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📄 role.java

📁 j2me简单实例,j2me教程加源码,希望大家喜欢
💻 JAVA
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package com.j2medev.chapter5;
import javax.microedition.lcdui.*;

public class Role implements MyGameInterface {
  private byte rolePose = ROLEPOSE_NORMAL; //0:正常;1:跳;2:蹲;3:踩在箱子上
  private byte roleTool = ROLETOOL_NONE; //0:无;1:棒子;2:瓶子;3:摩托帽;4:用棒子打人;5:用瓶子打人
  private byte roleStatus = ROLESTATUS_WELL; //0:健康;1:受伤
  public PieceSprite player;
  private int roleX = 0, roleY = 0;
  private Image imgSkate;
  private int skateX = 0, skateY = 0;
  private int distance = 0;

  private final byte AOGRAVITY = 1; // 加速度

  private final byte MAX_VELOCITY = 10; // 角色最大速率
  private final byte SKATE_VELOCITY = 7; // 滑板独立运动的速率
  private byte currentV = -MAX_VELOCITY; // 角色速度
  private byte skateV = -SKATE_VELOCITY; // 滑板速度
  private boolean isV = false;

  private final byte INJURE_VELOCITY = 10; // 角色最大速率
  private final byte INJURE_SKATE_VELOCITY = 7; // 滑板独立运动的速率
  private byte injure_currentV = -INJURE_VELOCITY; // 角色初始化速度
  private byte injure_skateV = -INJURE_SKATE_VELOCITY; // 滑板初始化速度
  private boolean injure_isV = false;


  /**
   * 构造函数
   * @param imgRole Image
   * @param roleX int
   * @param roleY int
   * @param roleType byte
   */
  public Role(int roleX, int roleY, Image imgSkate, int skateX,
              int skateY) {
    this.roleX = roleX;
    this.roleY = roleY;
    this.imgSkate = imgSkate;
    this.skateX = skateX;
    this.skateY = skateY;
    player = new PieceSprite(Game.loadImage(IMAGE_PLAYER),
                             RES_PATH + "player.bin", (short) 100, true);
  }


  /**
   * 设置X值
   */
  public void setRoleX(int roleX) {
    this.roleX = roleX;
  }


  /**
   * 设置Y值
   */
  public void setRoleY(int roleY) {
    this.roleY = roleY;
  }


  /**
   * 得到X值
   */
  public int getRoleX() {
    return roleX;
  }


  /**
   * 得到Y值
   */
  public int getRoleY() {
    return roleY;
  }


  /**
   * 设置姿势
   * @param rolePose byte
   */
  public void setRolePose(byte rolePose) {
    this.rolePose = rolePose;
  }


  /**
   * 得到姿势
   * @return byte
   */
  public byte getRolePose() {
    return rolePose;
  }


  /**
   * 设置工具
   * @param roleTool byte
   */
  public void setRoleTool(byte roleTool) {
    this.roleTool = roleTool;
  }


  /**
   * 得到工具
   * @return byte
   */
  public byte getRoleTool() {
    return roleTool;
  }


  /**
   * 设置状态
   * @param roleStatus byte
   */
  public void setRoleStatus(byte roleStatus) {
    this.roleStatus = roleStatus;
  }


  /**
   * 得到状态
   * @return byte
   */
  public byte getRoleStatus() {
    return roleStatus;
  }


  /**
   * 设置滑板X值
   */
  public void setSkateX(int skateX) {
    this.skateX = skateX;
  }


  /**
   * 设置滑板Y值
   */
  public void setSkateY(int skateY) {
    this.skateY = skateY;
  }


  /**
   * 得到滑板X值
   */
  public int getSkateX() {
    return skateX;
  }


  /**
   * 得到滑板Y值
   */
  public int getSkateY() {
    return skateY;
  }


  /**
   * 得到滑板宽度
   * @return int
   */
  public int getSkateWidth() {
    return imgSkate.getWidth();
  }


  /**
   * 得到滑板高度
   * @return int
   */
  public int getSkateHeight() {
    return imgSkate.getHeight();
  }


  /**
   * 得到滑板图片
   * @return Image
   */
  public Image getSkateImage() {
    return this.imgSkate;
  }

  public byte getAOG() {
    return AOGRAVITY;
  }

  public byte getMAX_V() {
    return MAX_VELOCITY;
  }

  public byte getMAX_SKATE_V() {
    return SKATE_VELOCITY;
  }

  public byte getRoleV() {
    return currentV;
  }

  public void setRoleV(byte roleV) {
    this.currentV = roleV;
  }

  public byte getSkateV() {
    return skateV;
  }

  public void setSkateV(byte skateV) {
    this.skateV = skateV;
  }

  public boolean getIsV() {
    return isV;
  }

  public void setIsV(boolean isV) {
    this.isV = isV;
  }

  public byte getInjure_MAX_V() {
    return INJURE_VELOCITY;
  }

  public byte get_Injure_SKATE_V() {
    return INJURE_SKATE_VELOCITY;
  }

  public byte getInjure_RoleV() {
    return injure_currentV;
  }

  public void setInjure_RoleV(byte roleV) {
    this.injure_currentV = roleV;
  }

  public byte getInjure_SkateV() {
    return injure_skateV;
  }

  public void setInjure_SkateV(byte skateV) {
    this.injure_skateV = skateV;
  }

  public boolean getInjure_IsV() {
    return injure_isV;
  }

  public void setInjure_IsV(boolean isV) {
    this.injure_isV = isV;
  }

  public void setDistance(int distance) {
    this.distance = distance;
  }

  public int getDistance() {
    return distance;
  }


  /**
   * 画人物
   * @param g Graphics
   */
  public void paintRole(Graphics g) {
    player.setNextFrame();
    player.paint(g, roleX, roleY, PieceSprite.TRANS_NONE);
  }


  /**
   * 画滑板
   * @param g Graphics
   */
  public void paintSkate(Graphics g) {
    g.drawImage(imgSkate, skateX, skateY,
                Graphics.TOP | Graphics.LEFT);
  }
}

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