);
break;
case MyButton.BUTTON_EXIT: //按下退出键
AnoleMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_END:
if( ( keyStates & GameCanvas.FIRE_PRESSED ) != 0 ){
Reset();
setState(GAME_GAMING);
}
break;
}
}
public void Logic(){
}
public void Paint(){
Graphics g = getGraphics();
//用黑色清屏
g.setColor(0);
g.fillRect( 0, 0, getWidth(), getHeight() );
g.setColor(0xFFFFFFFF);
switch( m_nState ){
case GAME_UI: //显示界面
m_UI.Paint(g, getWidth(), getHeight());
break;
case GAME_GAMING: //显示游戏画面
case GAME_BUTTON:
case GAME_END:
m_Cards.Paint(g, getWidth(), getHeight());
if( m_nState == GAME_END )
{//本次比赛结束,显示电脑的分值
StringBuffer buffer = new StringBuffer();
buffer.append("Computer:");
buffer.append(m_Cards.getComScore());
buffer.append(" Player:");
buffer.append(m_Cards.getPlayerScore());
g.drawString(buffer.toString(), 10, 10, 0 );
//显示胜负文字图像
m_TextSp.paint(g);
}
m_UI.Paint(g, getWidth(), getHeight());
break;
}
flushGraphics();
}
public void commandAction(Command c, Displayable s){
if( c == MenuCommand ){
switch( m_nState ){
case GAME_END: //游戏结束,显示按钮
case GAME_GAMING: //正在游戏,显示按钮
setState(GAME_BUTTON);
break;
case GAME_BUTTON: //正显示按钮,退回游戏
setState(GAME_GAMING);
break;
default:
break;
}
}
}
}
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