在java.util包中有一个TimerTask类,你可以扩展这个类并且实现他的run()方法,在run()方法中编写我们的逻辑代码。如果我们想制作一个游戏时钟,那么非常简单我们编写一个GameClock类扩展TimerTask,GameClock需要维持一个实例变量timeLeft,这样我们就可以记录游戏剩余的时间了,在每次run()运行的时候把timeLeft减1就可以了。有时候我们需要始终暂停以及重新启动,这并不复杂,在GameClock中添加一个boolean类型的标记就可以了。下面给出GameClock的代码:
/* * GameClock.java * * Created on 2005年7月18日, 上午11:00 * * To change this template, choose Tools | Options and locate the template under * the Source Creation and Management node. Right-click the template and choose * Open. You can then make changes to the template in the Source Editor. */ package com.j2medev.gameclock; import java.util.TimerTask; /** * * @author Administrator */ public class GameClock extends TimerTask{ private int timeLeft = 60;//时钟的默认时间 private boolean pause = false; /** Creates a new instance of GameClock */ public GameClock() { } public GameClock(int value){ timeLeft = value; } public void run(){ if(!pause){ timeLeft--; } } public void pause(){ pause = true; } public void resume(){ pause = false; } public int getTimeLeft(){ return timeLeft; } public void setTimeLeft(int _value){ this.timeLeft = _value; } } 当我们使用这个时钟的时候,只需要把它的一个实例作为参数传给Timer的schedule()方法即可。例如
clock = new GameClock(30); timer.schedule(clock,0,1000); 接下来我们编写一个简单的游戏界面测试一下时钟。我们在程序启动的时候开始计时,每隔一秒钟timeLeft会减少1,并且在手机屏幕上显示当前剩余的时间。如果timeLeft为0的时候代表游戏已经结束了。因此我们需要这样判断游戏的状态。
public void verifyGameState(){ timeLeft = clock.getTimeLeft(); if(timeLeft == 0){ going = false; } }
为了测试时钟的暂停功能,我们接收用户的按键行为,如果左键被按下,那么调用clock的pause()方法,如果右键被按下则调用clock的resume()方法。
public void userInput(){ int keyStates = this.getKeyStates(); if((keyStates & GameCanvas.LEFT_PRESSED) != 0){ clock.pause(); }else if((keyStates & GameCanvas.RIGHT_PRESSED) != 0){ clock.resume(); } } 下面给出MIDlet和Canvas的代码:
/* * ClockCanvas.java * * Created on 2005年7月18日, 上午11:04 * * To change this template, choose Tools | Options and locate the template under * the Source Creation and Management node. Right-click the template and choose * Open. You can then make changes to the template in the Source Editor. */ package com.j2medev.gameclock; import java.util.Timer; import javax.microedition.lcdui.Command; import javax.microedition.lcdui.Graphics; import javax.microedition.lcdui.game.*; /** * * @author Administrator */ public class ClockCanvas extends GameCanvas implements Runnable { private Timer timer = new Timer(); private GameClock clock = null; private boolean going = true; int timeLeft = 0; /** Creates a new instance of ClockCanvas */ public ClockCanvas() { super(false); } public void run(){ clock = new GameClock(30); timer.schedule(clock,0,1000); while(going){ verifyGameState(); userInput(); repaint(); try{ Thread.sleep(100); }catch(Exception e){ e.printStackTrace(); } } } public void userInput(){ int keyStates = this.getKeyStates(); if((keyStates & GameCanvas.LEFT_PRESSED) != 0){ clock.pause(); }else if((keyStates & GameCanvas.RIGHT_PRESSED) != 0){ clock.resume(); } } public void paint(Graphics g){ int color = g.getColor(); g.setColor(0xffffff); g.fillRect(0,0, this.getWidth(), this.getHeight()); g.setColor(color); if(timeLeft == 0){ g.drawString("游戏结束", this.getWidth()/2, this.getHeight()/4, Graphics.HCENTER|Graphics.BOTTOM); }else{ g.drawString("游戏剩余时间:"+timeLeft, this.getWidth()/2, this.getHeight()/4, Graphics.HCENTER|Graphics.BOTTOM); } } public void verifyGameState(){ timeLeft = clock.getTimeLeft(); if(timeLeft == 0){ going = false; } } public void start(){ Thread t = new Thread(this); t.start(); } public void stop(){ going = false; } }
/* * TestMidlet.java * * Created on 2005年7月18日, 上午11:00 */ package com.j2medev.gameclock; import javax.microedition.midlet.*; import javax.microedition.lcdui.*; /** * * @author Administrator * @version */ public class TestMidlet extends MIDlet { private Display display = null; public void startApp() { display = Display.getDisplay(this); ClockCanvas canvas = new ClockCanvas(); canvas.start(); display.setCurrent(canvas); } public void pauseApp() { } public void destroyApp(boolean unconditional) { } }
程序运行的截图如下:
总结:本文实现了一个游戏开发中可能用到的时钟程序,代码并不复杂。希望能对大家有所帮助。
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