用java设计一个华容道游戏

用java设计一个华容道游戏,第1张

import java.awt.*

import java.awt.event.*

public class MoveExample//主类

{

public static void main(String args[]) //定义主方法

{

new Hua_Rong_Road() //创建对象

}

}

class Person extends Button implements FocusListener

{

int number

Color c = new Color(128,128,128)

Person(int number,String s)//构造方法

{

super(s)/团行/调用父类s的构造方法

setBackground(c)//设置组件的背景色

this.number = number//调用当前的number

c = getBackground()

addFocusListener(this)//添加焦点事件监听器

}

public void focusGained(FocusEvent e)//焦点事件触发

{

setBackground(Color.blue)

}

public void focusLost(FocusEvent e)//焦点事件失去

{

setBackground(c)

}

}

class Hua_Rong_Road extends Frame implements MouseListener,KeyListener,ActionListener

{

Person person[] = new Person[10]//person类的数组

Button left,right,above,below

Button restart = new Button("重新开始")

public Hua_Rong_Road()//华容道的构造方法

{

init()//初始化

setBounds(100,100,320,360)//设置窗口唯或碧在屏幕上出现位置,和窗口大小

setVisible(true)//设置窗口可见

setResizable(true)//设置窗口可调节

validate()//刷新

addWindowListener( new WindowAdapter()//获得窗口事件监视器

{

public void windowClosing(WindowEvent e)//窗口正在被关闭时,窗口监视器调用该方法

{

System.exit(0)

}

}

)

}

public void init()

{

setLayout(null)//设置默认布局

add(restart)//添加重新开始

restart.setBounds(100,320,120,25)//重新开始按钮大小

restart.addActionListener(this)//事件源获得监视器

String name[] = {"曹 *** ","关羽","张飞","刘备","赵云","黄忠","兵","兵","兵","兵"}

for(int k = 0k<name.lengthk++)

{

person[k] = new Person(k,name[k])//给按钮添加名指举字

person[k].addMouseListener(this)//每个按钮都注册鼠标事件

person[k].addKeyListener(this)//每个按钮都注册键盘事件

add(person[k])//添加人物

}

person[0].setBounds(104,54,100,100)

person[1].setBounds(104,154,100,50)

person[2].setBounds(54,154,50,100)

person[3].setBounds(204,154,50,100)

person[4].setBounds(54,54,50,100)

person[5].setBounds(204,54,50,100)

person[6].setBounds(54,254,50,50)

person[7].setBounds(204,254,50,50)

person[8].setBounds(104,204,50,50)

person[9].setBounds(154,204,50,50)//为每个人物按钮设置位置和大小

person[9].requestFocus()//把焦点先设置在这个按钮上

left = new Button()//画出游戏界面边框,并用定义的left,right,above,below控制大小

right = new Button()

above = new Button()

below = new Button()

add(left)

add(right)

add(above)

add(below)

left.setBounds(49,49,5,260)

right.setBounds(254,49,5,260)

above.setBounds(49,49,210,5)

below.setBounds(49,304,210,5)

validate()//刷新

}//完成界面布局

public void keyTyped(KeyEvent e){}

public void keyReleased(KeyEvent e){}

public void keyPressed(KeyEvent e)//响应键盘事件,按键,释放键,按下和释放组合

{

Person man = (Person)e.getSource()//获得事件源

if(e.getKeyCode()==KeyEvent.VK_DOWN)//响应用户按下方向光标的 *** 作;用KeyEvent类中的getkeycode()判断哪个键被按下

{

go(man,below) //go方法控制移动

}

if(e.getKeyCode()==KeyEvent.VK_UP)

{

go(man,above)

}

if(e.getKeyCode()==KeyEvent.VK_LEFT)

{

go(man,left)

}

if(e.getKeyCode()==KeyEvent.VK_RIGHT)

{

go(man,right)

}

}

public void mousePressed(MouseEvent e)

{

Person man = (Person)e.getSource()

int x = -1,y = -1

x = e.getX()

y = e.getY()

int w = man.getBounds().width

int h = man.getBounds().height

if(y>h/2)

{

go(man,below)

}

if(y<h/2)

{

go(man,above)

}

if(x<w/2)

{

go(man,left)

}

if(x>w/2)

{

go(man,right)

}

}

public void mouseReleased(MouseEvent e){}//鼠标事件

public void mouseEntered(MouseEvent e){}

public void mouseExited(MouseEvent e){}

public void mouseClicked(MouseEvent e){}

public void go(Person man,Button direction)

