📄 role.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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