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J2ME RPG游戏边学边做(三)

王朝java/jsp·作者佚名  2006-01-10
窄屏简体版  字體: |||超大  

文章来源:J2ME开发网

上次我们已经成功的完成地图和英雄的编写。这次我们将为英雄加入碰撞检测和人物对话。

(笔者对j2me只是业余爱好者,实现以上功能的代码全部原创,不知道各位专业人士的做法是什么,还

有什么更有效的方法来解决这些问题,请大家多多指教。MSN:zhagy-1981@hotmail.com)

在开始前,我们需要确定在地图中哪些地方不允许走动,那些地方可以触发对话,这就需要在地图中事

先把这些事件定义好。我们改变先前的Scene类。利用二维数组为地图加入事件。

Scene.java

//这次的代码和上次有点出入,这次我们利用getMap()方法来读取地图数组,这样方便以后改为

//从外部文件读取

package brave;

import javax.microedition.lcdui.game.TiledLayer;

import javax.microedition.lcdui.Image;

public class Scene

{

public static TiledLayer createTiledLayerByBackground(Image image)

{

TiledLayer tiledLayer = new TiledLayer(10, 8, image, 48, 64);

tiledLayer.fillCells(0, 0, 10, 8, 2);

return tiledLayer;

}

public static int[][] getMap()

{

//生成地图数组,在原来的每个地图元素后面都加了一个事件。

//事件id为99是不允许通过

//事件id为98是激活对话

//其实在这里定义二维数组并不是很方便,个人感觉还是三维比较直观和方便,

//这里为了方便,只定义二维数组

int[][] maplist =

{

//30*32

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,1}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {28,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99},

{29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99},

{29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {30,0},

{0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {1 ,99}, {2 ,99}, {3 ,99}, {4 ,99}, {5 ,99}, {0

,0}, {0 ,0}, {0 ,0}, {1 ,99}, {2 ,99}, {3 ,99}, {3 ,99}, {26,99}, {3 ,99}, {3 ,99}, {4 ,99}, {5

,99}, {0 ,0}, {0 ,0}, {1 ,0}, {2 ,0}, {3 ,0}, {4 ,0}, {5 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {7 ,99}, {8 ,99}, {46,99}, {10,99}, {11,99}, {0

,0}, {0 ,0}, {0 ,0}, {7 ,99}, {8 ,99}, {47,99}, {31,99}, {32,99}, {33,99}, {47,99}, {10,99},

{11,99}, {0 ,0}, {0 ,0}, {7 ,0}, {8 ,0}, {46,0}, {10,0}, {11,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {13,99}, {14,99}, {15,99}, {16,99}, {17,99}, {0

,0}, {0 ,0}, {0 ,0}, {13,99}, {14,99}, {14,99}, {37,99}, {38,99}, {39,99}, {14,99}, {16,99},

{17,99}, {0 ,0}, {0 ,0}, {13,0}, {14,0}, {15,0}, {16,0}, {17,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {19,99}, {20,99}, {21,99}, {22,99}, {23,99}, {6

,99}, {0 ,0}, {0 ,0}, {19,99}, {20,99}, {20,99}, {43,99}, {44,99}, {45,99}, {20,99}, {20,99},

{23,99}, {0 ,0}, {0 ,0}, {19,0}, {20,0}, {21,0}, {22,0}, {23,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {24,99}, {24,99}, {24,99}, {13,99}, {15,99}, {17,99}, {24,99}, {24,99}, {24,99},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {19,99}, {21,99}, {23,99}, {0 ,0}, {0 ,0}, {0 ,0}, {0

,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {12,0}, {12,0}, {12,0},

{12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0},

{12,0}, {12,0}, {12,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{12,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {12,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {1 ,0}, {2 ,0}, {3 ,0}, {4 ,0}, {5 ,0}, {0 ,0},

{12,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {12,0},

{0 ,0}, {1 ,0}, {2 ,0}, {3 ,0}, {4 ,0}, {5 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {7 ,0}, {8 ,0}, {46,0}, {10,0}, {11,0}, {0 ,0},

