基于MIDP1.0的模仿Sprite类

王朝java/jsp·作者佚名  2006-01-09
宽屏版  字体: |||超大  

感觉MIDP2中的Sprite类很好用,而目前开发手机程序还是MIDP1为主流,所以做此类,用起来还是比较方便的,呵呵

该类处于改进中,请关注本站最新版本

--------------------------

package theman;

/**

* <p>Title: </p>

*

* <p>Description: </p>

*

* <p>Copyright: Copyright (c) 2004</p>

*

* <p>Company: </p>

*

* @author not attributable

* @version 1.0

*/

import javax.microedition.lcdui.* ;

public class MySprite {

private Image image;

private int positionX;

private int positionY;

private int frameWidth;

private int frameHeight;

private int numFrames;

private int currentFrame;

public boolean visible=true;

public int DX;

public int DY;

public int collideX=0;//当两个角色交叉横向距离超过collideX时认为已经碰撞

public int collideY=0;//当两个角色交叉纵向距离超过collideY时认为已经碰撞

public int collideArea=0;//当两个角色互相入侵面积超过collideArea时认为已经碰撞(注意:这里的入侵面积!=交叉面积)

public MySprite(Image image, int frameWidth, int frameHeight, int numFrames) throws Exception {

this.image = image;

this.frameWidth = frameWidth;

this.frameHeight = frameHeight;

this.numFrames = numFrames;

this.currentFrame=0;

}

public int getX() {

return this.positionX;

}

public void setX(int positionX) {

this.positionX = positionX;

}

public int getY() {

return this.positionY;

}

public int getFrameWidth()

{

return this.frameWidth;

}

public int getFrameHeight()

{

return this.frameHeight;

}

public void setY(int positionY) {

this.positionY = positionY;

}

public void setCurrentFrame(int current) {

this.currentFrame = current;

}

public void draw(Graphics g,MainCanvas theCanvas)

{

if (visible)

{

g.clipRect(getX(), getY(), frameWidth, frameHeight);

g.drawImage(image, getX() - currentFrame * frameWidth, getY(),

g.TOP | g.LEFT);

g.setClip(0, 0, theCanvas.getWidth(), theCanvas.getHeight());

}

}

public void step()

{

this.positionX+=DX;

this.positionY+=DY;

}

public boolean collidesWith(MySprite sprite)

{

return this.collidesWith(sprite,false);

}

public boolean collidesWith(MySprite sprite, boolean CheckType)

{

if (! visible || ! sprite.visible)

{

return false;

}

if (CheckType)

{

//当两个角色互相入侵面积超过collideArea时认为已经碰撞(注意:这里的入侵面积!=交叉面积)

int inX=sprite.getX()+sprite.frameWidth-this.getX()

>this.getX()+this.frameWidth-sprite.getX()

?this.getX()+this.frameWidth-sprite.getX()

:sprite.getX()+sprite.frameWidth-this.getX()

;

int inY=sprite.getY()+sprite.frameHeight-this.getY()

>this.getY()+this.frameHeight-sprite.getY()

?this.getY()+this.frameHeight-sprite.getY()

:sprite.getY()+sprite.frameHeight-this.getY()

;

if (inX>0 && inY>0 && inX*inY>this.collideArea+sprite.collideArea)

{

return true;

}

else

{

return false;

}

}

else

{

if (sprite.getX()+sprite.frameWidth-sprite.collideX>this.getX()

&& this.getX()+this.frameWidth-this.collideX>sprite.getX()

&& sprite.getY()+sprite.frameHeight-sprite.collideY>this.getY()

&& this.getY()+this.frameHeight-this.collideY>sprite.getY())

{

return true;

}

else

{

return false;

}

}

}

public boolean collidesWith(Image image, int x, int y)

{

return this.collidesWith(image, x, y,false);

}

public boolean collidesWith(Image image, int x, int y, boolean CheckType)

{

if (! visible)

{

return false;

}

if (CheckType)

{

//当两个角色互相入侵面积超过collideArea时认为已经碰撞(注意:这里的入侵面积!=交叉面积)

int inX=x+image.getWidth()-this.getX()

>this.getX()+this.frameWidth-x

?this.getX()+this.frameWidth-x

:x+image.getWidth()-this.getX()

;

int inY=y+image.getHeight()-this.getY()

>this.getY()+this.frameHeight-y

?this.getY()+this.frameHeight-y

:y+image.getHeight()-this.getY()

;

if (inX>0 && inY>0 && inX*inY>this.collideArea)

{

return true;

}

else

{

return false;

}

}

else

{

if (x+image.getWidth()>this.getX()

&& this.getX()+this.frameWidth-this.collideX>x

&& y+image.getHeight()>this.getY()

&& this.getY()+this.frameHeight-this.collideY>y)

{

return true;

}

else

{

return false;

}

}

}

}

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