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📄 mansprite.java

📁 J2ME编程的50个例子,适合掌上系统的编程
💻 JAVA
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package demo;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.game.GameCanvas;
import javax.microedition.lcdui.game.Sprite;
import javax.microedition.lcdui.game.TiledLayer;


public class ManSprite extends Sprite{
	//精灵状态值
	public static final int MAN_BIRTH			= 0;	//刚出生状态
	public static final int MAN_NORMAL		= 1;	//普通状态
	public static final int MAN_STRONG		= 2;	//无敌状态
	public static final int MAN_DEAD			= 3;	//无敌状态
	public static final int MAN_STATE_NUM		= 4;	
	private int m_nState = MAN_NORMAL;
	private int m_nBirthX;
	private int m_nBirthY;
	
	public static final int DIR_STOP		= 0;		//停止移动
	public static final int DIR_UP		= 1;		//向上移动
	public static final int DIR_RIGHT		= 2;		//向右移动
	public static final int DIR_DOWN		= 3;		//向下移动
	public static final int DIR_LEFT		= 4;		//向左移动
	public static final int DIR_TYPE_NUM	= 5;
	private int m_nDir = DIR_STOP;

	private int m_nTime;								//状态的持续时间	
	private int m_nLife;								//生命值
	private int m_nCurCol;								//当前所处的列
	private int m_nCurRow;								//当前所处的行
	
	public ManSprite( Image image, int frameWidth, int frameHeight){
		super(image, frameWidth, frameHeight);		
		defineReferencePixel(frameWidth / 2, frameHeight / 2);
	}
	//重新设置生命值
	public void Reset(){
		m_nLife = 3;
		m_nCurCol = -1;
		m_nCurRow = -1;
	}
	//设置出生地点
	public void setBirth( int col, int row, Grids grid ){
		int x = col * grid.getCellWidth() + grid.getCellWidth()/2;
		int y = row * grid.getCellHeight() + grid.getCellHeight()/2;
		m_nBirthX = grid.getX() + x;
		m_nBirthY = grid.getY() + y;
		setState(MAN_BIRTH);
	}
	//设置状态
	public void setState( int state ){
		if( state < 0 || state >= MAN_STATE_NUM )
			return;
		m_nState = state;
		switch( m_nState ){
		case MAN_NORMAL:
			setFrame( 0 );
			break;
		case MAN_BIRTH:
			m_nTime = 20;
			setFrame( 0 );
			setRefPixelPosition( m_nBirthX, m_nBirthY );
			break;
		case MAN_STRONG:
			m_nTime = 100;
			setFrame( 2 );
			break;
		case MAN_DEAD:
			m_nLife --;
			m_nTime = 20;
			setFrame( 4 );
		}
	}
	//获取状态
	public int getState(){
		return m_nState;
	}
	//获取生命值
	public int getLife(){
		return m_nLife;
	}
	//获取当前所处的列
	public int getCurCol(){
		return m_nCurCol;
	}
	//获取当前所处的行
	public int getCurRow(){
		return m_nCurRow;
	}
	//设置运动方向,参数keyStates为按键状态,参数grid为背景格子
	public void input( int keyStates, Grids grid ){
		int Gx = grid.getCellWidth() / 2;
		int Gy = grid.getCellHeight() / 2;
		