{12,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {12,0},

{0 ,0}, {7 ,0}, {8 ,0}, {46,0}, {10,0}, {11,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {13,0}, {14,0}, {15,0}, {16,0}, {17,0}, {0 ,0},

{12,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {12,0},

{0 ,0}, {13,0}, {14,0}, {15,0}, {16,0}, {17,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {19,0}, {20,0}, {21,0}, {22,0}, {23,0}, {0 ,0},

{12,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {12,0},

{0 ,0}, {19,0}, {20,0}, {21,0}, {22,0}, {23,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0},

{12,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {12,0},

{0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0},

{12,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {12,0},

{0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0},

{12,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {25,0}, {12,0},

{0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {12,0}, {12,0}, {12,0},

{12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0},

{12,0}, {12,0}, {12,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {1 ,0}, {2 ,0}, {3 ,0}, {4 ,0}, {5 ,0}, {0 ,0},

{12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {1 ,0}, {3 ,0}, {5 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0},

{0 ,0}, {1 ,0}, {2 ,0}, {3 ,0}, {4 ,0}, {5 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {7 ,0}, {8 ,0}, {46,0}, {10,0}, {11,0}, {0 ,0},

{12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {7 ,0}, {48,0}, {11,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0},

{0 ,0}, {7 ,0}, {8 ,0}, {46,0}, {10,0}, {11,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {13,0}, {14,0}, {15,0}, {16,0}, {17,0}, {0 ,0},

{12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {6 ,0}, {13,0}, {15,0}, {17,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0},

{0 ,0}, {13,0}, {14,0}, {15,0}, {16,0}, {17,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {19,0}, {20,0}, {21,0}, {22,0}, {23,0}, {0 ,0},

{12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {6 ,0}, {19,0}, {21,0}, {23,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0},

{0 ,0}, {19,0}, {20,0}, {21,0}, {22,0}, {23,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0},

{12,0}, {18,98}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0},

{0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {12,0}, {12,0}, {12,0},

{12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0}, {12,0},

{12,0}, {12,0}, {12,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {12,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {34,99}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {12,0}, {12,0}, {12,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {36,99}, {0 ,0},

{0 ,0}, {40,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99},

{29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {12,0}, {12,0}, {12,0}, {29,99}, {29,99},

{29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {29,99}, {42,99}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0},

{0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}, {0 ,0}

};

return maplist;

}

public static TiledLayer createTiledLayerByForeground(Image image)

{

//生成地图

int[][] maplist = Scene.getMap();

TiledLayer tiledLayer = new TiledLayer(30, 32, image, 16, 16);

for(int i = 0 ; i < maplist.length ; i++)

{

int col = i % 30;

int row = (i - col) / 30;

tiledLayer.setCell(col, row, maplist[i][0]);

}

return tiledLayer;

}

public static int getEvent(int x, int y)

{

//根据地图单元格的x和y得到该单元格的事件,这里的30应该根据地图的实际大小来确定

return Scene.getMap()[x + (y * 30)][1];

}

}

ok,地图完成!下面是检测上面定义的事件。

我们知道在Sprite类中已经有了一个检测Sprite(人物)和TiledLayer(地图)的方法:collidesWith()。可

是该检测方法必须在Sprite和TiledLayer交错时才能检测出来,个人感觉使用不是很方便,所以我决定重新写一

检测碰撞的方法,该方法可以检测出当前Sprite在四个方向时下一个将要移动的地图单元是什么。

基本如下:

int xmax = (getX() + getWidth()) / 16;

int ymax = (getY() + getHeight()) / 16;

int xmin = getX() / 16;

int ymin = getY() / 16;

//如果当前的人物方向等于上,并且在地图单元之间的交错处,开始判断他的下一个将要移动的

//地图单元是什么

if(BraveCanvas.way == BraveCanvas.UP_PRESSED && getY() % 16 == 0)

