📄 maincanvas.java
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import java.util.Random;
import javax.microedition.lcdui.Command;
import javax.microedition.lcdui.CommandListener;
import javax.microedition.lcdui.Displayable;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.game.GameCanvas;
import javax.microedition.lcdui.game.LayerManager;
import javax.microedition.lcdui.game.Sprite;
public class MainCanvas extends GameCanvas
implements Runnable, CommandListener{
public static final int GAME_UI = 0; //进入用户界面
public static final int GAME_GAMING = 1; //进行游戏
public static final int GAME_BUTTON = 2; //游戏时显示界面按钮
public static final int GAME_END = 3; //游戏结束
public static final int GAME_STATE_NUM = 4; //状态总数
private int m_nState = GAME_UI; //存储当前的游戏状态
private boolean m_bRunning; //控制线程运行
private MyUI m_UI; //界面对象
private Sprite m_TextSp; //图形文字对象
private PlayerTank m_Tank; //玩家坦克对象
private int m_nTotalETank; //敌方坦克总数
private int m_nDestroyETank; //目前消灭的敌方坦克数
private EnemyTank m_eTank[]; //敌方坦克对象
private Scene m_Scene; //场景对象
private ExplosionSprite m_aExplosion[]; //爆炸对象
private Random m_Random; //随机数对象
private LayerManager m_LayerManager; //层管理器对象
private Command MenuCommand; //高级按钮对象
public MainCanvas( ){
super(true);
try{
//创建用户界面,并设置界面中的按钮
MyButton button = new MyButton(41, 21, 0, 1, -1, -1, -1, 2);
m_UI = new MyUI(button);
}
catch(Exception exception){}
setState(GAME_UI);
Start();
}
//重新开牌
private void Reset(){
//创建随机数对象
if( m_Random == null )
m_Random = new Random();
if( m_Tank == null )
{
m_eTank = new EnemyTank[2];
m_aExplosion = new ExplosionSprite[3];
try{
//创建坦克对象
Image image = Image.createImage("/demo/tank.png");
m_Tank = new PlayerTank( image, 13, 13 );
image = Image.createImage("/demo/enemyTank.png");
for( int n = 0; n < m_eTank.length; n ++ ){
m_eTank[n] = new EnemyTank( image, 13, 13 );
}
//创建爆炸对象
image = Image.createImage("/demo/explosion.png");
for( int m = 0; m < m_aExplosion.length; m ++ ){
m_aExplosion[m] = new ExplosionSprite( image, 21, 17 );
}
}
catch(Exception e){}
}
//创建场景对象
if( m_Scene == null )
m_Scene = new Scene();
if( m_LayerManager == null )
{//创建层管理器,并将所有图层添加到管理器
m_LayerManager = new LayerManager();
for( int m = 0; m < m_aExplosion.length; m ++ )
{
m_LayerManager.append(m_aExplosion[m]);
}
m_LayerManager.append(m_Scene.m_LyCanPass);
m_LayerManager.append( m_Tank );
m_LayerManager.append( m_Tank.m_Bullet );
for( int n = 0; n < m_eTank.length; n ++ )
{
m_LayerManager.append(m_eTank[n]);
m_LayerManager.append(m_eTank[n].m_Bullet);
}
m_LayerManager.append(m_Scene.m_LyBulletPass);
m_LayerManager.append(m_Scene.m_LyCanHit);
m_LayerManager.append(m_Scene.m_LyNotPass);
m_LayerManager.append(m_Scene.m_LyHQ);
}
//敌方坦克总共20辆
m_nTotalETank = 20;
//当前尚未消灭敌方坦克
m_nDestroyETank = 0;
//读取场景地图
m_Scene.LoadMap();
//玩家坦克启动
m_Tank.Start( 15 * 3 + 7, 15 * 10 + 7, 0, 2 );
//设置游戏画面的显示区域
SetViewWindow();
if( MenuCommand == null ){
//创建菜单
MenuCommand = new Command("Menu", Command.OK, 0);
addCommand(MenuCommand);
setCommandListener(this);
}
if( m_TextSp == null ){
//创建图形文字对象
try{
Image img = Image.createImage("/demo/text.png");
m_TextSp = new Sprite(img, 82, 25);
m_TextSp.defineReferencePixel(41, 23);
int x = getWidth()/2;
int y = getHeight()/2 - 10;
m_TextSp.setRefPixelPosition(x, y);
}
catch(Exception exception){}
