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在NetBeans平台上开发J2ME游戏实例讲解(第三部分)

2005-07-26 20:23 621 查看
 在NetBeans平台上开发J2ME游戏实例讲解(第三部分)
lirincy@163.com 林刚 2005.07{ 引用需要注明出处作者}
4.改进程序

 

(1)记录历史步骤,以便可以悔棋:

记录历史步骤的方法是实现一个History类,这个类实际上是一个Vector的封装,用来保存每一步的走法,走法被定义为一个包含5个元素的数组,分别是

X,Y,width,height,direction.

这里需要注意的是,Java当中实际上是没有局部变量的,每一个局部变量都需要new出来,所以在使用Vector的addElement()函数时,由于它是传引用,

我们必须要新创建一个element,而不能使用全局的,因为如果使用全局的,下一次addElement时,会因为该变了变量的值使得刚才加到Vector中的值也改

变了。

 

import java.util.Vector;

 

/**

 *

 * @author lin

 */

public class
History {

   

    private static Vector steps
= new Vector();   

    /** Creates a new instance
of History */

    public History() {

       
clear();

    }

   

    public static void addStep(Object step){

        steps.addElement(step);

    }

   

    public static void removeLastStep(){

        steps.removeElement(steps.lastElement());

    }

   

    public static Object getLastStep(){

       
return steps.lastElement();

    }

   

    public static Object getStepAt(int index){

       
return steps.elementAt(index);

    }

   

    public static int getSize(){

       
return steps.size();

    }

           

    private void clear(){

        if
(!steps.isEmpty())

           
steps.removeAllElements();

    }

   

}

在每一步移动结束后,记录这一步的信息:

ContorlLogic.java: Move()

......

    moves++;// 增加移动的步骤

   

    byte[] step = new byte[5];
//五个参数分别为,前四个和SelectArea一样,最后一个表示上1,下2,左3,右4。

    //将此次移动记录到历史记录当中;

    step[0]= this.SelectArea[0];

    step[1]= this.SelectArea[1];

    step[2]= this.SelectArea[2];

    step[3]= this.SelectArea[3];

    step[4]= this.getMoveDirection();

   

    history.addStep(step);

......

 

增加一个悔棋的按钮,增加一个unMove()函数:

    public void unMove(){

        if (
moves == 0 )

           
return;

       
byte[] step = new byte[5]; //五个参数分别为,前四个和SelectArea一样,最后一个表示上1,下2,左3,右4。

       

        step
= (byte []) history.getLastStep();//取得上一步移动

        history.removeLastStep();//减少一步;

       
moves--;

       

        for
(int i= 0; i< 4;i++){

           
this.MoveArea[i] =
step[i];//重设MoveArea  

           
this.SelectArea[i] =
step[i];//重设SelectArea

        }

 

        if
(step[4] == 1){

           
this.SelectArea[1] = (byte) (step[1]-1);

           
this.loc[1]++;

        }

        else
if (step[4] == 2){

           
this.SelectArea[1] = (byte) (step[1]+1);

           
this.loc[1]--;

        }

        else
if (step[4] == 3){

           
this.SelectArea[0] = (byte) (step[0]-1);

           
this.loc[0]++;

        }

        else
if (step[4] == 4){

           
this.SelectArea[0] = (byte) (step[0]+1);

           
this.loc[0]--;

        }

   

        //移动回来.

       
byte[][] temp = new byte[this.SelectArea[3]][this.SelectArea[2]];

        //复制要移动的区域,因为这块区域可能会被覆盖掉

        for
(int i = 0; i < this.SelectArea[2]; i++) {

           
for (int j = 0; j < this.SelectArea[3];
j++) {

         
      temp[j][i] = this.MyMap.Grid[this.SelectArea[1] +j][this.SelectArea[0]
+ i];

           
}

        }

        //将要移动的区域移动到刚选中的区域(即要移动到的区域)

        for
(int i = 0; i < this.SelectArea[2]; i++) {

           
for (int j = 0; j < this.SelectArea[3];
j++) {

               
this.MyMap.Grid[this.MoveArea[1]
+ j][this.MoveArea[0] + i]
= temp[j][i];

