用NetBeans开发平台开发J2ME游戏实例讲解(第四部分)


NetBeans开发平台开发J2ME游戏实例讲解(第四部分)

 lirincy@163.com 林刚 2005.07 转载请注明出处作者

(3) 使用rms来记录成绩排行榜

    J2ME 记录管理系统(RMS)提供了一种机制,通过这种机制,MIDlet 能够持久存储数据,并在以后检索数据。我们在程序中就需要这样的一个排行榜,

    这个排行榜在程序关闭以后仍然能够记录数据,rms正好满足了这个要求,有关rms的信息,请参考:

    http://www-128.ibm.com/developerworks/cn/java/j-wi-rms/index.html

    http://game.kongzhong.com/content/j2mecontent_730.html

   

    我们在程序中要实现排行榜的功能,需要做的事情有这样几件:

    A. 在选项菜单当中加入排行榜,这好办, HuaRongDaoMielet.java中加入产生排行榜的代码;

    B. 新建一个类,取名Score, 关于新建类的方法,上面的论述中有讲述,我们需要的接口函数很简单,getScore(), setScore()就可以了,注意这

       里,rms是字节数组组成的记录体系,因此我们如果要存储整型量,就要有整形到byte[]以及byte[]到整型量的转换,如下:

      

        /**

         * 数组到整数.

         */

        private int getInt(byte[] buf, int offset) {

                        return (buf[offset+0] & 0xff) << 24 |

                    (buf[offset+1] & 0xff) << 16 |

                    (buf[offset+2] & 0xff) << 8 |

                    (buf[offset+3] & 0xff);

        }

   

        /**

         * 整数到数组.

         */

        private void putInt(byte[] buf, int offset, int value) {

                               buf[offset+0] = (byte)((value >> 24) & 0xff);

                               buf[offset+1] = (byte)((value >> 16) & 0xff);

                               buf[offset+2] = (byte)((value >>  8) & 0xff);

                               buf[offset+3] = (byte)((value >>  0) & 0xff);

        }

       

        其中offsetbyte[]的偏移量,一个整型量用4个字节来表示。

        另外我们需要对rms存储系统进行初始化,在构造函数当中引入open()函数,如下所示:

       

                  // 每关成绩 = {int level,int moves;}

                  private byte[] scoreRec; // 当前关成绩.

                  private static final int SCORE_LEN = 8;

             

                  private RecordStore store;             // 记录存储,没有打开时为空.

                 

         /*

          * 构造函数.

          */

         Score() {

                              store = null;

                              scoreRec = new byte[SCORE_LEN];

                              putInt(scoreRec, 0, 0);

                              putInt(scoreRec, 4, 0);

            open();

         }

    

         /**

          * 打开存储记录

          */

         boolean open() {

    

                              try {

                                  store = RecordStore.openRecordStore("HuaRongDaoScore", true);

                              } catch (RecordStoreException ex) {

                              }

                         

                              if (store == null)

                                  return false;

                              return true;

         }

                                  

                             可以看出,我们的每个记录长度是8个字节,都是整型量,第一个是关,第二个是成绩,最后的结构类似于:

                                       步数

                                  0        33

                                  1        98

                                  2        109

                                  3        77

                                  ...

                             最后,在这个类中最重要的两个函数readScore()setScore() 分别负责读取和设置某一关的成绩。在这两个函数当中,我们要注意在rms

                             中遍历某个元素的方法,你需要自己设个标记TAG,来标记你的记录,因为rms不象数组一样,可以按照下标来索引,rms的几个函数包括

                             getRecord()

                             getRecordSize()

                             enumerateRecords()

                             addRecord()

                             setRecord()

                             等等都要知道是做什么用的。

                             

                             /**

                             * 读取某级别的成绩.

                             */

                             public int readScore(int level) {

                                      try {

                                       // 查找成绩

                                       RecordEnumeration enm = store.enumerateRecords(null, null, false);

                                       while (enm.hasNextElement()) {

                                           int ndx = enm.nextRecordId();

                                                if (store.getRecordSize(ndx) == SCORE_LEN) {

                                                    int l = store.getRecord(ndx, scoreRec, 0);

                                                    if (l == SCORE_LEN && getInt(scoreRec, 0) == level)

                                                return getInt(scoreRec, 4);

                                           }

                                       }

                   // 没有这一关的成绩,新建

                   putInt(scoreRec, 0, level);

                   putInt(scoreRec, 4, 0);

                   store.addRecord(scoreRec, 0, SCORE_LEN);

                   return 0;

                                       

                                                 } catch (RecordStoreException ex) {

                                                     ex.printStackTrace();

                                                     return -1;

                                                 }

                              }

                           

                              /**

                                 * 设置某级别的成绩.

