📄 gcanvas.java
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/////////////////////////////////////////////////////////////////////////////////////
/////////////// Magic.CY 2004-9-16 10:24//////////////////////////////
////////////// //////////////////////////////
import javax.microedition.lcdui.*;
import javax.microedition.midlet.*;
import java.util.*;
import java.io.*;
import com.nokia.mid.ui.*;
public class GCanvas extends FullCanvas
{
public static int keyStates;
public static int keyPressingStates;
public static final int K_UP = 1;
public static final int K_LEFT = 2;
public static final int K_DOWN = 4;
public static final int K_RIGHT = 8;
public static final int K_FIRE = 16;
public static final int K_S1 = 32;
public static final int K_S2 = 64;
public static final int K_POUND = 128;
public static final int K_STAR = 256;
public static final int K_1 = 512;
public static final int K_2 = 1024;
public static final int K_3 = 2048;
public static final int K_4 = 4096;
public static final int K_5 = 8192;
public static final int K_6 = 16384;
public static final int K_7 = 32768;
public static final int K_8 = 65536;
public static final int K_9 = 131072;
public static final int K_0 = 262144;
////////////////////////////////////////////////////////////////
public GCanvas()
{
}
public void paint(Graphics g)
{
g.drawImage(GManager.bufferimage,0,0,g.TOP|g.LEFT);
}
public static int queueKeyStates()
{
int tempKeyStates = keyStates; // 缓存keyStates
keyStates = keyPressingStates; // 清空所有当前不处于按下状态的位
return tempKeyStates;
}
public static int queueKeyStatesClear()
{
int tempKeyStates = keyStates;
keyStates = 0;
return tempKeyStates;
}
public static int queueNowKeyStates()
{
return keyPressingStates;
}
public void keyPressed(int code)
{
switch(code)
{
case KEY_NUM0:
keyStates |=K_0;
keyPressingStates |=K_0;
break;
case KEY_NUM1:
keyStates |=K_1;
keyPressingStates |=K_1;
break;
case KEY_NUM2:
keyStates |=K_2;
keyPressingStates |=K_2;
break;
case KEY_NUM3:
keyStates |=K_3;
keyPressingStates |=K_3;
break;
case KEY_NUM4:
keyStates |=K_4;
keyPressingStates |=K_4;
break;
case KEY_NUM5:
keyStates |=K_5;
keyPressingStates |=K_5;
break;
case KEY_NUM6:
keyStates |=K_6;
keyPressingStates |=K_6;
break;
case KEY_NUM7:
keyStates |=K_7;
keyPressingStates |=K_7;
break;
case KEY_NUM8:
keyStates |=K_8;
keyPressingStates |=K_8;
break;
case KEY_NUM9:
keyStates |=K_9;
keyPressingStates |=K_9;
break;
case KEY_SOFTKEY1:
keyStates |=K_S1;
keyPressingStates |=K_S1;
break;
case KEY_SOFTKEY2:
keyStates |=K_S2;
keyPressingStates |=K_S2;
break;
}
switch(getGameAction(code))
{
case UP:
keyStates |=K_UP;
keyPressingStates |=K_UP;
break;
case DOWN:
keyStates |=K_DOWN;
keyPressingStates |=K_DOWN;
break;
case LEFT:
keyStates |=K_LEFT;
keyPressingStates |=K_LEFT;
break;
case RIGHT:
keyStates |=K_RIGHT;
keyPressingStates |=K_RIGHT;
break;
case FIRE:
keyStates |=K_FIRE;
keyPressingStates |=K_FIRE;
break;
}
}
public void keyReleased(int code)
{
switch(code)
{
case KEY_NUM0:
keyPressingStates &= ~K_0;
break;
case KEY_NUM1:
keyPressingStates &= ~K_1;
break;
case KEY_NUM2:
keyPressingStates &= ~K_2;
break;
case KEY_NUM3:
keyPressingStates &= ~K_3;
break;
case KEY_NUM4:
keyPressingStates &= ~K_4;
break;
case KEY_NUM5:
keyPressingStates &= ~K_5;
break;
case KEY_NUM6:
keyPressingStates &= ~K_6;
break;
case KEY_NUM7:
keyPressingStates &= ~K_7;
break;
case KEY_NUM8:
keyPressingStates &= ~K_8;
break;
case KEY_NUM9:
keyPressingStates &= ~K_9;
break;
case KEY_SOFTKEY1:
keyPressingStates &= ~K_S1;
break;
case KEY_SOFTKEY2:
keyPressingStates &= ~K_S2;
break;
}
switch(getGameAction(code))
{
case UP:
keyPressingStates &= ~K_UP;
break;
case DOWN:
keyPressingStates &= ~K_DOWN;
break;
case LEFT:
keyPressingStates &= ~K_LEFT;
break;
case RIGHT:
keyPressingStates &= ~K_RIGHT;
break;
case FIRE:
keyPressingStates &= ~K_FIRE;
break;
}
}
}
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