{

boolean move = true

Rectangle manRect = man.getBounds()

int x = man.getBounds().x

int y = man.getBounds().y

if(direction==below)//向各个方向移动

{

y = y+50

}

else if(direction==above)

{

y = y-50

}

else if(direction==left)

{

x = x-50

}

else if(direction==right)

{

x = x+50

}

manRect.setLocation(x,y)

Rectangle directionRect = direction.getBounds()

for(int k = 0k<10k++)

{

Rectangle personRect = person[k].getBounds()

if((manRect.intersects(personRect))&&(man.number!=k))//如果覆盖就不移动

{

move = false

}

}

if(manRect.intersects(directionRect))

{

move = false

}

if(move==true)

{

man.setLocation(x,y)

}

}

public void actionPerformed(ActionEvent e)

{

dispose()

new Hua_Rong_Road()

}

}

这个我试了的没有任务问题,稀望对你有点帮助,记得类名要改为Hua_Rong_Road ,因为只有Hua_Rong_Road 这个类是公开的.另外包名也改下package xxxx(你自己建的包名),玩游戏时移动人物,用键盘(上下左右 ,<--,-->,上,下) *** 作,鼠标是不能移动 人物的,照着我说的做,应该是没什么问题的:

package baidu.testfive

import java.applet.Applet

import java.awt.Button

import java.awt.Color

import java.awt.Graphics

import java.awt.Rectangle

import java.awt.event.ActionEvent

import java.awt.event.ActionListener

import java.awt.event.FocusEvent

import java.awt.event.FocusListener

import java.awt.event.KeyEvent

import java.awt.event.KeyListener

class People extends Button implements FocusListener // 代表华容道人物的类。

{

Rectangle rect = null

int left_x, left_y// 按扭的左上角坐标.

int width, height// 按扭的宽和高.

String name

int number

People(int number, String s, int x, int y, int w, int h, Hua_Rong_Road road)// 构造函数

{

super(s)

name = s

this.number = number

left_x = x

left_y = y

width = w

height = h

setBackground(Color.orange)

road.add(this)

addKeyListener(road)

setBounds(x, y, w, h)

addFocusListener(this)

rect = new Rectangle(x, y, w, h)

}

public void focusGained(FocusEvent e) {

setBackground(Color.red)

}

public void focusLost(FocusEvent e) {

setBackground(Color.orange)

}

}

public class Hua_Rong_Road extends Applet implements KeyListener,

ActionListener {

People people[] = new People[10]

Rectangle left, right, above, below// 华容道的边界 .

Button restart = new Button("重新开始迹笑毁")

public void init() {

setLayout(null)

add(restart)

restart.setBounds(5, 5, 80, 25)

restart.addActionListener(this)

people[0] = new People(0, "曹 *** ", 104, 54, 100, 100, this)// 构造曹升谨 ***

people[1] = new People(1, "关姿备羽", 104, 154, 100, 50, this)// 构造关羽

people[2] = new People(2, "张飞", 54, 154, 50, 100, this)

people[3] = new People(3, "刘备", 204, 154, 50, 100, this)

people[4] = new People(4, "张辽", 54, 54, 50, 100, this)

people[5] = new People(5, "曹仁", 204, 54, 50, 100, this)

people[6] = new People(6, "兵 ", 54, 254, 50, 50, this)

people[7] = new People(7, "兵 ", 204, 254, 50, 50, this)

people[8] = new People(8, "兵 ", 104, 204, 50, 50, this)

people[9] = new People(9, "兵 ", 154, 204, 50, 50, this)

people[9].requestFocus()

left = new Rectangle(49, 49, 5, 260)

people[0].setForeground(Color.white)

right = new Rectangle(254, 49, 5, 260)

above = new Rectangle(49, 49, 210, 5)

below = new Rectangle(49, 304, 210, 5)

}

public void paint(Graphics g) {// 画出华容道的边界:

g.setColor(Color.cyan)

g.fillRect(49, 49, 5, 260)// left.

g.fillRect(254, 49, 5, 260)// right.

g.fillRect(49, 49, 210, 5)// above.

g.fillRect(49, 304, 210, 5)// below.

