📄 collidedemo.java
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//collideDemo.java file
import javax.microedition.lcdui.*;
import javax.microedition.midlet.*;
import javax.microedition.lcdui.game.*;
import java.util.*;
public class collideDemo extends MIDlet implements CommandListener
{
private Command exitCommand,actCommand;
private DemoCanvas canvas;
private DemoTask task ;
private Timer timer;
public collideDemo()
{//创建命令,画布和定时器
exitCommand =new Command("Exit",Command.EXIT,1);
actCommand =new Command("Action",Command.SCREEN,1);
canvas =new DemoCanvas();
canvas.addCommand(actCommand);
canvas.addCommand(exitCommand);
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, 0,100);
}
protected void pauseApp( )
{
timer.cancel();
}
protected void destroyApp( boolean p1 )
{
}
public void commandAction(Command c,Displayable d)
{
if (c ==exitCommand)
{
destroyApp(false);
notifyDestroyed();
}
else if (c ==actCommand)
canvas.Action();
}
public class DemoCanvas extends GameCanvas
{
private Graphics g;
private TiledLayer backLayer0;//背景图层
private Image backImage0,objImage0,objImage1;//保存图像
private Sprite objSprite0,objSprite1;//精灵
private int aniCounter =0;//计数器
private final int left2rightSeq[]={0, 1, 2, 3};//小球0的动画序列
private final int right2leftSeq[]={3, 2, 1, 0};//小球1的动画序列
private LayerManager layerMan;//图层管理对象
private int moveMode =0;//移动模式,0:移动小球0,1:移动小球1
private int xDirection=0, yDirection=0;//移动距离
//记录图层backLayer0的每个单元对应的图像块序号
private byte[ ][ ] backMap=
{{1, 2, 2, 2, 2, 2, 2, 4},
{6, 0, 0, 0, 0, 0,12, 7},
{6, 0, 0, 0,10, 0, 0, 7},
{6, 0, 0, 0, 0, 0, 0, 7},
{6, 0, 0, 0, 0, 0,11, 7},
{6, 0, 0, 0, 9, 0, 0, 7},
{6, 0,11, 0, 0, 0, 0, 7},
{5, 3, 3, 3, 3, 3, 3, 8}};
public DemoCanvas()
{
super(true);
g = getGraphics();//得到作图对象
try
{//装入图像
backImage0 = Image.createImage("/collide_bk.png");
objImage0 = Image.createImage("/collide1.png");
objImage1 = Image.createImage("/collide2.png");
} catch (Exception e) {}
//创建图层,分块大小为:17×17,单元格数量为:6×6
backLayer0 = new TiledLayer(8, 8, backImage0, 17, 17);
for(int y=0;y<8;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<8;x++)
backLayer0.setCell(x, y, backMap[y][x]);
}
objSprite0 = new Sprite(objImage0, 17,17);
objSprite0.setFrameSequence(left2rightSeq);
objSprite0.defineCollisionRectangle(0, 0, 17, 17);
objSprite0.move(20,20);
objSprite1 = new Sprite(objImage1, 17,17);
objSprite1.setFrameSequence(right2leftSeq);
objSprite1.defineCollisionRectangle(0, 0, 17, 17);
objSprite1.move(40,40);
layerMan = new LayerManager();
layerMan.append(objSprite0);
layerMan.append(objSprite1);
layerMan.append(backLayer0);
}
public void BallAction0()
{//直接修改单元格内的图像
objSprite0.nextFrame();//动画效果
objSprite0.move(xDirection, yDirection);//移动
//检测碰撞,不采用象素级检查
if( objSprite0.collidesWith(backLayer0,false)
|| objSprite0.collidesWith(objSprite1,false) )
{//如果移动后和其他背景或另一个物体发生碰撞则返回到原来位置
objSprite0.move(-xDirection, -yDirection);
}
}
public void BallAction1()
{//对第一球进行滚动
objSprite1.nextFrame();//动画效果
objSprite1.move(xDirection, yDirection);//移动
//检测碰撞,采用象素级检查
if( objSprite1.collidesWith(backLayer0,true)
|| objSprite1.collidesWith(objSprite0,true) )
{//如果移动后和其他背景或另一个物体发生碰撞则返回到原来位置
objSprite1.move(-xDirection, -yDirection);
}
}
public void CheckKey()
{
int keyState = getKeyStates();
//判断AB键是否被按下,用于在不同的小球间切换
if((keyState & GAME_A_PRESSED) !=0)
moveMode = 0;
else if((keyState & GAME_B_PRESSED) !=0)
moveMode = 1;
//判断上下左右键是否被按下,修改移动距离
if((keyState & UP_PRESSED) !=0)
{
yDirection=-2;
}
else if((keyState & DOWN_PRESSED) !=0)
{
yDirection=2;
}
if((keyState & LEFT_PRESSED) !=0)
{
xDirection=-2;
}
else if((keyState & RIGHT_PRESSED) !=0)
{
xDirection=2;
}
}
//执行游戏功能
public void Action()
{
aniCounter ++;//增加计时器
g.setColor(0X00FFFFFF);
g.fillRect(0,0, 136, 136);
CheckKey();
if( moveMode ==0)
BallAction0();
else
BallAction1();
xDirection = yDirection =0;
layerMan.paint(g,0,0);
//刷新屏幕
flushGraphics();
}
}
public class DemoTask extends TimerTask
{
private DemoCanvas canvas;
public DemoTask(DemoCanvas can)
{
canvas = can;
}
public void run()
{
canvas.Action();
}
}
}
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