           
}

        }

        //将要移动的区域中无用内容置成空白

        for
(int i = 0; i < this.SelectArea[3]; i++) {

           
for (int j = 0; j < this.SelectArea[2];
j++) {

               
if (!isInRange2(this.SelectArea[0] + j,this.SelectArea[1] + i)) {

                   
//该点是不在要移动到的区域之内,需置空

                   
this.MyMap.Grid[this.SelectArea[1]
+ i][this.SelectArea[0] +
j] = Images.BLANK;

               
}

           
}

        }

       

        //交换SelectArea和MoveArea

        byte
tempbyte;

        tempbyte= SelectArea[0];

        SelectArea[0]=MoveArea[0];

        MoveArea[0]=tempbyte;

       

        tempbyte= SelectArea[1];

        SelectArea[1]=MoveArea[1];

        MoveArea[1]=tempbyte;

 

        this.selected = false;

       
repaint();

    }

 增加处理悔棋的按钮:

 HuaRongDaoMidlet.java:

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

 ......

 else if (c == CMD_UNDO) {//处理“上一步”

           
logic.unMove();

        }

 ......  

 

注意:A.在NetBeans当中,有许多方便的按钮,当编辑代码的时候,代码编辑区上面的最右边有两个注释和反注释的按钮,和VS的功能一样,只是没有

       
/*  */形式的注释,还有缩进反缩进等按钮,编辑很方便,而且当函数参数输入完成后,直接按";"就可以自动在行尾加入分号。同样,可以

        加入标签: BookMark,使得快速回到上一个位置成为可能。

      B.NetBeans把搜索也加到这个工具栏里面,可以搜索,标记,非常方便。

     

(2).改变移动方式,程序提供的移动方块的方式非常难操作,我希望能够点一下方块他就智能地自己寻找能够移动的位置。这里还有一点需要注意,就是

不能绕弯,也就是A-B-A-B这样来回走,如果还有其他走法,因此算法中加入了许多判断,但是比原来的代码要简单清晰易懂,操作也比原来简单多了。

代码如下:

public class ControlLogic extends Canvas implements CommandListener
{

    public static final byte
DIRECTION_UP    = (byte)
'1'; //方向常量

    public static final byte
DIRECTION_DOWN  = (byte) '2'; //方向常量

    public static final byte
DIRECTION_LEFT  = (byte) '3'; //方向常量

    public static final byte
DIRECTION_RIGHT = (byte) '4'; //方向常量

 

    private byte[] currentCursor = new byte[4]; //当前光标所在位置,四个参数分别是X,Y,width,height.

    private byte[] nextCursor   
= new byte[4]; //要移动到的位置的光标区域,参数同上.

   

 

    private Map MyMap = new Map();//地图类

    private int
level;//当前的关

    public int
moves=0;//所用的步数.

    private History history = new History();

    public boolean
isWin=false;

   

    public ControlLogic(int gameLevel) {//构造函数

        try
{

           
this.level = gameLevel;

           
isWin=false;

           
nbInit();//NetBeans定义的初始化函数

       
}catch (Exception e) {

           
e.printStackTrace();

        }

    }

   

    private void Init_game(){

        //初始化游戏,读取地图,设置选择区域,清空要移动到的区域

        this.currentCursor = MyMap.read_map(this.level);//读取地图文件,并返回光标的初始位置

        //0为水平位置,1为竖直位置, 2为宽,3为高.

        nextCursor[0]=currentCursor[0];
//初始化要移动到的区域              

        nextCursor[1]=currentCursor[1];               

        nextCursor[2]=currentCursor[2];               

        nextCursor[3]=currentCursor[3];     

    }

    private void nbInit() throws Exception {//NetBeans定义的初始化函数

        //初始化实例变量

        Images.init();//初始化图片常量

        Init_game();//初始化游戏,读取地图,设置选择区域,清空要移动到的区域

        //setCommandListener(this);//添加命令监听,这是Displayable的实例方法

        //addCommand(CMD_PAUSE);//添加“暂停”按钮

    }

 

    public void commandAction(Command command,
Displayable displayable) {

        //命令处理函数

 

