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基于j2me的小球快跑游戲畢業(yè)論文(存儲版)

2025-07-23 21:40上一頁面

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【正文】 n()){ //檢測是否發(fā)生碰撞 = 。 //Y方向上的移動 if(checkCollision()){ //檢測是否發(fā)生碰撞 += 。 trapCounter = 0。 if( = ){ //超出屏幕邊界則重新初始化 ()。 if( == 600){ = 0。 //陷阱幀控制計數(shù)器 int meteoCounter。不同的元素的不同的換幀間隔是通過幀控制計數(shù)器 * 來實現(xiàn)的。 //加命圖片 Bitmap bmpMultiply。 //小球圖片 Bitmap bmpTile。 //后臺數(shù)據(jù)的修改線程 CannonThread ct。 //小球運動方向,上為0,順時針依次為1~7 int velocity = 4。 //屏幕寬度 int screenHeight = 480。 //引入相關類import 。 } public void init(){//方法:初始化成員變量 x = (int)(()*290)。同時還提供了一個靜態(tài)方法,調用之后返回一個 * 地圖的二維數(shù)組 */public class GameMap{ static byte [][][] map = {//地圖,為0則空,為1則路,2為家,3是加命的,4是吃小球的,5是陷阱,6是大炮 { //第一關 {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,1,1,1,5,1,1,1,1,0,0,0,0,0,0}, {0,0,0,1,0,0,0,0,0,1,1,1,1,0,0,0}, {0,0,0,1,1,1,1,1,1,1,0,0,1,0,0,0}, {0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0}, {0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,1,0,0,1,0,0,0,0,0,1,0,0,0,1,0}, {0,1,0,0,1,0,0,0,0,0,1,0,0,0,1,0}, {0,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0}, {0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0}, {0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0}, {0,0,1,1,1,1,1,0,1,1,1,1,1,0,0,0}, {0,4,0,1,0,0,0,0,0,0,0,1,0,0,4,0}, {4,3,1,1,1,1,1,0,1,1,1,1,1,1,3,4}, {0,1,0,0,0,0,1,0,1,0,0,0,0,0,1,0}, {0,1,0,0,0,0,1,0,1,0,0,0,0,0,1,0}, {0,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0}, {0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0}, {0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0}, {0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0} }, { //第二關 {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,1,0,0,0,0,1,1,1,5,1,1,1,1,0}, {0,0,1,0,0,0,0,1,0,0,0,0,0,0,1,0}, {0,1,1,1,5,1,0,1,0,0,1,1,1,1,1,0}, {0,1,0,0,0,1,0,1,0,0,1,0,4,0,4,0}, {0,1,0,4,3,1,0,1,1,1,1,1,1,1,1,0}, {0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0}, {0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0}, {4,1,1,1,1,1,0,1,0,0,0,1,1,1,0,0}, {0,0,1,0,0,0,0,1,0,0,4,1,0,0,0,0}, {0,0,1,1,1,1,1,1,0,0,0,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,1,3,4,0,0}, {0,3,1,5,1,1,1,1,0,0,0,1,0,0,0,0}, {0,1,0,0,0,0,0,1,0,0,4,1,0,0,0,0}, {0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0}, {0,1,1,1,3,5,1,1,1,1,1,1,5,1,1,0}, {0,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0}, {0,0,0,1,0,0,0,1,0,1,1,0,0,0,1,0}, {0,1,1,1,1,1,1,1,1,1,0,0,2,0,1,0}, {0,1,0,0,0,0,0,1,0,1,0,0,1,0,1,0}, {0,1,0,0,4,0,0,1,0,1,0,0,1,1,1,0}, {0,1,1,1,1,1,1,1,1,1,5,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} }, { //第三關 {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,0,0,0,0,0,1,3,1,0,0,0,0,0,0}, {0,1,1,1,5,1,1,1,0,1,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,0,1,1,1,5,1,1,0}, {0,0,1,1,1,1,1,1,1,1,0,0,0,0,1,0}, {0,1,1,0,0,0,0,1,0,0,0,0,0,0,1,0}, {0,1,0,0,0,3,1,1,0,1,1,1,1,1,3,0}, {0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0}, {0,1,1,1,1,0,1,0,0,1,0,0,0,0,0,6}, {0,3,0,0,1,0,1,1,1,1,0,0,0,0,0,0}, {0,4,1,1,1,0,0,0,0,0,0,0,0,0,0,0}, {0,1,1,0,0,0,0,1,1,1,1,1,1,3,0,0}, {0,1,0,0,0,0,0,1,0,0,1,0,0,1,0,0}, {0,1,0,0,0,0,0,1,0,0,1,0,0,1,1,1}, {0,1,1,1,5,1,1,1,0,0,1,0,0,1,0,1}, {0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,1}, {0,1,1,1,1,1,1,5,1,1,1,1,1,1,0,1}, {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {0,1,1,1,1,1,1,1,1,1,0,0,0,4,0,1}, {0,0,0,0,3,0,0,0,0,1,0,0,0,3,0,1}, {0,0,0,0,4,0,4,0,0,1,1,1,1,1,1,1}, {0,0,0,0,0,0,3,0,0,1,0,3,0,0,0,0}, {0,1,1,1,5,1,1,1,1,1,0,4,0,0,0,0}, {0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0} }, { //第四關 {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,0,4,0,0,0,0,0,0}, {0,0,1,1,1,1,1,1,0,1,1,1,5,1,3,0}, {0,0,1,0,0,0,0,0,0,1,0,0,0,0,1,0}, {0,1,1,1,5,1,1,1,1,1,0,0,0,0,1,0}, {0,1,0,0,0,0,0,0,0,0,0,1,1,1,1,0}, {0,1,0,0,0,0,0,0,0,1,1,1,0,0,0,0}, {0,1,1,1,1,1,1,1,5,1,0,0,0,0,0,0}, {0,4,0,0,0,0,0,1,0,1,1,1,1,1,1,0}, {0,0,0,1,1,1,1,1,0,0,4,0,0,0,1,0}, {0,0,0,1,0,0,0,1,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,0,0,0,0,1,0,1,0}, {0,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0}, {0,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0}, {0,3,1,1,1,5,1,1,1,1,1,1,1,5,3,0}, {6,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0}, {0,0,0,3,1,1,0,0,4,1,0,0,0,0,0,0}, {0,0,0,1,0,0,0,1,1,1,1,5,1,1,0,0}, {0,3,1,1,0,0,0,1,0,0,0,0,0,1,0,0}, {0,1,0,0,0,4,0,1,0,0,0,0,0,1,0,0}, {0,1,1,1,1,1,1,3,0,0,0,0,0,1,1,0}, {0,0,0,4,0,0,0,0,0,0,0,0,0,0,1,2} }, { //第五關 {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,1,0,0,0,4,0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0}, {0,0,1,0,0,0,0,0,0,1,1,5,1,1,0,0}, {0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0}, {0,4,1,1,1,1,1,5,1,1,1,1,1,1,1,0}, {0,1,1,0,1,0,0,0,0,0,1,0,0,0,1,0}, {0,1,0,0,1,0,0,0,0,1,1,0,0,0,1,0}, {0,1,0,0,1,0,0,0,0,1,0,0,0,0,1,0}, {0,1,0,0,1,0,0,0,0,3,1,1,1,1,1,0}, {0,1,0,0,1,0,0,6,0,0,0,0,0,0,1,0}, {0,1,1,1,1,3,0,0,0,0,0,0,4,3,1,0}, {0,0,0,0,0,1,1,3,0,0,0,0,0,0,1,0}, {0,0,0,0,0,1,0,1,0,0,0,0,0,0,1,4}, {0,1,1,5,1,1,0,1,1,1,1,1,0,0,1,0}, {0,1,0,0,0,0,0,0,0,0,0,1,1,1,1,0}, {0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0}, {0,1,1,1,1,1,1,1,1,1,1,3,1,1,0,0}, {0,0,0,0,0,3,0,0,0,1,0,0,0,1,0,0}, {0,0,0,0,0,4,0,0,0,1,0,0,0,1,0,0}, {0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0}, {0,0,0,0,0,1,1,1,1,1,0,0,0,1,0,0}, {0,1,1,1,1,1,0,0,0,1,1,1,1,3,0,0}, {2,1,0,0,4,0,0,0,0,0,0,0,0,0,0,6} } }。 //設置isIn標志位為false } } else if(isOut){ //菜單出屏幕 [outIndex][0] +=10。 isIn = true。 //主類引用 boolean flag。 //吃掉小球的幀控制計數(shù)器 int trapCounter。 //聲明包語句/* * 這個類主要負責繪制元素的數(shù)據(jù)變化,如控制隕石和星云的幀何時切換 * 同
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