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📄 maincanvas.java

📁 J2ME手机游戏50例
💻 JAVA
字号:
package demo;
import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Graphics;

public class MainCanvas extends Canvas implements Runnable{
	public int m_nKeyCode;
	private boolean m_bRunning;		//控制游戏的运行
	public MainCanvas( ){
		super();
		Start();
	}
	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;
				//重绘图形,getWidth与getHeight可分别得到手机屏幕的宽和高
				repaint(0, 0, getWidth(), getHeight());
			}
		}
	}
	public void Stop(){
		m_bRunning = false;
	}
	protected void keyPressed(int keyCode){
		m_nKeyCode 		= keyCode;			//存储按键设备码
	}
	protected void paint(Graphics g){
		//用黑色填充屏幕,getWidth与getHeight可分别取得屏幕的宽和高
		g.setColor(0x00000000);
		g.fillRect( 0, 0, getWidth(), getHeight() );
		//用白色绘制文字
		g.setColor(0xFFFFFFFF);
		//绘制按键的设备码
		g.drawString("KeyCode", 10, 20, Graphics.TOP|Graphics.LEFT);
		g.drawChar((char)m_nKeyCode, 80, 20, 0);
		//绘制按键的设备名
		g.drawString("KeyName", 10, 50, 0);
		try{
			g.drawString(getKeyName(m_nKeyCode), 80, 50, 0);
		}
		catch (Exception ex){
			g.drawString("NONE", 80, 50, 0);
		}
		//绘制按键对应的游戏动作
		g.drawString("KeyAction", 10, 80, 0);
		try{
			switch(getGameAction(m_nKeyCode)){
			case Canvas.UP:
				g.drawString("UP", 80, 80, 0);
				break;
			case Canvas.DOWN:
				g.drawString("DOWN", 80, 80, 0);
				break;
			case Canvas.LEFT:
				g.drawString("LEFT", 80, 80, 0);
				break;
			case Canvas.RIGHT:
				g.drawString("RIGHT", 80, 80, 0);
				break;
			case Canvas.FIRE:
				g.drawString("FIRE", 80, 80, 0);
				break;
			case Canvas.GAME_A:
				g.drawString("GAME_A", 80, 80, 0);
				break;
			case Canvas.GAME_B:
				g.drawString("GAME_B", 80, 80, 0);
				break;
			case Canvas.GAME_C:
				g.drawString("GAME_C", 80, 80, 0);
				break;
			case Canvas.GAME_D:
				g.drawString("GAME_D", 80, 80, 0);
				break;
			default:
				g.drawString("NONE", 80, 80, 0);
			}
		}
		catch (Exception ex){
			g.drawString("NONE", 80, 50, 0);
		}
	}
}

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