📄 simplelayerdemo.java
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//simpleLayerDemo.java file
import javax.microedition.lcdui.*;
import javax.microedition.midlet.*;
import javax.microedition.lcdui.game.*;
import java.util.*;
public class simpleLayerDemo extends MIDlet implements CommandListener
{
private Command exitCommand,actCommand;
private LayerCanvas canvas;
public simpleLayerDemo()
{//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 LayerCanvas();
canvas.addCommand(actCommand);
canvas.addCommand(exitCommand);
canvas.setCommandListener(this);
}
protected void startApp( )
{//显示画布并开始游戏执行
Display.getDisplay(this).setCurrent(canvas);
}
protected void pauseApp( )
{
}
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 LayerCanvas extends GameCanvas
{
private Graphics g;
private TiledLayer backLayer0;//图层
private Image backImage0;
private int aniCounter =0;//计数器
private int aniStarIndex =0;//保存动画分块的序号
//记录图层backLayer0的每个单元对应的图像块序号
private byte[ ][ ] backMap=
{{5,-1, 5,-1,-1},//序号-1为动态分块
{5, 5, 5, 5,-1},
{4, 5, 5, 5, 5},
{4, 4, 1, 5, 5},//序号1为跳动的小球图像
{4, 4, 4, 4, 4}};
public LayerCanvas()
{
super(true);
g = getGraphics();//得到作图对象
try
{//装入图像
backImage0 = Image.createImage("/sky.png");
} catch (Exception e) {}
//创建图层,分块大小为:30×30,单元格数量为:5×5
backLayer0 = new TiledLayer(5, 5, backImage0, 30, 30);
//创建动画分块,aniStarIndex 应该返回 -1
aniStarIndex = backLayer0.createAnimatedTile(3);
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<5;x++)
backLayer0.setCell(x, y, backMap[y][x]);
}
}
public void BallAction()
{//直接修改单元格内的图像
backLayer0.setCell(2, 3, aniCounter%2+1);
}
public void StarAction()
{//修改动态分块中的图像来达到动画效果
if(aniCounter%2 ==0)
backLayer0.setAnimatedTile(aniStarIndex, 3);
else
backLayer0.setAnimatedTile(aniStarIndex, 6);
}
//执行游戏功能
public void Action()
{
aniCounter ++;//增加计时器
StarAction();//显示星星的动画效果
BallAction();//显示小球的动画效果
//将图层绘制的脱机屏幕上
backLayer0.paint(g);
//刷新屏幕
flushGraphics();
}
}
}
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