// 提示曹 *** 逃出位置和按键规则:

g.drawString("点击相应的人物,然后按键盘上的上下左右箭头移动", 100, 20)

g.setColor(Color.red)

g.drawString("曹 *** 到达该位置", 110, 300)

}

public void keyPressed(KeyEvent e) {

People man = (People) e.getSource()// 获取事件源.

man.rect.setLocation(man.getBounds().x, man.getBounds().y)

if (e.getKeyCode() == KeyEvent.VK_DOWN) {

man.left_y = man.left_y + 50// 向下前进50个单位。

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

// 判断是否和其它人物或下边界出现重叠,如果出现重叠就退回50个单位距离。

for (int i = 0i <10i++) {

if ((man.rect.intersects(people[i].rect)) &&(man.number != i)) {

man.left_y = man.left_y - 50

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

}

}

if (man.rect.intersects(below)) {

man.left_y = man.left_y - 50

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

}

}

if (e.getKeyCode() == KeyEvent.VK_UP) {

man.left_y = man.left_y - 50// 向上前进50个单位。

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

// 判断是否和其它人物或上边界出现重叠,如果出现重叠就退回50个单位距离。

for (int i = 0i <10i++) {

if ((man.rect.intersects(people[i].rect)) &&(man.number != i)) {

man.left_y = man.left_y + 50

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

}

}

if (man.rect.intersects(above)) {

man.left_y = man.left_y + 50

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

}

}

if (e.getKeyCode() == KeyEvent.VK_LEFT) {

man.left_x = man.left_x - 50// 向左前进50个单位。

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

// 判断是否和其它人物或左边界出现重叠,如果出现重叠就退回50个单位距离。

for (int i = 0i <10i++) {

if ((man.rect.intersects(people[i].rect)) &&(man.number != i)) {

man.left_x = man.left_x + 50

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

}

}

if (man.rect.intersects(left)) {

man.left_x = man.left_x + 50

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

}

}

if (e.getKeyCode() == KeyEvent.VK_RIGHT) {

man.left_x = man.left_x + 50// 向右前进50个单位。

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

// 判断是否和其它人物或右边界出现重叠,如果出现重叠就退回50个单位距离。

for (int i = 0i <10i++) {

if ((man.rect.intersects(people[i].rect)) &&(man.number != i)) {

man.left_x = man.left_x - 50

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

}

}

if (man.rect.intersects(right)) {

man.left_x = man.left_x - 50

man.setLocation(man.left_x, man.left_y)

man.rect.setLocation(man.left_x, man.left_y)

}

}

}

public void keyTyped(KeyEvent e) {

}

public void keyReleased(KeyEvent e) {

}

public void actionPerformed(ActionEvent e) {

this.removeAll()

this.init()

}

}

package huaroad

import java.util.*

import com.siemens.mp.io.*

import com.siemens.mp.game.*

import java.io.IOException

import javax.microedition.lcdui.*

// 游戏前肆类

public class HRGame extends Canvas implements CommandListener, Backable

{

private static int BLOCKSIZE = 0// 每块大小

private static int IMGOFFSET = 0 // 名字图片对于边框的偏移量

// 布局定义 (4*5)块

// 0-空, 1~4-兵, 5-张飞, 6-赵云, 7-马超, 8-黄忠, 9-关羽, 10-曹 ***

private static final byte gamelayout[][][] = {

{ // 横刀立马

{ 5,10,10, 6 },

{ 5,10,10, 6 },

{ 7, 9, 9, 8 },

{ 7, 2, 3, 8 },

{ 1, 0, 0, 4 },

},

{ // 过五关

{ 1,10,10, 3 },

{ 2,10,10, 4 },

{ 5, 5, 6, 6 },

{ 7, 7, 8, 8 },

{ 0, 9, 9, 0 },

},

{ // 水泄不通

{ 1,10,10, 5 },

{ 2,10,10, 5 },

{ 6, 6, 7, 7 },

{ 8, 8, 9, 9 },

{ 3, 0, 0, 4 },

},

{ // 小燕出洞悔者巢

{ 5,10,10, 6 },

{ 5,10,10, 6 },

{ 7, 7, 8, 8 },

{ 1, 9, 9, 3 },

{ 2, 0, 0, 4 },

},

{ // 进在咫尺

{ 1, 5, 6, 7 },

{ 2, 5, 6, 7 },

{ 8, 8, 3, 4 },

{ 9, 9,10,10 },

{ 0, 0,10,10 },

},

{ // 左右夹击

{ 1,10,10, 2 },

{ 5,10,10, 6 },

{ 5, 9, 9, 6 },

{ 7, 3, 4, 8 },

{ 7, 0, 0, 8 },

},

{ // 重兵挡道

{ 5,10,10, 6 },

{ 5,10,10, 6 },

{ 1, 2, 3, 4 },

{ 7, 9, 9, 8 },

{ 7, 0, 0, 8 },

}

}

private static final byte posSxy[][] = { // 各布局光标起始位置(x,y)

