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	<title>Java &#38; Game &#187; 动作编辑器</title>
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		<title>motionWelder动作编辑器封装使用</title>
		<link>http://www.javagg.com/archives/805</link>
		<comments>http://www.javagg.com/archives/805#comments</comments>
		<pubDate>Fri, 09 Jul 2010 08:12:11 +0000</pubDate>
		<dc:creator>纯净水</dc:creator>
				<category><![CDATA[j2me]]></category>
		<category><![CDATA[游戏]]></category>
		<category><![CDATA[动作编辑器]]></category>

		<guid isPermaLink="false">http://www.javagg.com/?p=805</guid>
		<description><![CDATA[motionWelder是一位印度先生写的动作编辑器.曾经使用时向作者提出过一些BUG.人家都修改了.可谓是好心人啊.现在这软件也越来越强大了.
下面是我使用中的一些封装..
他有两种方式一种是MSimpleAnimationPlayer.另一种是implements MSprite.前一种是简单动画.后一种自己实现MSprite接口.可能扩展
比如MSimpleAnimationPlayer.我将成封装成Simple_Animation类
package pupaClan;
//简单动画类
import javax.microedition.lcdui.Graphics;
import mgo.common.Gamedata;
import com.studio.motionwelder.MSimpleAnimationPlayer;
import com.studio.motionwelder.MSpriteData;
import com.studio.motionwelder.MSpriteLoader;
public class Simple_Animation {
 public pupaClan_canvas canvas;
 public byte animation_Id;
 public final static byte loop_Once=-1;//一次
 public final static byte loop_While=0;//无限
 MSpriteData AnimationData=null;
    MSimpleAnimationPlayer  player=null;
    //构造方法
    public Simple_Animation(pupaClan_canvas canvas,String path,int animation_Id,int spriteX,int spriteY,boolean splitImageClips,int loopOffset){
  try {
   this.canvas=canvas;
   this.animation_Id=(byte) animation_Id;
   AnimationData=MSpriteLoader.loadMSprite(path,splitImageClips,ResourceLoader.getInstance());
   player = new MSimpleAnimationPlayer(AnimationData,spriteX,spriteY);
   player.setAnimation(this.animation_Id);
   player.setLoopOffset(loopOffset);
  } catch (Exception e) {
   e.printStackTrace();
  }
 }
    [...]]]></description>
			<content:encoded><![CDATA[<p>motionWelder是一位印度先生写的动作编辑器.曾经使用时向作者提出过一些BUG.人家都修改了.可谓是好心人啊.现在这软件也越来越强大了.</p>
<p>下面是我使用中的一些封装..</p>
<p>他有两种方式一种是MSimpleAnimationPlayer.另一种是implements MSprite.前一种是简单动画.后一种自己实现MSprite接口.可能扩展<span id="more-805"></span></p>
<p>比如MSimpleAnimationPlayer.我将成封装成Simple_Animation类</p>
<p>package pupaClan;<br />
//简单动画类</p>
<p>import javax.microedition.lcdui.Graphics;</p>
<p>import mgo.common.Gamedata;</p>
<p>import com.studio.motionwelder.MSimpleAnimationPlayer;<br />
import com.studio.motionwelder.MSpriteData;<br />
import com.studio.motionwelder.MSpriteLoader;</p>
<p>public class Simple_Animation {<br />
 public pupaClan_canvas canvas;<br />
 public byte animation_Id;<br />
 public final static byte loop_Once=-1;//一次<br />
 public final static byte loop_While=0;//无限<br />
 MSpriteData AnimationData=null;<br />
    MSimpleAnimationPlayer  player=null;<br />
    //构造方法<br />
    public Simple_Animation(pupaClan_canvas canvas,String path,int animation_Id,int spriteX,int spriteY,boolean splitImageClips,int loopOffset){<br />
  try {<br />
   this.canvas=canvas;<br />
   this.animation_Id=(byte) animation_Id;<br />
   AnimationData=MSpriteLoader.loadMSprite(path,splitImageClips,ResourceLoader.getInstance());<br />
   player = new MSimpleAnimationPlayer(AnimationData,spriteX,spriteY);<br />
   player.setAnimation(this.animation_Id);<br />
   player.setLoopOffset(loopOffset);<br />
  } catch (Exception e) {<br />
   e.printStackTrace();<br />
  }<br />
 }<br />
    public void run(){//逻辑<br />
     player.update();<br />
    }<br />
    public int getAnimation(){//得到当前动画<br />
    return player.getAnimation();<br />
   }<br />
