📄 gameeffectsnokia160.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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