j2me学习--是男人就下100层代码学习

先贴出代码随后加上自己的注释.

自己感觉程序的运行效果不好但是很适合处学者学习.

import javax.microedition.lcdui.*;

import javax.microedition.midlet.*;

import java.util.*;

import javax.microedition.lcdui.game.GameCanvas;

public class Man extends MIDlet

{

         private Game game;

         public Display display;

 

         public Man()

         {

                   game = new Game(this);

                   display = Display.getDisplay(this);

         }

 

         public void startApp()

         {

                   game.startGame();

         }

 

         public void pauseApp()

         {

         }

 

         public void destroyApp(boolean unconditional)

         {

         }

 

         public void closeman()

         {

           destroyApp(false);

           notifyDestroyed();

         }

 

}

class Game

{

         public MainMenu mainmenu;

         public ManDown mandown;

         private Man G_man;

         private Image imgEmpty;

         public int man_mov_x = 3;

         public int man_mov_y = 3;

         public int obj_mov = 4;

public Game(Man man)

         {

                   this.G_man = man;

                   this.mainmenu = new MainMenu(this);

         }

public void startGame()

         {

                   G_man.display.setCurrent(this.mainmenu);

         }

public void startmandown()

         {

                   this.mandown = new ManDown(this,G_man);

                   setgame(man_mov_x,man_mov_y,obj_mov);

                   G_man.display.setCurrent(this.mandown);

         }

public void exitGame()

         {

                   G_man.destroyApp(false);

                   G_man.notifyDestroyed();

         }

public void setgame(int manmovx, int manmovy, int objmov)

         {

           this.mandown.MAN_MOV_X = manmovx;

             this.mandown.MAN_MOV_Y = manmovy;

                   this.mandown.OBJ_MOV =  objmov;

         }

public void MydrawRegion(Graphics graphics,Image imgSrc,

                                     int SrcX,int SrcY,

                                     int TargetX, int TargetY,

                                     int TargetWidth,int TargetHeight)

         {

graphics.setClip(TargetX, TargetY, TargetWidth, TargetHeight);

                   graphics.drawImage(imgSrc, TargetX-SrcX, TargetY-SrcY, Graphics.LEFT | Graphics.TOP);

}

 

}

class MainMenu extends Canvas

{

         private int SCREEN_WIDTH = this.getWidth();

         private int SCREEN_HEIGHT = this.getHeight();

public int menuindex = 0;

         private int setindex= 0;

         private Game game;

         private String menustr[] = new String[4];

         private String setstr[] = new String[4];

public MainMenu(Game game)

         {

                   this.game = game;

                   try

                   {

                            setFullScreenMode(true);

                            menustr[0] = "开始";

                            menustr[1] = "设置";

                            menustr[2] = "退出";

                            menustr[3] = "关于";

                            setstr[0] = "简单";

                            setstr[1] = "普通";

                            setstr[2] = "困难";

                            setstr[3] = "返回";

                   }

                   catch(Exception ex)

                   {

                            ex.printStackTrace();

                   }

         }

protected void keyPressed(int key)

         {

                  if(menuindex < 5)

                   {

                            switch (getGameAction(key))

                            {

                                     case Canvas.UP:

                                               menuindex --;

                                               if(menuindex < 0) menuindex = 3;

                                               break;

                                     case Canvas.DOWN:

                                               menuindex ++;

                                               if(menuindex > 3) menuindex = 0;

                                               break;

                                     case Canvas.FIRE:

                                               switch(menuindex)

                                               {

                                               case 0:

                                                        // 开始游戏

                                             this.game.startmandown();

                                                        break;

                                               case 1:

                                                        // 设置难度

                                                        menuindex = 5;

                                                        break;

                                               case 2:

                                                        // 退出

                                                        this.game.exitGame();

                                                        break;

                                               case 3:

                                                        // 关于

                                                        menuindex = 4;

                                                        break;

                                               case 4:

                                                        //从关于中退出

                                                        menuindex = 3;

                                                        break;

                                               }

                                     break;