		//只有当吃豆精灵运动到格子中间时才可以改变方向
		int x = getRefPixelX();
		int y = getRefPixelY();
		if( ( x - grid.getX() ) % grid.getCellWidth() != Gx ||
			( y - grid.getY() ) % grid.getCellHeight() != Gy )
			return;
		int col = m_nCurCol;
		int row = m_nCurRow;
		//根据输入改变方向,如果新方向上有建筑,则不能移动
		TiledLayer TL = grid.getBuiding();
		if( ( keyStates & GameCanvas.UP_PRESSED ) != 0 )
		{
			row --;
			if( row < 0 )
				row = row + TL.getRows();
			if( TL.getCell(col, row) == 0 )
				m_nDir = DIR_UP;
			else
				m_nDir = DIR_STOP;
		}
		else if( ( keyStates & GameCanvas.DOWN_PRESSED ) != 0 ){
			row ++;
			if( row >= TL.getRows() )
				row = row - TL.getRows();
			if( TL.getCell(col, row) == 0 )
				m_nDir = DIR_DOWN;
			else
				m_nDir = DIR_STOP;
		}
		else if( ( keyStates & GameCanvas.LEFT_PRESSED ) != 0 ){
			col --;
			if( col < 0 )
				col = col + TL.getColumns();
			if( TL.getCell(col, row) == 0 )
				m_nDir = DIR_LEFT;
			else
				m_nDir = DIR_STOP;
		}
		else if( ( keyStates & GameCanvas.RIGHT_PRESSED ) != 0 ){
			col ++;
			if( col >= TL.getColumns() )
				col = col - TL.getColumns();
			if( TL.getCell(col, row) == 0 )
				m_nDir = DIR_RIGHT;
			else
				m_nDir = DIR_STOP;
		}
		else
			m_nDir = DIR_STOP;
		
		//根据运动方向,设置精灵图像
		switch( m_nDir ){
		case DIR_LEFT:
			setTransform(Sprite.TRANS_MIRROR);
			break;
		case DIR_RIGHT:
			setTransform(Sprite.TRANS_NONE);
			break;
		}
	}
	//逻辑操作,沿运动方向运动,参数grid为背景格子
	public void Logic( Grids grid ){
		int x = getRefPixelX();
		int y = getRefPixelY();
		int len = 1;
		switch( m_nDir ){
		case DIR_UP:
			y -= len;
			break;
		case DIR_RIGHT:
			x += len;
			break;
		case DIR_DOWN:
			y += len;
			break;
		case DIR_LEFT:
			x -= len;
			break;
		}
		//如果超出范围,则吃豆精灵从另一侧进入背景
		if( x < grid.getX() )
			x = x + grid.getWidth();
		if( x >= grid.getX() + grid.getWidth() )
			x = x - grid.getWidth();
		if( y < grid.getY() )
			y = y + grid.getHeight();
		if( y >= grid.getY() + grid.getHeight() )
			y = y - grid.getHeight();
		setRefPixelPosition(x, y);
		m_nCurCol = (getRefPixelX() - grid.getX()) / grid.getCellWidth();
		m_nCurRow = (getRefPixelY() - grid.getY()) / grid.getCellHeight();
		//让吃豆精灵吃豆
		TiledLayer BeanTL = grid.getBeanTL();
		int index = BeanTL.getCell(m_nCurCol, m_nCurRow);
		if( index != 0 ){		//如果有东西,则将东西吃掉
			BeanTL.setCell(m_nCurCol, m_nCurRow, 0);
			if( index == 4 )	//如果吃到的是咖啡,则让吃豆精灵强壮
				setState( ManSprite.MAN_STRONG );
		}
			
		//设置运动动画,并根据各种状态的维持时间,重新设置新状态
		switch( m_nState ){
		case MAN_NORMAL:
			if( getFrame() == 0 )
				setFrame( 1 );
			else
				setFrame( 0 );
			break;
		case MAN_BIRTH:
			setFrame( 0 );
			m_nTime --;
			if( m_nTime < 0 )
				setState( MAN_NORMAL );
			break;
		case MAN_STRONG:
			if( getFrame() == 2 )
				setFrame( 3 );
			else
				setFrame( 2 );
			m_nTime --;
			if( m_nTime < 0 )
				setState( MAN_NORMAL );
			break;
		case MAN_DEAD:
			m_nTime --;
			if( m_nTime < 0 )
				setState( MAN_BIRTH );
			break;
		}
	}
}

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