📄 phasecanvas.java
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import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.GameCanvas;
public class PhaseCanvas extends GameCanvas implements Runnable
{
//*****************棋盘绘制变量
private boolean stop = false ,state = false;
private Graphics g=null;
private final int WIDTH,HEIGHT,width,height,hy,vx,bandLength,charHeight,vLocation;
//存放棋盘
private int[][] chess=null;
//存放棋子
private String str[]=null;
//m,n为棋子的移动前坐标,x,y为棋子移动后的坐标,k为chess[x][y]里面的值
private volatile int x=0,y=0,m=0,n=0,k=0;
//是否可以悔棋
private boolean isFired=false;
//悔棋变量
private int fm,fn,fy,fx,f;
//传递参数
private PhaseManage phaseManage = null;
//RecordStore定义
private RestRecord restRecord = null;
//************存放在记录中的供用户进行设置的变量
//背景色彩
private int bgColorR = 0, bgColorG = 0, bgColorB = 0;
//棋盘色彩
private int chessColorR = 0, chessColorG = 0, chessColorB = 0;
//楚河汉界色彩
private int riverColorR = 0, riverColorG = 0, riverColorB = 0;
//计时器色彩
private int timeColorR = 0, timeColorG = 0, timeColorB = 0;
//我方棋子色彩
private int myColorR = 0, myColorG = 0, myColorB = 0;
//对方棋子色彩
private int yourColorR = 0, yourColorG = 0, yourColorB = 0;
//字符色彩
private int fontColorR = 0, fontColorG = 0, fontColorB = 0;
//我方棋子选择后的色彩
private int selectedColorR = 0, selectedColorG = 0, selectedColorB = 0;
//选择框的色彩
private int selectColorR = 0, selectColorG = 0, selectColorB = 0;
//休眠时间,如果反应太快的话,可以手动增加它的值
private int sleepTime = 0;
public PhaseCanvas(PhaseManage pm)
{
//****************************棋盘参数初始化
//画布初始化
super(true);
setFullScreenMode(true);
WIDTH=getWidth();
HEIGHT=getHeight();
width=WIDTH/10;
Font f = Font.getDefaultFont();
charHeight = f.getHeight();
height=(HEIGHT - 2*charHeight)/10;
hy = (HEIGHT - 9 * height)/2;
vx = (WIDTH - 8 * width)/2;
bandLength = Math.min(width ,height);
vLocation = vx + width * 4;
g=getGraphics();
//传递参数初始化
phaseManage=pm;
//棋盘绘制参数初始化
initChess();
getUserSetup();
//开启绘制线程
new Thread(this).start();
}
private void getUserSetup()
{
SetupRecord record = new SetupRecord();
Setup setup = record.getUserSetup();
int[][] setupData = setup.getCanvas();
bgColorR = setupData[0][0];
bgColorG = setupData[0][1];
bgColorB = setupData[0][2];
chessColorR = setupData[1][0];
chessColorG = setupData[1][1];
chessColorB = setupData[1][2];
riverColorR = setupData[2][0];
riverColorG = setupData[2][1];
riverColorB = setupData[2][2];
timeColorR = setupData[3][0];
timeColorG = setupData[3][1];
timeColorB = setupData[3][2];
myColorR = setupData[4][0];
myColorG = setupData[4][1];
myColorB = setupData[4][2];
yourColorR = setupData[5][0];
yourColorG = setupData[5][1];
yourColorB = setupData[5][2];
fontColorR = setupData[6][0];
