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使用MIDP2.0开发游戏(2)使用Sprite[组图]

时间:2009-12-23 15:42来源:未知 作者:admin 点击:
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Sprite,精灵,顾名思义,专用来代表游戏中的动画角色,比如飞机,坦克等等。在MIDP1.0中,我们必须自己写专门的类来实现Sprite,幸运的是,MIDP2.0为Sprite提供了强力支持,可以创建静

  Sprite,精灵,顾名思义,专用来代表游戏中的动画角色,比如飞机,坦克等等。在MIDP1.0中,我们必须自己写专门的类来实现Sprite,幸运的是,MIDP2.0为Sprite提供了强力支持,可以创建静态,动态,不透明和透明的Sprite,下面我们预备在上次的GameCanvas基础上添加一个Sprite并让它动起来。

  Sprite的主要构造方法有:

  Sprite(Image):构造一个单幅图案的Sprite;

  Sprite(Image, int width, int height):构造一个动画Sprite,图片将按照指定大小被分为N个Frame,通过setFrame(int index)就可以让Sprite动起来。我们用了一个有透明背景的png图片创建坦克的Sprite:

  

  (注重这个图是放大的JPG格式,你需要用Photoshop之类的软件处理成有透明背景的png格式,大小为64x16)

  我们在Eclipse中建立如下工程和目录:

  

  以下是画出Sprite的TankGameCanvas.java

  package tank.midp.core;
  import javax.microedition.lcdui.*;
  import javax.microedition.lcdui.game.*;
  
  public class TankGameCanvas extends GameCanvas implements Runnable {
      // 控制方向:
      private static int INDEX_OF_UP = 0;
      private static int INDEX_OF_DOWN = 1;
      private static int INDEX_OF_LEFT = 3;
      private static int INDEX_OF_RIGHT = 2;
  
      private boolean isPlay; // Game Loop runs when isPlay is true
      private long delay; // To give thread consistency
      private int currentX, currentY; // To hold current position of the 'X'
      private int width; // To hold screen width
      private int height; // To hold screen height
  
      private Sprite spriteTank; // our sprite!
  
      // Constructor and initialization
      public TankGameCanvas() {
          super(true);
          width = getWidth();
          height = getHeight();
          currentX = width / 2;
          currentY = height / 2;
          delay = 20;
          // init sprite:
          try {
              Image image = Image.createImage("/res/img/player1.png"); // 注重路径
              spriteTank = new Sprite(image, 16, 16); // 大小是16x16
          }
          catch(Exception e) { e.printStackTrace(); }
      }
  
      // Automatically start thread for game loop
      public void start() {
          isPlay = true;
          new Thread(this).start();
      }
  
      public void stop() { isPlay = false; }
  
      // Main Game Loop
      public void run() {
          Graphics g = getGraphics();
          while (isPlay) {
              input();
              drawScreen(g);
              try {
                  Thread.sleep(delay);
              }
              catch (InterruptedException ie) {}
          }
      }
  
      // Method to Handle User Inputs
      private void input() {
          int keyStates = getKeyStates();
          // Left
          if ((keyStates & LEFT_PRESSED) != 0) {
              currentX = Math.max(0, currentX - 1);
              spriteTank.setFrame(INDEX_OF_LEFT);
          }
          // Right
          if ((keyStates & RIGHT_PRESSED) !=0 ) {
              if ( currentX + 5 < width)
                  currentX = Math.min(width, currentX + 1);
              spriteTank.setFrame(INDEX_OF_RIGHT);
          }
          // Up
          if ((keyStates & UP_PRESSED) != 0) {
              currentY = Math.max(0, currentY - 1);
              spriteTank.setFrame(INDEX_OF_UP);
          }
          // Down
          if ((keyStates & DOWN_PRESSED) !=0) {
              if ( currentY + 10 < height)
                  currentY = Math.min(height, currentY + 1);
              spriteTank.setFrame(INDEX_OF_DOWN);
          }
      }
      // Method to Display Graphics
      private void drawScreen(Graphics g) {
          g.setColor(0); // black
          g.fillRect(0, 0, getWidth(), getHeight());
  
          // 画一个Sprite非常简单:
          spriteTank.setPosition(currentX, currentY);
          spriteTank.paint(g);
  
          flushGraphics();
      }
  }

  
  

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