王朝网络
分享
 
 
 

J2ME RPG游戏边学边做(二)

王朝java/jsp·作者佚名  2006-01-10
宽屏版  字体: |||超大  

文章来源:J2ME开发网

在写第二篇之前首先感谢favoyang在前一篇给我提出的几点建议。

1、public void moveDown() throws IOException

{

//英雄下移,并改为相应的图片

setImage(Image.createImage("/hero_down.png"), 17, 26);

nextFrame();

this.y = Math.min(braveCanvas.getHeight(), y + 1);

}

在io包中的读取是非常耗内存的,所以Image.createImage("/hero_down.png")放在线程的循环中确实不好,

现在已经改成图象在BraveCanvas类中创建(下面的代码已更改),然后由moveDown(Image image)方法接收传递

进来的图象。

2、RPG是个大工程,一个人的力量是很难完成的,我只想实现基本的RPG功能,比如人物的对话,场景的

转换,战斗等等,希望大家多多给予帮助。

这一篇我将给游戏加入地图,以下是该篇所需要的图片:

background.png

foreground.png

一个RPG中的游戏地图是非常大而且多的,为了方便以后的维护,我创建了一个Scene类,该类主要是产

生游戏所需要的地图。

Scene.java

package brave;

import javax.microedition.lcdui.game.TiledLayer;

import javax.microedition.lcdui.Image;

public class Scene

{

public static TiledLayer createTiledLayerByBackground(Image image)

{

//使用TiledLayer创建地图

TiledLayer tiledLayer = new TiledLayer(10, 8, image, 48, 64);

tiledLayer.fillCells(0, 0, 10, 8, 2);

return tiledLayer;

}

}

修改BraveCanvas类,加入地图

BraveCanvas.java

package brave;

import javax.microedition.lcdui.game.GameCanvas;

import javax.microedition.lcdui.Graphics;

import java.io.IOException;

import javax.microedition.lcdui.Image;

import javax.microedition.lcdui.game.TiledLayer;

public class BraveCanvas extends GameCanvas implements Runnable

{

private boolean sign;

private Graphics g;

private Hero hero;

private Image upimage;

private Image downimage;

private Image leftimage;

private Image rightimage;

private TiledLayer backgroundMap;

public BraveCanvas()

{

super(true);

}

public void startup()

{

this.sign = true;

try

{

//产生地图

backgroundMap = Scene.createTiledLayerByBackground(

Image.createImage("/background.png"));

//改正上一篇的错误

upimage = Image.createImage("/hero_up.png");

downimage = Image.createImage("/hero_down.png");

leftimage = Image.createImage("/hero_left.png");

rightimage = Image.createImage("/hero_right.png");

hero = new Hero(upimage, 17, 26);

hero.setFrameSequence(new int[]{1, 1, 0, 0, 1, 1, 2, 2});

hero.setBraveCanvas(this);

hero.init(40,40);

}

catch(Exception e)

{

e.printStackTrace();

}

Thread thread = new Thread(this);

thread.start();

}

public void run()

{

g = getGraphics();

while(sign)

{

try

{

input(g);

paint(g);

Thread.sleep(15);

}

catch(Exception e)

{

e.printStackTrace();

}

}

}

public void input(Graphics g) throws IOException

{

int keystates = getKeyStates();

switch(keystates)

{

case UP_PRESSED:

//由这里传入需要改变的图片

hero.moveUp(upimage);

break;

case DOWN_PRESSED:

hero.moveDown(downimage);

break;

case LEFT_PRESSED:

hero.moveLeft(leftimage);

break;

case RIGHT_PRESSED:

hero.moveRight(rightimage);

break;

}

hero.afresh();

}

public void paint(Graphics g)

{

g.setColor(0x000000);

g.fillRect(0, 0, getWidth(), getHeight());

g.setColor(0xffffff);

//显示地图

backgroundMap.paint(g);

hero.paint(g);

flushGraphics();

}

}

现在我们的英雄虽然能在草地上行走了,但感觉给他移动的空间太小了。而且我们在创建背景地图的时

候,地图大小明明是512*480的。好,接下来我们要做的就是让英雄可以在更大的天地中活动。这里就需要一

个BraveManager类来管理这些屏幕上的Sprite和TiledLayer,该类继承LayerManager。

BraveManager.java

package brave;

import javax.microedition.lcdui.game.LayerManager;

public class BraveManager extends LayerManager

{

private BraveCanvas braveCanvas;

public void setBraveCanvas(BraveCanvas braveCanvas)

