📄 testlayermanager.java
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import javax.microedition.lcdui.*;
import javax.microedition.midlet.*;
import javax.microedition.lcdui.game.*;
import java.util.*;
public class TestLayerManager extends MIDlet implements CommandListener {
private Command exitCommand, allCommand, aCommand0, aCommand1, aCommand2;
private LayerCanvas canvas;
private DemoTask task;
private Timer timer;
public TestLayerManager() {//创建命令,画布和定时器
exitCommand = new Command("Exit", Command.EXIT, 1);
allCommand = new Command("AllLayer", Command.SCREEN, 1);
aCommand0 = new Command("Layer0", Command.SCREEN, 1);
aCommand1 = new Command("Layer1", Command.SCREEN, 1);
aCommand2 = new Command("FlowerLayer", Command.SCREEN, 1);
canvas = new LayerCanvas();
canvas.addCommand(allCommand);
canvas.addCommand(exitCommand);
canvas.addCommand(aCommand0);
canvas.addCommand(aCommand1);
canvas.addCommand(aCommand2);
canvas.setCommandListener(this);
timer = new Timer();
task = new DemoTask(canvas);
}
protected void startApp() {//显示画布并开始游戏执行
Display.getDisplay(this).setCurrent(canvas);
timer.schedule(task, 0, 1000);
}
protected void pauseApp() {//暂停游戏执行
timer.cancel();
}
protected void destroyApp(boolean p1) {
}
public void commandAction(Command c, Displayable d) {
if (c == exitCommand) {
destroyApp(false);
notifyDestroyed();
} else if (c == allCommand)
canvas.setDrawMode(3);
else if (c == aCommand0)
canvas.setDrawMode(0);
else if (c == aCommand1)
canvas.setDrawMode(1);
else if (c == aCommand2)
canvas.setDrawMode(2);
}
public class LayerCanvas extends GameCanvas {
private final int GAME_WIDTH = 130, GAME_HEIGHT = 60;
private Graphics g;
private int drawX, drawY;//图层显示的位置
private int aniCounter = 0; //游戏计数器
private LayerManager layerMan;
private TiledLayer backLayer0, backLayer1, flowerLayer;
private Image backImage0, backImage1, flowerImage;
private int aniIndex = 0;
private int drawMode = 3;
private byte[][] backMap = //记录图层1的每个单元对应的图像块序号
{ { 0, 0, 0, 4, 5, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 4, 3, 3, 5, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 4, 3, 3, 3, 3, 5, 0, 0, 0, 4, 5, 0 },
{ 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 },
{ 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } };
//记录花朵图层上需要显示花朵的单元坐标
private byte[][] flowerMap = { { 0, 0 }, { 1, 0 }, { 2, 0 } };
public LayerCanvas() {
super(true);
g = getGraphics();//得到作图对象
layerMan = new LayerManager();//创建图层管理对象
try {//装入图像
backImage0 = Image.createImage("/back0.png");
backImage1 = Image.createImage("/back1.png");
flowerImage = Image.createImage("/flower.png");
} catch (Exception e) {
}
//创建背景图层0,显示天空
backLayer0 = new TiledLayer(1, 1, backImage0, GAME_WIDTH, 30);
//直接将图层显示的内容设置为序号的图像
backLayer0.fillCells(0, 0, 1, 1, 1);
//创建背景图层1,显示山和水
backLayer1 = new TiledLayer(13, 6, backImage1, 10, 10);
//创建动画分块
aniIndex = backLayer1.createAnimatedTile(1);
for (int y = 0; y < 5; y++) {//逐个设置每个单元格的图像,标记为0的单元格表示不处理
for (int x = 0; x < 13; x++)
backLayer1.fillCells(x, y, 1, 1, backMap[y][x]);
}
for (int x = 0; x < 13; x++)
//用动画分块填充最下面一行
backLayer1.setCell(x, 5, aniIndex);
//创建花朵图层
flowerLayer = new TiledLayer(3, 1, flowerImage, 10, 10);
flowerLayer.move(70, 20);
System.out.println("flowerLayer height " + flowerLayer.getHeight());
for (int i = 0; i < 3; i++) {//将需要填充花朵的单元设置为序号为1的图像
flowerLayer.fillCells(flowerMap[i][0], flowerMap[i][1], 1, 1, 1);
}
//将三个图层加入到图层管理对象中
layerMan.append(flowerLayer);
layerMan.append(backLayer1);
layerMan.append(backLayer0);
//计算游戏屏幕显示位置,显示在屏幕正中
drawX = (getWidth() - GAME_WIDTH) / 2;
drawY = (getHeight() - GAME_HEIGHT) / 2;
}
public void setDrawMode(int mode) {
drawMode = mode;
backLayer0.setVisible(false);
backLayer1.setVisible(false);
flowerLayer.setVisible(false);
if (drawMode == 0)
backLayer0.setVisible(true);
else if (drawMode == 1)
backLayer1.setVisible(true);
else if (drawMode == 2)
flowerLayer.setVisible(true);
else {
backLayer0.setVisible(true);
backLayer1.setVisible(true);
flowerLayer.setVisible(true);
}
g.setColor(0x00FFFFFF);//清除原有显示
g.fillRect(drawX, drawY, GAME_WIDTH, GAME_HEIGHT);
}
public void DrawBack0() {//改变整个背景
backLayer0.setCell(0, 0, aniCounter % 2 + 1);
}
public void DrawBack1() {//改变水为动态效果
backLayer1.setAnimatedTile(aniIndex, aniCounter % 2 + 1);
}
public void DrawFlower() {//改变花为动画效果
if (drawMode == 2) {//如果只显示本图层则填充屏幕为白色
g.setColor(0x00FFFFFF);
g.fillRect(drawX, drawY, GAME_WIDTH, GAME_HEIGHT);
}
for (int i = 0; i < 3; i++)
flowerLayer.fillCells(flowerMap[i][0], flowerMap[i][1], 1, 1,
aniCounter % 4 + 1);
}
//执行游戏功能
public void Action() {
aniCounter++;//增加计数器
//在屏幕左上角显示计数器数字,表明Graphics 对象可以独立操作
g.setColor(0x00FFFFFF);
g.fillRect(0, 0, 60, 20);
g.setColor(0x00000000);
g.drawString(Integer.toString(aniCounter), 0, 0, Graphics.TOP
| Graphics.LEFT);
//处理每个图层的相关内容,处理的顺序对影响没有关系
if (backLayer0.isVisible())
DrawBack0();
if (backLayer1.isVisible())
DrawBack1();
if (flowerLayer.isVisible())
DrawFlower();
//绘制图层
layerMan.paint(g, drawX, drawY);
//刷新屏幕
flushGraphics();
}
}
public class DemoTask extends TimerTask {
private LayerCanvas canvas;
public DemoTask(LayerCanvas can) {
canvas = can;
}
public void run() {
canvas.Action();
}
}
}
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