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📄 grass.java

📁 JAVASCRIPT的界面说明JAVASCRIPT的界面说明JAVASCRIPT的界面说明JAVASCRIPT的界面说明
💻 JAVA
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package net.frog_parrot.jump;import javax.microedition.lcdui.*;import javax.microedition.lcdui.game.*;/** * This class draws the background grass. * * @author Carol Hamer */public class Grass extends TiledLayer {  //---------------------------------------------------------  //    dimension fields   //  (constant after initialization)  /**   * The width of the square tiles that make up this layer..   */  static int TILE_WIDTH = 20;  /**   * This is the order that the frames should be displayed    * for the animation.   */  static int[] FRAME_SEQUENCE = { 2, 3, 2, 4 };  /**   * This gives the number of squares of grass to put along    * the bottom of the screen.   */  static int COLUMNS;  /**   * After how many tiles does the background repeat.   */  static int CYCLE = 5;  /**   * the fixed Y coordinate of the strip of grass.   */  static int TOP_Y;  //---------------------------------------------------------  //    instance fields  /**   * Which tile we are currently on in the frame sequence.   */  int mySequenceIndex = 0;  /**   * The index to use in the static tiles array to get the    * animated tile..   */  int myAnimatedTileIndex;  //---------------------------------------------------------  //   gets / sets  /**   * Takes the width of the screen and sets my columns    * to the correct corresponding number   */  static int setColumns(int screenWidth) {    COLUMNS = ((screenWidth / 20) + 1)*3;    return(COLUMNS);  }  //---------------------------------------------------------  //   initialization  /**   * constructor initializes the image and animation.   */  public Grass() throws Exception {    super(setColumns(JumpCanvas.DISP_WIDTH), 1, 	  Image.createImage("/icons/grass.png"), 	  TILE_WIDTH, TILE_WIDTH);    TOP_Y = JumpManager.DISP_HEIGHT - TILE_WIDTH;    setPosition(0, TOP_Y);    myAnimatedTileIndex = createAnimatedTile(2);    for(int i = 0; i < COLUMNS; i++) {      if((i % CYCLE == 0) || (i % CYCLE == 2)) {	setCell(i, 0, myAnimatedTileIndex);      } else {	setCell(i, 0, 1);      }    }  }  //---------------------------------------------------------  //   graphics  /**   * sets the grass back to its initial position..   */  void reset() {    setPosition(-(TILE_WIDTH*CYCLE), TOP_Y);    mySequenceIndex = 0;    setAnimatedTile(myAnimatedTileIndex, FRAME_SEQUENCE[mySequenceIndex]);  }  /**   * alter the background image appropriately for this frame..   * @param left whether or not the player is moving left   */  void advance(int tickCount) {    if(tickCount % 2 == 0) { // slow the animation down a little      mySequenceIndex++;      mySequenceIndex %= 4;      setAnimatedTile(myAnimatedTileIndex, FRAME_SEQUENCE[mySequenceIndex]);    }  }}

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