                            }

                   }       

                   else

                   {

                            switch (getGameAction(key))

                            {

                                     case Canvas.UP:

                                               setindex --;

                                               if(setindex < 0) setindex = 3;

                                                break;

                                case Canvas.DOWN:

                                                setindex ++;

                                               if(setindex > 3) setindex = 0;

                                               break;

                                     case Canvas.FIRE:

                                               switch(setindex)

                                               {

                                                        case 0:

                                                                 // 简单

                                                                 this.game.man_mov_x = 3;

                                                                 this.game.man_mov_y = 3;

                                                                 this.game.obj_mov = 2;

                                                                  this.game.startmandown();

                                                       break;

                                                        case 1:

                                                                 // 一般

                                                                 this.game.man_mov_x = 3;

                                                                 this.game.man_mov_y = 3;

                                                                 this.game.obj_mov = 4;

                                                                 this.game.startmandown();

                                                       break;

                                                        case 2:

                                                                 // 困难

                                                                 this.game.man_mov_x = 4;

                                                                 this.game.man_mov_y = 4;

                                                                 this.game.obj_mov = 5;

                                                                 this.game.startmandown();

                                                       break;

                                                        case 3:

                                                                 // 返回

                                                                 setindex = 0;

                                                                 menuindex = 1;

                                                                 break;

 

                                              }

                                     break;

                            }

                   }

this.repaint();

         }

 protected void sizeChanged(int w, int h)

    {

        SCREEN_WIDTH = w ;

        SCREEN_HEIGHT = h ;       

    }

 public void paint(Graphics graphics)

    {

if(menuindex < 4)

                   {

                      graphics.setColor(96,57,19);

                       graphics.fillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);

                       graphics.clipRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);

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

                            {

                                     if(i == menuindex)

                                     {

                                               graphics.setColor(218,218,218);

                            graphics.drawString(menustr[i],this.getWidth()/2,this.getHeight()/6*(1+i),Graphics.HCENTER|Graphics.TOP);

                                     }

                                     else

                                     {

                                     graphics.setColor(198,156,109);

                            graphics.drawString(menustr[i],this.getWidth()/2,this.getHeight()/6*(1+i),Graphics.HCENTER|Graphics.TOP);

                                     }

                            }

                   }

                   else if(menuindex == 4)

                   {

                       graphics.setColor(96,57,19);

                       graphics.fillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);

                       graphics.clipRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);

                            graphics.setColor(198,156,109);

                            graphics.drawString("雨石工作室",this.getWidth()/2,this.getHeight()/5*1,Graphics.HCENTER|Graphics.TOP);

                            graphics.drawString("设计开发",this.getWidth()/2,this.getHeight()/5*2,Graphics.HCENTER|Graphics.TOP);

                   }

                   else if(menuindex == 5)

                   {

graphics.setColor(96,57,19);

                       //graphics.fillRect(0,0,this.getWidth(),this.getHeight());

                      //graphics.clipRect(0,0,this.getWidth(),this.getHeight());

                       graphics.fillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);

                      graphics.clipRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);

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

                            {

                                     if(i == setindex)

                                     {

                                               graphics.setColor(218,218,218);

                                     graphics.drawString(setstr[i],this.getWidth()/2,this.getHeight()/6*(1+i),Graphics.HCENTER|Graphics.TOP);

                                     }

                                     else

                                     {

                                               graphics.setColor(198,156,109);

                                      graphics.drawString(setstr[i],this.getWidth()/2,this.getHeight()/6*(1+i),Graphics.HCENTER|Graphics.TOP);

                                     }

                            }

                   }       

 

         }

}

class ManDown extends GameCanvas implements Runnable

{

private static int MAN_WIDTH = 16;

         private static int MAN_HEIGHT = 16;

private static int OBJ_WIDTH = 48;

         private static int OBJ_HEIGHT = 8;

private static int SIDE_WIDTH = 8;

         private static int SIDE_HEIGHT = 16;

private static int MAX_LIFE = 15;

//private int SCREEN_WIDTH = this.getWidth();