                                 */

                              boolean setScore(int level, int moves) {

                                       try {

                                           // 查找成绩

                                           RecordEnumeration enm = store.enumerateRecords(null, null, false);

                                           while (enm.hasNextElement()) {

                                               int ndx = enm.nextRecordId();

                                             if (store.getRecordSize(ndx) == SCORE_LEN) {

                                                int l = store.getRecord(ndx, scoreRec, 0);

                                                if (l == SCORE_LEN && getInt(scoreRec, 0) == level)

                                                    //只存储较小的值

                                                    if ( getInt(scoreRec,4) == 0 || getInt(scoreRec, 4) > moves){

                                                        putInt(scoreRec, 4, moves);

                                                        store.setRecord(ndx, scoreRec, 0, SCORE_LEN);

                                                    }

                                              }

                                          }

                                 // 没有这一关的成绩,新建

                                 putInt(scoreRec, 0, level);

                                 putInt(scoreRec, 4, moves);

                                 store.addRecord(scoreRec, 0, SCORE_LEN);

                                                 } catch (RecordStoreException ex) {

                                                     ex.printStackTrace();

                                                     return false;

                                                 }

                                                 return true;

                              }

               C. 最后要看看这个Score类怎样使用,我们需要在主Midlet里面初始化它,然后在ConrolLogic.java 设置成绩。

                  首先,声明这个类成员, 并且进行初始化:HuaRongDaoMidlet.java

                 

                            public class HuaRongDaoMidlet extends MIDlet implements CommandListener{

 

            ... ...

                                private Score score;

                               

                                /** The Form object for the Options command */

                                private Form optionsForm;

                                ... ...

                               

                                public void startApp() {

                                    score = new Score();

                                ... ...

                               

                               

                            在程序结束时关闭它,

                                ... ...

                                public void commandAction(Command c, Displayable d) {

                                    if ( c == CMD_EXIT && d == splash ){

                                        //退出

                                        score.close();

                                        destroyApp(false);

                                        notifyDestroyed();

                                ... ...

                            然后我们希望控制逻辑ControlLogic能够使用这个Score的实例,因此我们把它作为参数传递给ControlLogic.

                           

                                ... ...

                                                        }else if (c == CMD_START && d == splash) {

                                        // 开始新游戏

                                        logic=new ControlLogic(levelChoice.getSelectedIndex()+1, score);

                                        display.setCurrent(logic);

                                        logic.addCommand(CMD_UNDO);

                                        logic.addCommand(CMD_EXIT);

                                        logic.setCommandListener(this);

                                ... ...

                               

                            最后,在ControlLogic.java当中我们可以开始使用Score类了:

                            先声明 成员:

                                          ... ...

                                              public int moves=0;//所用的步数.

                                              private Score score;//排行榜

                                              private History history = new History();

                                          ... ...

                       在初始化时接受参数:

                           ... ...

                                public ControlLogic(int gameLevel, Score s) {//构造函数

                                    try {

                                        this.level = gameLevel;

                                        score = s;

                                        if ( score == null)

                                            score.open();

                                ... ...

                            最终我们在成绩被刷新的地方设置成绩。由于我们在Score类的setScore()函数中已经作了刷新成绩判断,这里的调用就很简单。

                                ... ...

                               protected void paint(Graphics g) {    

                               ... ...

                      //显示步数

                      Draw.paint(g,String.valueOf(moves), 60, 15, Graphics.BASELINE | Graphics.HCENTER);

                      if ( win()) {

                          isWin=true;

                          Draw.paint(g,"你赢了!", 60, 70, Graphics.TOP | Graphics.HCENTER);

                          score.setScore(level-1, moves);

                      }

                   因为我们的关数是1234...rms存储的关数是0,1,2...因此这里有一个 -1的操作。

   

    好了,至此我们的添加排行榜的工程就完成了,下面是HuaRongDaoMidlet.java至此的清单, 调试一下你的程序,看是不是专业了很多呢?

