?? wallcontainer.java
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import javax.microedition.lcdui.game.*;
import javax.microedition.lcdui.*;
import java.io.*;
import java.lang.*;
import com.mascotcapsule.micro3d.v3.*;
import java.util.*;
/*
* This class builds road with triangle floor and side borders.
* Only map has full information no the whole road.
* Only curently visible part of road is actually created.
* Road is constantly updated according to car movement and map.
* First map element is always element 0.
* Information kept in map is actualy a connection list:
* - which road unit type should be connected to the current unit
* (according to GetNextUnitType function)
* - how it should be positioned in relation to the current unit (according to
* GetNextUnitPos function)
*
* Map keeps connection, i.e: map[i] == 1 means that we have unit type 1 to
* which unit type 0 is connected.
* Unit type 0 should be moved KUnitDistance on Y in reletion to unit type 1.
*/
public class WallContainer
{
private Effect3D refEffect; // reference to effect that should be used
// triangle's tables references
int[] refTriNorm = RoadDef.mTriNorm; // normal vectors
int[] refTriTex = RoadDef.mTriTex; // texture coordinates
// side border's tables references
int[] refSideNorm = RoadDef.mSideNorm; // normal vectors
int[] refSideTex = RoadDef.mSideTex; // texture coordinates
private final int COLOR[] = {0x000000};
// temporary variable, used in calculations
private AffineTrans tmpAT = new AffineTrans();
////////////////////////////////////////////////////////////////////////////////
// common definition for all roads' triangles
//
private Texture textureTab;
private final int COMMAND_TRI = Graphics3D.PDATA_NORMAL_NONE |
Graphics3D.PDATA_TEXURE_COORD |
Graphics3D.PRIMITVE_TRIANGLES;
///////////////////////////////////////////////////////////////////////////////
// common definition for all road borders' sides
//
private Texture textureSide;
protected static final int COMMAND_SIDE = Graphics3D.PRIMITVE_TRIANGLES |
Graphics3D.PDATA_NORMAL_PER_VERTEX |
Graphics3D.PDATA_TEXURE_COORD |
Graphics3D.PDATA_COLOR_NONE;
///////////////////////////////////////////////////////////////////////////////
// members
// exact distance between folowing road unints
private final static int KUnitDistance = 2*RoadDef.KSize;
// screen radius - used to determine when road unit is not visible
private static int KOutOfScreen = 0;
// stack to store road units
private Stack road = new Stack();
// number of elements in currently created map
private int mapSize = 0;
// map array holding information about the order of road units' creation.
private int[] map;
///////////////////////////////////////////////////////////////////////////////
// //
// FUNCTIONS //
// //
///////////////////////////////////////////////////////////////////////////////
// get no of road units
public int getRoadCount() { return road.size(); }
// get road unit at given index
public RoadUnit getUnit(int aIter) { return (RoadUnit)road.elementAt(aIter); }
public WallContainer(int aWidth, int aHeight, AffineTrans aCamTrans, Effect3D aEffect)
{
refEffect = aEffect;
KOutOfScreen = RoadDef.KOutScreen;
try {
textureTab = new Texture("/res/wall_down.bmp", true);
textureSide = new Texture("/res/wall_side.bmp", true);
// load map of the road
loadMap();
// build initial visible part of the road
buildRoadOnConstruct(aWidth, aHeight, aCamTrans);
}
catch(Exception e) {
System.out.println("Failed to create Road");
}
System.out.println("Road created.");
}
// car shouldn't leave track at the begining of the track
public boolean isOutOnStart(int aCarY)
{
RoadUnit unit = (RoadUnit)road.firstElement();
if( unit.getMapPosition() == -1 && aCarY < unit.triangle.move.m13 )
return true;
// did not return before, so is not out of track at its begin.
return false;
}
// car shouldn't leave track at the end of the track
public boolean isOutOnFinish(int aCarY)
{
RoadUnit unit = (RoadUnit)road.lastElement();
if( unit.getMapPosition() == mapSize-1 && aCarY >= unit.triangle.move.m13 )
return true;
// did not return before, so is not out of track at its finish.