         //private int SCREEN_HEIGHT = this.getHeight();

         private int SCREEN_WIDTH;

         private int SCREEN_HEIGHT;

public int MAN_MOV_X;

         public int MAN_MOV_Y;

         public int OBJ_MOV;

private Random rnd;

         private Game game;

         private Man man;

         private Image I_man,I_obj1,I_obj2,I_side,I_top;

         private Image image_temp;

         private Thread thread;

         private int man_picIndex = 0;

         public int position_obj_x[] = new int[16];

         public int position_obj_y[] = new int[16];

         public int position_man_x;

         public int position_man_y;

         public int position_side_y = 0;

         public int direction = 0;

         public int directionup = 0;

         public int directionhit = 0;

         public int time_num = 0;

         public int life;

         public int level = 0;

         public int life_change = 0;

         public int level_change = 0;

         private Image I_tmp[] = new Image[5];

         private int Int_tmp[] = new int[16];

         public boolean isgameover = false;

         public boolean running = true;

public ManDown(Game game, Man man)

         {

                   super(true);

                   thread = new Thread(this);

                   rnd = new Random();

                   this.game = game;

                   this.man = man;

                   setFullScreenMode(true);

                   SCREEN_WIDTH = this.getWidth();

                   SCREEN_HEIGHT = this.getHeight();

                   try

                   {

                            life = MAX_LIFE;

                            I_man  = Image.createImage("/man.png");

                           I_obj1 = Image.createImage("/obj1.png");

                            I_side = Image.createImage("/side.png");

                            I_top  = Image.createImage("/top.png");

                            initobj(16);

                   }

                   catch(Exception ex)

                   {

                            ex.printStackTrace();

                   }

                   thread.start();

         }

public void run()

         {

                   try

                   {

                            while (running)

                            //while (true)

                            {

                                     man_picIndex++;

                                     man_picIndex = man_picIndex % 4;

                                     thread.sleep(100);

                                     inputs();

                                     changelevel(SCREEN_HEIGHT/3);

                                     scrollside(OBJ_MOV,14);

                                     objup(OBJ_MOV);                             

                                     this.repaint();

                                     //flushGraphics();

}

                   }

                   catch(InterruptedException ie)

                   {

                   ie.printStackTrace();

                   }

         }

protected void sizeChanged(int w, int h)

    {

        SCREEN_WIDTH = w ;

        SCREEN_HEIGHT = h ;       

    }

//产生物体的坐标以及物体

         public void initobj(int obj_num)

         {

                   for(int i=0;i

                        {

                            if (i==0)

                   {

                            position_obj_x[0] = (SCREEN_WIDTH - OBJ_WIDTH)/2;

                            position_obj_y[0] = SCREEN_HEIGHT;

                            position_man_x = (SCREEN_WIDTH - MAN_WIDTH)/2;

                            position_man_y = SCREEN_HEIGHT - MAN_HEIGHT;

                            Int_tmp[0] = 0;

                   }

                   else

                   {

                            position_obj_x[i] = SIDE_WIDTH + (rnd.nextInt() >>> 1)%(SCREEN_WIDTH/12-1)*12;

                            if (position_obj_x[i]>SCREEN_WIDTH - OBJ_WIDTH - SIDE_WIDTH)

                            {

                                     position_obj_x[i] = position_obj_x[i] - OBJ_WIDTH - SIDE_WIDTH;

                            }

                            position_obj_y[i]=position_obj_y[i-1]+30;

                            Int_tmp[i] = (rnd.nextInt() >>> 1)%6;

                   }

         }       

         }

public void gameover()

         {

                   /*if(isgameover == true)

                            running = false;*/

         }

public void changelevel(int levelHeight)

         {

                   level_change++;

                   if (level_change/levelHeight == 1)

                   {

                            level_change = 0;

                            level++;

                   }       

         }

public void scrollside(int chg_side,int max_chg)

         {

                   position_side_y = position_side_y - chg_side;

                   if (position_side_y < -max_chg)

                            position_side_y = 0;

         }

 

         public void objup(int chg_obj_y)