{ 1, 4 }, { 0, 4 }, { 1, 4 }, { 1, 4 }, { 0, 4 },

{ 1, 4 }, { 1, 4 }

}

private static final Command COMMANDS[] = { // 定义菜单

new Command("继续游戏", 4, 0),

new Command("新游戏", 1, 1),

new Command("退出", 6, 2),

new Command("按键设置", 1, 3),

new Command("帮助信息", 1, 4)

}

public byte ctrlkey[] = {// 按键定义(初始按键)

'4',// left - 4

'6',//纳薯 right - 6

'2',// up - 2

'8',// down - 8

'5',// select - 5

}

private Command SndCmd, VibCmd

final private static String openSnd="开启声音", closeSnd="关闭声音", openVib="开启振动", closeVib="关闭振动"

public boolean Snd, Vib

private byte grid[][] = new byte[4][5] // 游戏布局矩阵

private int posx, posy // 当前光标位置

private int oldx, oldy // 上次光标位置

private int offx, offy // 棋子的大小偏移量(相对于当前块)。

// 比如当前块是曹 *** 的右上角,那么offx=-1,offy=1

// 表示x负方向还有一块,y的正方向有一块

private int steps, tmpstep// 已走步数

private Image nameImg[]// 名字图片(由于可写文字太大,所以用图片)

private SelNew gamelist

private Display display

private Quitable winQuit

private boolean selected, gameOver // 是否选中/是否游戏结束

private ExtendedImage ExScreenImg // 扩展图片作为绘图缓存(Siemens扩展)

private Graphics Exg// 缓存的Graphics对象

private MelodyComposer melody // midi播放(Siemens扩展)

public HRGame()

{

if (getHeight() >64) // 根据屏幕高度得到图形尺寸,以便针对不同机型

{

// 6688i使用

BLOCKSIZE = 15// 每块大小

IMGOFFSET = 3 // 名字图片对于边框的偏移量

}

else

{

// 3118使用

BLOCKSIZE = 12

IMGOFFSET = 1

}

nameImg = new Image[26] // 载入名字图片

try

{

nameImg[0] = Image.createImage("images/zhang.png") // 张

nameImg[1] = Image.createImage("images/zhang2.png")// 张(反色)

nameImg[2] = Image.createImage("images/fei.png") // 飞

nameImg[3] = Image.createImage("images/fei2.png") // 飞(反色)

nameImg[4] = Image.createImage("images/zhao.png") // 赵

nameImg[5] = Image.createImage("images/zhao2.png") // 赵(反色)

nameImg[6] = Image.createImage("images/yun.png") // 云

nameImg[7] = Image.createImage("images/yun2.png") // 云(反色)

nameImg[8] = Image.createImage("images/ma.png") // 马

nameImg[9] = Image.createImage("images/ma2.png") // 马(反色)

nameImg[10] = Image.createImage("images/chao.png") // 超

nameImg[11] = Image.createImage("images/chao2.png")// 超(反色)

nameImg[12] = Image.createImage("images/huang.png")// 黄

nameImg[13] = Image.createImage("images/huang2.png")// 黄(反色)

nameImg[14] = Image.createImage("images/zhong.png")// 忠

nameImg[15] = Image.createImage("images/zhong2.png")// 忠(反色)

nameImg[16] = Image.createImage("images/guan.png") // 关

nameImg[17] = Image.createImage("images/guan2.png")// 关(反色)

nameImg[18] = Image.createImage("images/yu.png") // 羽

nameImg[19] = Image.createImage("images/yu2.png") // 羽(反色)

nameImg[20] = Image.createImage("images/cao.png") // 曹

nameImg[21] = Image.createImage("images/cao2.png") // 曹(反色)

nameImg[22] = Image.createImage("images/c.png") // ***

nameImg[23] = Image.createImage("images/c2.png") // *** (反色)

nameImg[24] = Image.createImage("images/bing.png") // 兵

nameImg[25] = Image.createImage("images/bing2.png")// 兵(反色)

}

catch(IOException ioexception) { }

ExScreenImg = new ExtendedImage(Image.createImage(104, getHeight())) // 新建绘图缓存

Exg = ExScreenImg.getImage().getGraphics() // 缓存绘图的Graphics对象

melody = new MelodyComposer()// 新建midi

Snd = true // 音效开启

Vib = true // 震动开启

/////////////////////////////////////////////

// 读取按键设置 共7字节,依次表示:左按键、右按键、上按键、下按键、选中按键、音效、震动

try

{

byte bflag[] = new byte[2]

bflag[0] = bflag[1] = 1

File keyfile = new File()

int fid = keyfile.open("CtrlKey") // 打开文件(Siemens扩展)

if(keyfile.length(fid) >0) keyfile.read(fid, ctrlkey, 0, 5)// 读取按键参数到ctrlkey

if(keyfile.length(fid) >5) keyfile.read(fid, bflag, 0, 2) // 读取文件

Snd = (bflag[0] == 1)// 音效参数 (1-开启,其他-关闭)

