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📄 gameeffectsnokia160.java

📁 手机蓝牙驱动和应用实例源码
💻 JAVA
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//
// Copyright 2002 Nokia Corporation
//
// THIS SOURCE CODE IS PROVIDED 'AS IS', WITH NO WARRANTIES WHATSOEVER,
// EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS
// FOR ANY PARTICULAR PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE
// OR TRADE PRACTICE, RELATING TO THE SOURCE CODE OR ANY WARRANTY OTHERWISE
// ARISING OUT OF ANY PROPOSAL, SPECIFICATION, OR SAMPLE AND WITH NO
// OBLIGATION OF NOKIA TO PROVIDE THE LICENSEE WITH ANY MAINTENANCE OR
// SUPPORT. FURTHERMORE, NOKIA MAKES NO WARRANTY THAT EXERCISE OF THE
// RIGHTS GRANTED HEREUNDER DOES NOT INFRINGE OR MAY NOT CAUSE INFRINGEMENT
// OF ANY PATENT OR OTHER INTELLECTUAL PROPERTY RIGHTS OWNED OR CONTROLLED
// BY THIRD PARTIES
//
// Furthermore, information provided in this source code is preliminary,
// and may be changed substantially prior to final release. Nokia Mobile
// Phones Ltd. retains the right to make changes to this source code at
// any time, without notice. This source code is provided for informational
// purposes only.
//
// Third-party brands and names are the property of their respective
// owners. Java(TM) and J2ME(TM) are registered trademarks of
// Sun Microsystems Inc.
//
// A non-exclusive, non-transferable, worldwide, limited license is hereby
// granted to the Licensee to download, print, reproduce and modify the
// source code. The licensee has the right to market, sell, distribute and
// make available the source code in original or modified form only when
// incorporated into the programs developed by the Licensee. No other
// license, express or implied, by estoppel or otherwise, to any other
// intellectual property rights is granted herein.
//

import com.nokia.mid.sound.Sound;
import com.nokia.mid.ui.DeviceControl;
//import com.nokia.mid.ui.DirectUtils;
import javax.microedition.lcdui.*;
import java.io.*; //IOException;
import java.io.IOException;


class GameEffects
{
    private volatile int currentPriority = 0;
    private volatile int currentPlayer   = 0;
    private Sound sound = null;
    public static boolean soundOn = false;
    public static byte[] AMID = new byte[4];
    public static byte[] BMID = new byte[4];
    public static byte[] CMID = new byte[4];
    public static byte[] AWAV = new byte[4518];	//4518
	public boolean isPaused = false;


    GameEffects()
    {
		init();
    }

	void init()
	{
		try
		{
			DataInputStream datainputstream;
			/**
			datainputstream = new DataInputStream(getClass().getResourceAsStream("/a.mid"));
			datainputstream.readFully(AMID);
			datainputstream = new DataInputStream(getClass().getResourceAsStream("/b.mid"));
			datainputstream.readFully(BMID);
			datainputstream = new DataInputStream(getClass().getResourceAsStream("/c.mid"));
			datainputstream.readFully(CMID);
			**/
			datainputstream = new DataInputStream(getClass().getResourceAsStream("/popn.wav"));
			datainputstream.readFully(AWAV);
		}
		catch (EOFException e)
		{
			// should be ok
		}
		catch (Exception e)
		{
			System.out.println("SFX Error");
		}
	}

    // Game Effects methods
    private synchronized void setIsPaused(boolean isPaused)
    {
        this.isPaused = isPaused;
    }

    void pause()
   	{
      	setIsPaused(true);
      	stopSound();
	}


    void resume()
    {
        // Note: The 'Game Settings' may change during a pause.
        // In general, one might need to handle that during the resume.
        // But we don't need to do anything to handle that before resuming
        // because any sound or vibration that were in progress just
        // before pausing were cancelled when pause() was called,
        // and any 'Game Settings' changes will take effect after the resume.
        setIsPaused(false);
    }


	public void stopSound()
	{
		currentPriority = 20;
	}

	public boolean soundEnded()
	{
		return true;
	}

    private void playSound(int priority, byte[] bytes, int iFormat, int iLoop)
    {
        if (soundOn)
        {
            try
            {
                if (sound == null || sound.getState() != Sound.SOUND_PLAYING)
                {
                    sound = new Sound(bytes, iFormat);
//                    sound.setGain(vol);
                    sound.play(iLoop); // loop = 1
                    currentPriority = priority;
                }
                else
                {
                    // A sound exists in the SOUND_PLAYING state.

                    if (priority >= currentPriority)
                    {
                        sound.stop();
//                      sound.init(bytes, iFormat);
//	                    sound.setGain(vol);
                        sound.play(iLoop); // loop = 1
                        currentPriority = priority;
                    }
                    // else
                    //   The last sound is still playing and has a higher
                    //   priority than this play request, so we let the
                    //   last sound continue to play and ignore this play
                    //   request. We don't queue this play request for playing
                    //   after the last one finishes, as that might sound
                    //   funny to the user. (The sounds should match visual
                    //   events occurring in the game). In a fast moving
                    //   game, new play requests are likely to occur
                    //   continuously and frequently (e.g. 'fire a bullet'
                    //   noise), so we can cautiously drop a few play
                    //   requests when it is sensible to do so.
                }
            }
            catch (Exception e)
            {
                currentPriority = 0; // allow any new request to play
            }
        }
    }

    void playPop()
    {
//		if (pl[3] != null)
//		{
			playSound(2, AWAV, Sound.FORMAT_WAV, 1);
			currentPlayer = 3;
//		}
    }

    void playMenu()
    {
//		if (pl[0] != null)
//		{
//	        playSound(3, AMID, );
//	        currentPlayer = 0;
//		}
    }
    void playEOL()
    {
//		if (pl[1] != null)
//		{
//	        playSound(3, pl[1], 50, 1);
//	        currentPlayer = 1;
//		}
    }
    void playEOG()
    {
//		if (pl[2] != null)
//		{
//	        playSound(3, pl[2], 50, 1);
//	        currentPlayer = 2;
//		}
    }
}

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