         {

for(int i=0;i<16;i++)

                   {

                            //坐标减小,物体上移

                            position_obj_y[i] = position_obj_y[i] - chg_obj_y;

                            //使物体坐标循环出现

                            if (position_obj_y[i] < 15)

                            {

                                     Int_tmp[i] = (rnd.nextInt() >>> 1)%6;

                                     if (i == 0 )

                                     {

                                               position_obj_y[0] = position_obj_y[15] + 30;

                                               Int_tmp[0] = (rnd.nextInt() >>> 1) % 6;

                                     }

                                     else

                                     {

                                                        position_obj_y[i] = position_obj_y[i-1] + 30;

                                                        Int_tmp[i] = (rnd.nextInt() >>> 1) % 6;

                                               }

                                               position_obj_x[i] = SIDE_WIDTH + (rnd.nextInt() >>> 1)%(SCREEN_WIDTH/12-1)*12;

                                               if (position_obj_x[i]>SCREEN_WIDTH - OBJ_WIDTH - SIDE_WIDTH)

                                               {

                                                        position_obj_x[i] = position_obj_x[i] - OBJ_WIDTH - SIDE_WIDTH;

                                               }

                                     }

                            }

         }

//画屏幕

         public void paint(Graphics graphics)

         {

             graphics.setColor(0,0,0);

             graphics.fillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);

             graphics.clipRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);

                   graphics.setColor(255,0,0);

                   graphics.drawString("生命: "+life,10,0,Graphics.LEFT|Graphics.TOP);

                   graphics.drawString("层数: "+level,70,0,Graphics.LEFT|Graphics.TOP);

                 if(isgameover)

                 {

                            level_change = level;

                graphics.drawString("GameOver",SCREEN_WIDTH/2,SCREEN_HEIGHT*1/3,Graphics.TOP|Graphics.HCENTER);

                graphics.drawString("层数:"+level_change,SCREEN_WIDTH/2,SCREEN_HEIGHT*1/3+20,Graphics.TOP|Graphics.HCENTER);

 

                   }

                   else

                   {

                   //显示物体

                   for(int i=0;i<16;i++)

                   {

                            draw_obj(graphics, I_obj1, Int_tmp[i], position_obj_x[i], position_obj_y[i]);

                   }

                   }

                   //顶端 左侧 右侧

                   for(int i=0;i

                   {

                            game.MydrawRegion(graphics,I_top,0,0,8*i,14,8,8);

                   }

                   for(int i=0;i

                   {

                            game.MydrawRegion(graphics,I_side,0,0,0,position_side_y + SIDE_HEIGHT * i,SIDE_WIDTH,SIDE_HEIGHT);

                            game.MydrawRegion(graphics,I_side, SIDE_WIDTH, 0, SCREEN_WIDTH - SIDE_WIDTH, position_side_y + SIDE_HEIGHT * i,SIDE_WIDTH,SIDE_HEIGHT);

                   }

                   gameover();

                   checkman(graphics);

                   checkposition(graphics, 2, (MAN_MOV_Y + OBJ_MOV)/2, MAN_MOV_Y);

                  checktop(16, 3, MAN_MOV_Y);

                   checkbottom(SCREEN_HEIGHT,MAN_MOV_Y);

                   checkside();

                   serviceRepaints();

}

//检查状态以显示小人状态public void checkman(Graphics graphics)

         {

if (directionup == 0)

                   {

                            switch(direction)

                            {

                                     case 0:

                                          game.MydrawRegion(graphics,I_man,8 * MAN_WIDTH,directionhit *16, position_man_x,position_man_y, MAN_WIDTH, MAN_HEIGHT);

                                               break;

                                     case 1:

                                         game.MydrawRegion(graphics,I_man,directionhit*4*MAN_WIDTH + man_picIndex * MAN_WIDTH,0,position_man_x,position_man_y, MAN_WIDTH, MAN_HEIGHT);

                                               break;

                                     case 2:

                                          game.MydrawRegion(graphics,I_man,directionhit*4*MAN_WIDTH + man_picIndex * MAN_WIDTH,16,position_man_x,position_man_y, MAN_WIDTH, MAN_HEIGHT);