 

              package HuaRongDao;

              /*

               * HuaRongDaoMidlet.java

               *

               * Created on 2005 7 1 , 下午8:18

               */

             

              import javax.microedition.midlet.*;

              import javax.microedition.lcdui.*;

              import java.io.IOException;

              import java.io.InputStream;

              import java.lang.InterruptedException;

             

             

              /**

               *

               * @author  lin

               * @version

               */

              public class HuaRongDaoMidlet extends MIDlet implements CommandListener{

                  private Display display;

                  private SplashScreen splash;

                  private ControlLogic logic;

                  private Score score;

                  

                  /** The Form object for the Options command */

                  private Form optionsForm;

                  /** Set of choices for the levels */

                  private ChoiceGroup levelChoice;

                  /** Set of lists for the topScores */

                  private String topScores;

                 

                  private final static Command CMD_EXIT = new Command("退出", Command.EXIT, 1);

                  private final static Command CMD_OK = new Command("确认", Command.OK, 1);

                  private final static Command CMD_OPTION = new Command("选项", Command.SCREEN, 1);

                  private final static Command CMD_START = new Command("开始", Command.SCREEN, 1);

                  private final static Command CMD_PAUSE = new Command("暂停", Command.SCREEN, 1);

                  private final static Command CMD_UNDO = new Command("上一步", Command.SCREEN, 1);

                 

                  public HuaRongDaoMidlet(){

                      display = Display.getDisplay(this);

                  }

                 

                  public void startApp() {

                      score = new Score();

                      splash=new SplashScreen();

             

                      splash.addCommand(CMD_START);

                      splash.addCommand(CMD_EXIT);

                      splash.addCommand(CMD_OPTION);

             

                      splash.setCommandListener(this);

                      display.setCurrent(splash);

                  }

                 

                  public void pauseApp() {

                  }

                 

                  public void destroyApp(boolean unconditional) {

                  }

             

                  public void commandAction(Command c, Displayable d) {

                      if ( c == CMD_EXIT && d == splash ){

                          //退出

                          score.close();

                          destroyApp(false);

                          notifyDestroyed();

                      }else if (c == CMD_EXIT && d == logic){

                          //从游戏中返回

                          //if (logic.isWin)

                          logic = null;

                         display.setCurrent(splash);

                      }else if (c == CMD_OPTION){

                          //进入选项

                          updateOptions();

                          display.setCurrent(genOptions());

                      }else if (c == CMD_OK && d == optionsForm) {

                          // 从选项回到主界面

                         display.setCurrent(splash);

                     }else if (c == CMD_START && d == splash) {

                          // 开始新游戏

                          logic=new ControlLogic(levelChoice.getSelectedIndex()+1, score);

                          display.setCurrent(logic);

                          logic.addCommand(CMD_UNDO);

                          logic.addCommand(CMD_EXIT);

                          logic.setCommandListener(this);

                     }else if (c == CMD_PAUSE) {//处理“暂停”

                          //logic.pause();

                      }else if (c == CMD_UNDO) {//处理“上一步”

                          logic.unMove();

                      }

                  }

                 

                  private Screen genOptions() {

                      if(optionsForm == null){

                          optionsForm = new Form("选项");

                          optionsForm.addCommand(CMD_OK);

                          optionsForm.setCommandListener(this);

             

                          levelChoice = new ChoiceGroup("华容道布局", Choice.EXCLUSIVE);

                          levelChoice.append("过五关", null);

                          levelChoice.append("横刀立马", null);

                          levelChoice.append("水泄不通", null);

                          levelChoice.append("小燕出巢", null);

                          levelChoice.append("近在咫尺", null);

                          levelChoice.append("走投无路", null);

                          optionsForm.append(levelChoice);

                          

                          updateOptions();

                          optionsForm.append(topScores);

                          optionsForm.append("小毛驴工作室,2005, 版权没有,违者打屁股");   

                      }

                     return optionsForm;

                  }

                 

                  private void updateOptions() {

                      topScores = "积分榜/n";

             

                      if ( score.readScore(0)!= -1 )

                          topScores += "过五关最少步数:  "+String.valueOf(score.readScore(0))+"/n";

                      if ( score.readScore(1)!= -1 )

                          topScores += "横刀立马最少步数:"+String.valueOf(score.readScore(1))+"/n";

                      if ( score.readScore(2)!= -1 )

                          topScores += "水泄不通最少步数:"+String.valueOf(score.readScore(2))+"/n";

                      if ( score.readScore(3)!= -1 )

                          topScores += "小燕出巢最少步数:"+String.valueOf(score.readScore(3))+"/n";

                      if ( score.readScore(4)!= -1 )

                          topScores += "近在咫尺最少步数:"+String.valueOf(score.readScore(4))+"/n";

                      if ( score.readScore(5)!= -1 )

                          topScores += "走投无路最少步数:"+String.valueOf(score.readScore(5));

                  }

              }
评论 2
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值