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📄 pushpuzzlecanvas.java

📁 j2me Games for example
💻 JAVA
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/* * * Copyright (c) 2007, Sun Microsystems, Inc. * * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * *  * Redistributions of source code must retain the above copyright *    notice, this list of conditions and the following disclaimer. *  * Redistributions in binary form must reproduce the above copyright *    notice, this list of conditions and the following disclaimer in the *    documentation and/or other materials provided with the distribution. *  * Neither the name of Sun Microsystems nor the names of its contributors *    may be used to endorse or promote products derived from this software *    without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */package example.pushpuzzle;import javax.microedition.lcdui.*;import javax.microedition.lcdui.game.GameCanvas;import javax.microedition.lcdui.game.LayerManager;import javax.microedition.lcdui.game.Sprite;import javax.microedition.lcdui.game.TiledLayer;import javax.microedition.media.Manager;import javax.microedition.media.Player;import javax.microedition.media.control.ToneControl;import java.io.IOException;import java.io.InputStream;/** * PushPuzzleCanvas displays the game board and handles key events. * The PushPuzzle game logic and algorithms are separated into Board.java. * PushPuzzleCanvas does not setup or use any Commands.  Commands for each * screen and listeners should be setup outside this class. * PushPuzzleCanvas generates a SELECT_COMMAND when the current level * is solved. Sequencing through screens is done in the PushPuzzle MIDlet. * <p/> * PushPuzzleCanvas handles the reading, initialization, and sequencing * of individual puzzle screens. * <p/> * PushPuzzleCanvas uses the Score class to restore and save game levels * and scores for each level. To display the scores use getScoreScreen. * It will be initialized with the current scores. * To select a new level use the getLevelScreen and gotoLevel * methods. * <p/> * PushPuzzleCanvas handled key events for LEFT, RIGHT, UP, and DOWN to * move the pusher in the game board.  Pointer pressed events * are used to move the pusher to the target location (if possible). * <p/> */class PushPuzzleCanvas extends GameCanvas implements Runnable {    /** Pan Rate; number of milliseconds between screen updates */    private static final int PanRate = 50;    private static final int GroundColor0 = 0xffffff;    private static final int PacketColor0 = 0xff6d00;    private static final int StoreColor0 = 0xb60055;    private static final int WallColor0 = 0x006D55;    private static final int PusherColor0 = 0x6d6dff;    /** The current level */    private int level = 1;    /** The current theme index */    private int theme;    /** True if the level has been solved */    private boolean solved;    /** number of pixels per cell (updated by readscreen) */    private int cell = 1;    /** The width of the canvas */    private int width;    /** The height of the canvas */    private int height;    /** The width of the board */    private int bwidth;    /** The height of the board */    private int bheight;    /** The board containing the location of each packet, ground, walls, etc */    private final Board board;    /** The score object */    private Score score;    /** The listener used to report solved events */    private CommandListener listener;    /** The TextBox to input new level numbers */    private TextBox levelText; // for input of new level    /** The index in the image of the Ground */    public final int TILE_GROUND = 1;    /** The index in the image of the Packet */    public final int TILE_PACKET = 2;    /** The index in the image of the Store */    public final int TILE_STORE = 3;    /** The index in the image of the Wall */    public final int TILE_WALL = 4;    /** The index in the image of the Pusher */    public final int TILE_PUSHER = 5;    /** Background image */    private Image themeImage;    /** Tiles forming the background */    private TiledLayer tiles;    /** The Sprite that is the pusher */    private Sprite sprite;    /** Layer manager */    private LayerManager layers;    /** Thread used for key handling and animation */    private Thread thread;    /** The target cell for runTo */    private int targetx;    /** The target cell for runTo */    private int targety;    /** The Tone player */    private Player tonePlayer;    /** The ToneController */    private ToneControl toneControl;    /** Tune to play when puzzle level is solved. */    private byte[] solvedTune = {ToneControl.VERSION, 1, 74, 8, // 1/8 note        75, 8, 73, 8};    /** Tune to play when a packet enters a store */    private byte[] storedTune = {ToneControl.VERSION, 1, 50, 8, // 1/8 note        60, 8, 70, 8};    /**     * Construct a new canvas     *     * @param pushpuzzle the main MIDlet     * @param s the score object     */    public PushPuzzleCanvas(PushPuzzle pushpuzzle, Score s) {        super(false); // Don't suppress key events        score = s;        board = new Board();        layers = new LayerManager();        setupTheme();        targetx = targety = -1;        height = getHeight();        width = getWidth();    }    /**     * Read the previous level number from the score file.     * Read in the level data.     */    public void init() {        // Read the last level; if it can't be found, revert to level 0        theme = score.getTheme();        setupTheme();        level = score.getLevel();        if (!readScreen(level)) {            level = 0;            readScreen(level);        }    }    /** Cleanup and destroy. */    public void destroy() {        hideNotify();    }    /**     * Change themes.     * Cycle to the next index and try it     */    public void changeTheme() {        theme++;        setupTheme();        score.setLevel(level, theme); // save the level and theme        setupTiles();        updateSprite(0);    }    /**     * Undo the last move if possible. Redraw the cell     * the pusher occupies after the undone move and the cells     * in the direction of the original move.     * Here so undo can be triggered by a command.     */    public void undoMove() {        int pos = board.getPusherLocation();        int dir = board.undoMove();        if (dir >= 0) {            updateTilesNear(pos, dir);            updateSprite(dir);        }        solved = board.solved();    }    /** Restart the current level. */    public void restartLevel() {        readScreen(level);        solved = false;    }    /**     * Start the next level.     *     * @param offset of the next level     * @return true if the new level was loaded     */    public boolean nextLevel(int offset) {        updateScores(); // save best scores         if (((level + offset) >= 0) && readScreen(level + offset)) {            level += offset;            score.setLevel(level, theme);            solved = false;            return true;        }        return false;    }    /**     * Get the current level.     *     * @return the current level.     */    public int getLevel() {        return level;    }    /**     * Get a screen to let the user change the level.     * A simple numeric TextBox will do.     *     * @return the textbox used to change the level number     */    public Screen getLevelScreen() {        if (levelText == null) {            levelText =                new TextBox("Enter Level", Integer.toString(level), // default                    4, TextField.NUMERIC);        } else {            levelText.setString(Integer.toString(level));        }        return levelText;    }    /**     * Go to the chosen Level.     *     * @return true if the new level was loaded.     */    public boolean gotoLevel() {        if (levelText != null) {            String s = levelText.getString();            int l;            try {                l = Integer.parseInt(s);            } catch (java.lang.NumberFormatException e) {                return false;            }            updateScores();            if ((l >= 0) && readScreen(l)) {                level = l;                score.setLevel(level, theme);                solved = false;                return true;            }        }        return false;    }    /**     * Read and setup the next level.     * Opens the resource file with the name "/Screen.<lev>"     * and tells the board to read from the stream.     * <STRONG>Must be called only with the board locked.</STRONG>     *     * @param lev the level number to read.     * @return true if the reading of the level worked, false otherwise.     */    private boolean readScreen(int lev) {        if (lev <= 0) {            board.screen0(); // Initialize the default zero screen.        } else {            InputStream is;            try {                is = getClass().getResourceAsStream("/example/pushpuzzle/data/screen." + lev);                if (is != null) {                    board.read(is, lev);                    is.close();                } else {                    System.out.println("Could not find the game board for level " + lev);                    return false;                }            } catch (java.io.IOException ex) {                return false;            }        }        bwidth = board.getWidth();        bheight = board.getHeight();        setupTiles();        updateSprite(0);        return true;    }    /** Create the Tiled layer to represent the current board. */    private void setupTiles() {        if (tiles != null) {            layers.remove(tiles);        }        // Figure out how many cells are needed to cover canvas.        int w = ((width + cell) - 1) / cell;        int h = ((height + cell) - 1) / cell;        tiles = new TiledLayer((w > bwidth) ? w : bwidth, (h > bheight) ? h : bheight, themeImage,            cell, cell);        /** Fill it all with background */        tiles.fillCells(0, 0, w, h, TILE_GROUND);        // Initialize the background tileset        for (int y = 0; y < bheight; y++) {            for (int x = 0; x < bwidth; x++) {                updateTile(x, y);            }        }        layers.append(tiles);    }    /**     * Update the tile at the location.     *     * @param x the offset of the tile to update     * @param y the offset of the tile to update     */    private void updateTile(int x, int y) {        int tile;        byte v = board.get(x, y);        switch (v & ~Board.PUSHER) {        case Board.WALL:            tile = TILE_WALL;            break;        case Board.PACKET:        case Board.PACKET | Board.STORE:            tile = TILE_PACKET;            break;        case Board.STORE:            tile = TILE_STORE;            break;        case Board.GROUND:        default:            tile = TILE_GROUND;        }        tiles.setCell(x, y, tile);    }    /**     * Setup Theme-0 generated to match screen     * size and board size.     */    private void setupTheme0() {        int bwidth = board.getWidth();        int bheight = board.getHeight();        int w = getWidth();        int h = getHeight(); // height of Canvas        cell = (((h - 14) / bheight) < (w / bwidth)) ? ((h - 14) / bheight) : (w / bwidth);

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