📄 maincanvas.java
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package demo;
import PuzzleMidlet;
import java.util.Random;
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.TiledLayer;
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 TiledLayer m_TLayer; //管理图块
private static int ROW_NUM = 4; //总行数
private static int COL_NUM = 4; //总列数
private int m_nCol = 0; //空图块所在的列
private int m_nRow = 0; //空图块所在的行
private Random m_Random; //随机数对象
private Command MenuCommand; //高级按钮对象
public MainCanvas( ){
super(true);
m_Random = new Random();
try{
//读取图像,创建图块
Image img = Image.createImage("/demo/img.png");
if( img.getWidth() % COL_NUM != 0 )
System.out.print("图片宽度不符合规定");
if( img.getHeight() % ROW_NUM != 0 )
System.out.print("图片高度不符合规定");
int width = img.getWidth() / COL_NUM;
int height = img.getHeight() / ROW_NUM;
m_TLayer = new TiledLayer( COL_NUM, ROW_NUM, img, width, height );
int x = getWidth()/2 - m_TLayer.getWidth()/2;
int y = getHeight()/2 - m_TLayer.getHeight()/2;
m_TLayer.setPosition(x, y);
//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){}
//添加菜单
MenuCommand = new Command("Menu", Command.OK, 0);
//先不添加菜单按钮
setCommandListener(this);
ResetImg();
setState(GAME_UI);
Start();
}
//重新设置各个图块
private void ResetImg(){
//设置原始图块位置
for( int col = 0; col < COL_NUM; col ++ ){
for( int row = 0; row < ROW_NUM; row ++){
m_TLayer.setCell( col, row, row * ROW_NUM + col + 1 );
}
}
//设置空图块
m_TLayer.setCell( COL_NUM - 1, ROW_NUM - 1, 0 );
m_nCol = COL_NUM - 1;
m_nRow = ROW_NUM - 1;
//随机移动图块
int Rcol, Rrow, k, nTemp;
for( int col = 0; col < COL_NUM; col ++ ){
for( int row = 0; row < ROW_NUM; row ++){
k = m_Random.nextInt();
Rcol = Math.abs(k % COL_NUM);
k = m_Random.nextInt();
Rrow = Math.abs(k % ROW_NUM);
if( Rcol != col || Rrow != row ){
nTemp = m_TLayer.getCell( col, row );
m_TLayer.setCell(col, row, m_TLayer.getCell(Rcol, Rrow ) );
m_TLayer.setCell(Rcol, Rrow, nTemp );
if( m_TLayer.getCell(Rcol, Rrow ) == 0 ){
m_nCol = Rcol;
m_nRow = Rrow;
}
else if( m_TLayer.getCell(col, row ) == 0 ){
m_nCol = col;
m_nRow = row;
}
}
}
}
}
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、帮助和退出三种按钮
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
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 > 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:
{
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
PuzzleMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
if( ( keyStates & GameCanvas.UP_PRESSED ) != 0 ){
if( m_nRow < ROW_NUM - 1 ){ //移动空图块的下边图块
int index = m_TLayer.getCell(m_nCol, m_nRow+1);
m_TLayer.setCell(m_nCol, m_nRow, index);
m_TLayer.setCell(m_nCol, m_nRow+1, 0);
m_nRow ++;
}
}
if( ( keyStates & GameCanvas.DOWN_PRESSED ) != 0 ){
if( m_nRow > 0 ){ //移动空图块的上边图块
int index = m_TLayer.getCell(m_nCol, m_nRow-1);
m_TLayer.setCell(m_nCol, m_nRow, index);
m_TLayer.setCell(m_nCol, m_nRow-1, 0);
m_nRow --;
}
}
if( ( keyStates & GameCanvas.LEFT_PRESSED ) != 0 ){
if( m_nCol < ROW_NUM - 1 ){ //移动空图块的左边图块
int index = m_TLayer.getCell(m_nCol+1, m_nRow);
m_TLayer.setCell(m_nCol, m_nRow, index);
m_TLayer.setCell(m_nCol+1, m_nRow, 0);
m_nCol ++;
}
}
if( ( keyStates & GameCanvas.RIGHT_PRESSED ) != 0 ){
if( m_nCol > 0 ){ //移动空图块的右边图块
int index = m_TLayer.getCell(m_nCol-1, m_nRow);
m_TLayer.setCell(m_nCol, m_nRow, index);
m_TLayer.setCell(m_nCol-1, m_nRow, 0);
m_nCol --;
}
}
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
ResetImg();
setState(GAME_GAMING);
break;
case MyButton.BUTTON_EXIT: //按下退出键
PuzzleMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_END:
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_GAMING: //游戏中
//检测是否拼图成功
for( int col = 0; col < COL_NUM; col ++ ){
for( int row = 0; row < ROW_NUM; row ++ ){
if( col == COL_NUM - 1 && row == ROW_NUM - 1 )
continue;
if( m_TLayer.getCell(col, row) != row * ROW_NUM + col ){
return;
}
}
}
setState(GAME_END);
break;
default:
break;
}
}
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
case GAME_BUTTON:
case GAME_END:
m_TLayer.paint(g);
m_UI.Paint(g, getWidth(), getHeight()); //MyUI类内会根据需要显示按钮
if( m_nState == GAME_END ) //如果当前状态为游戏结束
g.drawString("你赢了", getWidth()/2 - 10, getHeight()/2 - 10, 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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