?? ballsprite.java
字號:
package com.yang.c10.Brick;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.game.Sprite;
public class BallSprite extends Sprite{
private int m_nSpeedX = 0; //小球X方向的速度
private int m_nSpeedY = 0; //小球Y方向的速度
public BallSprite( Image image, int frameWidth, int frameHeight){
super(image, frameWidth, frameHeight);
defineReferencePixel(frameWidth / 2, frameHeight / 2);
}
//設置小球的速度
public void setSpeed( int x, int y ){
m_nSpeedX = x;
m_nSpeedY = y;
}
//增加小球的速率,注意速率和速度的區別
public void AddSpeed( int x, int y ){
if( m_nSpeedX < 0 && m_nSpeedX - x < 0 )
m_nSpeedX = m_nSpeedX - x;
else if( m_nSpeedX > 0 && m_nSpeedX + x > 0 )
m_nSpeedX = m_nSpeedX + x;
if( m_nSpeedY < 0 && m_nSpeedY - y < 0 )
m_nSpeedY = m_nSpeedY - y;
else if( m_nSpeedY > 0 && m_nSpeedY + y > 0 )
m_nSpeedY = m_nSpeedY + y;
}
//小球反彈,參數bHorizontal為true表示橫向反彈,否則縱向反彈
public void Reflect( boolean bHorizontal ){
if( bHorizontal )
m_nSpeedX = -m_nSpeedX;
else
m_nSpeedY = -m_nSpeedY;
}
//邏輯操作,控制小球的運動
public void Logic( int scrWidth, int scrHeight ){
int x = getRefPixelX();
int y = getRefPixelY();
x += m_nSpeedX;
y += m_nSpeedY;
//如果小球運動到屏幕邊緣,則需要反彈
if( x < this.getWidth()/2 )
{//如果小球運動到屏幕左邊
x = this.getWidth()/2;
Reflect(true);
}
else if( x > scrWidth - this.getWidth()/2 )
{//如果小球運動到屏幕右邊
x = scrWidth - this.getWidth()/2;
Reflect(true);
}
if( y < this.getHeight()/2 )
{//如果小球運動到屏幕上邊
y = this.getHeight()/2;
Reflect(false);
}
else if( y > scrHeight )
{//如果小球運動到屏幕下邊,則直接消失
setVisible(false);
}
setRefPixelPosition(x, y);
}
}
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