📄 maincanvas.java
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package demo;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.game.GameCanvas;
public class MainCanvas extends GameCanvas implements Runnable{
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_END = 2; //游戏结束
public static final int GAME_STATE_NUM = 3; //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 BKQSprite m_BKQ; //宠物对象
private ButtonSprite m_Button; //按钮对象
public MainCanvas(){
super(true);
m_UI = new MyUI();
m_Back = new MyBack();
try{
//创建宠物
Image img = Image.createImage("/demo/BKQ.png");
m_BKQ = new BKQSprite(img,54,59);
m_BKQ.setAllPosition(getWidth()/2 - 30, getHeight() - 70 );
//创建按钮
Image imgBT = Image.createImage("/demo/button.png");
m_Button = new ButtonSprite(imgBT, 46, 16);
}
catch (Exception ex){}
Start(); //启动线程
}
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() { //新线程自动调用此方法
//获取系统当前时间,并将时间换算成以毫秒为单位的数
long T1 = System.currentTimeMillis();
long T2 = T1;
while(m_bRunning){
T2 = System.currentTimeMillis();
if( T2 - T1 > 200 ){ //间隔200毫秒
T1 = T2;
Input();
Logic();
Paint();
}
}
}
public void Stop(){ //终止游戏
m_bRunning = false;
}
public void Input(){
int keyStates = getKeyStates();
switch( m_nState ){
case GAME_UI:
m_UI.Input( keyStates );
if( m_UI.getState() == MyUI.UI_HIDE )
m_nState = GAME_GAMING;
break;
case GAME_GAMING:
switch( m_Button.Input(keyStates) )
{//根据所按的按钮,设置精灵的状态
case ButtonSprite.BUTTON_WALK:
m_BKQ.setState(BKQSprite.BKQ_WALK);
break;
case ButtonSprite.BUTTON_TALK:
m_BKQ.setState(BKQSprite.BKQ_TALK);
break;
case ButtonSprite.BUTTON_SLEEP:
m_BKQ.setState(BKQSprite.BKQ_SLEEP);
break;
case ButtonSprite.BUTTON_MUSIC:
m_BKQ.setState(BKQSprite.BKQ_MUSIC);
break;
}
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_UI: //界面逻辑
break;
case GAME_GAMING: //精灵逻辑
m_BKQ.Logic();
if( m_BKQ.getState() == BKQSprite.BKQ_DEAD )
m_nState = GAME_END;
}
}
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
m_Back.Paint(g, getWidth(), getHeight());
m_BKQ.PaintAll(g);
m_Button.PaintAll(g, getWidth(), getHeight());
break;
case GAME_END: //显示结束语
g.drawString("小精灵死了!!!!",
getWidth()/2 - 10, getHeight()/2 - 10, 0);
break;
}
flushGraphics();
}
}
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