如何使用J2ME中的线程
林刚 { lirincy@163.com} 引用需要注明作者,出处
线程在J2ME开发中是不可或缺的一部分,J2ME继承了J2SE中关于java.lang中的Runnable接口,以及Thread类。但是,由于J2ME应用的特殊性,J2ME
程序中去除了部分API,没有线程组的概念,也没有daemon线程。
今天,我们从一个例子出发,来学习J2ME当中的线程的概念。我们选取的例子是俄罗斯方块。首先,有一些要注意的事项:
1.注意一点,要注意在J2me中不要使用浮点数,这样可以通过编译,但是不能通过预验证。因为一般手持设备都无法负担浮点运算的高负荷。
2.在J2ME程序当中,绝大多数的空间为图片所占有,我们可以看到,今天我们的例子没有任何图片,仅仅5k,如果是开发产品,不可避免的要使用图片,
但是尽量使用压缩率高的png图片,而且不要太过复杂,因为复杂的图片会使得图片变得很大。
3.在程序中尽量使用常量特别是位置信息,这样当作修改的时候只要改一个量就可以了,而且当移植到其他平台的时候也会减少很多工作量.还有就是颜色
信息等.不用每次记忆,重新构造,因为J2me中的颜色和j2se的不太一样.没有常量定义.
4.游戏产品经常需要保护版权,而当今的很多反编译工具可以轻而易举地把jar文件的内容反编译过来,因此可以对程序进行模糊化处理,使得无法反编译
或者反编译后无法理解.可以右键点击项目,在属性中选择Build|Obfuscating,选择模糊化级别.
5.讲解中我们都使用NetBeans作为开发平台,有关安装事宜请访问www.netbeans.org.
好,我们开始吧。
A. 首先,建立一个新的移动应用程序项目,取名Tetris, 不要自动创建Hello程序,选取MIDP1.0和CLDC1.0.
B. 新建一个包,方法是右键点击项目,选取New|Java Package,取名Tetris.
C. 新建一个Midlet,同上,选取New|Java
Midlet, 取名TetrisMidlet.
D. 我们需要一个能够显示游戏的Canvas, 因此新建一个Class名叫TetrisCanvas,
在TetrisMidlet.java中将TetrisCanvas作为当前可以显示的元素:
现在的TetrisMidlet.java如下:
package
Tetris;
import
javax.microedition.midlet.*;
import
javax.microedition.lcdui.*;
/**
*
* @author lin
* @version
*/
public
class TetrisMidlet extends MIDlet {
public void startApp() {
Display display = Display.getDisplay( this );
//
TetrisCanvas extends Canvas which extends Displayable so it can
//
be displayed directly
display.setCurrent(
new TetrisCanvas());
}
public void pauseApp() {
}
public void
destroyApp(boolean unconditional) {
}
}
由于TetrisCanvas继承了Canvas,所以可以被TetrisMidlet所显示.
E.
这里,我们需要将TetrisCanvas继承Canvas,并且实现Canvas的接口函数paint(),我们现在有了一个TetrisCanvas的框架了。
package
Tetris;
import
javax.microedition.lcdui.*;
public
class TetrisCanvas extends Canvas {
/** Creates a new instance
of TetrisCanvas */
public TetrisCanvas() {
}
protected void
paint(Graphics g){
}
}
下面我们需要使得TetrisCanvas具有Thread的特性,这里有两种方法,一种是让TetrisCanvas继承Thread类,然后生成它的实例,但是由于它已经
继承了Canvas类,而Java中不允许多重继承,因此,我们在编程当中通常采取第二种做法,也就是让它实现Runnable接口,在成员中声明一个Thread
成员,实例生成指向自己,然后实现run方法。
也就是这样:
public
class TetrisCanvas extends Canvas implements Runnable {
private
Thread Blocker = null;
...
public
TetrisCanvas(){
Blocker = new Thread(this);
Blocker.start();
}
...
public
void run(){
while
(Blocker != null) {
}
}
...