{

if((getX() + getWidth()) % 16 == 0)

xmax -= 1;

for(int i = xmin ; i <= xmax ; i++)

{

//这里的i,ymin-1即表示人物将要移动的地图单元。而且并不是一个,是由他的

//getX()和getWidth()来决定

System.out.print(i+","+ymin-1)

}

}

其他的几个方向实现原理是一样的。

该方法置于Hero类中,代码如下:

Hero.java

package brave;

import javax.microedition.lcdui.game.Sprite;

import javax.microedition.lcdui.Image;

import java.io.IOException;

import javax.microedition.lcdui.Graphics;

import javax.microedition.lcdui.game.TiledLayer;

public class Hero extends Sprite

{

private int x;

private int y;

private BraveCanvas braveCanvas;

private BraveManager braveManager;

public Hero(Image image, int frameWidth, int frameHeight)

{

super(image, frameWidth, frameHeight);

}

public void setBraveCanvas(BraveCanvas braveCanvas)

{

this.braveCanvas = braveCanvas;

}

public void setBraveManager(BraveManager braveManager)

{

this.braveManager = braveManager;

}

public void setManager(BraveCanvas braveCanvas)

{

this.braveCanvas = braveCanvas;

}

public void init(int x, int y)

{

this.x = x;

this.y = y;

}

public void afresh()

{

setPosition(this.x, this.y);

}

public void moveUp(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

//如果事件不为99,98才允许移动

//(随着事件的增加,这里的的条件也会增加,如果采取3维数组则不会出现该问题)

if(!eventActionExist(99) && !eventActionExist(98))

this.y = Math.max(0, y - 1);

}

public void moveDown(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

//如果事件不为99,98才允许移动

//(随着事件的增加,这里的的条件也会增加,如果采取3维数组则不会出现该问题)

if(!eventActionExist(99) && !eventActionExist(98))

this.y = Math.min(braveManager.getLayerAt(1).getHeight(), y + 1);

}

public void moveLeft(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

//如果事件不为99,98才允许移动

//(随着事件的增加,这里的的条件也会增加,如果采取3维数组则不会出现该问题)

if(!eventActionExist(99) && !eventActionExist(98))

this.x = Math.max(0, x - 1);

}

public void moveRight(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

//如果事件不为99,98才允许移动

//(随着事件的增加,这里的的条件也会增加,如果采取3维数组则不会出现该问题)

if(!eventActionExist(99) && !eventActionExist(98))

this.x = Math.min(braveManager.getLayerAt(1).getWidth(), x + 1);

}

/**

* 根据事件id得到当前人物将要移动的位置能否触发该事件

* @param eventID 时间id

* @return 存在:true 不存在:false

*/

public boolean eventActionExist(int eventID)

{

int xmax = (getX() + getWidth()) / 16;

int ymax = (getY() + getHeight()) / 16;

int xmin = getX() / 16;

int ymin = getY() / 16;

if(BraveCanvas.way == BraveCanvas.UP_PRESSED && getY() % 16 == 0)

{

if((getX() + getWidth()) % 16 == 0)

xmax -= 1;

for(int i = xmin ; i <= xmax ; i++)

{

if(Scene.getEvent(i, ymin-1) == eventID)

return true;

}

}

else if(BraveCanvas.way == BraveCanvas.DOWN_PRESSED && (getY()+getHeight()) % 16

== 0)

{

if((getX() + getWidth()) % 16 == 0)

xmax -= 1;

for(int i = xmin ; i <= xmax ; i++)

{

if(Scene.getEvent(i, ymax) == eventID)

return true;

}

}

else if(BraveCanvas.way == BraveCanvas.LEFT_PRESSED && getX() % 16 == 0)

{

if((getY() + getHeight()) % 16 == 0)

ymax -= 1;

for(int i = ymin ; i <= ymax ; i++)

{

if(Scene.getEvent(xmin-1, i) == eventID)

return true;

