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?? hscanvas.java

?? 塞迪網(wǎng)校J2ME移動(dòng)應(yīng)用開發(fā)教程的所有源代碼.
?? JAVA
?? 第 1 頁(yè) / 共 2 頁(yè)
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import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
import java.util.*;
import java.io.*;
import javax.microedition.media.*;
import javax.microedition.media.control.*;

public class HSCanvas extends GameCanvas implements Runnable {
  private Random        rand;
  private Display       display;
  private boolean       sleeping;
  private long          frameDelay;
  private LayerManager  layers;
  private int           xView, yView;
  private TiledLayer    waterLayer;
  private TiledLayer    landLayer;
  private int           waterDelay;
  private int[]         waterTile = { 1, 3 };
  private Image         infoBar;
  private Sprite        playerSprite;
  private DriftSprite[] pirateSprite = new DriftSprite[2];
  private DriftSprite[] barrelSprite = new DriftSprite[2];
  private DriftSprite[] mineSprite = new DriftSprite[5];
  private ChaseSprite[] squidSprite = new ChaseSprite[5];
  private ChaseSprite   enemyShipSprite;
  private Player        musicPlayer;
  private Player        rescuePlayer;
  private Player        minePlayer;
  private Player        gameoverPlayer;
  private boolean       gameOver;
  private int           energy, piratesSaved;

  public HSCanvas(Display d) {
    super(true);
    display = d;

    // Initialize the random number generator
    rand = new Random();

    // Set the frame rate (30 fps)
    frameDelay = 33;
  }
  
  public void start() {
    // Set the canvas as the current screen
    display.setCurrent(this);

    // Create the info bar image and water and land tiled layers
    try {
      infoBar = Image.createImage("/InfoBar.png");
      waterLayer = new TiledLayer(24, 24, Image.createImage("/Water.png"), 32, 32);
      landLayer = new TiledLayer(24, 24, Image.createImage("/Land.png"), 32, 32);
    }
    catch (IOException e) {
      System.err.println("Failed loading images!");
    }

    // Setup the water tiled layer map
    waterLayer.createAnimatedTile(1);
    waterLayer.createAnimatedTile(3);
    int[] waterMap = {
      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
      0,  0, -1,  1, -1,  1,  1, -1, -2,  1, -1,  1,  1, -1,  1,  1, -1,  1,  1, -1,  1, -2,  0,  0,
      0,  0,  1,  1, -1,  1, -1,  1,  1, -1,  1,  1, -2,  1, -1,  1,  1, -2,  1,  1, -1,  1,  0,  0,
      0,  0, -2, -1,  1, -1,  1, -2,  1,  1, -2,  1,  1, -1,  1, -2,  1,  1, -2,  1,  1, -1,  0,  0,
      0,  0, -1,  1, -1,  1, -1,  1,  1, -1,  1,  1, -1,  1, -1,  1, -1, -1,  1,  1, -1,  1,  0,  0,
      0,  0,  1, -1,  1, -1,  1,  1, -1,  1,  1, -1,  1, -2,  1, -1,  1,  1, -1,  1,  1,  1,  0,  0,
      0,  0, -1,  1, -1,  1,  1, -1,  1,  1, -1,  1,  1, -1,  1,  1, -1,  1,  1, -1,  1, -1,  0,  0,
      0,  0,  1, -1, -2,  1,  1,  1, -1,  1,  1, -2, -1,  1,  1, -2,  1,  1, -2,  1, -1, -2,  0,  0,
      0,  0, -2,  1,  1,  1, -1, -2,  1, -1,  1, -1,  1,  1, -1,  1, -1,  1, -1,  1,  1,  1,  0,  0,
      0,  0,  1,  1,  1, -1,  1,  1, -1,  1,  1,  1, -2, -1,  1,  1,  1, -1,  1, -1,  1, -1,  0,  0,
      0,  0,  1, -1, -2,  1, -1, -2,  1, -2, -1,  1, -1,  1, -1, -1, -1,  1, -1,  1, -1,  1,  0,  0,
      0,  0, -2,  1,  1,  1,  1,  1,  1,  1, -1, -1,  1, -1,  1,  1,  1, -2,  1,  1, -2, -1,  0,  0,
      0,  0, -1,  1, -1, -1,  1, -1, -2, -1,  1,  1, -2,  1, -1,  1, -1,  1,  1, -1,  1,  1,  0,  0,
      0,  0,  1, -2,  1,  1, -1,  1,  1,  1, -1, -1,  1, -1,  1,  1,  1,  1, -1,  1,  1, -1,  0,  0,
      0,  0, -1,  1,  1, -2,  1, -2, -1,  1, -1,  1, -1,  1,  1, -1, -2,  1, -1,  1, -2,  1,  0,  0,
      0,  0, -2,  1, -1,  1, -1,  1,  1, -1,  1, -1,  1, -2, -1,  1,  1, -1,  1, -1,  1,  1,  0,  0,
      0,  0,  1,  1, -1,  1,  1, -1,  1,  1, -2,  1, -1,  1,  1,  1, -1,  1, -1,  1, -1, -1,  0,  0,
      0,  0,  1, -1,  1, -2,  1, -2, -1,  1,  1, -1,  1, -1,  1, -1,  1, -1, -2, -1,  1,  1,  0,  0,
      0,  0, -1,  1, -1,  1,  1, -1,  1, -2, -1,  1, -2, -1, -2,  1, -1, -2,  1, -1, -2,  1,  0,  0,
      0,  0,  1, -1,  1, -1,  1, -1,  1, -1,  1,  1, -1,  1, -1,  1, -1,  1, -1,  1,  1, -1,  0,  0,
      0,  0, -2, -1,  1,  1, -2,  1, -1,  1, -1, -2,  1, -2,  1, -1, -2,  1,  1, -2, -1,  1,  0,  0,
      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,
      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
    };
    for (int i = 0; i < waterMap.length; i++) {
      int column = i % 24;
      int row = (i - column) / 24;
      waterLayer.setCell(column, row, waterMap[i]);
    }

