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📄 maincanvas.java

📁 简单的rpg游戏 实现了基本功能 非常有趣
💻 JAVA
字号:
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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