?? nokiagameeffects.java
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// Copyright 2003 Nokia Corporation.
//
// THIS SOURCE CODE IS PROVIDED 'AS IS', WITH NO WARRANTIES WHATSOEVER,
// EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS
// FOR ANY PARTICULAR PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE
// OR TRADE PRACTICE, RELATING TO THE SOURCE CODE OR ANY WARRANTY OTHERWISE
// ARISING OUT OF ANY PROPOSAL, SPECIFICATION, OR SAMPLE AND WITH NO
// OBLIGATION OF NOKIA TO PROVIDE THE LICENSEE WITH ANY MAINTENANCE OR
// SUPPORT. FURTHERMORE, NOKIA MAKES NO WARRANTY THAT EXERCISE OF THE
// RIGHTS GRANTED HEREUNDER DOES NOT INFRINGE OR MAY NOT CAUSE INFRINGEMENT
// OF ANY PATENT OR OTHER INTELLECTUAL PROPERTY RIGHTS OWNED OR CONTROLLED
// BY THIRD PARTIES
//
// Furthermore, information provided in this source code is preliminary,
// and may be changed substantially prior to final release. Nokia Corporation
// retains the right to make changes to this source code at
// any time, without notice. This source code is provided for informational
// purposes only.
//
// Nokia and Nokia Connecting People are registered trademarks of Nokia
// Corporation.
// Java and all Java-based marks are trademarks or registered trademarks of
// Sun Microsystems, Inc.
// Other product and company names mentioned herein may be trademarks or
// trade names of their respective owners.
//
// A non-exclusive, non-transferable, worldwide, limited license is hereby
// granted to the Licensee to download, print, reproduce and modify the
// source code. The licensee has the right to market, sell, distribute and
// make available the source code in original or modified form only when
// incorporated into the programs developed by the Licensee. No other
// license, express or implied, by estoppel or otherwise, to any other
// intellectual property rights is granted herein.
import com.nokia.mid.sound.Sound;
import com.nokia.mid.ui.DeviceControl;
// Nokia GameEffects provides a 'Nokia device specific' implementation
// of game effects such as vibration, flashing lights and
// playing game sounds.
class NokiaGameEffects
extends GameEffects
{
private volatile boolean isPaused = true;
private Sound sound = null;
private volatile int currentPriority = 0;
// The sound byte arrays are in 'Smart Messaging' ringing tone format.
// Bullet 'ringing tone' sound effect
private final static byte[] BULLET_SOUND_BYTES =
{
(byte)0x02, (byte)0x4A, (byte)0x3A, (byte)0x80,
(byte)0x40, (byte)0x00, (byte)0xF3, (byte)0x48,
(byte)0x22, (byte)0xC3, (byte)0x4C, (byte)0x35,
(byte)0x02, (byte)0xAC, (byte)0x22, (byte)0xC0,
(byte)0x00
};
// Base explosion 'ringing tone' sound effect
private final static byte[] BASE_EXPLODE_SOUND_BYTES =
{
(byte)0x02, (byte)0x4A, (byte)0x3A, (byte)0x80,
(byte)0x40, (byte)0x01, (byte)0x52, (byte)0x48,
(byte)0x2D, (byte)0x02, (byte)0x71, (byte)0x49,
(byte)0x18, (byte)0x20, (byte)0xD4, (byte)0x12,
(byte)0x72, (byte)0x00, (byte)0x00
};
// Block explosion 'ringing tone' sound effect
private final static byte[] BLOCK_EXPLODE_SOUND_BYTES =
{
(byte)0x02, (byte)0x4A, (byte)0x3A, (byte)0x80,
(byte)0x40, (byte)0x00, (byte)0xD2, (byte)0xC8,
(byte)0x31, (byte)0x03, (byte)0x90, (byte)0x23,
(byte)0x12, (byte)0xB0, (byte)0x00
};
// The 'game over' music played when the player looses.
// It is from the old tune "Loch Lomond", starting at the
// notes for the verse "Oh, you'll take the high road ...".
// It is defined as a 'ringing tone' byte arrary.
private final static byte[] PLAYER_LOST_MUSIC_BYTES =
{
(byte)0x02, (byte)0x4A, (byte)0x3A, (byte)0x80,
(byte)0x40, (byte)0x06, (byte)0xB2, (byte)0x08,
(byte)0x22, (byte)0x82, (byte)0xC8, (byte)0x2C,
(byte)0xC3, (byte)0x0C, (byte)0x34, (byte)0x83,
(byte)0x4C, (byte)0x30, (byte)0xC2, (byte)0xC8,
(byte)0x2C, (byte)0xC2, (byte)0x6C, (byte)0x22,
(byte)0x82, (byte)0x2C, (byte)0x2A, (byte)0xC2,
(byte)0xC8, (byte)0x2C, (byte)0xC2, (byte)0xCC,
(byte)0x2C, (byte)0x83, (byte)0x4C, (byte)0x49,
(byte)0x16, (byte)0x13, (byte)0x21, (byte)0x14,
(byte)0x10, (byte)0x81, (byte)0x14, (byte)0x13,
(byte)0x41, (byte)0x36, (byte)0x11, (byte)0x62,
(byte)0x0D, (byte)0x20, (byte)0xD3, (byte)0x12,
(byte)0x45, (byte)0x88, (byte)0x38, (byte)0xC3,
(byte)0x4C, (byte)0x30, (byte)0xC2, (byte)0xCC,
(byte)0x26, (byte)0x82, (byte)0x2C, (byte)0x26,
(byte)0xC2, (byte)0xD0, (byte)0x2C, (byte)0xD3,
(byte)0x50, (byte)0x49, (byte)0x16, (byte)0x93,
(byte)0x41, (byte)0x16, (byte)0x20, (byte)0xD3,
(byte)0x0C, (byte)0x10, (byte)0xB1, (byte)0x00,
(byte)0x00
};
// This 'game over' music is played when the player wins.