                                               break;

                            }

                   }

                   else if (directionup == 1)

                   {

                            switch(direction)

                            {

                                     case 0:

                                         game.MydrawRegion(graphics,I_man,directionhit*4*MAN_WIDTH + man_picIndex * MAN_WIDTH,48,position_man_x,position_man_y, MAN_WIDTH, MAN_HEIGHT);

                                               break;

                                     case 1:

                                         game.MydrawRegion(graphics,I_man,directionhit*4*MAN_WIDTH + man_picIndex * MAN_WIDTH,32,position_man_x,position_man_y, MAN_WIDTH, MAN_HEIGHT);

                                               break;

                                     case 2:

                                         game.MydrawRegion(graphics,I_man,directionhit*4*MAN_WIDTH + man_picIndex * MAN_WIDTH,64,position_man_x,position_man_y, MAN_WIDTH, MAN_HEIGHT);

                                               break;

                            }

                   }

 

 

         }

//检查人物是否到达顶部public void checktop(int topposition,int lifevalue,int chg_man_y)

         {

                   if(position_man_y <= topposition)

                   {

                            life = life- lifevalue;

                            position_man_y = topposition + chg_man_y;

                            directionhit = 1;

                   }

                   if(life < 1)

                   {

                            isgameover = true;

                            position_man_y = SCREEN_HEIGHT + position_man_y;

                   }

}

//检查人物是否到达底部public void checkbottom(int bottomposition,int chg_man_y)

         {

                   if(position_man_y > bottomposition - 16)

                   {

                            life = 0;

                            isgameover = true;

                            position_man_y = bottomposition + MAN_HEIGHT + chg_man_y;

                   }

                           

         }

public void checkside()

         {

                            if(position_man_x < 9)

                            {

                                     position_man_x = 8;

                            }

 

                            if(position_man_x > SCREEN_WIDTH-16-9)

                            {

                                     position_man_x = SCREEN_WIDTH-16-8;

                            }

         }

public void checkposition(Graphics graphics, int nearly_x, int nearly_y, int chg_man_y)

         {

                   int check_num=1;

                   for(int i=0;i<16;i++)

                   {

                            if (position_man_x + MAN_WIDTH - nearly_x >= position_obj_x[i] && position_man_x <= position_obj_x[i] + OBJ_WIDTH - nearly_x)

                            {

switch(Int_tmp[i])

                                     {

                                               case 0://平板

                                                        if(position_obj_y[i] - position_man_y - MAN_HEIGHT >=- nearly_y && position_obj_y[i] - position_man_y - MAN_HEIGHT <= nearly_y)

                                                        {

                                                                 life_change++;

                                                                 if(life_change == 1 && life < 15)

                                                                           life++;

                                                                 position_man_y=position_obj_y[i]-16;

                                                                 position_man_y = position_man_y - chg_man_y;

                                                                 check_num = 0;

                                                                 directionup = 0;

                                                                 directionhit = 0;

                                                        }

                                                        break;

                                               case 1://右滚板

                                                        if(position_obj_y[i] - position_man_y - MAN_HEIGHT >=- nearly_y && position_obj_y[i] - position_man_y - MAN_HEIGHT <= nearly_y)

                                                        {

                                                                 life_change++;

                                                                 if(life_change == 1 && life < MAX_LIFE)

                                                                           life++;

                                                                 position_man_y=position_obj_y[i]-16;

                                                                 position_man_y = position_man_y - chg_man_y;

                                                                 check_num = 0;

                                                                 position_man_x++;

                                                                 directionup = 0;

                                                                 directionhit = 0;

                                                        }

                                                        break;

                                               case 2://左滚板

                                                        if(position_obj_y[i] - position_man_y - MAN_HEIGHT >=- nearly_y && position_obj_y[i] - position_man_y - MAN_HEIGHT <= nearly_y)

                                                        {

                                                                 life_change++;

                                                                 if(life_change == 1 && life < MAX_LIFE)