   public int getCurrentFrame(){//得到当前动画桢<br />
    return player.getCurrentFrame();<br />
   }<br />
    public boolean end(){//是否结束<br />
     return (player.getCurrentFrame()==(player.getFrameCount()-1));<br />
    }<br />
    public void paint(Graphics g){//绘制<br />
  g.setClip(0, 0, Gamedata.width, Gamedata.height);<br />
  player.drawFrame(g);<br />
 }<br />
}<br />
简单的动画就可以用他来生成一个.比如</p>
<p>startup_Flash=new Simple_Animation(this,&#8221;/anu/startup/pupastartup.anu&#8221;,0, 88, 190,false,Simple_Animation.loop_Once);</p>
<p>第一个参数是把CANVAS画布.第二个是用motionwelder生成的anu文件.第三个表示动画中的第几个(因为我的动画有好几个).第四,五个是坐标.第六个表示此动画要不要旋转.第7个是只播放一次.</p>
<p>第二种动画是implements MSprite实现的.</p>
<p>下面是我RPG游戏中一个实例</p>
<p>package pupaClan;<br />
//战斗怪类<br />
import javax.microedition.lcdui.Graphics;<br />
import com.studio.motionwelder.MPlayer;<br />
import com.studio.motionwelder.MSprite;<br />
import com.studio.motionwelder.MSpriteAnimationPlayer;<br />
import com.studio.motionwelder.MSpriteData;<br />
import com.studio.motionwelder.MSpriteLoader;<br />
import mgo.common.Gamedata;<br />
import mgo.common.Obj;<br />
import mgo.common.Timer;<br />
import mgo.common.Tools;<br />
import mgo.common.MediaPlayer;<br />
public class Monster extends Obj implements MSprite{<br />
 public pupaClan_canvas canvas;<br />
 /***Direction***/<br />
 public static final byte DIR_RIGHT = 0;<br />
 public static final byte DIR_LEFT = 1;<br />
 /** Sprite */<br />
 public  MPlayer player;<br />
 private MSpriteData spriteData;<br />
 public int hp,max_hp;<br />
 public int attack;<br />
 public int recovery;<br />
 public int exp;<br />
 public int coin;<br />
 public int level;<br />
 public String name;<br />
    //密锋动画初始化X偏移量<br />
 public final static int Bee_Animation_OPP_X=18;<br />
    //密锋动画初始化Y最大偏移量<br />
// public final static int Bee_Animation_MAX_OPP_Y=39;<br />
    //蜘蛛动画初始化X偏移量<br />
 public final static int Spider_Animation_OPP_X=14;<br />
    //蜘蛛动画初始化Y最大偏移量<br />
// public final static int Spider_Animation_MAX_OPP_Y=25;<br />
    //兔子动画初始化X偏移量<br />
 public final static int Coney_Animation_OPP_X=12;<br />
    //兔子动画初始化Y最大偏移量<br />
// public final static int Coney_Animation_MAX_OPP_Y=24;<br />
    //野鹿动画初始化X偏移量<br />
 public final static int Deer_Animation_OPP_X=14;<br />
    //野鹿动画初始化Y最大偏移量<br />
// public final static int Deer_Animation_MAX_OPP_Y=38;<br />
    //毒蜘蛛动画初始化X偏移量<br />
 public final static int ToxinSpider_Animation_OPP_X=21;<br />
    //毒蜘蛛动画初始化Y最大偏移量<br />
// public final static int ToxinSpider_Animation_MAX_OPP_Y=49;<br />
    //灰鹿动画初始化X偏移量<br />
 public final static int BlackDeer_Animation_OPP_X=16;<br />
    //灰鹿动画初始化Y最大偏移量<br />
// public final static int BlackDeer_Animation_MAX_OPP_Y=51;<br />
    //蛇动画初始化X偏移量<br />
 public final static int Snake_Animation_OPP_X=16;<br />
    //蛇动画初始化Y最大偏移量<br />
// public final static int Snake_Animation_MAX_OPP_Y=28;<br />
    //野狼动画初始化X偏移量<br />
 public final static int Wolf_Animation_OPP_X=23;<br />
    //野狼动画初始化Y最大偏移量<br />
// public final static int Wolf_Animation_MAX_OPP_Y=28;<br />
    //鹰动画初始化X偏移量<br />
// public final static int Eagle_Animation_OPP_X=14;<br />
    //鹰动画初始化Y最大偏移量<br />
// public final static int Eagle_Animation_MAX_OPP_Y=40;<br />
    //食人花初始化X偏移量<br />
 public final static int Flower_Animation_OPP_X=17;<br />
    //食人花初始化Y最大偏移量<br />
// public final static int Flower_Animation_MAX_OPP_Y=40;<br />
    //穿山甲初始化X偏移量<br />
 public final static int Pangolin_Animation_OPP_X=29;<br />
    //穿山甲初始化Y最大偏移量<br />
// public final static int Pangolin_Animation_MAX_OPP_Y=23;<br />
