📄 maincanvas.java
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package demo;
import SubmarineMidlet;
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;
import javax.microedition.lcdui.game.LayerManager;
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 ShipSprite m_Ship; //战舰对象
private SubSprite m_aSub[]; //潜艇对象
private ExplosionSprite m_aExplosion[]; //爆炸对象
private Random m_Random; //随机数对象
private LayerManager m_LayerManager; //层管理器对象
private int m_nDestroyNum; //摧毁的潜艇树木
private Sprite m_TextSp; //图形文字对象
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){}
setState(GAME_UI);
Start();
}
private void Reset(){
//创建随机数对象
if( m_Random == null )
m_Random = new Random();
if( m_Ship == null )
{
m_aSub = new SubSprite[4];
m_aExplosion = new ExplosionSprite[5];
try{
//创建战舰对象
Image image = Image.createImage("/demo/ship.png");
m_Ship = new ShipSprite( image, 50, 20 );
//创建潜水艇对象
image = Image.createImage("/demo/sub.png");
for( int n = 0; n < m_aSub.length; n ++ ){
m_aSub[n] = new SubSprite( image, 26, 10 );
}
//创建爆炸对象
image = Image.createImage("/demo/explosion.png");
for( int m = 0; m < m_aExplosion.length; m ++ ){
m_aExplosion[m] = new ExplosionSprite( image, 32, 32 );
}
}
catch(Exception e){}
}
if( m_LayerManager == null )
{//创建层管理器,并将所有图层添加到管理器
m_LayerManager = new LayerManager();
for( int m = 0; m < m_aExplosion.length; m ++ )
{
m_LayerManager.append(m_aExplosion[m]);
}
m_LayerManager.append( m_Ship );
m_LayerManager.append( m_Ship.m_Missile );
for( int n = 0; n < m_aSub.length; n ++ )
{
m_LayerManager.append(m_aSub[n]);
m_LayerManager.append(m_aSub[n].m_Missile);
}
}
//设置战舰的位置
m_Ship.setRefPixelPosition( getWidth()/2, getHeight()/2 - 20 );
m_nDestroyNum = 0;
//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;
}
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
SubmarineMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
m_Ship.Input(keyStates, getWidth(), getHeight());
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
SubmarineMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_END:
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_GAMING: //游戏中
//爆炸逻辑
for( int m = 0; m < m_aExplosion.length; m ++ ){
m_aExplosion[m].Logic();
}
//战舰逻辑
m_Ship.Logic( getWidth(), getHeight() );
//潜艇逻辑
for( int n = 0; n < m_aSub.length; n ++ ){
m_aSub[n].Logic(getWidth(), getHeight());
}
//碰撞检测
CheckCollision();
//产生新的潜水艇
CreateSub();
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_LayerManager.paint(g, 0, 0);
//显示分数
StringBuffer buf = new StringBuffer();
buf.append("Score:");
buf.append(m_nDestroyNum);
g.drawString(buf.toString(), 5, 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()
{
for( int n = 0; n < m_aSub.length; n ++ ){
//潜艇的导弹和战舰碰撞
if( m_aSub[n].m_Missile.collidesWith( m_Ship, true ) ){
m_aSub[n].m_Missile.setVisible(false);
CreateExplosion(m_aSub[n].m_Missile.getRefPixelX(),
m_aSub[n].m_Missile.getRefPixelY());
//游戏失败
m_TextSp.setFrame(1);
setState(GAME_END);
break;
}
//我方子弹和敌人坦克碰撞
if( m_Ship.m_Missile.collidesWith( m_aSub[n], true ) ){
m_nDestroyNum ++;
CreateExplosion(m_Ship.m_Missile.getRefPixelX(),
m_Ship.m_Missile.getRefPixelY());
m_Ship.m_Missile.setVisible( false );
m_aSub[n].setVisible( false );
}
}
}
//随机产生潜艇
public void CreateSub() {
//以5分之一的概率产生潜艇
int nRs = m_Random.nextInt() % 5;
if( Math.abs(nRs) != 0 )
return;
//如果某一位置的潜艇被摧毁,则可以产生新潜艇
for( int n = 0; n < m_aSub.length; n ++ ){
if( m_aSub[n].isVisible() )
continue;
int x = - m_aSub[n].getWidth();
boolean bRight = true;
int rand = m_Random.nextInt();
m_aSub[n].setFrame(0);
if( rand < 0 ){
x = getWidth() + m_aSub[n].getWidth();
bRight = false;
m_aSub[n].setFrame(1);
}
int y = m_Random.nextInt() % (getHeight()/2 - 15);
y = Math.abs(y) + getHeight()/2;
m_aSub[n].Start(x, y, bRight, 2);
break;
}
}
//产生爆炸,参数nX、nY分别是爆炸位置的横纵坐标
public void CreateExplosion( int nX, int nY ){
for( int m = 0; m < m_aExplosion.length; m ++ ){
if( m_aExplosion[m].isVisible() )
continue;
m_aExplosion[m].Start( nX, nY );
break;
}
}
}
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