    }

 

    protected void
paint(Graphics g) {       

        //画图函数,用于绘制用户画面,即显示图片,勾画选中区域

        try
{

           
g.drawImage(Images.image_Frame,
0, 0,Graphics.TOP | Graphics.LEFT);//画背景

           
MyMap.draw_map(g);//按照地图内容画图

           

           
g.setColor(0, 255, 0);//绿色画笔

           
g.drawRect(this.currentCursor[0]
* Images.UNIT + Images.LEFT,

               
this.currentCursor[1] * Images.UNIT
+ Images.TOP,

               
this.currentCursor[2] * Images.UNIT,

               
this.currentCursor[3] * Images.UNIT);//画出选择区域,

           
g.setColor(255,255,255);//恢复画笔颜色

       
}catch (Exception ex) {

        }

 

        //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);

        }

    }

 

    private void setRange() {

        //设置移动后能够选中的区域

        //调整当前光标位置到地图的主位置,即记录人物信息的位置

        if (this.MyMap.Grid[this.currentCursor[1]][this.currentCursor[0]] == Images.DLEFT)
{

           
this.currentCursor[0] -= 1;//向左调

       
}else if (this.MyMap.Grid[this.currentCursor[1]][this.currentCursor[0]] == Images.DUP)
{

           
this.currentCursor[1] -= 1;//向上调

       
}else if (this.MyMap.Grid[this.currentCursor[1]][this.currentCursor[0]] == Images.DLEFTUP)
{

           
this.currentCursor[0] -= 1;//向左调

           
this.currentCursor[1] -= 1;//向上调

        }

       

        if (this.currentCursor[0] + 1 < Images.WIDTH)
{

           
this.currentCursor[2] = this.MyMap.Grid[this.currentCursor[1]][this.currentCursor[0]
+ 1] != (byte) '1' ?

           
(byte)1 : (byte)2;//是横向么?

       
}else {

           
this.currentCursor[2] = 1;

        }

        //设置光标的高度

        if (this.currentCursor[1] + 1 < Images.HEIGHT)
{

           
this.currentCursor[3] = this.MyMap.Grid[this.currentCursor[1] + 1][this.currentCursor[0]]
!= (byte) '2' ?

           
(byte)1 : (byte)2;//是纵向么?

       
}else {

           
this.currentCursor[3] = 1;

        }

    }

 

    private boolean
setMoveRange() {

        //设置要移动到的区域,能够移动返回true,否则返回false

        for
(int i = 0; i < this.nextCursor[2]; i++) {

           
for (int j = 0; j < this.nextCursor[3];
j++) {

               
if (this.nextCursor[1] + j >= Images.HEIGHT ||

                   
this.nextCursor[0] + i
>= Images.WIDTH ||

                   
(!isInRange(this.nextCursor[0]
+ i, this.nextCursor[1] +
j) &&

                   
this.MyMap.Grid[this.nextCursor[1]
+ j][this.nextCursor[0] + i]
!=

                   
Images.BLANK)) {

               
return false;

               
}

           
}

        }

       
return true;

    }

 

    private boolean
isInRange(int x, int y) {

        //判断给定的(x,y)点是否在选定区域之内,x是水平坐标,y是竖直坐标

        if
(x >= this.currentCursor[0] &&

           
x < this.currentCursor[0] + this.currentCursor[2] &&

           
y >= this.currentCursor[1] &&

           
y < this.currentCursor[1] + this.currentCursor[3]) {

            return
true;

       
}else {

           
return false;

        }

    }

 

    private boolean
isInRange2(int x, int y) {

        //判断给定的(x,y)点是否在要移动到的区域之内,x是水平坐标,y是竖直坐标

        if
(x >= this.nextCursor[0] &&

           
x <  this.nextCursor[0]
+ this.nextCursor[2] &&

           
y >= this.nextCursor[1] &&

           
y <  this.nextCursor[1]
+ this.nextCursor[3]) {

           
return true;

       
}else {

           
return false;