Vib = (bflag[1] == 1)// 震动参数 (1-开启,其他-关闭)

keyfile.close(fid)

}

catch(IOException ioexception) { }

catch(NullPointerException npe){ }

//////////////////////////////////////////////

if (Snd) SndCmd = new Command(closeSnd, Command.OK, 5) // 根据参数设置菜单

else SndCmd = new Command(openSnd, Command.OK, 5)

if (Vib) VibCmd = new Command(closeVib, Command.OK, 6)

else VibCmd = new Command(openVib, Command.OK, 6)

for(int i = 0i <COMMANDS.lengthi++) // 添加菜单

addCommand(COMMANDS[i])

addCommand(SndCmd)

addCommand(VibCmd)

}

public void activate(Display disp, Quitable quitable) // 激活

{

winQuit = quitable

display = disp

show()

}

public void getkeys(byte ckeys[]) // 从自定义按键结果设置按键,并显示游戏界面

{

for (byte i=0i<5i++) ctrlkey[i] = ckeys[i]

show()

}

public void show() // 显示游戏画面

{

display.setCurrent(this)

setCommandListener(this)

}

public void newGame(SelNew gmlist)// 新游戏

{

gamelist = gmlist

int gnum = gamelist.getSelectedIndex() // 获取游戏布局编号

int i, j

for (i=0i<4i++) // 根据编号初始化游戏矩阵

for (j=0j<5j++)

grid[i][j] = gamelayout[gnum][j][i]

posx = posSxy[gnum][0] // 初始化当前光标位置

posy = posSxy[gnum][1]

offx = offy = 0

steps = 0 // 已走步数为0

gameOver = false

selected = false // 没有选中某一块

ExScreenImg.clear((byte)0) // 清空缓存

Exg.drawRect(4, 0, 2+BLOCKSIZE*4, 2+BLOCKSIZE*5)// 画边框

Exg.drawRect(4+BLOCKSIZE, 2+BLOCKSIZE*5, 2+BLOCKSIZE*2, 2)

// 画布局名称

String gname,gname2

switch(gamelist.getSelectedIndex())

{

case 0:

gname = "横刀"gname2 = "立马"break

case 1:

gname = "过"gname2 = "五关"break

case 2:

gname = "水泄"gname2 = "不通"break

case 3:

gname = "小燕"gname2 = "出巢"break

case 4:

gname = "进在"gname2 = "咫尺"break

case 5:

gname = "左右"gname2 = "夹击"break

default:

gname = "重兵"gname2 = "挡道"break

}

Exg.drawString(gname, 70, 0, Graphics.TOP|Graphics.LEFT)

Exg.drawString(gname2, 70, 13, Graphics.TOP|Graphics.LEFT)

// 画步数

Exg.drawString("步数", 70, 34, Graphics.TOP|Graphics.LEFT)

Exg.setColor(0xffffff)

Exg.fillRect(68, 55, 33, 13)

Exg.setColor(0)

Exg.drawString(Integer.toString(steps), 100, 47, Graphics.TOP|Graphics.RIGHT)

// 画棋子

byte layout[] = {0,0,0,0,0, 0,0,0,0,0} // 分别表示 10个棋子是否已经处理过,依次为:

// 1~4-兵, 5-张飞, 6-赵云, 7-马超, 8-黄忠, 9-关羽, 10-曹 ***

for(i=0i<4i++)

for(j=0j<5j++)

{

if (grid[i][j] != 0)

if (layout[grid[i][j]-1] == 0) // 如果这个棋子没有画过

{

moveSelbox(i, j, false)// 画一个棋子

layout[grid[i][j]-1] = 1// 已经画过了,标志置1

}

}

drawSelbox() // 画选择框

SoundPlay(0) // 播放游戏开始音效

}

protected void paint(Graphics parag)

{

redraw()

}

// 画选择框

private void drawSelbox()

{

if (selected) // 选中状态

{

drawBox(posx, posy, offx, offy, 0xffffff, false, 1, 0)

for (int i=0i<4i++)

for (int j=0j<5j++)

{

if (grid[i][j] == 0) drawBox(i, j, 0, 0, 0xffffff, true, 1, 0)

}

drawBox(posx, posy, offx, offy, 0, true, 0, 2)

}

else// 候选状态

{

if (grid[posx][posy] != 0) // 当前块不是空的

{

drawBox(posx, posy, offx, offy, 0xffffff, true, 0, 1)

drawBox(posx, posy, offx, offy, 0, false, 0, 0)

