📄 maincanvas.java
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import java.util.Random;
import javax.microedition.lcdui.Command;
import javax.microedition.lcdui.CommandListener;
import javax.microedition.lcdui.Displayable;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.GameCanvas;
import javax.microedition.lcdui.game.*;
public class MainCanvas extends GameCanvas
implements Runnable, CommandListener {
public static final int GAME_UI = 0; //进入用户界面
public static final int GAME_GAMING = 1; //进行游戏
public static final int GAME_BUTTON = 2; //游戏时显示界面按钮
public static final int GAME_END = 3; //游戏结束
public static final int GAME_STATE_NUM = 4; //状态总数
private int m_nState = GAME_UI;
//存储当前的游戏状态
private boolean m_bRunning; //控制线程运行
private MyUI m_UI; //界面对象
private int m_nLife; //生命值
private int time = 100; //反应时间
private int isCol; //判断是否碰撞
private MyRecord m_Record; //记录对象
private MyBack m_Back; //背景对象
private GunAndAim m_GunAim; //准心对象
private EnemySprite m_aEnemy[]; //敌人对象
private Random m_Random;
private Command MenuCommand; //高级按钮对象
private Command HelpCommand;
public int m_nPosY; //控制文字位置的纵坐标
public Font m_aFont; //存储字体
private About m_About; //帮助界面
public MainCanvas() {
super(true);
try {
//创建用户界面,并设置界面中的按钮
MyButton button = new MyButton(41, 21, 0, 1, -1, 3, -1, 2);
m_UI = new MyUI(button);
} catch (Exception exception) {
}
setState(GAME_UI);
Start();
}
//重新开局
private void Reset() {
//创建随机数对象
if (m_Random == null) {
m_Random = new Random();
}
//设置生命值
m_nLife = 10; //游戏的生命
time = 100;
//创建记录对象
if (m_Record == null) {
m_Record = new MyRecord("CSScore");
}
m_Record.setCurRecord(0);
//创建背景
if (m_Back == null) {
m_Back = new MyBack();
}
//创建枪和准心图像
if (m_GunAim == null) {
m_GunAim = new GunAndAim(getWidth(), getHeight());
}
//创建敌人
// if (m_aEnemy == null) {
try {
//读取随机敌人类型,一共是三种
Random rdm1 = new Random();
int randomImage = (rdm1.nextInt() >>> 1) % 3;
Image img = null;
if (randomImage == 0) {
img = Image.createImage("/enemy1.png");
} else if (randomImage == 1) {
img = Image.createImage("/enemy2.png");
} else if (randomImage == 2) {
img = Image.createImage("/enemy3.png");
}
m_aEnemy = new EnemySprite[6];
for (int n = 0; n < m_aEnemy.length; n++) {
m_aEnemy[n] = new EnemySprite(img, 47, 45);
m_aEnemy[n].setState(EnemySprite.ENEMY_HIDE);
}
int x = getWidth() / 2;
int y = getHeight() / 2;
//设置六个敌人的位置
m_aEnemy[0].setPosition(x - 90, y - 80);
m_aEnemy[1].setPosition(x - 19, y - 80);
m_aEnemy[2].setPosition(x + 40, y - 80);
m_aEnemy[3].setPosition(x - 90, y - 20);
m_aEnemy[4].setPosition(x - 18, y);
m_aEnemy[5].setPosition(x + 40, y - 20);
} catch (Exception exception) {
}
// }
if (MenuCommand == null) {
//创建菜单
MenuCommand = new Command("Menu", Command.OK, 0);
addCommand(MenuCommand);
setCommandListener(this);
}
if(HelpCommand ==null)
{
HelpCommand = new Command("Help", Command.OK, 0);
addCommand(HelpCommand);
setCommandListener(this);
}
}
private void setState(int state) { //设置游戏状态
if (state < 0 || state >= GAME_STATE_NUM) {
return;
}
m_nState = state;
switch (m_nState) {
case GAME_UI: //进入用户界面
m_UI.setState(MyUI.UI_TITLE); //显示标题界面
//设置本游戏的按钮类型,本游戏有:开始及退出两种按钮
m_UI.getButton().setShow(true, false, false,true, false, true);
break;
case GAME_BUTTON: //在游戏中途显示按钮
m_UI.setState(MyUI.UI_BUTTON);
//游戏中途,显示复位与退出按钮
m_UI.getButton().setShow(false, true, false, false, false, true);
break;
case GAME_GAMING: //正在游戏
m_UI.setState(MyUI.UI_HIDE);
break;
case GAME_END: //游戏结束
m_UI.setState(MyUI.UI_HIDE);
break;
}
}
public void Start() {
m_bRunning = true;
Thread thread = new Thread(this); //分配新线程
thread.start(); //线程启动
}
public void run() {
//得到系统当前时间,并将时间换算成毫秒
long T1 = System.currentTimeMillis();
long T2 = T1;
while (m_bRunning) {
T2 = System.currentTimeMillis();
if (T2 - T1 > time) { //间隔100毫秒
T1 = T2;
Input();
Logic();
Paint();
}
}
}
public void Stop() {
m_bRunning = false;
}
public void Input() {
int flag = 1, tmp = 0;
int keyStates = getKeyStates();
isCol = 0;
switch (m_nState) {
case GAME_UI:
{
switch (m_UI.Input(keyStates)) {
case MyButton.BUTTON_START: //按下开始键
flag = 0; //flag为0时不发出声音
Reset();
setState(GAME_GAMING);
break;
case MyButton.BUTTON_EXIT: //按下退出键
CSMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
m_GunAim.Input(keyStates, getWidth(), getHeight(), isCol); //检测输入
//如果玩家开火,则将准心与敌人做碰撞检测
// if( m_GunAim.getState() == GunAndAim.GA_FIRE ){
/********************************************************************************
检验子弹是否和敌人飞机炸弹碰撞,是则一起爆炸失效
*******************************************************************************/
for (int n = 0; n < m_aEnemy.length; n++) {
if (m_GunAim.m_AimSp.collidesWith(m_aEnemy[n], true)) {//如果打中敌人,则增加分数
if (m_aEnemy[n].getState() != EnemySprite.ENEMY_DEAD) //已打死的敌人不能再打死得分
{
isCol = 1;
int record = m_Record.getCurRecord();
m_Record.setCurRecord(record + 1);
m_aEnemy[n].setState(EnemySprite.ENEMY_DEAD);
if (flag == 1) {
SoundPlayer.getInstance().playDieSound();
}
//n=m_aEnemy.length;
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