        }

    }

   

    private boolean
canMove( int direction ){

        nextCursor[0]=currentCursor[0];               

        nextCursor[1]=currentCursor[1];               

        nextCursor[2]=currentCursor[2];               

        nextCursor[3]=currentCursor[3];       

       
switch (direction){

           
case DIRECTION_UP:

               
if (this.currentCursor[1] - 1 >= 0) {//向上还有移动空间

                   
this.nextCursor[1]--;//向上移动一下

                   
if (!setMoveRange()){ //不能移动

                       
this.nextCursor[1]++;//退回来

                       
return false;

                   
}

                   
else {

                       
this.nextCursor[1]++;//退回来

                       
return true;

                   
}

               
}

               
else

                   
return false;

           
case DIRECTION_DOWN:

               
if (this.currentCursor[1] + 1 < Images.HEIGHT) {//向下还有移动空间

                   
this.nextCursor[1]++;//向下移动一下

                   
if (!setMoveRange()){ //不能移动

                       
this.nextCursor[1]--;//退回来

         
              return
false;

                   
}

                   
else {

                       
this.nextCursor[1]--;//退回来

                       
return true;

                   
}

               
}

               
else

                   
return false;

           
case DIRECTION_LEFT:

               
if (this.currentCursor[0] - 1 >= 0) {//向左还有移动空间

                   
this.nextCursor[0]--;//向左移动一下

                   
if (!setMoveRange()){ //不能移动

                       
this.nextCursor[0]++;//退回来

                        return
false;

                   
}

                   
else {

                       
this.nextCursor[0]++;//退回来

                       
return true;

                   
}

               
}

               
else

                   
return false;

           
case DIRECTION_RIGHT:

               
if (this.currentCursor[0] + 1 < Images.WIDTH) {//向右还有移动空间

                   
this.nextCursor[0]++;//向右移动一下

                   
if (!setMoveRange()){ //不能移动

                       
this.nextCursor[0]--;//退回来

                       
return false;

                   
}

                   
else {

                       
this.nextCursor[0]--;//退回来

                       
return true;

                   
}

               
}

             
  else

                   
return false;

           
default:

               
return false;

        }

    }

 

    protected void keyPressed(int keyCode) {

        //处理按下键盘的事件,这是Canvas的实例方法

       
switch (getGameAction(keyCode))
{//将按键的值转化成方向常量

          
 case Canvas.UP://向上

               
if (this.currentCursor[1] - 1 >= 0) {//向上还有移动空间

                   
this.currentCursor[1]--;//向上移动一下

                   
setRange();

                   
repaint();//重新绘图

               
}

               
break;

            case Canvas.DOWN://向下

               
if (this.currentCursor[1] + 1 < Images.HEIGHT) {//向下还有移动空间

                   
this.currentCursor[1]+=currentCursor[3];//向下移动一下

                   
setRange();

                   
repaint();//重新绘图

               
}

               
break;

           
case Canvas.LEFT://向左

               
if (this.currentCursor[0] - 1 >= 0) {//向左还有移动空间

                   
this.currentCursor[0]--;//向左移动方块长度

                   
setRange();

                   
repaint();//重新绘图

         
      }

           
break;

           
case Canvas.RIGHT://向右

               
//看向右还能否移动.

               
if (this.currentCursor[0] + 1 < Images.WIDTH) {//向右还有移动空间

                   
this.currentCursor[0]+=currentCursor[2];//向右移动一下

                   
setRange();

                   
repaint();//重新绘图

               
}

               
break;

           
case Canvas.FIRE:

               

               
nextCursor[0]=currentCursor[0];               

               
nextCursor[1]=currentCursor[1];          
     

               
nextCursor[2]=currentCursor[2];               

               
nextCursor[3]=currentCursor[3]; 

               
if( moves == 0 ){//第一步

                   
if ( canMove(DIRECTION_UP) )

                       
this.nextCursor[1]--;//向上移动一下

                   
else if ( canMove(DIRECTION_DOWN) )

                       
this.nextCursor[1]++;//向下移动一下

                   
else if ( canMove(DIRECTION_LEFT) )

                       
this.nextCursor[0]--;//向左移动一下

                   
else if ( canMove(DIRECTION_RIGHT) )

