📄 maincanvas.java
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package demo;
import MineMidlet;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.game.GameCanvas;
public class MainCanvas extends GameCanvas implements Runnable{
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_END = 2; //游戏结束
public static final int GAME_STATE_NUM = 3; //状态总数
private int m_nState = GAME_UI; //存储当前的游戏状态
private boolean m_bRunning; //控制游戏的运行
private MyUI m_UI; //用户界面
private Grids m_Grids; //格子对象
public MainCanvas( ){
super(false); //参数为false,表示响应keyPressed方法
try{
m_Grids = new Grids(10, 10, getWidth(), getHeight());
m_Grids.ResetMines( 20 );
MyButton button = new MyButton();
m_UI = new MyUI(button);
}
catch(Exception exception){}
setState(GAME_UI);
Start();
}
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
break;
case GAME_GAMING: //正在游戏
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 > 100 ){ //间隔100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: //进入用户界面
{
switch( m_UI.Input( keyStates ) ){
case MyButton.BUTTON_START: //按下开始键
setState(GAME_GAMING);
break;
case MyButton.BUTTON_EXIT: //按下退出键
MineMidlet.m_Midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
if( ( keyStates & GameCanvas.UP_PRESSED ) != 0 )
m_Grids.m_nCurRow --; //选择上一行的方块
if( ( keyStates & GameCanvas.DOWN_PRESSED ) != 0 )
m_Grids.m_nCurRow ++; //选择下一行的方块
if( ( keyStates & GameCanvas.LEFT_PRESSED ) != 0 )
m_Grids.m_nCurCol --; //选择左列的方块
if( ( keyStates & GameCanvas.RIGHT_PRESSED ) != 0 )
m_Grids.m_nCurCol ++; //选择右列的方块
//对所选方块的位置,进行安全检测
if( m_Grids.m_nCurCol < 0 )
m_Grids.m_nCurCol = 0;
if( m_Grids.m_nCurCol >= m_Grids.m_GridTL.getColumns() )
m_Grids.m_nCurCol = m_Grids.m_GridTL.getColumns() - 1;
if( m_Grids.m_nCurRow < 0 )
m_Grids.m_nCurRow = 0;
if( m_Grids.m_nCurRow >= m_Grids.m_GridTL.getRows() )
m_Grids.m_nCurRow = m_Grids.m_GridTL.getRows() - 1;
if( ( keyStates & GameCanvas.FIRE_PRESSED ) != 0 )
{//按下中心键,进行“挖雷”操作
if( m_Grids.DigMine( m_Grids.m_nCurCol, m_Grids.m_nCurRow ) )
{//如果挖到地雷,则显示所有的地雷
m_Grids.ShowAllMines();
setState(GAME_END);
}
}
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(0x0000FF);
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
m_Grids.Paint(g);
break;
case GAME_END: //显示结束画面
m_Grids.Paint(g);
g.drawString("游戏失败", 20, 20, 0 );
break;
}
flushGraphics();
}
}
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