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📄 gameeffectsmidp1.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.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;
    public static boolean soundOn = false;
	public boolean isPaused = false;


    GameEffects()
    {
    }

	void init()
	{
	}

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

    void pause()
   	{
      	setIsPaused(true);
	}


    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()
	{
	}

	public boolean soundEnded()
	{
		return true;
	}

    private void playSound()
    {
    }

    void playPop()
    {
    }

    void playMenu()
    {
    }
    void playEOL()
    {
    }
    void playEOG()
    {
    }
}

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