                       
this.nextCursor[0]++;//向右移动一下

                   
else

                       
break;

                   
Move();

                   
repaint();

                   
break;

               
}

            
   

               
byte[] lastStep = new byte[5]; //五个参数分别为,前四个和CurrentCursor一样,最后一个表示上1,下2,左3,右4。

               
lastStep = (byte []) history.getLastStep();//取得上一步移动

             

               
//向上

               
if (canMove(DIRECTION_UP)) {

                    if
( ( nextCursor[0] == lastStep[0]
&& nextCursor[1]-1 == lastStep[1]
&& lastStep[4] == DIRECTION_DOWN) &&
//如果是走回头路

                        
( !(canMove(DIRECTION_DOWN))&&!(canMove(DIRECTION_LEFT))&&!(canMove(DIRECTION_RIGHT)))
|| //而且只有这一种走法

                        
!( nextCursor[0] == lastStep[0]
&& nextCursor[1]-1 == lastStep[1]
&& lastStep[4] == DIRECTION_DOWN) )//或者不是走原路

                       
this.nextCursor[1]--;//向上移动一下

                   
else if (canMove(DIRECTION_DOWN))

         
              this.nextCursor[1]++;//向下移动一下

                   
else if (canMove(DIRECTION_LEFT))

                       
this.nextCursor[0]--;//向左移动一下

                   
else if (canMove(DIRECTION_RIGHT))

                       
this.nextCursor[0]++;//向右移动一下

                   
Move();

                   
repaint();

                   
break;

               
}

               

                
//向下

               
if (canMove(DIRECTION_DOWN)) {

                   
if ( ( nextCursor[0] == lastStep[0]
&& nextCursor[1]+1 == lastStep[1]
&& lastStep[4] == DIRECTION_UP) && //如果是走回头路

                        
( !(canMove(DIRECTION_UP))&&!(canMove(DIRECTION_LEFT))&&!(canMove(DIRECTION_RIGHT)))||//而且只有这一种走法

                        
!( nextCursor[0] == lastStep[0]
&& nextCursor[1]+1 == lastStep[1]
&& lastStep[4] == DIRECTION_UP) )//或者不是走原路

                       
this.nextCursor[1]++;//向下移动一下

                   
else if (canMove(DIRECTION_UP))

                       
this.nextCursor[1]--;//向上移动一下

                  
 else if (canMove(DIRECTION_LEFT))

                       
this.nextCursor[0]--;//向左移动一下

                   
else if (canMove(DIRECTION_RIGHT))

                       
this.nextCursor[0]++;//向右移动一下

 

                   
Move();

                   
repaint();

                   
break;

               
}

               

                
//向左

               
if (canMove(DIRECTION_LEFT)) {

                   
if ( ( nextCursor[0]-1 == lastStep[0]
&& nextCursor[1] == lastStep[1]
&& lastStep[4] == DIRECTION_RIGHT) &&
//如果是走回头路

                        
( !(canMove(DIRECTION_UP))&&!(canMove(DIRECTION_DOWN))&&!(canMove(DIRECTION_RIGHT)))||//而且只有这一种走法

                        
!( nextCursor[0]-1 == lastStep[0]
&& nextCursor[1] == lastStep[1]
&& lastStep[4] == DIRECTION_RIGHT) )//或者不是走原路

                       
this.nextCursor[0]--;//向左移动一下

                   
else if (canMove(DIRECTION_UP))

                       
this.nextCursor[1]--;//向上移动一下

                   
else if (canMove(DIRECTION_DOWN))

          
             this.nextCursor[1]++;//向下移动一下

                   
else if (canMove(DIRECTION_RIGHT))

                       
this.nextCursor[0]++;//向右移动一下

                   
Move();

                   
repaint();

                   
break;

               
}

                
//向右

               
if (canMove(DIRECTION_RIGHT)) {

                   
if ( ( nextCursor[0]+1 == lastStep[0]
&& nextCursor[1] == lastStep[1]
&& lastStep[4] == DIRECTION_LEFT) &&
//如果是走回头路