}

drawBox(posx, posy, offx, offy, 0, false, 2, 0) //画外框

}

}

// 移动选择框

// i,j当前块的(x,y)坐标, moving:true-移动到该棋子,false-重画该棋子

private void moveSelbox(int i, int j, boolean moving)

{

int ox = 0

int oy = 0

if (grid[i][j] != 0) // 该块不是空的

{

if (i >0) // 左侧

if (grid[i][j] == grid[i-1][j]) ox = -1// 左侧属于同一个棋子

if (i <3) // 右侧

if (grid[i][j] == grid[i+1][j]) ox = 1// 右侧属于同一个棋子

if (j >0) // 上面

if (grid[i][j] == grid[i][j-1]) oy = -1// 上面属于同一个棋子

if (j <4) // 下面

if (grid[i][j] == grid[i][j+1]) oy = 1// 下面属于同一个棋子

}

if (moving)

{

offx = ox

offy = oy

drawSelbox()// 移动选择框

}

else

drawBox(i, j, ox, oy, 0, false, 0, 1)// 画棋子

}

// 向缓存画棋子或外框:(px,py)焦点格坐标,(ox,oy)整块相对焦点的偏移量,

//color颜色, fill是否填充黑色,bigbox是否大块(分3级),img是否画人名:0-不画、1-正常、2-反色

private void drawBox(int px, int py, int ox, int oy, int color, boolean fill, int bigbox, int img)

{

int gx[] = new int[2]

int gy[] = new int[2]

boolean dir = (ox==0)

if (bigbox != 0)

{

gx[0] = gx[1] = 5

gy[0] = gy[1] = 1

}

else

{

gx[0] = 6

gx[1] = 4

gy[0] = 2

gy[1] = 0

}

if (ox <0)

{

gx[0] += (px+ox)*BLOCKSIZE

gx[1] += (px+1)*BLOCKSIZE

}

else

{

gx[0] += px*BLOCKSIZE

gx[1] += (px+ox+1)*BLOCKSIZE

}

if (oy <0)

{

gy[0] += (py+oy)*BLOCKSIZE

gy[1] += (py+1)*BLOCKSIZE

}

else

{

gy[0] += py*BLOCKSIZE

gy[1] += (py+oy+1)*BLOCKSIZE

}

Exg.setColor(color)

if (fill)

Exg.fillRect(gx[0], gy[0], gx[1]-gx[0]+1, gy[1]-gy[0]+1)

else

Exg.drawRect(gx[0], gy[0], gx[1]-gx[0], gy[1]-gy[0])

if (bigbox == 2)

{

Exg.drawLine(gx[0]+1, gy[0]-1, gx[1]-1, gy[0]-1)

Exg.drawLine(gx[0]+1, gy[1]+1, gx[1]-1, gy[1]+1)

Exg.drawLine(gx[0]-1, gy[0]+1, gx[0]-1, gy[1]-1)

Exg.drawLine(gx[1]+1, gy[0]+1, gx[1]+1, gy[1]-1)

}

else if (bigbox == 3)

{

if (ox != 0)

{

if (py >0 &&grid[px][py-1]!=grid[px+ox][py-1])

Exg.drawLine((gx[0]+gx[1])/2, gy[0]-1, (gx[0]+gx[1])/2, gy[0]-1)

if (py <4 &&grid[px][py+1]!=grid[px+ox][py+1])

Exg.drawLine((gx[0]+gx[1])/2, gy[1]+1, (gx[0]+gx[1])/2, gy[1]+1)

}

if (oy != 0)

{

if (px >0 &&grid[px-1][py]!=grid[px-1][py+oy])

Exg.drawLine(gx[0]-1, (gy[0]+gy[1])/2, gx[0]-1, (gy[0]+gy[1])/2)

if (px <3 &&grid[px+1][py]!=grid[px+1][py+oy])

Exg.drawLine(gx[1]+1, (gy[0]+gy[1])/2, gx[1]+1, (gy[0]+gy[1])/2)

}

}

Exg.setColor(0)

if (img>0)

{

if (grid[px][py] == 10)

{

Exg.drawImage(nameImg[20+img-1], gx[0]+BLOCKSIZE/2+IMGOFFSET, gy[0]+1+IMGOFFSET, 20)

Exg.drawImage(nameImg[22+img-1], gx[0]+BLOCKSIZE/2+IMGOFFSET, gy[0]+BLOCKSIZE, 20)

}

else if (grid[px][py] <5)