                                                                           life++;

                                                                 position_man_y=position_obj_y[i]-16;

                                                                 position_man_y = position_man_y - chg_man_y;

                                                                 check_num = 0;

                                                                 position_man_x--;

                                                                 directionup = 0;

                                                                 directionhit = 0;

                                                        }

                                                        break;

case 3://翻板

                                                        if(position_obj_y[i] - position_man_y - MAN_HEIGHT >=- nearly_y && position_obj_y[i] - position_man_y - MAN_HEIGHT <= nearly_y)

                                                        {

                                                                 life_change++;

                                                                 if(life_change == 1 && life < MAX_LIFE)

                                                                           life++;

                                                                 position_man_y = position_obj_y[i]-MAN_HEIGHT;

                                                                 position_man_y = position_man_y - chg_man_y;

                                                                 check_num = 0;

                                                                 time_num++;

                                                                 directionup = 0;

                                                                 directionhit = 0;

                                                                 if (time_num == 1)

                                                                 {

                                                                           game.MydrawRegion(graphics,I_obj1,0,96,position_obj_x[i], position_obj_y[i]-3,48,14);

                                                                 }

                                                                 else if (time_num == 2)

                                                                 {

                                                                           game.MydrawRegion(graphics,I_obj1,0,110,position_obj_x[i], position_obj_y[i]-4,48,16);

                                                                 }

                                                                 else if (time_num == 3)

                                                                 {

                                                                           game.MydrawRegion(graphics,I_obj1,0,126,position_obj_x[i], position_obj_y[i]-3,48,15);

                                                                 }

                                                                 else if (time_num == 4)

                                                                 {

                                                                           game.MydrawRegion(graphics,I_obj1,0,88,position_obj_x[i], position_obj_y[i],48,8);

                                                                           position_man_y = position_man_y + chg_man_y + 2;

                                                                           time_num = 0;

                                                                 }

}

                                                        break;

                                               case 4://弹板

                                                        //if(position_obj_y[i] - position_man_y - MAN_HEIGHT >=- nearly_y && position_obj_y[i] - position_man_y - MAN_HEIGHT <= nearly_y)

                                                        {

time_num++;

                                                                 if (time_num == 1&&position_obj_y[i]-position_man_y-16>=-3&&position_obj_y[i]-position_man_y-16<=3)

                                                                 {

                                                                           life_change++;

                                                                           if(life_change == 1 && life < MAX_LIFE)

                                                                                    life++;

                                                                           position_man_y = position_obj_y[i]-16;

                                                                           //position_man_y--;

                                                                           check_num = 0;

                                                                           game.MydrawRegion(graphics,I_obj1,0,147,position_obj_x[i], position_obj_y[i]-2,48,8);

                                                                           position_man_y = position_man_y - OBJ_MOV*2;

                                                                           directionup = 1;

                                                                           directionhit = 0;

                                                                 }

                                                                 else if (time_num == 2&&position_obj_y[i]-position_man_y-16>=2&&position_obj_y[i]-position_man_y-16<=7)

                                                                 {

                                                                           life_change++;

                                                                           if(life_change == 1 && life < MAX_LIFE)

                                                                                    life++;

                                                                           position_man_y = position_obj_y[i]-16-5;

                                                                           check_num = 0;

                                                                           game.MydrawRegion(graphics,I_obj1,0,155,position_obj_x[i], position_obj_y[i]-3,48,9);

                                                                           position_man_y = position_man_y - OBJ_MOV*2;

                                                                           directionup = 1;

                                                                           directionhit = 0;

                                                                 }

                                                                 else if (time_num == 3&&position_obj_y[i]-position_man_y-16>=7&&position_obj_y[i]-position_man_y-16<=12)

                                                                 {

                                                                           life_change++;

                                                                           if(life_change == 1 && life < MAX_LIFE)

                                                                                    life++;

                                                                           position_man_y = position_obj_y[i]-16-10;

                                                                           check_num = 0;

                                                                           game.MydrawRegion(graphics,I_obj1,0,164,position_obj_x[i], position_obj_y[i]-4,48,10);

