📄 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 MyBack m_Back; //游戏背景
private MyUI m_UI; //用户界面
private ChickSprite m_Chick; //管理小鸡对象
private GoodsSprite m_Goods[]; //管理物品对象
private int m_nScore = 0; //当前得分
private int m_nTime = 60 * 10; //游戏总时间
private Random m_Random;
public MainCanvas(){
super(true);
m_Random = new Random();
m_Back = new MyBack();
m_UI = new MyUI();
try{
//读取小鸡精灵图片,并设置小鸡的初始位置
Image img = Image.createImage("/demo/chick.png");
m_Chick = new ChickSprite( img, 31, 29 );
m_Chick.setRefPixelPosition( getWidth() / 2, getHeight() - 18 );
//读取物品图片,屏幕上最多同时掉落6个物品
img = Image.createImage("/demo/goods.png");
m_Goods = new GoodsSprite[6];
for( int n = 0; n < m_Goods.length; n ++ )
m_Goods[n] = new GoodsSprite( img, 19, 19 );
}
catch (Exception ex){}
setState(GAME_UI); //设置游戏状态
Start(); //启动线程
}
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(){
//根据不同的游戏状态,处理按键操作
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 ) //当用户界面被隐藏时进入游戏
setState(GAME_GAMING);
break;
case GAME_GAMING: //进入游戏
if( m_nTime <= 0 ) //如果游戏超时
return;
m_Chick.Input( keyStates, getWidth(), getHeight() );
break;
}
}
public void Logic(){
//根据不同的游戏状态,处理逻辑操作
switch( m_nState ){
case GAME_UI: //进入用户界面
break;
case GAME_GAMING: //进入游戏
m_Chick.Logic();
for( int n = 0; n < m_Goods.length; n ++ )
m_Goods[n].Logic( getHeight() );
Collides(); //碰撞检测
CreateGoods(); //随机生成新物品
m_nTime --;
if( m_nTime <= 0 ) //如果游戏超时
setState(GAME_END);
break;
}
}
private void Collides(){ //碰撞检测
for( int n = 0; n < m_Goods.length; n ++ ){
if( m_Chick.collidesWith( m_Goods[n], true ) )
{//如果小鸡与物品发生碰撞,即小鸡接到了物品
switch( m_Goods[n].getType() ){
case GoodsSprite.GODDS_GOLD: //接到金元宝
m_nScore += 5; //增加5个积分点
break;
case GoodsSprite.GODDS_DIAMOND: //接到钻石
m_nScore += 10; //增加10个积分点
break;
case GoodsSprite.GODDS_FRUIT: //接到圆形水果会被砸倒
m_Chick.setState( ChickSprite.CHICK_DOWN );
break;
}
m_Goods[n].setVisible(false); //让物品消失
}
}
}
private void CreateGoods(){ //随机产生新物品
//以1比20的概率产生新物品
int rand = m_Random.nextInt() % 10; //rand在-10~10之间
if( rand != 0 )
return;
for( int n = 0; n < m_Goods.length; n ++ ){
if( m_Goods[n].isVisible() == false ){
//随机设置新物品的种类及初始位置
int type = Math.abs( m_Random.nextInt());
type = type % GoodsSprite.GODDS_TYPE_NUM;
m_Goods[n].setType(type);
int x = m_Random.nextInt() % getWidth() - 10;
x = Math.abs(x);
m_Goods[n].StartDrop( x, 0 );
break;
}
}
}
public void Paint(){
Graphics g = getGraphics();
//用黑色清屏
g.setColor(0);
g.fillRect(0, 0, getWidth(), getHeight());
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
m_Back.Paint(g, getWidth(), getHeight());
m_Chick.paint(g);
for( int n = 0; n < m_Goods.length; n ++ )
m_Goods[n].paint(g);
//显示文字信息
StringBuffer strText = new StringBuffer();
strText.append("Time:");
strText.append(m_nTime / 10);
strText.append(" Score:");
strText.append(m_nScore);
g.drawString( strText.toString(), 5, 5, 0 );
break;
case GAME_END: //显示结束信息
m_Back.Paint(g, getWidth(), getHeight());
StringBuffer strEndText = new StringBuffer();
strEndText.append("游戏结束,本次得分:");
strEndText.append(m_nScore);
g.drawString( strEndText.toString(), 20, getHeight()/2, 0 );
break;
}
flushGraphics();
}
}
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