📄 maincanvas.java
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package com.yang.c10.Brick;
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 Random m_Random; //随机数对象
private MyUI m_UI; //界面对象
private MyBack m_Back; //背景对象
private MyRecord m_Record; //记录对象
private BrickSprite m_aBrick[][]; //砖块对象数组
private BarSprite m_Bar; //木棒对象
private BallSprite m_Ball; //小球对象
private int m_nBallNum = 3; //总共的小球个数
public MainCanvas(){
super(true);
m_UI = new MyUI();
m_Back = new MyBack();
m_Random = new Random();
m_Record = new MyRecord("BrickRecord");
try{
//读取砖块图像,并设置初始位置
Image img = Image.createImage("/c10/Brick/brick.png");
m_aBrick = new BrickSprite[5][8];
int x = getWidth()/2 - 15 * 4;
int y = 20;
for( int row = 0; row < m_aBrick.length; row ++ ){
x = getWidth()/2 - 15 * 4;
for( int col = 0; col < m_aBrick[0].length; col ++ ){
m_aBrick[row][col] = new BrickSprite(img,15,5);
m_aBrick[row][col].setPosition(x, y);
x = x + 15;
}
y = y + 5;
}
//创建木棒
Image imgBar = Image.createImage("/c10/Brick/bar.png");
m_Bar = new BarSprite(imgBar,41,7);
//创建小球
Image imgBall = Image.createImage("/c10/Brick/ball.png");
m_Ball = new BallSprite(imgBall,5,5);
}
catch (Exception ex){}
setState(GAME_UI);
Reset(); //设置砖块
Start(); //启动线程
}
private void setState(int state){
if(state < 0 || state >=GAME_STATE_NUM)
return;
m_nState = state;
}
private void Reset(){
//随机设置所有砖块的种类
for( int row = 0; row < m_aBrick.length; row ++ ){
for( int col = 0; col < m_aBrick[0].length; col ++ ){
m_aBrick[row][col].setState(BrickSprite.BRICK_FIX);
int m = Math.abs(m_Random.nextInt() % 3);
m_aBrick[row][col].setFrame(m);
}
}
ResetBarBall(); //设置小球和木棒的初始位置
}
private void ResetBarBall(){ //设置小球和木棒的初始位置
m_nBallNum --;
if( m_nBallNum <= 0 ){
setState(GAME_END);
return;
}
m_Bar.setLong(false); //设置木棒的状态
m_Bar.setRefPixelPosition(getWidth()/2, getHeight() - 30);
m_Ball.setSpeed(-3, -3); //设置小球速度
int y = m_Bar.getRefPixelY()
- m_Bar.getHeight()/2 - m_Ball.getWidth()/2 - 2;
m_Ball.setRefPixelPosition(m_Bar.getRefPixelX() - 5, y);
m_Ball.setVisible(true);
}
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 > 50 ){ //间隔50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
m_Bar.Input(keyStates, getWidth());
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_UI: //进入用户界面
break;
case GAME_GAMING: //进入游戏
m_Bar.Logic();
m_Ball.Logic(getWidth(), getHeight());
boolean bReset = true;
for( int row = 0; row < m_aBrick.length; row ++ ){
for( int col = 0; col < m_aBrick[0].length; col ++ ){
m_aBrick[row][col].Logic(getHeight());
if( m_aBrick[row][col].getState() != BrickSprite.BRICK_HIDE )
bReset = false;
}
}
if( bReset ){
//如果所有砖块都消失,则重新开始
Reset();
return;
}
Collides(); //碰撞检测
if( m_Ball.isVisible() == false ) //如果小球消失,则重新再来
ResetBarBall();
}
}
public void Collides(){ //碰撞检测
//如果小球和木棒发生碰撞
if( m_Ball.collidesWith( m_Bar, false ) )
m_Ball.Reflect(false);
for( int row = 0; row < m_aBrick.length; row ++ ){
for( int col = 0; col < m_aBrick[0].length; col ++ ){
if( m_aBrick[row][col].getState() == BrickSprite.BRICK_FIX ){
if( m_aBrick[row][col].collidesWith(m_Ball,false) )
{//检测小球与砖块的碰撞
int bx = m_Ball.getRefPixelX();
int x1 = m_aBrick[row][col].getX();
int x2 = m_aBrick[row][col].getX() +
m_aBrick[row][col].getWidth();
if( bx > x1 && bx < x2 )
m_Ball.Reflect(false);
else
m_Ball.Reflect(true);
//随机设置砖块下落
int r = m_Random.nextInt() % 3;
if( r == 0 )
m_aBrick[row][col].setState(BrickSprite.BRICK_DROP);
else
m_aBrick[row][col].setState(BrickSprite.BRICK_HIDE);
int n = m_Record.getCurRecord();
n += 5;
m_Record.setCurRecord(n);
}
}
else if( m_aBrick[row][col].getState() == BrickSprite.BRICK_DROP ){
if( m_aBrick[row][col].collidesWith(m_Bar,false) )
{//检测下落的砖块与木棒的碰撞
switch( m_aBrick[row][col].getFrame() )
{//不同的砖块,不同功能
case 0:
m_Bar.setLong(true);
break;
case 1:
m_Ball.AddSpeed(2, 2);
break;
case 2:
m_Ball.AddSpeed(-2, -2);
break;
}
m_aBrick[row][col].setState(BrickSprite.BRICK_HIDE);
}
}
}
}
}
public void Paint(){
Graphics g = getGraphics();
//用黑色清屏
g.setColor(0);
g.fillRect( 0, 0, getWidth(), getHeight() );
g.setColor(0xFFFFFFFF);
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_Back.Paint(g, getWidth(), getHeight());
for( int row = 0; row < m_aBrick.length; row ++ ){
for( int col = 0; col < m_aBrick[0].length; col ++ ){
m_aBrick[row][col].paint(g);
}
}
m_Ball.paint(g);
m_Bar.paint(g);
StringBuffer buffer = new StringBuffer();
buffer.append("Score:");
buffer.append(m_Record.getCurRecord());
g.drawString(buffer.toString(), 10, 10, 0 );
break;
case GAME_END: //显示结束语
m_Back.Paint(g, getWidth(), getHeight());
m_Record.Paint( g, getWidth(), getHeight() );
break;
}
flushGraphics();
}
}
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