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基于J2ME WTK的2D手机游戏开发(英文文献翻译) 第13页

更新时间:2010-3-11:  来源:毕业论文
基于J2ME WTK的2D手机游戏开发(英文文献翻译) 第13页
 break;
  case Tools.LIFT_TYPE:
   if (state != JUMP) {
    setNextState(WALK);
    setNextDir(Tools.LEFT);
   }
   break;
  case Tools.RIGHT_TYPE:
   if (state != JUMP) {
    setNextState(WALK);
    setNextDir(Tools.RIGHT);
   }
   break;
  case Tools.ATTACK_TYPE:
   break;
  }
 }
 public void collide(int num) {// 碰撞层判断
  switch (num) {
  case 13:
   switch (state_c) {
   case foot_block:
   case down_block:
    this.setPosition(this.getX(), (this.getY() + getHeight()) / 32
      * 32 - this.getHeight());
    if (state != WALK) {
     this.setNextState(STOP);
    }
    break;
   case up_block:
    this.setNextState(JUMP);
    vy = 0;
    state_c = down_block;
    break;
   case left_block:
       this.setPosition(this.getX(), this.getY());
    if (state != JUMP) {
     this.setNextState(STOP);
    }
    break;
   case right_block:
    this.setPosition((this.getX() + this.getWidth()) / 32 * 32
      - this.getWidth() - 3, this.getY());
    if (state != JUMP) {
     this.setNextState(STOP);
    }
    break;
   }
   break;
  case 0:
   if (state != JUMP && p == 0 && state_c == foot_block) {
    this.setNextState(JUMP);
    vy = 0;
   }
   break;
  }
 }
 public int getMap(byte state_c) {// 读取玩家在图层第几块位置
  man_x = (this.getX() + this.getWidth() / 2 + 3) / 32;
  man_y = (this.getY() + this.getHeight()) / 32;
  switch (state_c) {
  case up_block:
   man_x = (this.getX() + this.getWidth() / 2 + 3) / 32;
   man_y = (this.getY() + this.getHeight()) / 32 - 1;
   if (man_y < 0) {
    man_y = (this.getY() + this.getHeight()) / 32;
   }
   break;
  case down_block:
   man_x = (this.getX() + this.getWidth() / 2 + 3) / 32;
   man_y = (this.getY() + this.getHeight()) / 32;
   if (man_y >= GamePlay.map_hit.getRows()) {// 得到图层中单元格的行数
    man_y = GamePlay.map_hit.getRows();
   }
   break;
  case left_block:
   man_x = this.getX() / 32 - 1;
   man_y = (this.getY() + this.getHeight() / 2) / 32;
   if (man_x < 0) {
    man_x = this.getX() / 32;
   }
   break;
  case right_block:
   man_x = (this.getX() + this.getWidth()) / 32;
   man_y = (this.getY() + this.getHeight() / 2) / 32;
   if (man_x > GamePlay.map_hit.getColumns()) {// 得到图层中单元格的列数
    man_x = this.getX() / 32;
   }
   break;
  case foot_block:
   man_y = (this.getY() + this.getHeight()) / 32;
   man_x = (this.getX() + this.getWidth() / 2 + 3) / 32;
   break;
  }
  if ((man_y >= 0 && man_y <= GamePlay.map_hit.getRows() - 1)
    && (man_x >= 0 && man_x <= GamePlay.map_hit.getColumns() - 1)) {
   return GamePlay.map_hit.getCell(man_x, man_y);
  } else {
   return -1;
  }
 }
 public void free() {
 }
}
Map类
import java.io.DataInputStream;
import java.io.InputStream;

import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.game.TiledLayer;
public class Map extends TiledLayer {
 int[] AIN = new int[6];
 byte[][] data = null;
 int[] map_num = { 55, 56, 65, 66, 75, 76 };
 int aniCounter = 0;
 public Map(int cols, int row, Image img, int tiledWidth, int tiledHeight,
   int level, int mapIndex) {
  super(cols, row, img, tiledWidth, tiledHeight);
  readMap(level, mapIndex);
 }
 public void readMap(int level, int mapIndex) {
  byte[][] map = null;
  int no = 1;
  String fileName = "/map/map" + level + "_" + mapIndex + ".txt";
  map = readFile(fileName);
  for (int i = 0; i < AIN.length; i++) {
   AIN[i] = this.createAnimatedTile(no++);// 第一次的为-1,第二次为-2...
  }
  getAnimation();
  for (int i = 0; i < map.length; i++) {
   for (int j = 0; j < map[0].length; j++) {
    setCell(j, i, map[i][j]);
   }
  }
 }
 public byte[][] readFile(String URL) {
  InputStream is = this.getClass().getResourceAsStream(URL);
  DataInputStream data1 = new DataInputStream(is);
  short hang = 0;
  short lie = 0;
  try {
   hang = data1.readShort();
   lie = data1.readShort();
   data = new byte[hang][lie];
   for (int i = 0; i < hang; i++) {
    for (int j = 0; j < lie; j++) {
     data[i][j] = data1.readByte();
    }
    System.out.println();
   }
   is.close();
  } catch (Exception e) {
  }
  return data;

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