}

}

else if(BraveCanvas.way == BraveCanvas.RIGHT_PRESSED && (getX()+getWidth()) % 16

== 0)

{

if((getY() + getHeight()) % 16 == 0)

ymax -= 1;

for(int i = ymin ; i <= ymax ; i++)

{

if(Scene.getEvent(xmax, i) == eventID)

return true;

}

}

return false;

}

}

BraveCanvas类需要增加一个静态变量,这里为了篇幅,暂不给出原码,大家可以在下面看到。

运行后,只有左上角、中间的房子和栅栏,可以正常检测,这是因为其他的单元格为了方便都没有加上事

件。

一点缺陷:

其实这里的地图并不是很完善,比如说人物如果在房子上面的话,屋顶应该会把人物遮住一部分,而人物在

房子下面的话,人物应该把房子遮住一点。大家如果感兴趣的话可以用图层来解决这问题。

下面说说人物的对话实现。

需要用到的图片:

在实现人物对话的时候,我想实现对话的打字机效果,这就需要一个循环来实现它。循环结束后,打字机的效果结束,对话并没有结束。应该显示对话内容并进入等待状态直到用户再次按键,才真正的结束对话。

流程图如下:

代码如下:

Hero.java

package brave;

import javax.microedition.lcdui.game.Sprite;

import javax.microedition.lcdui.Image;

import java.io.IOException;

import javax.microedition.lcdui.Graphics;

import javax.microedition.lcdui.game.TiledLayer;

public class Hero extends Sprite

{

private int x;

private int y;

private BraveCanvas braveCanvas;

private BraveManager braveManager;

public Hero(Image image, int frameWidth, int frameHeight)

{

super(image, frameWidth, frameHeight);

}

public void setBraveCanvas(BraveCanvas braveCanvas)

{

this.braveCanvas = braveCanvas;

}

public void setBraveManager(BraveManager braveManager)

{

this.braveManager = braveManager;

}

public void setManager(BraveCanvas braveCanvas)

{

this.braveCanvas = braveCanvas;

}

public void init(int x, int y)

{

this.x = x;

this.y = y;

}

public void afresh()

{

setPosition(this.x, this.y);

}

public void moveUp(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

if(!eventActionExist(99) && !eventActionExist(98))

this.y = Math.max(0, y - 1);

}

public void moveDown(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

if(!eventActionExist(99) && !eventActionExist(98))

this.y = Math.min(braveManager.getLayerAt(1).getHeight(), y + 1);

}

public void moveLeft(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

if(!eventActionExist(99) && !eventActionExist(98))

this.x = Math.max(0, x - 1);

}

public void moveRight(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

if(!eventActionExist(99) && !eventActionExist(98))

this.x = Math.min(braveManager.getLayerAt(1).getWidth(), x + 1);

}

//实现人物的对话

public void talk(String addressor,Image talkImage, String s, Graphics g)

{

g.drawImage(talkImage, 0, 0, Graphics.TOP|Graphics.LEFT);

g.drawString(addressor+":", 7, 6, Graphics.TOP|Graphics.LEFT);

for(int i = 0 ; i < s.length() ; i++)

{

g.drawString(s.substring(i, i+1), (i*12)+12, 21,

Graphics.TOP|Graphics.LEFT);

try

{

Thread.sleep(100);

}

catch(Exception e)

{

e.printStackTrace();

}

braveCanvas.flushGraphics();

}

//对话的文字形式结束,进入等待状态,直到

//再次按下对话键

while(BraveCanvas.isTalk)

{

try

{

int keystates = braveCanvas.getKeyStates();

//再次按下对话键

if(keystates == BraveCanvas.FIRE_PRESSED)

{

//是否对话标志位置为false

BraveCanvas.isTalk = false;

//是否可以重新开始对话标志位置为false

//之所以这样做是保证在在下一次检测按键时,不重新开始对话

BraveCanvas.isTalkSign = false;

break;

}

Thread.sleep(50);

}

catch(Exception e)

{

e.printStackTrace();

