?? explosion.java
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//------------------------------------------------------------------------------
// COPYRIGHT 2008 GUIDEBEE
// ALL RIGHTS RESERVED.
// GUIDEBEE CONFIDENTIAL PROPRIETARY
///////////////////////////////////// REVISIONS ////////////////////////////////
// Date Name Tracking # Description
// --------- ------------------- ---------- --------------------------
// 15JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////////
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//
//The above copyright notice and this permission notice shall be included in all
//copies or substantial portions of the Software.
//
//The Software shall be used for Good, not Evil.
//
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
//SOFTWARE.
//Any questions, feel free to drop me a mail at james.shen@guidebee.biz.
//--------------------------------- PACKAGE ------------------------------------
package com.pstreets.game.battlecity;
//--------------------------------- IMPORTS ------------------------------------
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
//[------------------------------ MAIN CLASS ----------------------------------]
////////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ----------------------------------
// Date Name Tracking # Description
// -------- ------------------- ------------- --------------------------
// 15JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////////
/**
* Explosion class. Display explosion image when bullet or tank explodes.
* <p>
* <hr><b>© Copyright 2008 Guidebee, Inc. All Rights Reserved.</b>
* @version 1.00, 15/01/08
* @author Guidebee, Inc.
*/
public final class Explosion extends Sprite implements Actor{
/**
* Explosion should know about the battle field.
*/
private static BattleField battleField;
/**
* Explosion should know about the layer manager.
*/
private static LayerManager layerManager;
/**
* Small explosion. when bullets hit wall.
*/
public static final int SMALL = 0;
/**
* Big explosion, when tank explodes.
*/
public static final int BIG = 1;
/**
* The width of the explosion image.
*/
private static final int WIDTH = 24;
/**
* The height of the explosion image.
*/
private static final int HEIGHT = 24;
/**
* Explosition sequence.
*/
private static final int[][] FRAME_SEQ = new int[][] {
{ 0, 1, 1,2,2 },
{ 0, 1, 1, 2, 2, 3, 3, 4,4,5,5 },
};
/**
* The pool size of explosion.
*/
private static final int POOL_SIZE = 10;
/**
* the explosion pool.
*/
private static Explosion[] EXPLOSIONS_POOL;
/**
* Initialized the explostion pool.
*/
static {
EXPLOSIONS_POOL = new Explosion[POOL_SIZE];
for (int i = 0; i < POOL_SIZE; ++i)
EXPLOSIONS_POOL[i] = new Explosion(SMALL);
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 17JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* private Constructor.
* @param strength SMALL or BIG explosion.
*/
private Explosion(int strength) {
super(ResourceManager.getInstance().getImage(ResourceManager.EXPLODE),
WIDTH, HEIGHT);
defineReferencePixel(WIDTH / 2, HEIGHT / 2);
setVisible(false);
setStrength(strength);
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 17JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* Set explosion strength
* @param strength SMALL or BIG explosion.
*/
private void setStrength(int strength) {
setFrameSequence(FRAME_SEQ[strength]);
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 17JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* In give position, display explosion animation.
* @param x the x coordinate.
* @param y the y coordinate.
* @param strenght SMALL or BIG explosion.
*/
public static Explosion explode(int x, int y, int strength) {
for (int i = 0; i < POOL_SIZE; ++i) {
Explosion explosion = EXPLOSIONS_POOL[i];
if (!explosion.isVisible()) {
explosion.setRefPixelPosition(x, y);
explosion.setFrame(0);
explosion.setStrength(strength);
explosion.setVisible(true);
if(ResourceManager.isPlayingSound){
ResourceManager.playSound(ResourceManager.EXPLODE_SOUND);
}
return explosion;
}
}
return null;
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 15JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* Operation be done in each tick.
*/
public void tick() {
if (!isVisible())
return;
nextFrame();
if (getFrame() == 0){
setVisible(false);
}
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 15JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* Stop all explosion.
*/
public static void stopAllExplosions() {
for (int i = 0; i < POOL_SIZE; i++)
EXPLOSIONS_POOL[i].setVisible(false);
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 15JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* Set the layerManager for tanks.
*/
public static void setLayerManager(LayerManager manager) {
layerManager = manager;
if (layerManager != null){
for (int i = 0; i < POOL_SIZE; i++)
layerManager.append(EXPLOSIONS_POOL[i]);
}
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 15JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* Set the Battle field for tanks.
*/
public static void setBattleField(BattleField field) {
battleField = field;
}
}
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