?? battlefield.java
字號:
//------------------------------------------------------------------------------
// COPYRIGHT 2008 GUIDEBEE
// ALL RIGHTS RESERVED.
// GUIDEBEE CONFIDENTIAL PROPRIETARY
///////////////////////////////////// REVISIONS ////////////////////////////////
// Date Name Tracking # Description
// --------- ------------------- ---------- --------------------------
// 16JAN2008 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 java.io.*;
import java.util.*;
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
//[------------------------------ MAIN CLASS ----------------------------------]
////////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ----------------------------------
// Date Name Tracking # Description
// -------- ------------------- ------------- --------------------------
// 16JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////////
/**
* This class defines the battle field for the game.
* <p>
* <hr><b>© Copyright 2008 Guidebee, Inc. All Rights Reserved.</b>
* @version 1.00, 16/01/08
* @author Guidebee, Inc.
*/
public final class BattleField extends TiledLayer implements Actor{
/**
* No direction.
*/
public static final int NONE = -1;
/**
* Heading north.
*/
public static final int NORTH = 0;
/**
* Heading east.
*/
public static final int EAST = 1;
/**
* Heading south.
*/
public static final int SOUTH = 2;
/**
* Heading west.
*/
public static final int WEST = 3;
/**
* Snow tile type.
*/
private static final int SNOW = 1;
/**
* Brick wall tile type.
*/
private static final int BRICK_WALL = 2;
/**
* Forest tile type.
*/
private static final int FOREST = 3;
/**
* Water tile type.
*/
private static final int WATER =4;
/**
* Concrete wall tile type.
*/
private static final int CONCRETE_WALL = 6;
/**
* water animation frames.
*/
private static int[][] waterFrames = { { 4, 5 }, { 5, 4 } };
/**
* tick used to control the water animation speed.
*/
private int tickCount = 0;
/**
* default number of tiles in each direction.
*/
private static final int NUMBER_IN_TILES = 26;
/**
* the number of horizontal tiles
*/
private static int WIDTH_IN_TILES = 26;
/**
*the number of vertical tiles.
*/
private static int HEIGHT_IN_TILES = 26;
/**
* Random used to create randome position pair for powerups.
*/
private static Random rnd=new Random();
/**
* where enemy tanks appears ,left, middle, right
*/
private static int[][]enemyPos=new int[3][2];
/**
* change enemy tank apprears position in sequence.
*/
private static int nextEnemyPos=0;
/**
* The player's home became concrete wall time.
*/
private long concreteWallStartTime=0;
/**
* how long player's home concrete wall can be
*/
private static long concreteWallPeriod=30000;
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 16JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* Constructor used to create a battle fields.
* @param xTiles the number of tiles in width.
* @param yTiles the number of tiles in height.
*/
public BattleField(int xTiles,int yTiles) {
//When read from file, each number stand for 2X2 tiles
super(xTiles*2, yTiles*2, ResourceManager.getInstance().getTileImage(),
ResourceManager.TILE_WIDTH/2, ResourceManager.TILE_WIDTH/2);
createAnimatedTile(waterFrames[0][0]); // tile -1
createAnimatedTile(waterFrames[1][0]); // tile -2
WIDTH_IN_TILES=xTiles*2;
HEIGHT_IN_TILES=yTiles*2;
if(xTiles*2<NUMBER_IN_TILES || xTiles*2<NUMBER_IN_TILES){
throw new IllegalArgumentException("Tiles shall be greater than 13");
}
//Initialized array which stores enemy appears start position.
//Left
enemyPos[0][0]=0;
enemyPos[0][1]=0;
//Middle
enemyPos[1][0]=WIDTH_IN_TILES/4*ResourceManager.TILE_WIDTH;
enemyPos[1][1]=0;
//Right
enemyPos[2][0]=(WIDTH_IN_TILES/2-2)*ResourceManager.TILE_WIDTH;
enemyPos[2][1]=0;
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 16JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* Check if given rectangle contains impassable area.
* @param x x coordinate.
* @param y y coordinate.
* @param width the width of given area.
* @param height the height of given area.
* @return true contains impassable area.