    // Initialize the animated water delay
    waterDelay = 0;

    // Setup the land tiled layer map
    int[] landMap = {
      1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
      1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
      1,  1, 32, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 26,  1,  1,
      1,  1, 31,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0, 27,  1,  1,
      1,  1, 31,  0,  0,  0,  0,  0,  0,  0,  6,  7,  0,  0,  0,  0,  0,  0,  6,  7,  0, 27,  1,  1,
      1,  1, 31,  0,  0,  0,  0,  0,  0,  0, 10, 12,  0,  0,  0,  0,  0,  6, 14, 12,  0, 27,  1,  1,
      1,  1, 31,  0,  6, 11, 11, 11, 11, 11, 14, 12,  0,  0,  0,  0,  0, 10, 16,  8,  0, 27,  1,  1,
      1,  1, 31,  0, 10, 16,  9,  9,  9,  9,  9,  8,  0,  0,  0,  0,  0,  5,  8,  0,  0, 27,  1,  1,
      1,  1, 31,  0, 10, 12,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0, 27,  1,  1,
      1,  1, 31,  0, 10, 15,  7,  0,  0,  6, 11,  7,  0,  0,  0,  0,  0,  0,  0,  0,  0, 27,  1,  1,
      1,  1, 31,  0, 10, 16,  8,  0,  6, 14, 16,  8,  0,  0,  0,  0,  0,  0,  0,  0,  0, 27,  1,  1,
      1,  1, 31,  0, 10, 12,  0,  0, 10,  1, 12,  0,  0,  0,  0,  6, 11, 11,  7,  0,  0, 27,  1,  1,
      1,  1, 31,  0, 10, 15, 11, 11, 14, 16,  8,  0,  0,  0,  0, 10,  1,  1, 12,  0,  0, 27,  1,  1,
      1,  1, 31,  0,  5,  9,  9,  9,  9,  8,  0,  0,  0,  0,  0, 10,  1,  1, 12,  0,  0, 27,  1,  1,
      1,  1, 31,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  5,  9,  9,  8,  0,  0, 27,  1,  1,
      1,  1, 31,  0, 17, 18,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0, 27,  1,  1,
      1,  1, 31,  0, 19, 20, 17, 18,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  6,  7,  0, 27,  1,  1,
      1,  1, 31,  0,  0,  0, 19, 20,  0, 17, 18,  0,  0,  0,  6, 11,  7,  0,  5,  8,  0, 27,  1,  1,
      1,  1, 31,  0, 17, 18,  0,  0,  0, 19, 20,  0,  0,  0, 10,  1, 12,  0,  0,  0,  0, 27,  1,  1,
      1,  1, 31,  0, 19, 20,  0, 17, 18,  0, 17, 18,  0,  0,  5,  9,  8,  0,  0,  0,  0, 27,  1,  1,
      1,  1, 31,  0,  0,  0,  0, 19, 20,  0, 19, 20,  0,  0,  0,  0,  0,  0,  0,  0,  0, 27,  1,  1,
      1,  1, 30, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 28,  1,  1,
      1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
      1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1
    };
    for (int i = 0; i < landMap.length; i++) {
      int column = i % 24;
      int row = (i - column) / 24;
      landLayer.setCell(column, row, landMap[i]);
    }