return false;
}
// draw road init (triangle floor and side border)
public void render(Graphics3D g3d)
{
RoadUnit unit;
int elemNo = road.size();
for( int i=0; i<elemNo; ++i )
{
unit = (RoadUnit)road.elementAt(i);
g3d.renderPrimitives(textureTab, 0, 0, unit.triangle.getLayout(), refEffect,
COMMAND_TRI, 1, unit.refVertTri, refTriNorm, refTriTex,
COLOR);
g3d.renderPrimitives(textureSide, 0, 0, unit.side.getLayout(), refEffect,
COMMAND_SIDE, 6, unit.refVertSide, refSideNorm, refSideTex,
COLOR);
}
}
public void updateCamPosition(AffineTrans aCamTrans)
{
RoadUnit unit;
int elemNo = road.size();
for( int i=0; i<elemNo; ++i )
{
unit = (RoadUnit)road.elementAt(i);
unit.updateCamPosition(aCamTrans, tmpAT);
}
}
private void buildFirstRoadUnit(int aWidth, int aHeight, AffineTrans aCamTrans)
{
RoadUnit unit;
unit = new RoadUnit( 0, -1, 0, RoadDef.mGameInitY, aWidth, aHeight, aCamTrans, tmpAT);
road.insertElementAt(unit, 0);
}
private void buildRoadOnConstruct(int aWidth, int aHeight, AffineTrans aCamTrans)
{
int[] pos = new int[2];
pos[0] = 0;
pos[1] = RoadDef.mGameInitY;
int conNo = 0;
int unitType = 0;
// build road
RoadUnit unit;
buildFirstRoadUnit(aWidth, aHeight, aCamTrans);
for( int i=0; i<mapSize; ++i )
{
conNo = map[i];
GetNextUnitPos(conNo, pos);
if( !isVisible(0, RoadDef.mGameInitY, pos, KOutOfScreen))
break;
unitType = GetNextUnitType(conNo);
unit = new RoadUnit(unitType, i, pos[0], pos[1], aWidth, aHeight, aCamTrans, tmpAT);
int tmp = i+1;
road.addElement(unit);
}
}
// this function updates road while car is moving so only visible road units
// are actually created and taken into account when drawing or colliding.
private int nextPos[] = new int[2];
private int[] dif = new int[2];
public void updateRoad(boolean aMoveForward, int aCarPosX, int aCarPosY,
int aWidth, int aHeight, AffineTrans aCamTrans)
{
RoadUnit unit;
int mapPos = 0;
int conNo = 0;
int unitType = 0;
if(aMoveForward)
{
// Check if road unit going from begining of road stack becomes invisible,
// if it does - remove it.
// Than retry again until stack is empty or there is a visible unit found.
while(road.size() > 0)
{
unit = (RoadUnit)road.firstElement();
if( !unit.isVisible(aCarPosX, aCarPosY, KOutOfScreen) ) {
road.removeElementAt(0);
}
else
break;
}
// Check if any new road unit at the end of stack becomes visible.
// Add it on the end if it does.
// Retry until finding invisible unit or no more elements.
while(true)
{
try {
unit = (RoadUnit)road.lastElement();
}
catch (Exception e) {
break;
}
mapPos = unit.getMapPosition();
// safety check -> if this is first road unit element (mapPosit == -1)
if(mapPos == -1)
mapPos = 0;
++mapPos;
if( mapPos >= mapSize )
break;
conNo = map[mapPos];
nextPos[0] = unit.triangle.move.m03;
nextPos[1] = unit.triangle.move.m13;
GetNextUnitPos( conNo, nextPos);
if(isVisible(aCarPosX, aCarPosY, nextPos, KOutOfScreen) )
{
unitType = GetNextUnitType(conNo);
unit = new RoadUnit(unitType, mapPos, nextPos[0], nextPos[1],
aWidth, aHeight, aCamTrans, tmpAT);
road.addElement(unit);
}
else {
break;
}
}
} // END if(aMoveForward)
else
{
// Check if road unit from the end of road stack becomes invisible,
// if it does - remove it.
// Than retry again until stack is empty or visible unit id found.
while(road.size() > 0)
{
unit = (RoadUnit)road.lastElement();
if( !unit.isVisible(aCarPosX, aCarPosY, KOutOfScreen) )
road.pop();
else
break;
}
// Check if any new road unit at the start of stack becomes visible.
// Add it on at begining if it does.
// Retry until found invisible or no more elements.
while(true)
{
try {
unit = (RoadUnit)road.firstElement();
}
catch (Exception e) {
break;
}
mapPos = unit.getMapPosition();
// safety check -> if it is first road unit element (mapPosit == -1)
// than no new one can be put in front
if(mapPos == -1)
break;
conNo = map[mapPos];
// get the distance that this unit was moved with in relation to its previous unit
dif[0] = 0;
dif[1] = 0;
GetNextUnitPos(conNo, dif);
// the previous unit gets its position by moving backwards
nextPos[0] = unit.triangle.move.m03 - dif[0];
nextPos[1] = unit.triangle.move.m13 - dif[1];
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