使用MIDP2.0开发游戏(2)使用Sprite

王朝other·作者佚名  2008-05-31
窄屏简体版  字體: |||超大  

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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