// It is from the old tune "Yankee Doodle", starting at
// the notes for the verse "Yankee Doodle keep it up, Yankee
// Doodle dandy ...". It is defined as a 'ringing tone' byte arrary.
private final static byte[] PLAYER_WON_MUSIC_BYTES =
{
(byte)0x02, (byte)0x4A, (byte)0x3A, (byte)0x80,
(byte)0x40, (byte)0x04, (byte)0x11, (byte)0xE8,
(byte)0x2C, (byte)0xD3, (byte)0x10, (byte)0x2C,
(byte)0xC2, (byte)0x6C, (byte)0x2C, (byte)0xC3,
(byte)0x0C, (byte)0x34, (byte)0xC2, (byte)0xCC,
(byte)0x2A, (byte)0xD2, (byte)0xD0, (byte)0x2A,
(byte)0xC2, (byte)0x6C, (byte)0x22, (byte)0xD2,
(byte)0x70, (byte)0x2A, (byte)0xC2, (byte)0x0C,
(byte)0x2C, (byte)0xD3, (byte)0x10, (byte)0x2C,
(byte)0xC2, (byte)0x6C, (byte)0x2C, (byte)0xC3,
(byte)0x0C, (byte)0x34, (byte)0xC2, (byte)0xCC,
(byte)0x2A, (byte)0xC3, (byte)0x4C, (byte)0x30,
(byte)0xC3, (byte)0x8C, (byte)0x34, (byte)0x83,
(byte)0x4C, (byte)0x00
};
NokiaGameEffects()
{
}
// Game Settings methods
boolean hasSoundCapability()
{
return true;
}
boolean hasVibrationCapability()
{
return true;
}
// Game Effects methods
private synchronized void setIsPaused(boolean isPaused)
{
this.isPaused = isPaused;
}
void pause()
{
setIsPaused(true);
if (sound != null)
{
sound.stop();
}
DeviceControl.stopVibra();
}
void resume()
{
// Note: The 'Game Settings' may change during a pause.
// In general, one might need to handle that during the resume.
// But we don't need to do anything to handle that before resuming
// because any sound or vibration that were in progress just
// before pausing were cancelled when pause() was called,
// and any 'Game Settings' changes will take effect after the resume.
setIsPaused(false);
}
private void playSound(int priority, byte[] bytes)
{
if (!isPaused && hasSoundCapability() && Settings.getUseSound())
{
try
{
if (sound == null || sound.getState() != Sound.SOUND_PLAYING)
{
sound = new Sound(bytes, Sound.FORMAT_TONE);
sound.setGain(128);
sound.play(1); // loop = 1
currentPriority = priority;
}
else
{
// A sound exists in the SOUND_PLAYING state.
if (priority > currentPriority)
{
sound.stop();
sound.init(bytes, Sound.FORMAT_TONE);
sound.play(1); // loop = 1
currentPriority = priority;
}
// else
// The last sound is still playing and has a higher
// priority than this play request, so we let the
// last sound continue to play and ignore this play
// request. We don't queue this play request for playing
// after the last one finishes, as that might sound
// funny to the user. (The sounds should match visual
// events occurring in the game). In a fast moving
// game, new play requests are likely to occur
// continuously and frequently (e.g. 'fire a bullet'
// noise), so we can cautiously drop a few play
// requests when it is sensible to do so.
}
}
catch (Exception e)
{
currentPriority = 0; // allow any new request to play
}
}
}
void playBullet()
{
// Lowest priority game sound
playSound(1, BULLET_SOUND_BYTES);
}
void playBlockExplosion()
{
// Higher priority game sound
playSound(2, BLOCK_EXPLODE_SOUND_BYTES);
}
void playBaseExplosion()
{
// Highest priority game sound
playSound(3, BASE_EXPLODE_SOUND_BYTES);
}
void playGameOverMusic(boolean hasPLAYER_WON)
{
// The 'game over' music must have a higher priority
// than any game sound.
if (hasPLAYER_WON)
{
playSound(4, PLAYER_WON_MUSIC_BYTES);
}
else
{
playSound(4, PLAYER_LOST_MUSIC_BYTES);
}
}
void vibrate()
{
if (Settings.getUseVibration())
{
try
{
// Vibrate at 100% for 300 milli-seconds.
DeviceControl.startVibra(100, 300);
}
catch (Exception e)
{
// An IllegalStateException is thrown if the device doesn't
// have vibration support, or is in it's battery charging
// station, etc. We can't do anything, so just ignore it.
}
}
}
}
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