📄 ballsprite.java
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package demo;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.game.Sprite;
public class BallSprite extends Sprite{
private int m_nSpeedX = 0; //小球X方向的速度
private int m_nSpeedY = 0; //小球Y方向的速度
public BallSprite( Image image, int frameWidth, int frameHeight){
super(image, frameWidth, frameHeight);
defineReferencePixel(frameWidth / 2, frameHeight / 2);
}
//设置小球的速度
public void setSpeed( int x, int y ){
m_nSpeedX = x;
m_nSpeedY = y;
}
//增加小球的速率,注意速率和速度的区别
public void AddSpeed( int x, int y ){
if( m_nSpeedX < 0 && m_nSpeedX - x < 0 )
m_nSpeedX = m_nSpeedX - x;
else if( m_nSpeedX > 0 && m_nSpeedX + x > 0 )
m_nSpeedX = m_nSpeedX + x;
if( m_nSpeedY < 0 && m_nSpeedY - y < 0 )
m_nSpeedY = m_nSpeedY - y;
else if( m_nSpeedY > 0 && m_nSpeedY + y > 0 )
m_nSpeedY = m_nSpeedY + y;
}
//小球反弹,参数bHorizontal为true表示横向反弹,否则纵向反弹
public void Reflect( boolean bHorizontal ){
if( bHorizontal )
m_nSpeedX = -m_nSpeedX;
else
m_nSpeedY = -m_nSpeedY;
}
//逻辑操作,控制小球的运动
public void Logic( int scrWidth, int scrHeight ){
int x = getRefPixelX();
int y = getRefPixelY();
x += m_nSpeedX;
y += m_nSpeedY;
//如果小球运动到屏幕边缘,则需要反弹
if( x < this.getWidth()/2 )
{//如果小球运动到屏幕左边
x = this.getWidth()/2;
Reflect(true);
}
else if( x > scrWidth - this.getWidth()/2 )
{//如果小球运动到屏幕右边
x = scrWidth - this.getWidth()/2;
Reflect(true);
}
if( y < this.getHeight()/2 )
{//如果小球运动到屏幕上边
y = this.getHeight()/2;
Reflect(false);
}
else if( y > scrHeight )
{//如果小球运动到屏幕下边,则直接消失
setVisible(false);
}
setRefPixelPosition(x, y);
}
}
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