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📄 phasecanvas.java

📁 这是一个Java编写的手机象棋游戏
💻 JAVA
字号:
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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