}

}

}

public boolean eventActionExist(int eventID)

{

…………

}

}

修改BraveCanvas.java 如下

BraveCanvas.java

package brave;

import javax.microedition.lcdui.game.GameCanvas;

import javax.microedition.lcdui.Graphics;

import java.io.IOException;

import javax.microedition.lcdui.Image;

import javax.microedition.lcdui.game.TiledLayer;

public class BraveCanvas extends GameCanvas implements Runnable

{

private boolean sign;

private Graphics g;

private Hero hero;

private Image upimage;

private Image downimage;

private Image leftimage;

private Image rightimage;

private Image talkImage;

private TiledLayer backgroundMap;

private TiledLayer foregroundMap;

private BraveManager braveManager;

//该标志位判断对话是否开始

public static boolean isTalk;

//该标志为判断对话是否可以重新开始,默认可以重新开始

public static boolean isTalkSign = true;

//当前的人物方向(碰撞检测用)

public static int way = 0;

public BraveCanvas()

{

super(true);

try

{

backgroundMap = Scene.createTiledLayerByBackground(

Image.createImage("/background.png"));

foregroundMap = Scene.createTiledLayerByForeground(

Image.createImage("/foreground.png"));

upimage = Image.createImage("/hero_up.png");

downimage = Image.createImage("/hero_down.png");

leftimage = Image.createImage("/hero_left.png");

rightimage = Image.createImage("/hero_right.png");

talkImage = Image.createImage("/talk.png");

braveManager = new BraveManager();

braveManager.setBraveCanvas(this);

hero = new Hero(upimage, 17, 26);

//hero.setFrameSequence(new int[]{1, 1, 0, 0, 1, 1, 2, 2});

hero.setBraveCanvas(this);

hero.setBraveManager(braveManager);

hero.init(120, 120);

}

catch(Exception e)

{

e.printStackTrace();

}

}

public void startup()

{

this.sign = true;

Thread thread = new Thread(this);

thread.start();

}

public void run()

{

g = getGraphics();

braveManager.insert(hero, 0);

braveManager.insert(foregroundMap, 1);

braveManager.insert(backgroundMap, 2);

while(sign)

{

try

{

input(g);

BraveCanvas.isTalkSign = true;

paint(g);

Thread.sleep(15);

}

catch(Exception e)

{

e.printStackTrace();

}

}

}

public void input(Graphics g) throws IOException

{

int keystates = getKeyStates();

switch(keystates)

{

case UP_PRESSED:

BraveCanvas.way = UP_PRESSED;

hero.moveUp(upimage);

break;

case DOWN_PRESSED:

BraveCanvas.way = DOWN_PRESSED;

hero.moveDown(downimage);

break;

case LEFT_PRESSED:

BraveCanvas.way = LEFT_PRESSED;

hero.moveLeft(leftimage);

break;

case RIGHT_PRESSED:

BraveCanvas.way = RIGHT_PRESSED;

hero.moveRight(rightimage);

break;

case FIRE_PRESSED:

//当用户按下对话键时候,首先判断对话是否可以重新开始

//只有对话可以重新开始后才能再次开始对话

if(hero.eventActionExist(98))

{

if(BraveCanvas.isTalkSign)

{

BraveCanvas.isTalk = true;

}

}

break;

}

hero.afresh();

braveManager.afresh();

}

public void paint(Graphics g)

{

g.setColor(0x000000);

g.fillRect(0, 0, getWidth(), getHeight());

g.setColor(0x000000);

braveManager.paint(g, 0, 0);

if(BraveCanvas.isTalk)

{

//加入对话,这里只是简单做个例子。应该给对话规定编号,然后从文件中相应的编号中读取

hero.talk("英雄", talkImage, "这是一个小镇", g);

}

else

{

flushGraphics();

}

}

}

运行后,可以在小镇开始的小木牌处按[射击键]实现对话。

这一篇就写到这,在下一篇中,我将实现地图的场景转换。

 
 
 
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