}
F. 程序逻辑:下面给出程序清单。程序中我们使用一个数组来存储方块的信息,一共有十九种,还有一个数组来存储当前的画面方格的内容.在程序中
有一个paint方法来实现重画,注意绘制的先后次序,当程序规模变得很大的时候,重画的效率就非常重要,需要进行优化.我们在程序中使用了背景,
在没有背景的情况下,程序仅5k,采用背景后,程序47k,可见对图片的优化至关重要.
/*
* TetrisCanvas.java
*
* Created on 2005年7月13日, 上午11:31
*
* To change this template, choose Tools |
Options and locate the template under
* the Source Creation and Management
node. Right-click the template and choose
* Open. You can then make changes to the
template in the Source Editor.
*/
package
Tetris;
import
java.util.*;
import
java.lang.Math;
import
javax.microedition.lcdui.*;
/**
*
* @author lin
*/
public
class TetrisCanvas extends Canvas implements Runnable{
private Thread Blocker =
null;
private Random generator;
private int FutureBlockType,
BlockType,LastType,LastX,LastY,BlockX,BlockY ;
private int
BlockLines,BlockScore;
private int
BlockSpeed,CurSpeed;
private static final int
COLOR_GRAY
= 0x00eeeeee;
private static final int
COLOR_RED
= 0x00ff0000;
private static final int
COLOR_BLACK =
0x00000000;
private static final int
COLOR_WHITE =
0x00ffffff;
private static final int
COLOR_BLUE
= 0x000000ff;
private static final int
COLOR_LIGHT_BLUE= 0x0089a5d1;
private static final int
COLOR_DARK_GRAY = 0x00808080;
private static final int
COLOR_BACKGROUND= COLOR_LIGHT_BLUE;
private static final int
BLOCK_SIZE = 7;
private static final int
CANVAS_SIZE_WIDTH = 12;
private static final int
CANVAS_SIZE_HEIGHT = 22;
private static final int
CANVAS_OFFSET_X = 5;
private static final int
CANVAS_OFFSET_Y = 7;
/**
* The paint status.
*/
boolean ISCLEAR = false;
boolean ISDOWN = false;
boolean ISDEL = false;
/**
* the block
information matrix.
*/
int
BlockInfo[][]={{1,0,1,1,1,2,1,3,0xff0000,2},
{0,1,1,1,2,1,3,1,0xff0000,4},
{0,0,0,1,1,1,1,2,0x0000ff,2},
{0,1,1,0,1,1,2,0,0x0000ff,3},
{0,1,0,2,1,0,1,1,0x00ff00,2},
{0,0,1,0,1,1,2,1,0x00ff00,3},
{0,0,0,1,1,0,1,1,0xffff00,2},
{0,1,1,0,1,1,1,2,0x00ffff,2},
{0,1,1,0,1,1,2,1,0x00ffff,3},
{1,0,1,1,1,2,2,1,0x00ffff,3},
{0,1,1,1,1,2,2,1,0x00ffff,3},
{0,1,0,2,1,1,2,1,0xff00ff,3},
{0,0,1,0,1,1,1,2,0xff00ff,3},
{0,1,1,1,2,0,2,1,0xff00ff,3},
{1,0,1,1,1,2,2,2,0xff00ff,3},
{0,0,0,1,1,1,2,1,0xffffff,3},
{1,0,1,1,1,2,2,0,0xffffff,3},
{0,1,1,1,2,1,2,2,0xffffff,3},
{0,2,1,0,1,1,1,2,0xffffff,3},
};
// Gridmatrix 中只存储颜色信息
int Gridmatrix[][]=new
int[CANVAS_SIZE_HEIGHT][CANVAS_SIZE_WIDTH];
/**
* Initialize the
applet. Resize and load images.