    //树怪初始化X偏移量<br />
   //public final static int TreeMonster_Animation_OPP_X=19;<br />
    //树怪初始化Y最大偏移量<br />
// public final static int TreeMonster_Animation_MAX_OPP_Y=38;<br />
    //雕初始化X偏移量<br />
 public final static int Vulture_Animation_OPP_X=25;<br />
    //雕初始化Y最大偏移量<br />
// public final static int Vulture_Animation_MAX_OPP_Y=54;<br />
    //霸王花初始化X偏移量<br />
 public final static int OverloadFlower_Animation_OPP_X=22;<br />
    //霸王花初始化Y最大偏移量<br />
// public final static int OverloadFlower_Animation_MAX_OPP_Y=45;<br />
    //眼镜蛇王初始化X偏移量<br />
 public final static int Cobra_Animation_OPP_X=21;<br />
    //眼镜蛇王初始化Y最大偏移量<br />
// public final static int Cobra_Animation_MAX_OPP_Y=34;<br />
    //千年树妖初始化X偏移量<br />
 //public final static int KiloTreeMonster_Animation_OPP_X=19;<br />
    //千年树妖初始化Y最大偏移量<br />
// public final static int KiloTreeMonster_Animation_MAX_OPP_Y=51;<br />
    //血狼初始化X偏移量<br />
 public final static int BloodWolf_Animation_OPP_X=25;<br />
    //血狼初始化Y最大偏移量<br />
// public final static int BloodWolf_Animation_MAX_OPP_Y=33;<br />
 <br />
    //人熊初始化X偏移量<br />
 public final static int Bear_Animation_OPP_X=27;<br />
    //人熊初始化Y最大偏移量<br />
// public final static int Bear_Animation_MAX_OPP_Y=65;<br />
    //大狼初始化X偏移量<br />
 public final static int BigWolf_Animation_OPP_X=17;<br />
    //大狼初始化Y最大偏移量<br />
// public final static int BigWolf_Animation_MAX_OPP_Y=48;<br />
    //剑齿虎初始化X偏移量<br />
 public final static int Tiger_Animation_OPP_X=43;<br />
    //剑齿虎初始化Y最大偏移量<br />
// public final static int Tiger_Animation_MAX_OPP_Y=51;<br />
    /** Animations */<br />
 public final static byte MON_SLEEP=0;//站着不动<br />
 public final static byte MON_KILL1=1;//普通攻击<br />
 public final static byte MON_INJURED1=2;//被攻击1,黄色闪光（小）<br />
 public final static byte MON_DIE=3;//死亡<br />
 public final static byte MON_KILL2=4;//非普通攻击,BOSS用<br />
 public final static byte MON_KILL3=5;//非普通攻击,BOSS大狼用<br />
 <br />
    private int animation;<br />
    public boolean 怪物操作;<br />
    public Timer timer=new Timer();<br />
    public Monster(pupaClan_canvas canvas,byte type,int spriteX,int spriteY){<br />
  try{<br />
   this.canvas=canvas;<br />
   this.type=type;<br />
   String path = null;<br />
   int Animation_OPP_X = 0;<br />
   switch(this.type){<br />
       case 蜜蜂:<br />
        setLevel(Tools.getRand(1,3));<br />
        Animation_OPP_X=Bee_Animation_OPP_X;<br />
         path=&#8221;/anu/monster/Bee.anu&#8221;;<br />
         name=&#8221;蜜蜂&#8221;;<br />
    break;<br />
       case 蜘蛛:<br />
        setLevel(Tools.getRand(1,3));<br />
        Animation_OPP_X=Spider_Animation_OPP_X;<br />
        path=&#8221;/anu/monster/Spider.anu&#8221;;<br />
        name=&#8221;蜘蛛&#8221;;<br />
       break;<br />
       case 兔子:<br />
        setLevel(Tools.getRand(3,7));<br />
        Animation_OPP_X=Coney_Animation_OPP_X;<br />
        path=&#8221;/anu/monster/Coney.anu&#8221;;<br />
        name=&#8221;兔子&#8221;;<br />
       break;<br />
       case 野鹿:<br />
        setLevel(Tools.getRand(5,10));<br />
        Animation_OPP_X=Deer_Animation_OPP_X;<br />
        path=&#8221;/anu/monster/Deer.anu&#8221;;<br />
        name=&#8221;野鹿&#8221;;<br />
       break;<br />
       case 灰兔:<br />
        setLevel(Tools.getRand(10,13));<br />
        Animation_OPP_X=Coney_Animation_OPP_X;<br />
        path=&#8221;/anu/monster/hui-Coney.anu&#8221;;<br />
        name=&#8221;灰兔&#8221;;<br />
       break;<br />
       case 毒蜘蛛:<br />
        setLevel(Tools.getRand(11,15));<br />
