📄 maincanvas.java
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package demo;
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 MyUI m_UI; //用户界面
private Garage m_aGarage[][]; //车库对象数组
private int m_nCurRow = 0; //当前选择的行
private int m_nCurCol = 0; //当前选择的列
private int m_nLastRow = -1; //上次选择的行
private int m_nLastCol = -1; //上次选择的列
private Image m_CarImg; //汽车图像
private int m_nTime; //游戏时间
private Random m_Random;
public MainCanvas(){
super(true);
m_Random = new Random();
m_UI = new MyUI();
try{
//读取车库图像与汽车图像
Image imgGarage = Image.createImage("/demo/garage.png");
m_CarImg = Image.createImage("/demo/car.png");
//创建车库,并设置车库位置
m_aGarage = new Garage[3][4];
int x, y;
y = getHeight()/2 - imgGarage.getHeight() - imgGarage.getHeight()/2;
for( int row = 0; row < m_aGarage.length; row ++ ){
x = getWidth()/2 - imgGarage.getWidth()*2;
for( int col = 0; col < m_aGarage[0].length; col ++ ){
m_aGarage[row][col] = new Garage(imgGarage, x, y);
x = x + imgGarage.getWidth();
}
y = y + imgGarage.getHeight();
}
}
catch (Exception ex){}
setState(GAME_UI); //设置游戏状态
ResetCars(); //设置车库中的汽车
Start(); //启动线程
}
private void ResetCars(){ //设置车库中的汽车
//先将车库中的汽车清空
for( int row = 0; row < m_aGarage.length; row ++ ){
for( int col = 0; col < m_aGarage[0].length; col ++ ){
m_aGarage[row][col].setState(Garage.GARAGE_CLOSE);
m_aGarage[row][col].setCar(null, 0, 0, 0);
}
}
//将六种类型的汽车随机设置到12个车库中
for( int type = 0; type < 6; type ++ ){
//随机设置汽车
int num = Math.abs(m_Random.nextInt() % 12);
int row = num / 4;
int col = num % 4;
while( m_aGarage[row][col].getCarType() != -1 ){
//如果车库中已有汽车,则用加1的办法取下一个车库
num ++;
if( num >= 12 )
num = 0;
row = num / 4;
col = num % 4;
}
m_aGarage[row][col].setCar(m_CarImg, type, 29, 21);
//同一类型的汽车,需要设置到两个车库中
num = Math.abs(m_Random.nextInt() % 12);
row = num / 4;
col = num % 4;
while( m_aGarage[row][col].getCarType() != -1 ){
num ++;
if( num >= 12 )
num = 0;
row = num / 4;
col = num % 4;
}
m_aGarage[row][col].setCar(m_CarImg, type, 29, 21);
}
m_nTime = 600;
}
private void setState( int state ){ //设置当前的游戏状态
if( state < 0 || state >= GAME_STATE_NUM )
return;
m_nState = state;
}
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 > 100 ){ //间隔100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:
m_UI.Input( keyStates );
if( m_UI.getState() == MyUI.UI_HIDE )
setState(GAME_GAMING); //设置游戏状态
break;
case GAME_GAMING:
if( ( keyStates & GameCanvas.FIRE_PRESSED ) != 0 ){
if( m_aGarage[m_nCurRow][m_nCurCol].getState() == Garage.GARAGE_CLOSE )
{//如果当前选择的车库门是关着的
if( m_nLastRow < 0 )
{//如果上次没有选择车库
m_nLastRow = m_nCurRow;
m_nLastCol = m_nCurCol;
m_aGarage[m_nCurRow][m_nCurCol].setState(Garage.GARAGE_OPEN);
}
else
{//如果上次选择了一个车库
if( m_aGarage[m_nCurRow][m_nCurCol].getCarType() ==
m_aGarage[m_nLastRow][m_nLastCol].getCarType() )
{//如果本次选择与上次选择的车库中的汽车类型相同,则设置车库永久打开
m_aGarage[m_nCurRow][m_nCurCol].setState(Garage.GARAGE_OPEN_EVER);
m_aGarage[m_nLastRow][m_nLastCol].setState(Garage.GARAGE_OPEN_EVER);
if( isAllOpen() ) //车库门是否全部永久打开了
setState(GAME_END);
}
else
{//如果本次选择与上次选择的车库中的汽车类型不同,则关闭车库门
m_aGarage[m_nCurRow][m_nCurCol].setState(Garage.GARAGE_CLOSING);
m_aGarage[m_nLastRow][m_nLastCol].setState(Garage.GARAGE_CLOSING);
}
m_nLastRow = -1;
m_nLastCol = -1;
}
}
}
//移动当前的选择
else if( ( keyStates & GameCanvas.LEFT_PRESSED ) != 0 )
m_nCurCol --;
else if( ( keyStates & GameCanvas.RIGHT_PRESSED ) != 0 )
m_nCurCol ++;
else if( ( keyStates & GameCanvas.UP_PRESSED ) != 0 )
m_nCurRow --;
else if( ( keyStates & GameCanvas.DOWN_PRESSED ) != 0 )
m_nCurRow ++;
//矫正当前的选择值
if( m_nCurRow < 0 )
m_nCurRow = 0;
if( m_nCurRow >= m_aGarage.length )
m_nCurRow = m_aGarage.length - 1;
if( m_nCurCol < 0 )
m_nCurCol = 0;
if( m_nCurCol >= m_aGarage[0].length )
m_nCurCol = m_aGarage[0].length - 1;
break;
case GAME_END:
if( ( keyStates & GameCanvas.FIRE_PRESSED ) != 0 ){
ResetCars();
setState(GAME_GAMING);
}
}
}
//判断车库门是否全部永久打开,返回true表示全部永久打开,false则没有全部永久打开
private boolean isAllOpen(){
for( int row = 0; row < m_aGarage.length; row ++ ){
for( int col = 0; col < m_aGarage[0].length; col ++ ){
if( m_aGarage[row][col].getState() != Garage.GARAGE_OPEN_EVER ){
return false;
}
}
}
return true;
}
public void Logic(){
switch( m_nState ){
case GAME_UI:
break;
case GAME_GAMING:
//汽车逻辑操作
for( int row = 0; row < m_aGarage.length; row ++ ){
for( int col = 0; col < m_aGarage[0].length; col ++ ){
m_aGarage[row][col].Logic();
}
}
m_nTime --;
if( m_nTime <= 0 ) //如果游戏超时
setState(GAME_END);
break;
case GAME_END:
break;
}
}
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: //显示标题界面
m_UI.Paint(g, getWidth(), getHeight());
break;
case GAME_GAMING: //显示游戏画面
for( int row = 0; row < m_aGarage.length; row ++ ){
for( int col = 0; col < m_aGarage[0].length; col ++ ){
m_aGarage[row][col].Paint(g);
if( row == m_nCurRow && col == m_nCurCol )
{//在当前选择的车库位置画方框
g.drawRect(m_aGarage[row][col].getX(),
m_aGarage[row][col].getY(),
m_aGarage[row][col].getWidth(),
m_aGarage[row][col].getHeight() );
}
}
}
//显示文字信息
StringBuffer strText = new StringBuffer();
strText.append("Time:");
strText.append(m_nTime / 10);
g.drawString( strText.toString(), 5, 5, 0 );
break;
case GAME_END:
if( isAllOpen() )
g.drawString( "恭喜成功", 20, getHeight()/2, 0 );
else
g.drawString( "继续努力", 20, getHeight()/2, 0 );
break;
}
flushGraphics();
}
}
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