📄 gamecanvas.java
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* <P>The newly created Graphics object has the following properties: * </P> * <ul> * <LI>the destination is this GameCanvas' buffer; * <LI>the clip region encompasses the entire buffer; * <LI>the current color is black; * <LI>the font is the same as the font returned by * {@link javax.microedition.lcdui.Font#getDefaultFont * Font.getDefaultFont()}; * <LI>the stroke style is {@link Graphics#SOLID SOLID}; and * <LI>the origin of the coordinate system is located at the upper-left * corner of the buffer. * </ul> * <p> * @return the Graphics object that renders to this GameCanvas' * off-screen buffer * @see #flushGraphics() * @see #flushGraphics(int, int, int, int) */ protected Graphics getGraphics() { return offscreen_buffer.getGraphics(); } /** * Gets the states of the physical game keys. Each bit in the returned * integer represents a specific key on the device. A key's bit will be * 1 if the key is currently down or has been pressed at least once since * the last time this method was called. The bit will be 0 if the key * is currently up and has not been pressed at all since the last time * this method was called. This latching behavior ensures that a rapid * key press and release will always be caught by the game loop, * regardless of how slowly the loop runs. * <p> * For example:<code><pre> * * // Get the key state and store it * int keyState = getKeyStates(); * if ((keyState & LEFT_KEY) != 0) { * positionX--; * } * else if ((keyState & RIGHT_KEY) != 0) { * positionX++; * } * * </pre></code> * <p> * Calling this method has the side effect of clearing any latched state. * Another call to getKeyStates immediately after a prior call will * therefore report the system's best idea of the current state of the * keys, the latched bits having been cleared by the first call. * <p> * Some devices may not be able to query the keypad hardware directly and * therefore, this method may be implemented by monitoring key press and * release events instead. Thus the state reported by getKeyStates might * lag the actual state of the physical keys since the timeliness * of the key information is be subject to the capabilities of each * device. Also, some devices may be incapable of detecting simultaneous * presses of multiple keys. * <p> * This method returns 0 unless the GameCanvas is currently visible as * reported by {@link javax.microedition.lcdui.Displayable#isShown}. * Upon becoming visible, a GameCanvas will initially indicate that * all keys are unpressed (0); if a key is held down while the GameCanvas * is being shown, the key must be first released and then pressed in * order for the key press to be reported by the GameCanvas. * <p> * @see #UP_PRESSED * @see #DOWN_PRESSED * @see #LEFT_PRESSED * @see #RIGHT_PRESSED * @see #FIRE_PRESSED * @see #GAME_A_PRESSED * @see #GAME_B_PRESSED * @see #GAME_C_PRESSED * @see #GAME_D_PRESSED * @return An integer containing the key state information (one bit per * key), or 0 if the GameCanvas is not currently shown. */ public int getKeyStates() { DisplayAccess displayAccess = GameMap.get(this); if (displayAccess != null) { return displayAccess.getKeyMask(); } return 0; } /** * Paints this GameCanvas. By default, this method renders the * the off-screen buffer at (0,0). Rendering of the buffer is * subject to the clip region and origin translation of the Graphics * object. * @param g the Graphics object with which to render the screen. * @throws NullPointerException if <code>g</code> is <code>null</code> */ public void paint(Graphics g) { // NullPointerException will be thrown in drawImage if g == null g.drawImage(offscreen_buffer, 0, 0, Graphics.TOP|Graphics.LEFT); } /** * Flushes the specified region of the off-screen buffer to the display. * The contents of the off-screen buffer are not changed as a result of * the flush operation. This method does not return until the flush has * been completed, so the app may immediately begin to render the next * frame to the same buffer once this method returns. * <p> * If the specified region extends beyond the current bounds of the * GameCanvas, only the intersecting region is flushed. No pixels are * flushed if the specified width or height is less than 1. * <p> * This method does nothing and returns immediately if the GameCanvas is * not currently shown or the flush request cannot be honored because the * system is busy. * <p> * @see #flushGraphics() * @param x the left edge of the region to be flushed * @param y the top edge of the region to be flushed * @param width the width of the region to be flushed * @param height the height of the region to be flushed */ public void flushGraphics(int x, int y, int width, int height) { if (width < 1 || height < 1) { return; } DisplayAccess displayAccess = GameMap.get(this); if (displayAccess != null) { displayAccess.flush(this, offscreen_buffer, x, y, width, height); } } /** * Flushes the off-screen buffer to the display. The size of the flushed * area is equal to the size of the GameCanvas. The contents * of the off-screen buffer are not changed as a result of the flush * operation. This method does not return until the flush has been * completed, so the app may immediately begin to render the next frame * to the same buffer once this method returns. * <p> * This method does nothing and returns immediately if the GameCanvas is * not currently shown or the flush request cannot be honored because the * system is busy. * <p> * @see #flushGraphics(int,int,int,int) */ public void flushGraphics() { DisplayAccess displayAccess = GameMap.get(this); if (displayAccess != null) { displayAccess.flush(this, offscreen_buffer, 0, 0, getWidth(), getHeight()); } } /** * Set a private field in the <code>Canvas</code> object. We use a * native method to work around the package boundary. * @param c this <code>GameCanvas</code> cast to a <code>Canvas</code> * @param suppressKeyEvents whether or not to suppress key events */ private native void setSuppressKeyEvents(Canvas c, boolean suppressKeyEvents); static { // do this to get the HEIGHT available to draw on in full screen mode. GameDeviceCaps gdc = new GameDeviceCaps(); FULLSCREEN_WIDTH = gdc.width; FULLSCREEN_HEIGHT = gdc.height; gdc = null; }}/* * ************* Class, DeviceCaps *//** * Current device capabilities. * Can't access Display's DeviceCaps. So make game's own. * */class GameDeviceCaps { /** horizontal width of the current device */ int width; /** vertical height of the current device */ int height; /** * Create a new GameDeviceCaps object that retrieves * the devices capabilities */ GameDeviceCaps() { init(); } /** * native method to retreive initial settings for * display capabilities */ private native void init();}
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