📄 maincanvas.java
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package demo;
import BeanMidlet;
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;
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 ManSprite m_Man; //精灵对象
private Grids m_Grid; //格子对象
private EnemySprite m_aEnemy[]; //敌人对象
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, -1, -1, 2);
m_UI = new MyUI(button);
}
catch(Exception exception){}
//添加菜单
MenuCommand = new Command("Menu", Command.OK, 0);
//先不添加菜单按钮
setCommandListener(this);
setState(GAME_UI);
Start();
}
//重新设置游戏
private void Reset(){
if( m_Grid == null ){
//创建背景方格
m_Grid = new Grids( getWidth(), getHeight() );
}
m_Grid.Reset();
if( m_Man == null ){
//创建吃豆的精灵
try{
Image imgMan = Image.createImage("/demo/sprite.png");
m_Man = new ManSprite(imgMan, 13, 13);
}
catch(Exception exception){}
}
//设置吃豆精灵
m_Man.Reset();
m_Man.setBirth(4, 4, m_Grid);
if( m_aEnemy == null ){
try{
//创建敌人
Image imgEny = Image.createImage("/demo/enemy.png");
m_aEnemy = new EnemySprite[2];
for( int n = 0; n < m_aEnemy.length; n ++ ){
m_aEnemy[n] = new EnemySprite(imgEny, 13, 13);
}
}
catch(Exception exception){}
}
//设置敌人
m_aEnemy[0].Start(1, 1, m_Grid);
m_aEnemy[1].Start( 7, 6, m_Grid);
}
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、退出两种按钮
m_UI.getButton().setShow(true, false, false, false, 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
addCommand(MenuCommand);
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 > 50 ){ //间隔50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
BeanMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
m_Man.input(keyStates, m_Grid);
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
BeanMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_END:
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_GAMING: //游戏中
m_Man.Logic(m_Grid);
for( int n = 0; n < m_aEnemy.length; n ++ ){
m_aEnemy[n].Logic(m_Grid, m_Man);
if( m_Man.collidesWith( m_aEnemy[n], true ) )
{//如果吃豆精灵和敌人碰撞
switch( m_Man.getState() ){
case ManSprite.MAN_STRONG: //如果吃豆精灵很强壮
//让敌人牺牲
m_aEnemy[n].setState(EnemySprite.ENEMY_DEAD);
break;
case ManSprite.MAN_NORMAL: //如果吃豆精灵正常
if( m_aEnemy[n].getState() == EnemySprite.ENEMY_NORMAL )
{//如果敌人正常,则让吃豆精灵牺牲
m_Man.setState(ManSprite.MAN_DEAD);
if( m_Man.getLife() <= 0 )
setState(GAME_END);
}
break;
}
}
}
break;
default:
break;
}
}
public void Paint(){
Graphics g = getGraphics();
//用黑色清屏
g.setColor(0xFFFFFFFF);
g.fillRect( 0, 0, getWidth(), getHeight() );
g.setColor(0xFF000000);
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_Grid.Paint(g);
m_aEnemy[0].paint(g);
m_aEnemy[1].paint(g);
m_Man.paint(g);
m_UI.Paint(g, getWidth(), getHeight());
if( m_nState == GAME_END )
g.drawString("游戏结束", 20, 20, 0 );
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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