}
}
//设置游戏画面的显示区域
private void SetViewWindow(){
if( m_LayerManager == null )
return;
//根据玩家坦克的位置,设置游戏画面的显示区域
int nX = m_Tank.getRefPixelX() - getWidth()/2;
int nY = m_Tank.getRefPixelY() - getHeight()/2;
if( nX < 0 )
nX = 0;
else if( nX > 15 * 13 - getWidth() )
nX = 15 * 13 - getWidth();
if( nY < 0 )
nY = 0;
else if( nY > 15 * 12 - getHeight() )
nY = 15 * 12 - getHeight();
m_LayerManager.setViewWindow( nX, nY, getWidth(), getHeight() );
}
private void setState( int state ){ //设置游戏状态
if( state < 0 || state >= GAME_STATE_NUM )
return;
m_nState = state;
switch( m_nState ){
case GAME_UI: //进入用户界面
m_UI.setState(MyUI.UI_TITLE); //显示标题界面
//设置本游戏的按钮类型,本游戏有:开始及退出两种按钮
m_UI.getButton().setShow(true, false, false, false, false, true );
break;
case GAME_BUTTON: //在游戏中途显示按钮
m_UI.setState(MyUI.UI_BUTTON);
//游戏中途,显示复位与退出按钮
m_UI.getButton().setShow(false, true, false, false, false, true );
break;
case GAME_GAMING: //正在游戏
m_UI.setState(MyUI.UI_HIDE);
break;
case GAME_END: //游戏结束
m_UI.setState(MyUI.UI_HIDE);
break;
}
}
public void Start(){
m_bRunning = true;
Thread thread = new Thread(this); //分配新线程
thread.start(); //线程启动
}
public void run() {
//得到系统当前时间,并将时间换算成毫秒
long T1 = System.currentTimeMillis();
long T2 = T1;
while(m_bRunning){
T2 = System.currentTimeMillis();
if( T2 - T1 > 50 ){ //间隔50毫秒
T1 = T2;
Input();
Logic();
Paint();
}
}
}
public void Stop(){
m_bRunning = false;
}
public void Input(){
int keyStates = getKeyStates();
switch( m_nState ){
case GAME_UI:
{
switch( m_UI.Input( keyStates ) ){
case MyButton.BUTTON_START: //按下开始键
Reset();
setState(GAME_GAMING);
break;
case MyButton.BUTTON_EXIT: //按下退出键
TankMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_GAMING: //游戏中
m_Tank.Input( keyStates );
SetViewWindow();
break;
case GAME_BUTTON: //游戏中途显示按钮
{
switch( m_UI.Input( keyStates ) ){
case MyButton.BUTTON_RESET: //按下复位键
Reset();
setState(GAME_GAMING);
break;
case MyButton.BUTTON_EXIT: //按下退出键
TankMidlet.midlet.notifyDestroyed();
break;
}
}
break;
case GAME_END:
if( ( keyStates & GameCanvas.FIRE_PRESSED ) != 0 ){
Reset();
setState(GAME_GAMING);
}
break;
}
}
public void Logic(){
switch( m_nState ){
case GAME_GAMING:
//爆炸逻辑
for( int m = 0; m < m_aExplosion.length; m ++ ){
m_aExplosion[m].Logic();
}
//坦克逻辑
m_Tank.Logic();
for( int n = 0; n < m_eTank.length; n ++ ){
m_eTank[n].Logic();
}
//碰撞检测
CheckCollision();
//产生新的敌方坦克
CreateETank();
break;
}
}
public void Paint(){
Graphics g = getGraphics();
//用黑色清屏
g.setColor(0);
g.fillRect( 0, 0, getWidth(), getHeight() );
g.setColor(0xFFFF0000);
switch( m_nState ){
case GAME_UI: //显示界面
m_UI.Paint(g, getWidth(), getHeight());
break;
case GAME_GAMING: //显示游戏画面
case GAME_BUTTON:
case GAME_END:
m_LayerManager.paint(g, 0, 0);
if( m_nState == GAME_END )
m_TextSp.paint(g);
m_UI.Paint(g, getWidth(), getHeight());
break;
}
flushGraphics();
}
//碰撞检测
private void CheckCollision()
{
BulletSprite mB = m_Tank.m_Bullet;
BulletSprite mEB = null;
for( int n = 0; n < m_eTank.length; n ++ ){
mEB = m_eTank[n].m_Bullet;
//敌人子弹和我方坦克碰撞
if( mEB.collidesWith( m_Tank, false ) ){
mEB.setVisible(false);
//游戏失败
m_TextSp.setFrame(1);
setState(GAME_END);
break;
}
//我方子弹和敌人坦克碰撞
if( mB.collidesWith( m_eTank[n], false ) ){
CreateExplosion(mB.getRefPixelX(), mB.getRefPixelY());
mB.setVisible( false );
m_eTank[n].setVisible( false );