*/
public boolean containsImpassableArea(int x, int y, int width, int height) {
int TILE_WIDTH=ResourceManager.TILE_WIDTH/2;
int rowMin = y / TILE_WIDTH;
int rowMax = (y + height - 1) / TILE_WIDTH;
if(rowMax >= HEIGHT_IN_TILES){rowMax = HEIGHT_IN_TILES - 1;}
int columnMin = x / TILE_WIDTH;
if(x < 0 || y < 0 || columnMin > WIDTH_IN_TILES -1||
rowMin > HEIGHT_IN_TILES-1){
return true;
}
rowMin=Math.min(rowMin,getRows()-1);
columnMin=Math.min(columnMin,getColumns()-1);
int columnMax = (x + width - 1) / TILE_WIDTH;
if(columnMax >= WIDTH_IN_TILES){columnMax = WIDTH_IN_TILES - 1;}
for (int row = rowMin; row <= rowMax; ++row) {
for (int column = columnMin; column <= columnMax; ++column) {
int cell = getCell(column, row);
if ((cell < 0) || (cell == BRICK_WALL)
|| (cell == CONCRETE_WALL)) {
return true;
}
}
}
return false;
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 16JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* check if one snow filed, if on snow, the tank move a bit faster.
* @param x x coordinate.
* @param y y coordinate.
* @return true on the snow field.
*/
public boolean isOnSnow(int x,int y){
int TILE_WIDTH=ResourceManager.TILE_WIDTH/2;
int row = y / TILE_WIDTH;
int column = x / TILE_WIDTH;
if(x < 0 || y < 0 || column > WIDTH_IN_TILES -1||
row > HEIGHT_IN_TILES-1){
return false;
}
row=Math.min(row,getRows()-1);
column=Math.min(column,getColumns()-1);
int cell = getCell(column, row);
return cell==SNOW;
}
////////////////////////////////////////////////////////////////////////////
//--------------------------------- REVISIONS ------------------------------
// Date Name Tracking # Description
// --------- ------------------- ------------- ----------------------
// 16JAN2008 James Shen Initial Creation
////////////////////////////////////////////////////////////////////////////
/**
* Check if given point hit wall in the battle field. If hits wall, the wall
* will be destoryed if with enough strength.
* @param x x coordinate.
* @param y y coordinate.
* @param strength the strength of the the hitting object.
* @return true hit the wall.
*/
public boolean hitWall(int x, int y, int strength) {
boolean bRet=false;
int TILE_WIDTH=ResourceManager.TILE_WIDTH/2;
int []col=new int[2];
int []row=new int[2];
int maxRows=getRows()-1;
int maxCols=getColumns()-1;
col[0] = Math.min((x-TILE_WIDTH/4) / TILE_WIDTH,maxCols);
row[0] = Math.min((y-TILE_WIDTH/4) / TILE_WIDTH,maxRows);
col[1] = Math.min((x+TILE_WIDTH/4) / TILE_WIDTH,maxCols);
row[0] = Math.min((y-TILE_WIDTH/4) / TILE_WIDTH,maxRows);
col[0] = Math.min((x-TILE_WIDTH/4) / TILE_WIDTH,maxCols);
row[1] = Math.min((y+TILE_WIDTH/4) / TILE_WIDTH,maxRows);
col[1] = Math.min((x+TILE_WIDTH/4) / TILE_WIDTH,maxCols);
row[1] = Math.min((y+TILE_WIDTH/4) / TILE_WIDTH,maxRows);
for(int i=0;i<2;i++){
for(int j=0;j<2;j++){
int cell = getCell(col[i], row[j]);
if (cell == BRICK_WALL && strength > 0) {
setCell(col[i], row[j], 0);
bRet= true;
} else if (cell == CONCRETE_WALL) {
if (strength > Bullet.GRADE_DEFAULT)
setCell(col[i], row[j], 0);
bRet= true;
}else if (cell == FOREST || cell<0 || cell==SNOW) {
//here a bullet can destory water, snow field and forest
//which is unrealistic:) just for fun.
if (strength > Bullet.GRADE_BREAK_CONCRETE_WALL)
{
setCell(col[i], row[j], 0);
bRet= true;
}
}
?? 快捷鍵說明
復制代碼
Ctrl + C
搜索代碼
Ctrl + F
全屏模式
F11
切換主題
Ctrl + Shift + D
顯示快捷鍵
?
增大字號
Ctrl + =
減小字號
Ctrl + -