基于J2ME WTK的2D手机游戏开发(英文文献翻译) 第11页
wight = GameMain.widht / 2 - 88;
hight = GameMain.hight / 2 - 104;
img = Tools.read_image("logo");
break;
case Tools.LOADING:
wight = GameMain.widht / 2 - 80;
hight = GameMain.hight / 2 - 50;
img1 = Tools.read_image("loading1");
img2 = Tools.read_image("loading2");
img3 = Tools.read_image("loading3");
img4 = Tools.read_image("loading4");
img = img1;
break;
case Tools.PLAY:
img = Tools.read_image("ditu1");
map1 = new Map(35, 8, img, 32, 32, 1, 1);// 第一层
map2 = new Map(35, 8, img, 32, 32, 1, 2);// 第二层
map3 = new Map(35, 8, img, 32, 32, 1, 3);// 第三层
map_hit = new Map(35, 8, img, 32, 32, 1, 4);
lay.append(map1);
// lay.append(map2);
// lay.append(map3);
// lay.append(map_hit);
img1 = Tools.read_image("man");
man = new Role(img1, 40, 40, map_hit);
lay.insert(man, 0);
y = map_hit.getHeight() - GameMain.hight;
break;
}
state_t = setlevel;
}
public void render() {
switch (state_t) {
case Tools.LOGO:
GameMain.grap.setColor(0x659AF0);
GameMain.grap.fillRect(0, 0, GameMain.widht, GameMain.hight);
GameMain.grap.drawImage(img, wight, hight, 0);
break;
case Tools.LOADING:
GameMain.grap.setColor(0x659AF0);
GameMain.grap.fillRect(0, 0, GameMain.widht, GameMain.hight);
GameMain.grap.drawImage(img, wight, hight, 0);
break;
case Tools.PLAY:
// GameMain.grap.setColor(0);
// GameMain.grap.fillRect(0, 0, GameMain.widht, GameMain.hight);
GameMain.grap.setColor(0x659AF0);
GameMain.grap.fillRect(0, 0, GameMain.widht, GameMain.hight);
GameMain.grap.setColor(0xA1FBEB);
GameMain.grap.fillRect(0, 0, GameMain.widht, GameMain.hight / 2);
lay.setViewWindow(x + 6, y, GameMain.widht, GameMain.hight);// 设置地图坐标
map3.setPosition(-(x + 6) / 4, -y);
map2.setPosition(-(x + 6) / 3, -y);
map3.paint(GameMain.grap);
map2.paint(GameMain.grap);
lay.paint(GameMain.grap, 0, 0);
for (int i = 0; i < hp; i++) {
GameMain.grap.drawImage(img_hp, 40 + 17 * i, 10, 0);
}
GameMain.grap.drawImage(img_ren, 5, 2, 0);
break;
}
}
public void update() {
switch (state_t) {
case Tools.LOGO:
break;
case Tools.LOADING:
t++;
if (t == 10) {
img = img2;
}
if (t == 20) {
img = img3;
}
if (t == 30) {
img = img4;
}
if (t == 40) {
setLevel(Tools.PLAY);
}
break;
case Tools.PLAY:
man.update();
setman();
setmap();
manx = man.getX() + man.getWidth() / 2;
many = man.getY();
map1.update();
map2.update();
map3.update();
break;
}
}
public void setman() {
x = man.getX();
if (man.getX() < 0) {
man.setPosition(0, man.getY());
}
if (man.getX() > map_hit.getWidth() - 35) {
man.setPosition(map_hit.getWidth() - 35, man.getY());
}
}
public void setmap() {
if (x < 0) {
x = 0;
}
if (man.getX() < GameMain.widht / 2 - 20) {
x = 0;
}
if (man.getX() >= GameMain.widht / 2 - 20) {
x = man.getX() - (GameMain.widht / 2 - 20);
if (x > map_hit.getWidth() - GameMain.widht - 10) {
x = map_hit.getWidth() - GameMain.widht - 10;
}
y = man.getY() > GameMain.hight / 2 - man.getHeight() / 2 ? man
.getY()
- GameMain.hight / 2 + man.getHeight() / 2 : y;
y = y + GameMain.hight > map_hit.getHeight() ? map_hit.getHeight()
- GameMain.hight : y;
}
}
public void input(int iAction) {
switch (state_t) {
case Tools.LOGO:
if (iAction != 0) {
img=null;
setLevel(Tools.LOADING);
}
break;
case Tools.LOADING:
break;
case Tools.PLAY:
man.input(iAction);
break;
}
}
public void free() {
img = null;
img_man = null;// 主角
img_bing1 = null;
img_hp = null;
img_ren = null;
img_yun = null;
img1 = null;
img2 = null;
img3 = null;
img4 = null;
map1 = null;
map2 = null;
map3 = null;
map_hit = null;
System.gc();
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基于J2ME WTK的2D手机游戏开发(英文文献翻译) 第11页下载如图片无法显示或论文不完整,请联系qq752018766