?? gameoverscreen.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.
// unnamed package
import javax.microedition.lcdui.*;
class GameOverScreen
extends Canvas
{
private final SheepdogMIDlet midlet;
private boolean wasBestTime;
private long time;
private long bestTime;
GameOverScreen(SheepdogMIDlet midlet, long time)
{
super();
this.midlet = midlet;
this.time = time;
setFullScreenMode(true);
if (midlet.checkBestTime(time))
{
wasBestTime = true;
bestTime = time;
SoundEffects.getInstance().startHighScoreSound();
}
else
{
wasBestTime = false;
bestTime = midlet.getBestTime();
SoundEffects.getInstance().startGameOverSound();
}
midlet.flashBacklight(1000); // 1 second
}
public void paint(Graphics g)
{
int width = getWidth();
int height = getHeight();
// clear screen to green
g.setColor(0x0000FF00);
g.fillRect(0, 0, width, height);
// Write message. We use a trick to make outlined text: we draw it
// offset one pixel to the top, bottom, left & right in white, then
// centred in black.
g.setFont(Font.getFont(Font.FACE_PROPORTIONAL,
Font.STYLE_BOLD,
Font.SIZE_LARGE));
int centerX = width / 2;
int centerY = height / 2;
g.setColor(0x00FFFFFF); // white
drawText(g, centerX, centerY - 1);
drawText(g, centerX, centerY + 1);
drawText(g, centerX - 1, centerY);
drawText(g, centerX + 1, centerY);
g.setColor(0x00000000); // black
drawText(g, centerX, centerY);
}
private void drawText(Graphics g, int centerX, int centerY)
{
int fontHeight = g.getFont().getHeight();
int textHeight = 3 * fontHeight;
int topY = centerY - textHeight / 2;
g.drawString("GAME OVER",
centerX,
topY,
Graphics.HCENTER | Graphics.TOP);
g.drawString("Time: " + time + "s",
centerX,
topY + fontHeight,
Graphics.HCENTER | Graphics.TOP);
g.drawString(wasBestTime ? "New best time!" :
("Best time: " + bestTime + "s"),
centerX,
topY + 2 * fontHeight,
Graphics.HCENTER | Graphics.TOP);
}
public void keyPressed(int keyCode)
{
midlet.gameOverDone();
}
}
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