fontColorG = setupData[6][1];
fontColorB = setupData[6][2];
selectedColorR = setupData[7][0];
selectedColorG = setupData[7][1];
selectedColorB = setupData[7][2];
selectColorR = setupData[8][0];
selectColorG = setupData[8][1];
selectColorB = setupData[8][2];
sleepTime = setup.getSleepTime();
record.closeSetupRecord();
}
public void run()
{
while(!stop)
{
long startTime = System.currentTimeMillis();
int keyState=getKeyStates();
if((keyState&GameCanvas.UP_PRESSED)!=0)
{
y=y-1;
if(y<0)
y=9;
}
if((keyState&GameCanvas.DOWN_PRESSED)!=0)
y=(y+1)%10;
if((keyState&GameCanvas.LEFT_PRESSED)!=0)
{
x=x-1;
if(x<0)
x=8;
}
if((keyState&GameCanvas.RIGHT_PRESSED)!=0)
x=(x+1)%9;
if((keyState&GameCanvas.FIRE_PRESSED)!=0)
{
/*我始终认为,悔棋是一种不道德的行为,
我下棋从来不悔棋,所以,我也不想使用
我的软件的人悔棋。但是现在所有的象棋
游戏都有悔棋功能,我也只能加上,但把它
限制为只能悔一步,以此来表明我对这种
行为的抗议!*/
//System.out.println("按射击键一次!!!!!");
//选中算法
if((!state)&&(chess[y][x]!=32))
{
//System.out.println("选择成功");
m=y;
n=x;
state=true;
}
//走棋算法
else if(state&&chess[y][x] == 32)
{
//System.out.println("走棋成功");
state=false;
//存储值以便悔棋时用
fm=m;fn=n;fy=y;fx=x;
f=chess[y][x];
//走棋
chess[y][x]=chess[m][n];
chess[m][n]=32;
isFired=true;
}
else
{
//选择一个棋子后,在空地按一下,选择取消
//System.out.println("放弃,或走错,state恢复原值");
state=false;
}
}
//按键悔棋
if((keyState&GameCanvas.GAME_C_PRESSED)!=0)
{
//System.out.println("已经按下了A键进行悔棋操作");
if(isFired)
{
isFired=false;
state = false;
chess[fm][fn]=chess[fy][fx];
chess[fy][fx]=f;
}
}
//删除当前棋子
if((keyState & GameCanvas.GAME_D_PRESSED)!=0)
{
//System.out.println("已经按下了B键删除当前棋子");
if(state && chess[y][x] != 32)
{
fy = y;
fx = x;
fm = m;
fn = n;
f = chess[y][x];
chess[y][x] = 32;
state = false;
isFired = true;
}
}
//*********退出保存
if((keyState&GameCanvas.GAME_B_PRESSED)!=0)
{
//System.out.println("已经按下了C键退出保存");
restRecord.addPhase(chess);
Chess.dis.setCurrent(phaseManage);
stop = true;
}
//*********退出取消
if((keyState&GameCanvas.GAME_A_PRESSED)!=0)
{
//System.out.println("已经按下了D键退出取消");
Chess.dis.setCurrent(phaseManage);
stop = true;
}
//***********************画棋局
//画出背景
g.setColor(bgColorR,bgColorG,bgColorB);
g.fillRect(0,0,WIDTH,HEIGHT);
g.setColor(chessColorR,chessColorG,chessColorB);
//画出大矩形
g.drawRect(vx,hy,width * 8 ,height * 9);
//画出上半截竖条
for(int i=1;i<8;i++)
g.drawLine(vx+i*width,hy,vx+i*width,hy+height*4);
//画出横条
for(int i=1;i<9;i++)
g.drawLine(vx,hy+i*height,vx + width * 8,hy+i*height);
//画出下半截竖条
for(int i=1;i<8;i++)
g.drawLine(vx+i*width,hy+5*height,vx+i*width,hy+9*height);
//画河
g.setColor(riverColorR,riverColorG,riverColorB);
g.fillRect(vx ,hy + height * 4 ,width * 8 ,height);
//画出棋子初始摆放位置
for(int i=0;i<10;i++)
{
for(int j=0;j<9;j++)
{
if(chess[i][j]!=32)
{
k=chess[i][j];
if(k>15)
