Sprite,精靈,顧名思義,專用來代表游戲中的動畫角色,比如飛機,坦克等等。在MIDP1.0中,我們必須自己寫專門的類來實現Sprite,幸運的是,MIDP2.0為Sprite提供了強力支持,可以創建靜態,動態,不透明和透明的Sprite,下面我們預備在上次的GameCanvas基礎上添加一個Sprite並讓它動起來。
Sprite的主要構造方法有:
Sprite(Image):構造一個單幅圖案的Sprite;
Sprite(Image, int width, int height):構造一個動畫Sprite,圖片將按照指定大小被分為N個Frame,通過setFrame(int index)就可以讓Sprite動起來。我們用了一個有透明背景的png圖片創建坦克的Sprite:
(注重這個圖是放大的JPG格式,你需要用Photoshop之類的軟件處理成有透明背景的png格式,大小為64x16)
我們在Eclipse中建立如下工程和目錄:
以下是畫出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"); // 注重路徑
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());
// 畫一個Sprite非常簡單:
spriteTank.setPosition(currentX, currentY);
spriteTank.paint(g);
flushGraphics();
}
}