{

this.braveCanvas = braveCanvas;

}

public void afresh()

{

//确定当前试图的坐标

//这里用一个比较简单的算法来使英雄永远在屏幕的中央

int viewX = Math.max(0, getLayerAt(0).getX() - braveCanvas.getWidth()/2);

int viewY = Math.max(0, getLayerAt(0).getY() - braveCanvas.getHeight()/2);

viewX = Math.min(viewX, getLayerAt(1).getWidth() - braveCanvas.getWidth());

viewY = Math.min(viewY, getLayerAt(1).getHeight() - braveCanvas.getHeight());

setViewWindow(viewX, viewY, braveCanvas.getWidth(), braveCanvas.getHeight());

}

}

修改BraveCanvas类

BraveCanvas.java

package brave;

import javax.microedition.lcdui.game.GameCanvas;

import javax.microedition.lcdui.Graphics;

import java.io.IOException;

import javax.microedition.lcdui.Image;

import javax.microedition.lcdui.game.TiledLayer;

public class BraveCanvas extends GameCanvas implements Runnable

{

private boolean sign;

private Graphics g;

private Hero hero;

private Image upimage;

private Image downimage;

private Image leftimage;

private Image rightimage;

private TiledLayer backgroundMap;

//创建Layer管理视图类

private BraveManager braveManager;

public BraveCanvas()

{

super(true);

}

public void startup()

{

this.sign = true;

try

{

backgroundMap = Scene.createTiledLayerByBackground(

Image.createImage("/background.png"));

upimage = Image.createImage("/hero_up.png");

downimage = Image.createImage("/hero_down.png");

leftimage = Image.createImage("/hero_left.png");

rightimage = Image.createImage("/hero_right.png");

//创建Layer管理视图类

braveManager = new BraveManager();

braveManager.setBraveCanvas(this);

hero = new Hero(upimage, 17, 26);

hero.setFrameSequence(new int[]{1, 1, 0, 0, 1, 1, 2, 2});

hero.setBraveCanvas(this);

hero.setBraveManager(braveManager);

hero.init(0,0);

}

catch(Exception e)

{

e.printStackTrace();

}

Thread thread = new Thread(this);

thread.start();

}

public void run()

{

g = getGraphics();

//插入图层

braveManager.insert(hero, 0);

braveManager.insert(backgroundMap, 1);

while(sign)

{

try

{

input(g);

paint(g);

Thread.sleep(15);

}

catch(Exception e)

{

e.printStackTrace();

}

}

}

public void input(Graphics g) throws IOException

{

int keystates = getKeyStates();

switch(keystates)

{

case UP_PRESSED:

hero.moveUp(upimage);

break;

case DOWN_PRESSED:

hero.moveDown(downimage);

break;

case LEFT_PRESSED:

hero.moveLeft(leftimage);

break;

case RIGHT_PRESSED:

hero.moveRight(rightimage);

break;

}

hero.afresh();

//刷新视图的位置

braveManager.afresh();

}

public void paint(Graphics g)

{

g.setColor(0x000000);

g.fillRect(0, 0, getWidth(), getHeight());

g.setColor(0xffffff);

//显示视图

braveManager.paint(g, 0, 0);

flushGraphics();

}

}

这样英雄就可以在地图上任何地方行动了,不过还得改一个小地方:

不知道大家还记的不,在Hero类中,我们定义英雄移动的范围最大为屏幕的尺寸。

这显然是不行的,最大的移动范围应改成地图的大小:

this.y = Math.min(braveManager.getLayerAt(1).getHeight(), y + 1);

this.x = Math.min(braveManager.getLayerAt(1).getWidth(), x + 1);

代码如下:

Hero.java

package brave;

import javax.microedition.lcdui.game.Sprite;

import javax.microedition.lcdui.Image;

import java.io.IOException;

import javax.microedition.lcdui.Graphics;

public class Hero extends Sprite

{

private int x;

private int y;

private BraveCanvas braveCanvas;

private BraveManager braveManager;

public Hero(Image image, int frameWidth, int frameHeight)

{

super(image, frameWidth, frameHeight);

}

public void setBraveCanvas(BraveCanvas braveCanvas)

{

this.braveCanvas = braveCanvas;

}

public void setBraveManager(BraveManager braveManager)

{

this.braveManager = braveManager;

}

public void setManager(BraveCanvas braveCanvas)

{

this.braveCanvas = braveCanvas;

}

public void init(int x, int y)

{

this.x = x;

this.y = y;