    // Initialize the sprites
    try {
      playerSprite = new Sprite(Image.createImage("/PlayerShip.png"), 43, 45);

      int sequence2[] = { 0, 0, 0, 1, 1, 1 };
      int sequence4[] = { 0, 0, 1, 1, 2, 2, 3, 3 };
      for (int i = 0; i < 2; i++) {
        pirateSprite[i] = new DriftSprite(Image.createImage("/Pirate.png"), 29, 29, 2, landLayer);
        pirateSprite[i].setFrameSequence(sequence2);
        placeSprite(pirateSprite[i], landLayer);

        barrelSprite[i] = new DriftSprite(Image.createImage("/Barrel.png"), 24, 22, 1, landLayer);
        barrelSprite[i].setFrameSequence(sequence4);
        placeSprite(barrelSprite[i], landLayer);
      }

      for (int i = 0; i < 5; i++) {
        mineSprite[i] = new DriftSprite(Image.createImage("/Mine.png"), 27, 23, 1, landLayer);
        mineSprite[i].setFrameSequence(sequence2);
        placeSprite(mineSprite[i], landLayer);

        squidSprite[i] = new ChaseSprite(Image.createImage("/Squid.png"), 24, 35, 3, landLayer,
          false, playerSprite, 3);
        squidSprite[i].setFrameSequence(sequence2);
        placeSprite(squidSprite[i], landLayer);
      }

      enemyShipSprite = new ChaseSprite(Image.createImage("/EnemyShip.png"), 86, 70, 1, landLayer,
        true, playerSprite, 10);
      enemyShipSprite.setPosition((landLayer.getWidth() - enemyShipSprite.getWidth()) / 2,
        (landLayer.getHeight() - enemyShipSprite.getHeight()) / 2);
    }
    catch (IOException e) {
      System.err.println("Failed loading images!");
    }

    // Create the layer manager
    layers = new LayerManager();
    layers.append(playerSprite);
    layers.append(enemyShipSprite);
    for (int i = 0; i < 2; i++) {
      layers.append(pirateSprite[i]);
      layers.append(barrelSprite[i]);
    }
    for (int i = 0; i < 5; i++) {
      layers.append(mineSprite[i]);
      layers.append(squidSprite[i]);
    }
    layers.append(landLayer);
    layers.append(waterLayer);

    // Initialize the music and wave players
    try {
      InputStream is = getClass().getResourceAsStream("Music.mid");
      musicPlayer = Manager.createPlayer(is, "audio/midi");
      musicPlayer.prefetch();
      musicPlayer.setLoopCount(-1);
      is = getClass().getResourceAsStream("Rescue.wav");
      rescuePlayer = Manager.createPlayer(is, "audio/X-wav");
      rescuePlayer.prefetch();
      is = getClass().getResourceAsStream("Mine.wav");
      minePlayer = Manager.createPlayer(is, "audio/X-wav");
      minePlayer.prefetch();
      is = getClass().getResourceAsStream("GameOver.wav");
      gameoverPlayer = Manager.createPlayer(is, "audio/X-wav");
      gameoverPlayer.prefetch();
    }
    catch (IOException ioe) {
    }
    catch (MediaException me) {
    }

    // Start a new game
    newGame();

    // Start the animation thread
    sleeping = false;
    Thread t = new Thread(this);
    t.start();
  }
  
  public void stop() {
    // Close the music and wave players
    musicPlayer.close();
    rescuePlayer.close();
    minePlayer.close();
    gameoverPlayer.close();

    // Stop the animation
    sleeping = true;
  }
  
  public void run() {
    Graphics g = getGraphics();
    
    // The main game loop
    while (!sleeping) {
      update();
      draw(g);
      try {
        Thread.sleep(frameDelay);
      }
      catch (InterruptedException ie) {}
    }
  }

  private void update() {
    // Check to see whether the game is being restarted
    if (gameOver) {
      int keyState = getKeyStates();
      if ((keyState & FIRE_PRESSED) != 0)

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