📄 maincanvas.java
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package demo;
import java.util.Random;
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; //用户界面对象
private HammerSprite m_Hammer; //锤子对象
private Hole m_Hole[]; //洞穴对象数组
private MyRecord m_Record; //记录对象
private int m_nTime = 6000; //游戏时间
public MainCanvas(){
super(true);
m_UI = new MyUI();
m_Record = new MyRecord("MouseRecord");
try{
//读取锤子精灵图像
Image img = Image.createImage("/demo/hammer.png");
m_Hammer = new HammerSprite( img, 42, 40 );
//创建洞穴及洞穴中的地鼠
Image imgMouse = Image.createImage("/demo/mouse.png");
Image imgHole = Image.createImage("/demo/hole.png");
int x = getWidth()/2;
int y = getHeight()/2;
m_Hole = new Hole[4];
Random rand = new Random();
m_Hole[0] = new Hole( imgHole, imgMouse, rand, x, y - 50 );
m_Hole[1] = new Hole( imgHole, imgMouse, rand, x + 50, y );
m_Hole[2] = new Hole( imgHole, imgMouse, rand, x, y + 50 );
m_Hole[3] = new Hole( imgHole, imgMouse, rand, x - 50, y );
}
catch (Exception ex){}
setState( GAME_UI );
Start(); //启动线程
}
private void setState( int state ){ //设置当前的游戏状态
if( state < 0 || state >= GAME_STATE_NUM )
return;
m_nState = state;
}
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 > 100 ){ //间隔100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: //进入用户界面
m_UI.Input( keyStates );
if( m_UI.getState() == MyUI.UI_HIDE )
setState(GAME_GAMING);
break;
case GAME_GAMING: //进入游戏
if( ( keyStates & GameCanvas.UP_PRESSED ) != 0 )
m_Hole[0].HammerDown( m_Hammer );
else if( ( keyStates & GameCanvas.RIGHT_PRESSED ) != 0 )
m_Hole[1].HammerDown( m_Hammer );
else if( ( keyStates & GameCanvas.DOWN_PRESSED ) != 0 )
m_Hole[2].HammerDown( m_Hammer );
else if( ( keyStates & GameCanvas.LEFT_PRESSED ) != 0 )
m_Hole[3].HammerDown( m_Hammer );
break;
case GAME_END: //游戏结束
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_UI:
break;
case GAME_GAMING:
m_Hammer.Logic();
for( int n = 0; n < m_Hole.length; n ++ ){
if( m_Hole[n].Logic( m_Hammer ) == true ){
//如果有地鼠被打中,则增加积分
int r = m_Record.getCurRecord();
r = r + 1;
m_Record.setCurRecord(r);
}
}
m_nTime --;
if( m_nTime <= 0 )
setState(GAME_END);
break;
case GAME_END:
break;
}
}
public void Paint(){
Graphics g = getGraphics();
//用黑色清屏
g.setColor(0xFF00FF00);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(0xFF0000FF);
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
for( int n = 0; n < m_Hole.length; n ++ ){
m_Hole[n].Paint(g);
}
m_Hammer.paint(g);
//显示文字信息
StringBuffer buffer = new StringBuffer();
buffer.append("Time:");
buffer.append(m_nTime/10);
buffer.append(" Score:");
buffer.append(m_Record.getCurRecord());
g.drawString(buffer.toString(), 10, 10, 0);
break;
case GAME_END: //游戏结束
//显示本次得分及最高分记录
m_Record.Paint(g, getWidth(), getHeight());
break;
}
flushGraphics();
}
}
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