*/
public void init() {
BlockType=Math.abs(generator.nextInt()%19);
FutureBlockType=Math.abs(generator.nextInt()%19);
LastType=BlockType;
BlockLines=0;
BlockScore=0;
BlockSpeed=1;
CurSpeed=BlockSpeed;
BlockX=4; LastX=BlockX;
BlockY=0; LastY=BlockY;
//初始化Gridmatrix矩阵,内容为带边框的主绘图区。
for(int
i=0;i<CANVAS_SIZE_HEIGHT;i++)
for(int
j=0;j<CANVAS_SIZE_WIDTH;j++)
Gridmatrix[i][j]=0;
for(int
i=0;i<CANVAS_SIZE_WIDTH;i++)
Gridmatrix[CANVAS_SIZE_HEIGHT-1][i]=COLOR_DARK_GRAY;
for(int
i=0;i<CANVAS_SIZE_HEIGHT;i++) {
Gridmatrix[i][0]=COLOR_DARK_GRAY;
Gridmatrix[i][11]=COLOR_DARK_GRAY;
}
}
/** Creates a new instance
of TetrisCanvas */
public TetrisCanvas() {
generator = new Random( System.currentTimeMillis() );
init();
Blocker = new Thread(this);
Blocker.start();
}
private void
draw3DBlock(Graphics g, int c, int x, int y, int width, int height){
int
color = g.getColor();
g.setColor( COLOR_WHITE );
g.drawRect( x, y, width, height );
g.setColor(c);
g.fillRect( x + 1, y + 1, width-2, height-2 );
g.setColor( COLOR_BLACK );
g.drawLine( x + width-1, y, x + width-1, y + height-1 );
g.drawLine( x, y + height-1, x + width-1, y + height-1 );
g.setColor(color);
}
public static boolean
drawText(Graphics g, String str, int x, int y, int anchor, int color, int size)
{
Font
f_old,f_new;
int
c_old;
try
{
f_old = g.getFont();
f_new =
Font.getFont(Font.FACE_SYSTEM,Font.STYLE_BOLD,size);
g.setFont(f_new);
c_old = g.getColor();
g.setColor(color);
g.drawString(str, x, y, anchor );
g.setColor(c_old);
g.setFont(f_old);
return true;
}catch (Exception ex) {
return false;
}
}
protected void
paint(Graphics g){
//画背景
try{
Image
image_Splash = Image.createImage("/back.png");
g.drawImage(image_Splash, 0, 0,Graphics.TOP | Graphics.LEFT);
}
catch(Exception ex) {
}
//画下一个要出现的方块
drawText(g, "下一个", 91, 5, Graphics.TOP| Graphics.LEFT, COLOR_BLUE,
Font.SIZE_SMALL);
g.setColor(COLOR_GRAY);
g.drawRoundRect(91, 18, 26, 30, 2, 2);
g.setColor(COLOR_DARK_GRAY);
g.fillRoundRect(92, 19, 24, 28, 2, 2);
for(int
i=0;i<=3;i++)
draw3DBlock(g,
BlockInfo[FutureBlockType][8],
93+BlockInfo[FutureBlockType][i*2+1]*BLOCK_SIZE,
20+BlockInfo[FutureBlockType][i*2]*BLOCK_SIZE,
BLOCK_SIZE,BLOCK_SIZE);
drawText(g, "速度:"+String.valueOf(CurSpeed), 91, 60, Graphics.TOP|
Graphics.LEFT, COLOR_BLUE, Font.SIZE_SMALL);
drawText(g, "行数:"+String.valueOf(BlockLines), 91, 75, Graphics.TOP|
Graphics.LEFT, COLOR_BLUE, Font.SIZE_SMALL);
drawText(g, "成绩:", 91, 90, Graphics.TOP| Graphics.LEFT, COLOR_BLUE,
Font.SIZE_SMALL);
g.setColor(COLOR_GRAY);
g.drawRoundRect(91, 105, 26, 20, 2, 2);
g.setColor(COLOR_DARK_GRAY);
g.fillRoundRect(92, 106, 24, 18, 2, 2);
drawText(g, String.valueOf(BlockScore), 93, 107, Graphics.TOP|
