📄 maincanvas.java
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import java.io.IOException;
import java.util.Random;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.game.GameCanvas;
import javax.microedition.lcdui.game.LayerManager;
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 LayerManager m_Manager; //层管理器对象
private Actor m_Actor; //MM对象
private Npc m_Npc; //NPC对象
private Scene m_Scene; //场景对象
private Random m_Random; //随机数对象
public MainCanvas( ){
super(true);
try{
//创建用户界面,并设置界面中的按钮
MyButton button = new MyButton();
m_UI = new MyUI(button);
}
catch(Exception exception){}
setState(GAME_UI);
Start();
}
//重新开牌
private void Reset(){
//创建随机数对象
if( m_Random == null )
m_Random = new Random();
if( m_Actor == null ){
try{
//读取MM及NPC的精灵图像
Image image = Image.createImage("/demo/MM.png");
m_Actor = new Actor( image, 16, 32 );
m_Actor.defineCollisionRectangle( 0, 16, 16, 16 );
m_Actor.defineReferencePixel( 8, 24 );
image = Image.createImage("/demo/NPC.png");
m_Npc = new Npc( image, 16, 32 );
m_Npc.defineCollisionRectangle( 0, 16, 16, 16 );
m_Npc.defineReferencePixel( 8, 24 );
//创建场景
m_Scene = new Scene();
//创建层管理器
m_Manager = new LayerManager();
}
catch (IOException e){}
}
m_Manager.append( m_Actor );
m_Manager.append( m_Npc );
m_Scene.AppendToManager( m_Manager );
m_Scene.EnterScene( 0, m_Actor, m_Npc );
//设置可视区域
SetViewWindow();
}
//设置可视区域
private void SetViewWindow(){
int nX = m_Actor.getRefPixelX() - getWidth()/2;
int nY = m_Actor.getRefPixelY() - getHeight()/2;
if( nX < 0 )
nX = 0;
else if( nX > m_Scene.GetWidth() - getWidth() )
nX = m_Scene.GetWidth() - getWidth();
if( nY < 0 )
nY = 0;
else if( nY > m_Scene.GetHeight() - getHeight() )
nY = m_Scene.GetHeight() - getHeight();
m_Manager.setViewWindow( nX, nY, getWidth(), getHeight() );
}
private void setState( int state ){ //设置游戏状态
if( state < 0 || state >= GAME_STATE_NUM )
return;
m_nState = state;
switch( m_nState ){
case GAME_UI: //进入用户界面
m_UI.setState(MyUI.UI_TITLE); //显示标题界面
break;
case GAME_GAMING: //正在游戏
m_UI.setState(MyUI.UI_HIDE);
break;
case GAME_END: //游戏结束
m_UI.setState(MyUI.UI_HIDE);
break;
}
}
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() {
//得到系统当前时间,并将时间换算成毫秒
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(){
m_bRunning = false;
}
public void Input(){
int keyStates = getKeyStates();
switch( m_nState ){
case GAME_UI:
{
switch( m_UI.Input( keyStates ) ){
case MyButton.BUTTON_START: //按下开始键
Reset();
setState(GAME_GAMING);
break;
case MyButton.BUTTON_EXIT: //按下退出键
MMRpgMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
if( !m_Npc.m_bDialog )
m_Actor.Input( keyStates );
if( m_Scene.m_nCurIndex == 0 &&
m_Actor.getRefPixelX() > 250 &&
m_Actor.getRefPixelY() > 250 ){
setState(GAME_END);
return;
}
CheckCollisions();
SetViewWindow();
break;
case GAME_END:
if( ( keyStates & GameCanvas.FIRE_PRESSED ) != 0 ){
Reset();
setState(GAME_GAMING);
}
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_GAMING:
m_Npc.Logic();
break;
}
}
public void Paint(){
Graphics g = getGraphics();
//清屏
g.setColor(0);
g.fillRect( 0, 0, getWidth(), getHeight() );
g.setColor(0xFFFF0000);
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_Manager.paint( g, 0, 0 );
if( m_Npc.m_bDialog )
m_Npc.DrawText( g, getWidth(), getHeight() );
break;
case GAME_END:
m_Manager.paint( g, 0, 0 );
g.setColor( 0xffffff );
g.drawString( "MM终于走出了洞穴!", getWidth()/ 2,
getHeight() / 2, Graphics.TOP|Graphics.HCENTER );
break;
}
flushGraphics();
}
//碰撞检测
public void CheckCollisions(){
if( m_Actor.collidesWith( m_Npc, false ) ){
m_Actor.MoveBack();
m_Npc.DialogStart();
return;
}
m_Scene.CollidesWidth( m_Actor, m_Npc );
}
}
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