📄 maincanvas.java
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package demo;
import CSMidlet;
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.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 int m_nLife; //生命值
private MyRecord m_Record; //记录对象
private MyBack m_Back; //背景对象
private GunAndAim m_GunAim; //准心对象
private EnemySprite m_aEnemy[]; //敌人对象
private Random m_Random;
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){}
setState(GAME_UI);
Start();
}
//重新开局
private void Reset(){
//创建随机数对象
if( m_Random == null )
m_Random = new Random();
//设置生命值
m_nLife = 10;
//创建记录对象
if( m_Record == null )
m_Record = new MyRecord("CSScore");
m_Record.setCurRecord(0);
//创建背景
if( m_Back == null )
m_Back = new MyBack();
//创建枪和准心图像
if( m_GunAim == null )
m_GunAim = new GunAndAim(getWidth(), getHeight());
//创建敌人
if( m_aEnemy == null ){
try{
Image img = Image.createImage("/demo/enemy.png");
m_aEnemy = new EnemySprite[6];
for( int n = 0; n < m_aEnemy.length; n ++ ){
m_aEnemy[n] = new EnemySprite(img, 47, 45);
m_aEnemy[n].setState(EnemySprite.ENEMY_HIDE);
}
int x = getWidth() / 2;
int y = getHeight() / 2;
//设置六个敌人的位置
m_aEnemy[0].setPosition(x - 90, y - 80);
m_aEnemy[1].setPosition(x - 19, y - 80);
m_aEnemy[2].setPosition(x + 40, y - 80);
m_aEnemy[3].setPosition(x - 90, y - 20);
m_aEnemy[4].setPosition(x - 18, y);
m_aEnemy[5].setPosition(x + 40, y - 20);
}
catch(Exception exception){}
}
if( MenuCommand == null ){
//创建菜单
MenuCommand = new Command("Menu", Command.OK, 0);
addCommand(MenuCommand);
setCommandListener(this);
}
}
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:开始及退出两种按钮
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
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
Reset();
setState(GAME_GAMING);
break;
case MyButton.BUTTON_EXIT: //按下退出键
CSMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
m_GunAim.Input(keyStates, getWidth(), getHeight() );
//如果玩家开火,则将准心与敌人做碰撞检测
if( m_GunAim.getState() == GunAndAim.GA_FIRE ){
for( int n = 0; n < m_aEnemy.length; n ++ ){
if( m_GunAim.m_AimSp.collidesWith( m_aEnemy[n], true ) )
{//如果打中敌人,则增加分数
int record = m_Record.getCurRecord();
m_Record.setCurRecord(record + 1);
m_aEnemy[n].setState(EnemySprite.ENEMY_DEAD);
break;
}
}
}
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
CSMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_END:
if( ( keyStates & GameCanvas.FIRE_PRESSED ) != 0 ){
Reset();
setState(GAME_GAMING);
}
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_GAMING:
m_GunAim.Logic();
for( int n = 0; n < m_aEnemy.length; n ++ ){
m_aEnemy[n].Logic();
if(m_aEnemy[n].getState() == EnemySprite.ENEMY_FIRE)
{//如果敌人开火,则减少生命值
m_nLife --;
if( m_nLife <= 0 ) //失去生命,游戏结束
setState(GAME_END);
break;
}
}
CreateEnemy();
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:
//显示敌人
for( int n = 0; n < m_aEnemy.length; n ++ ){
m_aEnemy[n].paint(g);
}
//显示背景
m_Back.Paint(g, getWidth(), getHeight());
//显示枪和准心
m_GunAim.Paint(g);
//显示生命值
StringBuffer buff = new StringBuffer();
buff.append("Life:");
buff.append(m_nLife);
g.drawString(buff.toString(), 5, 5, 0 );
m_UI.Paint(g, getWidth(), getHeight());
break;
case GAME_END:
m_Back.Paint(g, getWidth(), getHeight());
m_Record.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;
}
}
}
//随机产生新敌人
private void CreateEnemy(){
int rs = Math.abs(m_Random.nextInt() % 20);
if( rs >= 6 )
return;
if( m_aEnemy[rs].getState() == EnemySprite.ENEMY_HIDE )
m_aEnemy[rs].setState(EnemySprite.ENEMY_NORMAL);
}
}
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