📄 maincanvas.java
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package demo;
import FighterMidlet;
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 MyBack m_Back; //背景对象
private FighterSprite m_Player; //玩家控制的斗士对象
private FighterSprite m_Computer; //电脑控制的斗士对象
private Sprite m_TextSp; //图形文字对象
private Command MenuCommand; //高级按钮对象
public MainCanvas( ){
super(false); //参数设为false,才能很好地响应keyPressed
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){}
setState(GAME_UI);
Start();
}
private void Reset(){
//创建斗士
if( m_Player == null ){
try{
Image image = Image.createImage("/demo/man.png");
m_Player = new FighterSprite(image, 31, 41);
m_Computer = new FighterSprite(image, 31, 41);
}
catch(Exception e){}
}
//让斗士们开始战斗
m_Player.Start( 30, getHeight() - 25, true );
m_Computer.Start( getWidth() - 30, getHeight() - 25, false );
//创建背景
if( m_Back == null )
m_Back = new MyBack();
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、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 > 100 ){ //间隔100毫秒
T1 = T2;
Input();
Logic();
Paint();
}
}
}
public void Stop(){
m_bRunning = false;
}
protected void keyPressed( int keyCode ){
//继承Canvas类的方法,
//如果响应该方法,需要在构造方法中将super的参数设置为false
if( m_Player != null )
m_Player.keyPressed(keyCode, getWidth());
}
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
FighterMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
m_Player.Input(keyStates, getWidth());
m_Computer.AutoInput(getWidth(), getHeight(), m_Player.getRefPixelX());
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
FighterMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_END:
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_GAMING: //游戏中
//碰撞检测
CheckCollision();
m_Player.Logic(getWidth(), getHeight());
m_Computer.Logic(getWidth(), getHeight());
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(0xFFFF0000);
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_Back.Paint(g, getWidth(), getHeight());
m_Player.Paint(g);
m_Computer.Paint(g);
//显示生命值
StringBuffer buf = new StringBuffer();
buf.append("Pla:");
buf.append(m_Player.getLife());
buf.append(" Com:");
buf.append(m_Computer.getLife());
g.drawString(buf.toString(), 2, 5, 0);
if( m_nState == GAME_END )
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;
}
}
}
//碰撞检测
private void CheckCollision()
{
//冲击波与冲击波发生碰撞
if( m_Player.m_Wave.collidesWith(m_Computer.m_Wave, true)){
m_Player.m_Wave.setVisible(false);
m_Computer.m_Wave.setVisible(false);
}
//设置碰撞区域,检测玩家攻击电脑
m_Computer.ResetCollisionRect();
m_Player.setCollisionRect();
switch( m_Player.getState() ){
case FighterSprite.FIGHTER_BOXING:
case FighterSprite.FIGHTER_BOOT:
if( m_Player.collidesWith(m_Computer, true) ){
int life = m_Computer.getLife();
life --;
if( life <= 0 ){
m_TextSp.setFrame(0);
setState(GAME_END);
}
m_Computer.setLife(life);
m_Computer.MoveBack(getWidth());
}
}
//玩家冲击波攻击电脑
if( m_Player.m_Wave.collidesWith(m_Computer, true) ){
int life = m_Computer.getLife();
life --;
if( life <= 0 ){
m_TextSp.setFrame(0);
setState(GAME_END);
}
m_Computer.setLife(life);
m_Player.m_Wave.setVisible(false);
m_Computer.MoveBack(getWidth());
}
//设置碰撞区域,检测电脑攻击玩家
m_Player.ResetCollisionRect();
m_Computer.setCollisionRect();
switch( m_Computer.getState() ){
case FighterSprite.FIGHTER_BOXING:
case FighterSprite.FIGHTER_BOOT:
if( m_Computer.collidesWith(m_Player, true) ){
int life = m_Player.getLife();
life --;
if( life <= 0 ){
m_TextSp.setFrame(1);
setState(GAME_END);
}
m_Player.setLife(life);
m_Player.MoveBack(getWidth());
}
}
//电脑冲击波攻击玩家
if( m_Computer.m_Wave.collidesWith(m_Player, true) ){
int life = m_Player.getLife();
life --;
if( life <= 0 ){
m_TextSp.setFrame(1);
setState(GAME_END);
}
m_Player.setLife(life);
m_Computer.m_Wave.setVisible(false);
m_Player.MoveBack(getWidth());
}
}
}
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