g.setColor(myColorR,myColorG,myColorB);
else
g.setColor(yourColorR,yourColorG,yourColorB);
g.fillArc(width*j+vx-width/2,height*i+hy-height/2,width,width,0,360);
g.setColor(fontColorR,fontColorG,fontColorB);
//与画字符有关的,各种差值固定,不随机型改变
g.drawString(str[k],width*j+vx,height*i+hy - charHeight/2,Graphics.TOP|Graphics.HCENTER);
}
}
}
//*******************画出棋子选择色彩
if(state==true)
{
g.setColor(selectedColorR,selectedColorG,selectedColorB);
g.fillArc(width*n+vx-width/2,height*m+hy-height/2,width,width,0,360);
k=chess[m][n];
g.setColor(fontColorR,fontColorG,fontColorB);
g.drawString(str[k],width*n+vx,height*m+hy - charHeight/2,Graphics.TOP|Graphics.HCENTER);
}
//画选择框
g.setColor(selectColorR,selectColorG,selectColorB);
g.drawRect(vx+x*width-(bandLength+1)/2,hy+y*height-(bandLength+1)/2,bandLength,bandLength);
long endTime = System.currentTimeMillis();
int duration = (int)(endTime - startTime);
//画时间
if(duration<90)
{
try
{
Thread.sleep(100-duration);
}
catch(InterruptedException ie)
{
}
}
//在真机上运行时,此处的休眠时间可减少到100
flushGraphics();
}
}
private void initChess()
{
//******初始化象棋字符
str=new String[33];
str[0]="将";
str[1]="兵";
str[2]="兵";
str[3]="兵";
str[4]="兵";
str[5]="兵";
str[6]="炮";
str[7]="炮";
str[8]="车";
str[9]="车";
str[10]="马";
str[11]="马";
str[12]="相";
str[13]="相";
str[14]="士";
str[15]="士";
str[16]="帅";
str[17]="卒";
str[18]="卒";
str[19]="卒";
str[20]="卒";
str[21]="卒";
str[22]="炮";
str[23]="炮";
str[24]="车";
str[25]="车";
str[26]="马";
str[27]="马";
str[28]="象";
str[29]="象";
str[30]="仕";
str[31]="仕";
str[32]="";
//******初始化棋盘
chess=new int[10][9];
chess[0][0]=8;
chess[0][1]=10;
chess[0][2]=12;
chess[0][3]=14;
chess[0][4]=0;
chess[0][5]=15;
chess[0][6]=13;
chess[0][7]=11;
chess[0][8]=9;
for(int i=0;i<9;i++)
chess[1][i]=32;
chess[2][0]=32;
chess[2][1]=6;
chess[2][2]=32;
chess[2][3]=32;
chess[2][4]=32;
chess[2][5]=32;
chess[2][6]=32;
chess[2][7]=7;
chess[2][8]=32;
chess[3][0]=1;
chess[3][1]=32;
chess[3][2]=2;
chess[3][3]=32;
chess[3][4]=3;
chess[3][5]=32;
chess[3][6]=4;
chess[3][7]=32;
chess[3][8]=5;
for(int i=0;i<9;i++)
chess[4][i]=32;
for(int i=0;i<9;i++)
chess[5][i]=32;
chess[6][0]=21;
chess[6][1]=32;
chess[6][2]=20;
chess[6][3]=32;
chess[6][4]=19;
chess[6][5]=32;
chess[6][6]=18;
chess[6][7]=32;
chess[6][8]=17;
chess[7][0]=32;
chess[7][1]=23;
chess[7][2]=32;
chess[7][3]=32;
chess[7][4]=32;
chess[7][5]=32;
chess[7][6]=32;
chess[7][7]=22;
chess[7][8]=32;
for(int i=0;i<9;i++)
chess[8][i]=32;
chess[9][0]=25;
chess[9][1]=27;
chess[9][2]=29;
chess[9][3]=31;
chess[9][4]=16;
chess[9][5]=30;
chess[9][6]=28;
chess[9][7]=26;
chess[9][8]=24;
//RecordStore初始化
restRecord=new RestRecord();
}
}
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