Graphics.LEFT, COLOR_WHITE, Font.SIZE_MEDIUM);
//画当前战况
for(int
i=0;i<CANVAS_SIZE_HEIGHT-1;i++)
for(int j=1;j<CANVAS_SIZE_WIDTH-1;j++)
if (Gridmatrix[i][j]!=0)
draw3DBlock(g,Gridmatrix[i][j],CANVAS_OFFSET_X+j*BLOCK_SIZE,
CANVAS_OFFSET_Y+i*BLOCK_SIZE,
BLOCK_SIZE,BLOCK_SIZE);
if
(!ISDOWN){
//画上新的方块
LastX=BlockX;
LastY=BlockY; LastType=BlockType;
for(int
i=0;i<=3;i++)
draw3DBlock(g,BlockInfo[BlockType][8],
CANVAS_OFFSET_X+BlockX*BLOCK_SIZE+BlockInfo[BlockType][i*2+1]*BLOCK_SIZE,
CANVAS_OFFSET_Y+BlockY*BLOCK_SIZE+BlockInfo[BlockType][i*2]*BLOCK_SIZE,
BLOCK_SIZE,BLOCK_SIZE);
}
}
private boolean feasible(){
for(int
i=0;i<=3;i++)
if
(Gridmatrix[BlockY+BlockInfo[BlockType][i*2]][BlockX+BlockInfo[BlockType][i*2+1]]!=0)
return
false;
return
true;
}
private void delline(){
for(int
i=0;i<=3;i++)
Gridmatrix[BlockY+BlockInfo[BlockType][i*2]][BlockX+BlockInfo[BlockType][i*2+1]]=BlockInfo[BlockType][8];
int
temp=4;
boolean
CanSkip=false;
int
i=CANVAS_SIZE_HEIGHT-2;
while((temp>0)&&(i>=1)){
CanSkip=false;
label1: for(int
j=1;j<=CANVAS_SIZE_WIDTH-2;j++){
if (Gridmatrix[i][j]==0)
{CanSkip=true; i--; break label1;}
}
if (!CanSkip){
temp--;
for(int k=i;k>=1;k--)
for(int l=1;l<=CANVAS_SIZE_WIDTH-2;l++)
Gridmatrix[k][l]=Gridmatrix[k-1][l];
BlockLines++;
BlockScore+=200;
if((BlockScore%2000)<200) CurSpeed++;
}
}
}
public void run() {
while (Blocker
!= null) {
if(!ISDOWN){
BlockY++;
if (!feasible()) {
ISDOWN=true; BlockY--; delline();
try {Thread.sleep(400);} catch
(InterruptedException e){}
}
else{
repaint();
try
{Thread.sleep(950-100*(int)BlockSpeed);} catch (InterruptedException e){}
}
}
else{ BlockScore+=50;
if((BlockScore%2000)<50)
CurSpeed++;
ISDOWN=false;
repaint();
BlockSpeed=CurSpeed;
BlockType=FutureBlockType;
FutureBlockType=Math.abs(generator.nextInt()%19);
BlockX=4; LastX=BlockX;
BlockY=0; LastY=BlockY;
if
(!feasible()) { init();}
}
}
Blocker = null;
}
protected void
keyPressed(int keyCode) {
//处理按下键盘的事件,这是Canvas的实例方法
switch (getGameAction(keyCode)) {//将按键的值转化成方向常量
case Canvas.UP://向上
break;
case Canvas.DOWN://向下
BlockY++;
if (!feasible()) BlockY--;
repaint();
BlockSpeed=9;
//Blocker.run();
break;
case Canvas.LEFT://向左
BlockX--;
if
(!feasible()) BlockX++;
break;
case Canvas.RIGHT://向右
BlockX++;
if
(!feasible()) BlockX--;
break;
case Canvas.FIRE:
int
tempBlockType=BlockType;
if
(BlockType==1) BlockType=-1;
else if (BlockType==3) BlockType=1;
else if (BlockType==5) BlockType=3;
else if (BlockType==6) BlockType=5;
else
if (BlockType==10) BlockType=6;
else if (BlockType==14) BlockType=10;
else if (BlockType==18) BlockType=14;
BlockType++;
if
(!feasible()) BlockType=tempBlockType;
break;
default:
break;
}
repaint(); return;
}
}
参考
J2MEWTK 2.2 documentation.