m_nDestroyETank ++;
if( m_nDestroyETank >= 20 ){
//消灭的所有坦克,游戏胜利
m_TextSp.setFrame(0);
setState(GAME_END);
return;
}
}
//我方坦克和敌人碰撞
if( m_Tank.collidesWith( m_eTank[n], false ) ){
//都向后退
m_Tank.MoveBack();
m_eTank[n].MoveBack();
}
//敌人和地图碰撞,敌人向后退
if( m_eTank[n].collidesWith( m_Scene.m_LyBulletPass, false ) ){
m_eTank[n].MoveBack();
}
else if( m_eTank[n].collidesWith( m_Scene.m_LyCanHit, false ) ){
m_eTank[n].MoveBack();
}
else if( m_eTank[n].collidesWith( m_Scene.m_LyNotPass, false ) ){
m_eTank[n].MoveBack();
}
//敌人子弹与地图相撞
int nERow = mEB.GetCurRow();
int nECol = mEB.GetCurCol();
if( nERow < 0 || nERow >= m_Scene.m_LyCanHit.getRows() ||
nECol < 0 || nECol >= m_Scene.m_LyCanHit.getColumns() )
{//子弹超出场景范围
mEB.setVisible(false);
continue;
}
if( mEB.collidesWith( m_Scene.m_LyHQ, false ) )
{//子弹打到司令部
m_Scene.m_LyHQ.setCell( nECol, nERow, 6 );
CreateExplosion(mEB.getRefPixelX(), mEB.getRefPixelY());
mEB.setVisible( false );
//游戏失败
m_TextSp.setFrame(1);
setState(GAME_END);
return;
}
if( mEB.collidesWith( m_Scene.m_LyCanHit, false ) )
{//子弹打到可摧毁的区域
m_Scene.m_LyCanHit.setCell( nECol, nERow, 0 );
CreateExplosion(mEB.getRefPixelX(), mEB.getRefPixelY());
mEB.setVisible( false );
}
else if( mEB.collidesWith( m_Scene.m_LyNotPass, false ) )
{//子弹打到不可摧毁的区域
CreateExplosion(mEB.getRefPixelX(), mEB.getRefPixelY());
mEB.setVisible( false );
}
}
//我方坦克和地图碰撞,则向后退
if( m_Tank.collidesWith( m_Scene.m_LyBulletPass, false ) ){
m_Tank.MoveBack();
}
else if( m_Tank.collidesWith( m_Scene.m_LyCanHit, false ) ){
m_Tank.MoveBack();
}
else if( m_Tank.collidesWith( m_Scene.m_LyNotPass, false ) ){
m_Tank.MoveBack();
}
//我方子弹与地图相撞
int nRow = mB.GetCurRow();
int nCol = mB.GetCurCol();
if( nRow < 0 || nRow >= m_Scene.m_LyCanHit.getRows() ||
nCol < 0 || nCol >= m_Scene.m_LyCanHit.getColumns() )
{//子弹超出场景范围
mB.setVisible(false);
return;
}
if( mB.collidesWith( m_Scene.m_LyHQ, false ) )
{//子弹打到司令部
m_Scene.m_LyHQ.setCell( nCol, nRow, 6 );
CreateExplosion(mB.getRefPixelX(), mB.getRefPixelY());
//游戏失败
m_TextSp.setFrame(1);
setState(GAME_END);
mB.setVisible( false );
}
else if( mB.collidesWith( m_Scene.m_LyCanHit, false ) )
{//子弹打到可摧毁的区域
m_Scene.m_LyCanHit.setCell( nCol, nRow, 0 );
CreateExplosion(mB.getRefPixelX(), mB.getRefPixelY());
mB.setVisible( false );
}
else if( mB.collidesWith( m_Scene.m_LyNotPass, false ) )
{//子弹打到不可摧毁的区域
CreateExplosion(mB.getRefPixelX(), mB.getRefPixelY());
mB.setVisible( false );
}
}
//随机产生敌方坦克
public void CreateETank() {
if( m_nTotalETank <= 0 )
return;
//以20分之一的概率产生坦克
int nRs = m_Random.nextInt() % 20;
if( Math.abs(nRs) != 0 )
return;
//如果某一位置的坦克被摧毁,则可以产生新坦克
for( int n = 0; n < m_eTank.length; n ++ ){
if( m_eTank[n].isVisible() )
continue;
m_eTank[n].Start( n * 2 * 15 + 15 + 7, 15 + 7, 2, 1 );
break;
}
}
//产生爆炸,参数nX、nY分别是爆炸位置的横纵坐标
public void CreateExplosion( int nX, int nY ){
for( int m = 0; m < m_aExplosion.length; m ++ ){
if( m_aExplosion[m].isVisible() )
continue;
m_aExplosion[m].Start( nX, nY );
break;
}
}
public void commandAction(Command c, Displayable s){
if( c == MenuCommand ){
switch( m_nState ){
case GAME_END: //游戏结束,显示按钮
case GAME_GAMING: //正在游戏,显示按钮
setState(GAME_BUTTON);
break;
case GAME_BUTTON: //正显示按钮,退回游戏
setState(GAME_GAMING);
break;
default:
break;
}
}
}
}
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