Game Canvs v Game Canvas Protected Game Canvasboolean
游戏的屏幕: Game. Canvs类 v Game. Canvas类包含的方法如下: Protected Game. Canvas(boolean suppress. Key. Events): 参数表示是否需要处理游 戏按键之外的其他按键事件。 Protected Graphics get. Graphics() Public void flush. Graphics(): 要求刷新屏幕,脱机 屏幕上的图像会被绘制到真实屏幕上。 Public void flush. Graphics(int x, int y, int w, int h)
游戏的屏幕: Game. Canvs类 Int key. State = get. Key. States(); If((key. State & LEFT_PRESSED)!=0) sprite. move(-1, 0); g. set. Color(0 xffffff); //白色 g. fill. Rect(0, 0, get. Width(), get. Height()); Sprite. paint(g); flush. Graphics(); }
游戏的屏幕: Game. Canvs类 v Canvas绘制实例 v Just. Moving. java v Simple. Game. java
图层的使用: Layer类 v 游戏中引入层次的思想有利于处理复杂的游 戏界面。 v Layer类的方法如下: Public int get. Height() Public int get. Width() Public void move(int dx, int dy) Public int get. X(): 得到图层的起始点X坐标
图层的使用: Layer类 Public int get. Y() Public void set. Position(int x, int y) Public void set. Visible(boolean visible) Boolean is. Visible() Public abstract void paint(Graphics g): 只有可见 图层才会被绘制 v Layer类比较抽象,下面介绍具体的两个子类 : Tiled. Layer类和Sprite类。
游戏背景: Tiled. Layer类 v Tiled. Layer类概览 v Tiled. Layer类由一系列单元格组成,单元格 (cell)可被一组图像贴图(Tile)填充。 v Tiled. Layer类提供了很多方法来管理这些贴图 和单元格,方法如下: Public Tiled. Layer(int columns, int rows, Image img, int tile. Width, int tile. Height)
游戏背景: Tiled. Layer类 Public void fill. Cells(int col, int row, int num. Cols, int num. Rows, int tile. Index) Public int get. Cell. Width() Public int get. Cell. Height() Public int get. Columns() Public int get. Rows() Public void set. Static. Tile. Set(Image img, int tile. Width, int tile. Height)
游戏背景: Tiled. Layer类 Public int create. Animated. Tile(int static. Tile. Index) Public void set. Animated. Tile(int animated. Tile. Index, int static Tile. Index) Public int get. Animated. Tile(int animated. Tile. Index) v 图像贴图用于填充Tiled. Layer的单元格,由一 个可变或不可变的Image对象提供。
游戏精灵: Sprite类 v Sprite类的方法如下: Public Sprite(Image img) Public Sprite(Image img, int Width, int Height) Public Sprite(Sprite s) Public void set. Image(Image img, int width, int height) Public int get. Raw. Frame. Count() Public int get. Frame. Sequence. Length()
游戏精灵: Sprite类 Public void set. Frame. Sequence(int[] seq) Public void define. Reference. Pixel(int x, int y) Public void set. Ref. Pixel. Position(int x, int y) Public int get. Ref. Pixel. X() Public int get. Ref. Pixel. Y() Public void set. Frame(int seq. Index) Public void prev. Frame() Public void next. Frame()
游戏精灵: Sprite类 Public int get. Frame() Public void set. Transform(int transform) Public void define. Collision. Rectangle(int x, int y, int w, int h) Public boolean collides. With(Sprite s, boolean pixel. Level) Public boolean collides. With(Tiled. Layer t, boolean pixel. Level)
游戏精灵: Sprite类 Sprite. TRANS_NONE: 0 Sprite. TRANS_ROT 90: 1,顺时针旋转 Sprite. TRANS_ROT 180: 2 Sprite. TRANS_ROT 270: 3 Sprite. TRANS_MIRROR: 4 Sprite. TRANS_MIRROR_ROT 90: 5 Sprite. TRANS_MIRROR_ROT 180: 6 Sprite. TRANS_MIRROR_ROT 270: 7
- Slides: 47