Exg.drawImage(nameImg[24+img-1], gx[0]+IMGOFFSET, gy[0]+IMGOFFSET, 20)

else if(dir)

{

Exg.drawImage(nameImg[(grid[px][py]-5)*4+img-1], gx[0]+IMGOFFSET, gy[0]+1+IMGOFFSET, 20)

Exg.drawImage(nameImg[(grid[px][py]-5)*4+img-1+2], gx[0]+IMGOFFSET, gy[0]+BLOCKSIZE, 20)

}

else

{

Exg.drawImage(nameImg[(grid[px][py]-5)*4+img-1], gx[0]+1+IMGOFFSET, gy[0]+IMGOFFSET, 20)

Exg.drawImage(nameImg[(grid[px][py]-5)*4+img-1+2], gx[0]+BLOCKSIZE, gy[0]+IMGOFFSET, 20)

}

}

}

protected void keyPressed(int kcode) // 按键响应

{

if (gameOver) return // 游戏结束了,不响应

if (selected) // 处于选中状态

{

if (kcode == ctrlkey[4]) // 选择

{

selected = false // 不选中

drawSelbox()

}

else

{

int tmpx, tmpy

tmpx = posx

tmpy = posy

if (kcode == ctrlkey[0])// 左移

{

if (offx <0) tmpx += offx

tmpx --

if (tmpx <0) tmpx = posx // 靠边,移不动

else if (grid[tmpx][posy] == 0 &&grid[tmpx][posy+offy] == 0)

tmpx = posx-1

else tmpx = posx

}

else if (kcode == ctrlkey[1]) // 右移

{

if (offx >0) tmpx += offx

tmpx ++

if (tmpx >3) tmpx = posx // 靠边,移不动

else if (grid[tmpx][posy] == 0 &&grid[tmpx][posy+offy] == 0)

tmpx = posx+1

else tmpx = posx

}

else if (kcode == ctrlkey[2]) // move up

{

if (offy <0) tmpy += offy

tmpy --

if (tmpy <0) tmpy = posy // 靠顶,移不动

else if (grid[posx][tmpy] == 0 &&grid[posx+offx][tmpy] == 0)

tmpy = posy-1

else tmpy = posy

}

else if (kcode == ctrlkey[3]) // move down

{

if (offy >0) tmpy += offy

tmpy ++

if (tmpy >4) tmpy = posy // 靠底,移不动

else if (grid[posx][tmpy] == 0 &&grid[posx+offx][tmpy] == 0)

tmpy = posy+1

else tmpy = posy

}

// 重画焦点块

if ( tmpx != posx || tmpy != posy)

{

byte oldbnum = grid[posx][posy]

grid[posx][posy] = grid[posx+offx][posy] = 0

grid[posx][posy+offy] = grid[posx+offx][posy+offy] = 0

drawBox(posx, posy, offx, offy, 0xffffff, true, 1, 0)

posx = tmpx

posy = tmpy

grid[posx][posy] = grid[posx+offx][posy] = oldbnum

grid[posx][posy+offy] = grid[posx+offx][posy+offy] = oldbnum

drawSelbox()

}

// 计算、画 步数

if (posx == oldx &&posy == oldy) // 如果等于上一步的位置,表示回退了一步

steps = tmpstep// 步数返回上一次的步数

else if (steps == tmpstep)

steps ++ // 步数增加

Exg.setColor(0xffffff)

Exg.fillRect(68, 55, 33, 13)

Exg.setColor(0)

Exg.drawString(Integer.toString(steps), 100, 45, Graphics.TOP| Graphics.RIGHT)

// 判断曹 *** (10)的位置

if (grid[1][4] == 10 &&grid[2][4] == 10) // 胜利

{

gameOver = true

SoundPlay(1)

if (Vib) Vibrator.triggerVibrator(100) // 震动100ms(Siemens扩展)

Exg.setColor(0xffffff)

Exg.fillRect(11, 28, 47, 18)

Exg.setColor(0)

Exg.drawRect(11, 28, 47, 18)

Exg.drawString("胜利了!", 14, 32, 20)

}

}

}

else

{

if (kcode == ctrlkey[4]) // select

{

if (grid[posx][posy] != 0)

{

selected = true// 选中

tmpstep = steps

oldx = posx

oldy = posy

drawSelbox()

}

}

else

{

int tmpx, tmpy

tmpx = posx

tmpy = posy

if (kcode == ctrlkey[0])// move left

{

tmpx --

if (tmpx <0) tmpx = 0

else if (grid[tmpx][posy]==grid[posx][posy] &&grid[posx][posy]!=0)