}

public void afresh()

{

setPosition(this.x, this.y);

}

public void moveUp(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

this.y = Math.max(0, y - 1);

}

public void moveDown(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

this.y = Math.min(braveManager.getLayerAt(1).getHeight(), y + 1);

}

public void moveLeft(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

this.x = Math.max(0, x - 1);

}

public void moveRight(Image image) throws IOException

{

setImage(image, 17, 26);

nextFrame();

this.x = Math.min(braveManager.getLayerAt(1).getWidth(), x + 1);

}

}

现在英雄的移动范围大了,但只英雄一人,也太孤单了,我们给他创造一个小镇吧。

修改Scene类如下:

Scene.java

package brave;

import javax.microedition.lcdui.game.TiledLayer;

import javax.microedition.lcdui.Image;

public class Scene

{

public static TiledLayer createTiledLayerByBackground(Image image)

{

TiledLayer tiledLayer = new TiledLayer(10, 8, image, 48, 64);

tiledLayer.fillCells(0, 0, 10, 8, 2);

return tiledLayer;

}

public static TiledLayer createTiledLayerByForeground(Image image)

{

TiledLayer tiledLayer = new TiledLayer(30, 32, image, 16, 16);

// 30 * 32

int[] maplist =

{

//0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

26 27 28 29

0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0

,0 ,0 ,0 ,0 ,0 ,//0

0

,28,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,29,30,0 ,//1

0 ,34,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0

,0 ,0 ,0 ,36,0 ,//2

0 ,34,0 ,1 ,2 ,3 ,4 ,5 ,0 ,0 ,0 ,1 ,2 ,3 ,3 ,26,3 ,3 ,4 ,5 ,0 ,0 ,1 ,2 ,3

,4 ,5 ,0 ,36,0 ,//3

0 ,34,0 ,7 ,8 ,46,10,11,0 ,0 ,0 ,7 ,8 ,47,31,32,33,47,10,11,0 ,0 ,7 ,8

,46,10,11,0 ,36,0 ,//4

0 ,34,0 ,13,14,15,16,17,0 ,0 ,0 ,13,14,14,37,38,39,14,16,17,0 ,0

,13,14,15,16,17,0 ,36,0 ,//5

0 ,34,0 ,19,20,21,22,23,6 ,0 ,0 ,19,20,20,43,44,45,20,20,23,0 ,0

,19,20,21,22,23,0 ,36,0 ,//6

0 ,34,0 ,0 ,0 ,12,0 ,0 ,0 ,0 ,0 ,24,24,24,13,15,17,24,24,24,0 ,0 ,0 ,0

,12,0 ,0 ,0 ,36,0 ,//7

0 ,34,0 ,0 ,0 ,12,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,19,21,23,0 ,0 ,0 ,0 ,0 ,0 ,0

,12,0 ,0 ,0 ,36,0 ,//8

0 ,34,0 ,0 ,0 ,12,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,12,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0

,12,0 ,0 ,0 ,36,0 ,//9

0 ,34,0 ,0 ,0

,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,0 ,0 ,0 ,36,0 ,//10

0 ,34,0 ,0 ,0 ,0 ,0 ,0 ,0 ,12,25,25,25,25,25,25,25,25,25,25,12,0 ,0 ,0 ,0

,0 ,0 ,0 ,36,0 ,//11

0 ,34,0 ,1 ,2 ,3 ,4 ,5 ,0 ,12,25,25,25,25,25,25,25,25,25,25,12,0 ,1 ,2 ,3

,4 ,5 ,0 ,36,0 ,//12

0 ,34,0 ,7 ,8 ,46,10,11,0 ,12,25,25,25,25,25,25,25,25,25,25,12,0 ,7 ,8

,46,10,11,0 ,36,0 ,//13

0 ,34,0 ,13,14,15,16,17,0 ,12,25,25,25,25,25,25,25,25,25,25,12,0

,13,14,15,16,17,0 ,36,0 ,//14

0 ,34,0 ,19,20,21,22,23,0 ,12,25,25,25,25,25,25,25,25,25,25,12,0

,19,20,21,22,23,0 ,36,0 ,//15

0 ,34,0 ,0 ,0 ,12,0 ,0 ,0 ,12,25,25,25,25,25,25,25,25,25,25,12,0 ,0 ,0

,12,0 ,0 ,0 ,36,0 ,//16

0 ,34,0 ,0 ,0 ,12,0 ,0 ,0 ,12,25,25,25,25,25,25,25,25,25,25,12,0 ,0 ,0

,12,0 ,0 ,0 ,36,0 ,//17

0 ,34,0 ,0 ,0 ,12,0 ,0 ,0 ,12,25,25,25,25,25,25,25,25,25,25,12,0 ,0 ,0

,12,0 ,0 ,0 ,36,0 ,//18

0 ,34,0 ,0 ,0

,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,0 ,0 ,0 ,36,0 ,//19

0 ,34,0 ,0 ,0 ,0 ,0 ,0 ,0 ,12,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,12,0 ,0 ,0 ,0