                        
( !(canMove(DIRECTION_UP))&&!(canMove(DIRECTION_DOWN))&&!(canMove(DIRECTION_LEFT)))
||//而且只有这一种走法

                        
!( nextCursor[0]+1 == lastStep[0]
&& nextCursor[1] == lastStep[1]
&& lastStep[4] == DIRECTION_LEFT) )//或者不是走原路

                       
this.nextCursor[0]++;//向右移动一下

                   
else if (canMove(DIRECTION_UP))

                       
this.nextCursor[1]--;//向上移动一下

                   
else if (canMove(DIRECTION_DOWN))

                       
this.nextCursor[1]++;//向下移动一下

                   
else if (canMove(DIRECTION_LEFT))

                       
this.nextCursor[0]--;//向左移动一下

                   
Move();

                   
repaint();

                   
break;

               
}

        }

    }

 

    private boolean
win(){

        //判断是否已经救出了曹操

        if (
this.MyMap.Grid[Images.HEIGHT
- 2 ][Images.WIDTH - 3 ] == Images.CAOCAO
)

        {

           
return true;

        }

        else

           
return false;

    }

 

    private void PrintGrid(String a) {

        //打印当前地图的内容,用于调试

        System.out.println(a);

        for
(int i = 0; i < Images.HEIGHT; i++) {

           
for (int j = 0; j < Images.WIDTH;
j++) {

               
System.out.print(
(char)this.MyMap.Grid[i][j]);

           
}

           
System.out.println("");

        }

    }

 

    private void PrintHistory(String a) {

        //打印当前地图的内容,用于调试

        byte
[] temp =new byte[5];

        System.out.println(a);

        for
(int i = 0; i < this.history.getSize(); i++) {

           
temp = (byte [])this.history.getStepAt(i);

           
for (int j = 0; j < 5; j++) {

               
System.out.print(String.valueOf(temp[j]));

           
}

           
System.out.println("");

        }

    }

   

    private byte getMoveDirection(){

        byte
direction=0;

        if (
this.currentCursor[0]<this.nextCursor[0])

           
direction=DIRECTION_RIGHT;//向右移动;

        if (
this.currentCursor[0]>this.nextCursor[0])

           
direction=DIRECTION_LEFT;//向左移动;

        if (
this.currentCursor[1]<this.nextCursor[1])

           
direction=DIRECTION_DOWN;//向下移动;

        if (
this.currentCursor[1]>this.nextCursor[1])

           
direction=DIRECTION_UP;//向上移动;

       

       
return direction;

    }

 

    public void unMove(){

        if (
moves == 0 )

           
return;

       

        //因为unMove()的上一步肯定是可行的,所以不用setMoveRange().

       
byte[] step = new byte[5]; //五个参数分别为,前四个和CurrentCursor一样,最后一个表示上1,下2,左3,右4。

        step
= (byte []) history.getLastStep();//取得上一步移动

        history.removeLastStep();//减少一步;

       
moves--;

       

        for
(int i= 0; i< 4;i++){

           
this.nextCursor[i] =
step[i];//重设nextCursor  

           
this.currentCursor[i]
= step[i];//重设currentCursor

        }

 

        //根据上一步的方向,反方向移动

        if
(step[4] == DIRECTION_UP)

           
this.currentCursor[1] = (byte) (step[1]-1);

        else
if (step[4] == DIRECTION_DOWN)

           
this.currentCursor[1] = (byte) (step[1]+1);

        else
if (step[4] == DIRECTION_LEFT)

           
this.currentCursor[0] = (byte) (step[0]-1);

        else
if (step[4] == DIRECTION_RIGHT)

           
this.currentCursor[0] = (byte) (step[0]+1);

   

        //移动回来.

       
byte[][] temp = new byte[this.currentCursor[3]][this.currentCursor[2]];

        //复制要移动的区域,因为这块区域可能会被覆盖掉

        for
(int i = 0; i < this.currentCursor[2]; i++) {

           
for (int j = 0; j < this.currentCursor[3];
j++) {

               
temp[j][i] = this.MyMap.Grid[this.currentCursor[1] +j][this.currentCursor[0]
+ i];