{

tmpx --

if (tmpx <0) tmpx = posx

}

}

else if (kcode == ctrlkey[1]) // move right

{

tmpx ++

if (tmpx >3) tmpx = 3

else if (grid[tmpx][posy]==grid[posx][posy] &&grid[posx][posy]!=0)

{

tmpx ++

if (tmpx >3) tmpx = posx

}

}

else if (kcode == ctrlkey[2]) // move up

{

tmpy --

if (tmpy <0) tmpy = 0

else if (grid[posx][tmpy]==grid[posx][posy] &&grid[posx][posy]!=0)

{

tmpy --

if (tmpy <0) tmpy = posy

}

}

else if (kcode == ctrlkey[3]) // move down

{

tmpy ++

if (tmpy >4) tmpy = 4

else if (grid[posx][tmpy]==grid[posx][posy] &&grid[posx][posy]!=0)

{

tmpy ++

if (tmpy >4) tmpy = posy

}

}

if ( tmpx != posx || tmpy != posy)

{

drawBox(posx, posy, offx, offy, 0xffffff, false, 3, 0)

for (int i=0i<4i++)

for (int j=0j<5j++)

{

if (grid[i][j] == 0) drawBox(i, j, 0, 0, 0xffffff, true, 1, 0)

}

posx = tmpx

posy = tmpy

moveSelbox(posx, posy, true)

}

}

}

redraw()

}

public void commandAction(Command command, Displayable displayable) // 菜单响应

{

boolean savepara = false

if(command == COMMANDS[1]) // new game

{

gamelist.activate(display, winQuit)

}

else if(command == COMMANDS[2]) // exit

winQuit.quit()

else if(command == COMMANDS[3]) // 按键设置

{

SetKeys fskey = new SetKeys(ctrlkey)

fskey.activate(display, this)

}

else if(command == COMMANDS[4]) // about

{

HRAbout hrabout = new HRAbout()

hrabout.activate(display, this)

}

else if (command == SndCmd)

{

Snd = !Snd

removeCommand(SndCmd)

if (Snd) SndCmd = new Command(closeSnd, Command.OK, 5)

else SndCmd = new Command(openSnd, Command.OK, 5)

addCommand(SndCmd)

savepara = true

}

else if (command == VibCmd)

{

Vib = !Vib

removeCommand(VibCmd)

if (Vib) VibCmd = new Command(closeVib,Command.OK, 6)

else VibCmd = new Command(openVib,Command.OK, 6)

addCommand(VibCmd)

savepara = true

}

if (savepara)

{

/////////////////////////////////////////////

// 写入参数

try

{

byte bflag[] = new byte[2]

File keyfile = new File()

int fid = keyfile.open("CtrlKey")

keyfile.write(fid, ctrlkey, 0, 5) // 写入按键数据(Siemens扩展)

bflag[0] = (byte)(Snd ? 1 : 0)

bflag[1] = (byte)(Vib ? 1 : 0)

keyfile.write(fid, bflag, 0, 2)

keyfile.close(fid)

}

catch(IOException ioexception) { }

catch(NullPointerException npe){}

//////////////////////////////////////////////*/

}

}

private void redraw()

{

ExScreenImg.blitToScreen(0, 0) // 缓存内数据直接输出到屏幕上

}

//音乐

private void SoundPlay(int n)// 播放音效

{

if (!Snd) return // 音效关闭,则返回

// Siemens扩展

melody.resetMelody()

try

{

if (n == 0) // new game

{

melody.setBPM(100)

melody.appendNote(MelodyComposer.TONE_G3, MelodyComposer.TONELENGTH_1_16)

melody.appendNote(MelodyComposer.TONE_G3, MelodyComposer.TONELENGTH_1_16)

melody.appendNote(MelodyComposer.TONE_H3, MelodyComposer.TONELENGTH_1_16)

melody.appendNote(MelodyComposer.TONE_G3, MelodyComposer.TONELENGTH_1_8)

}

else if (n == 1)// win

{

melody.setBPM(110)

melody.appendNote(MelodyComposer.TONE_C2, MelodyComposer.TONELENGTH_1_16)

melody.appendNote(MelodyComposer.TONE_E2, MelodyComposer.TONELENGTH_1_16)

melody.appendNote(MelodyComposer.TONE_G2, MelodyComposer.TONELENGTH_1_16)

melody.appendNote(MelodyComposer.TONE_E2, MelodyComposer.TONELENGTH_1_16)

melody.appendNote(MelodyComposer.TONE_G2, MelodyComposer.TONELENGTH_1_16)

以上为核心代码 由于代码太多无法一次传上来


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原文地址: http://outofmemory.cn/yw/12453936.html

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