,0 ,0 ,0 ,36,0 ,//20

0 ,34,0 ,0 ,0 ,0 ,0 ,0 ,0 ,12,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,12,0 ,0 ,0 ,0

,0 ,0 ,0 ,36,0 ,//21

0 ,34,0 ,1 ,2 ,3 ,4 ,5 ,0 ,12,0 ,0 ,0 ,0 ,1 ,3 ,5 ,0 ,0 ,0 ,12,0 ,1 ,2 ,3

,4 ,5 ,0 ,36,0 ,//22

0 ,34,0 ,7 ,8 ,46,10,11,0 ,12,0 ,0 ,0 ,0 ,7 ,48,11,0 ,0 ,0 ,12,0 ,7 ,8

,46,10,11,0 ,36,0 ,//23

0 ,34,0 ,13,14,15,16,17,0 ,12,0 ,0 ,0 ,6 ,13,15,17,0 ,0 ,0 ,12,0

,13,14,15,16,17,0 ,36,0 ,//24

0 ,34,0 ,19,20,21,22,23,0 ,12,0 ,0 ,0 ,6 ,19,21,23,0 ,0 ,0 ,12,0

,19,20,21,22,23,0 ,36,0 ,//25

0 ,34,0 ,0 ,0 ,12,0 ,0 ,0 ,12,18,0 ,0 ,0 ,0 ,12,0 ,0 ,0 ,0 ,12,0 ,0 ,0

,12,0 ,0 ,0 ,36,0 ,//26

0 ,34,0 ,0 ,0

,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,0 ,0 ,0 ,36,0 ,//27

0 ,34,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,12,12,12,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0

,0 ,0 ,0 ,36,0 ,//28

0 ,34,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,12,12,12,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0

,0 ,0 ,0 ,36,0 ,//29

0

,40,29,29,29,29,29,29,29,29,29,29,29,29,12,12,12,29,29,29,29,29,29,29,29,29,29,29,42,0 ,//30

0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0

,0 ,0 ,0 ,0 ,0 //31

};

for(int i = 0 ; i < maplist.length ; i++)

{

int col = i % 30;

int row = (i - col) / 30;

tiledLayer.setCell(col, row, maplist[i]);

}

return tiledLayer;

}

}

修改BraveCanvas类如下:

BraveCanvas.java

package brave;

import javax.microedition.lcdui.game.GameCanvas;

import javax.microedition.lcdui.Graphics;

import java.io.IOException;

import javax.microedition.lcdui.Image;

import javax.microedition.lcdui.game.TiledLayer;

public class BraveCanvas extends GameCanvas implements Runnable

{

private boolean sign;

private Graphics g;

private Hero hero;

private Image upimage;

private Image downimage;

private Image leftimage;

private Image rightimage;

private TiledLayer backgroundMap;

private TiledLayer foregroundMap;

private BraveManager braveManager;

public BraveCanvas()

{

super(true);

}

public void startup()

{

this.sign = true;

try

{

backgroundMap = Scene.createTiledLayerByBackground(

Image.createImage("/background.png"));

//生成小镇地图

foregroundMap = Scene.createTiledLayerByForeground(

Image.createImage("/foreground.png"));

upimage = Image.createImage("/hero_up.png");

downimage = Image.createImage("/hero_down.png");

leftimage = Image.createImage("/hero_left.png");

rightimage = Image.createImage("/hero_right.png");

braveManager = new BraveManager();

braveManager.setBraveCanvas(this);

hero = new Hero(upimage, 17, 26);

hero.setFrameSequence(new int[]{1, 1, 0, 0, 1, 1, 2, 2});

hero.setBraveCanvas(this);

hero.setBraveManager(braveManager);

hero.init(0,0);

}

catch(Exception e)

{

e.printStackTrace();

}

Thread thread = new Thread(this);

thread.start();

}

public void run()

{

g = getGraphics();

braveManager.insert(hero, 0);