           
}

        }

        //将要移动的区域移动到刚选中的区域(即要移动到的区域)

        for
(int i = 0; i < this.currentCursor[2]; i++) {

           
for (int j = 0; j < this.currentCursor[3];
j++) {

               
this.MyMap.Grid[this.nextCursor[1]
+ j][this.nextCursor[0] + i]
= temp[j][i];

           
}

        }

        //将要移动的区域中无用内容置成空白

        for
(int i = 0; i < this.currentCursor[3]; i++) {

           
for (int j = 0; j < this.currentCursor[2];
j++) {

               
if (!isInRange2(this.currentCursor[0] + j,this.currentCursor[1] + i)) {

                   
//该点是不在要移动到的区域之内,需置空

                   
this.MyMap.Grid[this.currentCursor[1]
+ i][this.currentCursor[0]
+ j] = Images.BLANK;

               
}

           
}

        }

       

        //交换currentCursor和nextCursor

        this.currentCursor[0]=nextCursor[0];

        this.currentCursor[1]=nextCursor[1];

       
repaint();

    }

   

    private void Move() {

        if (
this.currentCursor[0]==this.nextCursor[0]
&& this.currentCursor[1]==this.nextCursor[1]
)

           
return;  //不需要移动就返回.

       

        //将要移动的区域移动到刚选中的区域

        if (this.nextCursor[0] == -1 || this.nextCursor[1]
== -1 ||

           
this.currentCursor[0] == -1 || this.currentCursor[1] == -1) {//没有选中区域

        }

        else
{//已经选中了要移动的区域和要移动到的区域

           
byte[][] temp = new byte[this.currentCursor[3]][this.currentCursor[2]];

           
//复制要移动的区域,因为这块区域可能会被覆盖掉

           
for (int i = 0; i < this.currentCursor[2]; i++) {

               
for (int j = 0; j < this.currentCursor[3];
j++) {

                   
temp[j][i] = this.MyMap.Grid[this.currentCursor[1] +j][this.currentCursor[0]
+ i];

               
}

           
}

           
// 调试信息

           
//将要移动的区域移动到刚选中的区域(即要移动到的区域)

           
for (int i = 0; i < this.currentCursor[2]; i++) {

               
for (int j = 0; j < this.currentCursor[3];
j++) {

                   
this.MyMap.Grid[this.nextCursor[1]
+ j][this.nextCursor[0] + i]
= temp[j][i];

               
}

           
}

           
//PrintGrid("2");// 调试信息

           
//将要移动的区域中无用内容置成空白

           
for (int i = 0; i < this.currentCursor[3]; i++) {

               
for (int j = 0; j < this.currentCursor[2];
j++) {

                   
if (!isInRange2(this.currentCursor[0] + j,this.currentCursor[1] + i)) {

                       
//该点是不在要移动到的区域之内,需置空

                       
this.MyMap.Grid[this.currentCursor[1]
+ i][this.currentCursor[0]
+ j] = Images.BLANK;

                   
}else {

                   
}

               
}

           
}

           

           
moves++;// 增加移动的步骤

           

           
byte[] step = new byte[5]; //五个参数分别为,前四个和SelectArea一样,最后一个表示上1,下2,左3,右4。

           
//将此次移动记录到历史记录当中;

           
step[0]= this.currentCursor[0];

           
step[1]= this.currentCursor[1];

           
step[2]= this.currentCursor[2];

           
step[3]= this.currentCursor[3];

           
step[4]= this.getMoveDirection();

           

           
history.addStep(step);

           

           
//PrintHistory("record a step");// 调试信息

           
//PrintGrid("3");// 调试信息

           
this.currentCursor[0] = this.nextCursor[0];//重置选中位置的水平坐标

           
this.currentCursor[1] = this.nextCursor[1];//重置选中位置的竖直坐标

           
this.nextCursor[0] = -1;//清空要移动到的位置

           
this.nextCursor[1] = -1;//清空要移动到的位置

           
this.nextCursor[2] = 0;//清空要移动到的位置

           
this.nextCursor[3] = 0;//清空要移动到的位置

        }

    }

}
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