                                                                           position_man_y = position_man_y - OBJ_MOV*2;

                                                                           time_num = 0;

                                                                           directionup = 1;

                                                                           directionhit = 0;

                                                                 }

                                                                 else

                                                                 {

                                                                           time_num--;

                                                                           directionup = 0;

                                                                           directionhit = 0;

                                                                 }

                                                        }

break;

                                               case 5://带刺的板

                                                        if(position_obj_y[i] - position_man_y - MAN_HEIGHT/2 >=- nearly_y && position_obj_y[i] - position_man_y - MAN_HEIGHT/2 <= nearly_y)

                                                        {

                                                                 life_change++;

                                                                 if(life_change == 1)

                                                                 {

                                                                           life = life - 3;

                                                                           if(life < 1)

                                                                           {

                                                                                    position_man_y = SCREEN_HEIGHT + position_man_y;

                                                                                    isgameover = true;

                                                                           }

                                                                 }

                                                                 position_man_y=position_obj_y[i]-8;

                                                                 position_man_y--;

                                                                 check_num = 0;

                                                                 directionup = 0;

                                                                  directionhit = 1;

                                                        }

                                                        break;

}

                            }

}

                   if (check_num != 0)

                   {

                            position_man_y = position_man_y + MAN_MOV_Y;

                            life_change = 0;

                            directionup = 1;

                            directionhit = 0;

                   }

                  

         }

 

//检测按键信息public void inputs()

         {

                 int keyState = getKeyStates();

                   if((keyState & LEFT_PRESSED)!=0)

                   {

                            if(position_man_x < SIDE_WIDTH)

                            {

                                     position_man_x = SIDE_WIDTH;

                            }

                            else

                            {

                                     position_man_x = position_man_x - MAN_MOV_X;

                            }

                            direction = 1;

}

                   else if((keyState & RIGHT_PRESSED )!=0)

                   {

                            if(position_man_x > SCREEN_WIDTH -MAN_WIDTH - SIDE_WIDTH - 1)

                            {

                                     position_man_x = SCREEN_WIDTH - MAN_WIDTH - SIDE_WIDTH;

                            }

                            else

                            {

                                     position_man_x = position_man_x + MAN_MOV_X;

                            }

                            direction = 2;

                   }

                   else if(((keyState & GAME_A_PRESSED)!=0 || (keyState & GAME_B_PRESSED)!=0 ||(keyState & GAME_C_PRESSED)!=0  || (keyState & GAME_D_PRESSED)!=0 || (keyState & FIRE_PRESSED)!=0 || (keyState & UP_PRESSED)!=0 || (keyState & DOWN_PRESSED)!=0 )&& isgameover)//(keyState & FIRE_PRESSED)!=0 &&

                   {

                            /*this.game.mainmenu.menuindex = 1;

                            game.startGame();*/

                            running = false;

                            man.closeman();

                   }

                   else direction = 0;

 

         }

//显示物体public void draw_obj(Graphics graphics,Image image_show, int obj_id,int pos_x,int pos_y)

         {

                   switch(obj_id)

                   {

case 0://平板

                                     game.MydrawRegion(graphics,image_show,0,16,pos_x,pos_y, 48, 8);

                                     break;

                            case 1://右滚板

                                     game.MydrawRegion(graphics,image_show,0,24+man_picIndex * 8,pos_x,pos_y, 48, 8);

                                     break;

                            case 2://左滚板

                                     game.MydrawRegion(graphics,image_show,0,56+man_picIndex * 8,pos_x,pos_y, 48, 8);

                                     break;

                            case 3://翻板

                                     game.MydrawRegion(graphics,image_show,0,88,pos_x,pos_y, 48, 8);

                                     break;

                            case 4://弹板

                                     game.MydrawRegion(graphics,image_show,0,141,pos_x,pos_y, 48, 6);

                                     break;

                            case 5://带刺的板

                                     game.MydrawRegion(graphics,image_show,0,0,pos_x,pos_y, 48, 15);

                                     break;                                      

                   }

}

}

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