//插入小镇地图

braveManager.insert(foregroundMap, 1);

braveManager.insert(backgroundMap, 2);

while(sign)

{

try

{

input(g);

paint(g);

Thread.sleep(15);

}

catch(Exception e)

{

e.printStackTrace();

}

}

}

public void input(Graphics g) throws IOException

{

int keystates = getKeyStates();

switch(keystates)

{

case UP_PRESSED:

hero.moveUp(upimage);

break;

case DOWN_PRESSED:

hero.moveDown(downimage);

break;

case LEFT_PRESSED:

hero.moveLeft(leftimage);

break;

case RIGHT_PRESSED:

hero.moveRight(rightimage);

break;

}

hero.afresh();

braveManager.afresh();

}

public void paint(Graphics g)

{

g.setColor(0x000000);

g.fillRect(0, 0, getWidth(), getHeight());

g.setColor(0xffffff);

braveManager.paint(g, 0, 0);

flushGraphics();

}

}

运行结果如图:

这一篇就写到这了。

现在终于有点RPG游戏的样子了,不过我们的英雄似乎可以穿墙走壁啊。在下一篇中我将加入碰撞检测和人

物对话。

写到这已经创建五个类了(j2ee写习惯了:)),不知道是不是多了,大家多提点意见。而且也有很多地方设

计的不是很合理,以后的开发也许会出现点问题,好在我只是单纯的实现功能。

在确定英雄始终在地图中央的那段程序,总感觉有点烦琐,不知道大家是怎么写的,希望各位高手指导指导。

 
 
 
免责声明:本文为网络用户发布,其观点仅代表作者个人观点,与本站无关,本站仅提供信息存储服务。文中陈述内容未经本站证实,其真实性、完整性、及时性本站不作任何保证或承诺,请读者仅作参考,并请自行核实相关内容。
2023年上半年GDP全球前十五强
 百态   2023-10-24
美众议院议长启动对拜登的弹劾调查
 百态   2023-09-13
上海、济南、武汉等多地出现不明坠落物
 探索   2023-09-06
印度或要将国名改为“巴拉特”
 百态   2023-09-06
男子为女友送行,买票不登机被捕
 百态   2023-08-20
手机地震预警功能怎么开?
 干货   2023-08-06
女子4年卖2套房花700多万做美容:不但没变美脸,面部还出现变形
 百态   2023-08-04
住户一楼被水淹 还冲来8头猪
 百态   2023-07-31
女子体内爬出大量瓜子状活虫
 百态   2023-07-25
地球连续35年收到神秘规律性信号,网友:不要回答!
 探索   2023-07-21
全球镓价格本周大涨27%
 探索   2023-07-09
钱都流向了那些不缺钱的人,苦都留给了能吃苦的人
 探索   2023-07-02
倩女手游刀客魅者强控制(强混乱强眩晕强睡眠)和对应控制抗性的关系
 百态   2020-08-20
美国5月9日最新疫情:美国确诊人数突破131万
 百态   2020-05-09
荷兰政府宣布将集体辞职
 干货   2020-04-30
倩女幽魂手游师徒任务情义春秋猜成语答案逍遥观:鹏程万里
 干货   2019-11-12
倩女幽魂手游师徒任务情义春秋猜成语答案神机营:射石饮羽
 干货   2019-11-12
倩女幽魂手游师徒任务情义春秋猜成语答案昆仑山:拔刀相助
 干货   2019-11-12
倩女幽魂手游师徒任务情义春秋猜成语答案天工阁:鬼斧神工
 干货   2019-11-12
倩女幽魂手游师徒任务情义春秋猜成语答案丝路古道:单枪匹马
 干货   2019-11-12
倩女幽魂手游师徒任务情义春秋猜成语答案镇郊荒野:与虎谋皮
 干货   2019-11-12
倩女幽魂手游师徒任务情义春秋猜成语答案镇郊荒野:李代桃僵
 干货   2019-11-12
倩女幽魂手游师徒任务情义春秋猜成语答案镇郊荒野:指鹿为马
 干货   2019-11-12
倩女幽魂手游师徒任务情义春秋猜成语答案金陵:小鸟依人
 干货   2019-11-12
倩女幽魂手游师徒任务情义春秋猜成语答案金陵:千金买邻
 干货   2019-11-12
 
>>返回首页<<
推荐阅读
 
 
频道精选
 
静静地坐在废墟上,四周的荒凉一望无际,忽然觉得,凄凉也很美
© 2005- 王朝网络 版权所有