        Animation_OPP_X=ToxinSpider_Animation_OPP_X;<br />
        path=&#8221;/anu/monster/ToxinSpider.anu&#8221;;<br />
        name=&#8221;毒蜘蛛&#8221;;<br />
       break;<br />
       case 蜂王:<br />
        setLevel(Tools.getRand(15,20));<br />
        Animation_OPP_X=Bee_Animation_OPP_X;<br />
         path=&#8221;/anu/monster/king-Bee.anu&#8221;;<br />
         name=&#8221;蜂王&#8221;;<br />
       break;<br />
       case 灰鹿:<br />
        setLevel(Tools.getRand(18,22));<br />
        Animation_OPP_X=BlackDeer_Animation_OPP_X;<br />
         path=&#8221;/anu/monster/BlackDeer.anu&#8221;;<br />
         name=&#8221;灰鹿&#8221;;<br />
       break;<br />
       case 蛇:<br />
        setLevel(Tools.getRand(20,25));<br />
        Animation_OPP_X=Snake_Animation_OPP_X;<br />
         path=&#8221;/anu/monster/Snake.anu&#8221;;<br />
         name=&#8221;蛇&#8221;;<br />
       break;<br />
       case 野狼:<br />
        setLevel(Tools.getRand(22,25));<br />
        Animation_OPP_X=Wolf_Animation_OPP_X;<br />
         path=&#8221;/anu/monster/Wolf.anu&#8221;;<br />
         name=&#8221;野狼&#8221;;<br />
       break;<br />
       case 青狼:<br />
        setLevel(Tools.getRand(38,40));<br />
        Animation_OPP_X=Wolf_Animation_OPP_X;<br />
         path=&#8221;/anu/monster/Wolf1.anu&#8221;;<br />
         name=&#8221;青狼&#8221;;<br />
       break;<br />
       case 黑鹿:<br />
        setLevel(Tools.getRand(25,28));<br />
           Animation_OPP_X=BlackDeer_Animation_OPP_X;<br />
            path=&#8221;/anu/monster/HaDeer.anu&#8221;;<br />
            name=&#8221;黑鹿&#8221;;<br />
          break;<br />
       case 食人花:<br />
        setLevel(Tools.getRand(28,32));<br />
           Animation_OPP_X=Flower_Animation_OPP_X;<br />
            path=&#8221;/anu/monster/Flower.anu&#8221;;<br />
            name=&#8221;食人花&#8221;;<br />
          break;<br />
       case 穿山甲:<br />
        setLevel(Tools.getRand(30,35));<br />
           Animation_OPP_X=Pangolin_Animation_OPP_X;<br />
            path=&#8221;/anu/monster/Pangolin.anu&#8221;;<br />
            name=&#8221;穿山甲&#8221;;<br />
       break;<br />
       case 穿山甲王:<br />
        setLevel(Tools.getRand(43,46));<br />
           Animation_OPP_X=Pangolin_Animation_OPP_X;<br />
            path=&#8221;/anu/monster/Pangolin1.anu&#8221;;<br />
            name=&#8221;穿山甲王&#8221;;<br />
       break;<br />
       case 雕:<br />
        setLevel(Tools.getRand(35,40));<br />
           Animation_OPP_X=Vulture_Animation_OPP_X;<br />
            path=&#8221;/anu/monster/Vulture.anu&#8221;;<br />
            name=&#8221;雕&#8221;;<br />
       break;<br />
       case 霸王花:<br />
        setLevel(Tools.getRand(40,45));<br />
              Animation_OPP_X=OverloadFlower_Animation_OPP_X;<br />
               path=&#8221;/anu/monster/OverloadFlower.anu&#8221;;<br />
               name=&#8221;霸王花&#8221;;<br />
          break;<br />
       case 眼镜蛇王:<br />
        setLevel(Tools.getRand(42,47));<br />
              Animation_OPP_X=Cobra_Animation_OPP_X;<br />
               path=&#8221;/anu/monster/Cobra.anu&#8221;;<br />
               name=&#8221;眼镜蛇王&#8221;;<br />
          break;<br />
       case 血狼:<br />
        setLevel(Tools.getRand(45,50));<br />
                 Animation_OPP_X=BloodWolf_Animation_OPP_X;<br />
                  path=&#8221;/anu/monster/BloodWolf.anu&#8221;;<br />
                  name=&#8221;血狼&#8221;;<br />
             break;<br />
       case 人熊:<br />
        hp=max_hp=480;attack=95;recovery=50;exp=632;coin=500;<br />
                 Animation_OPP_X=Bear_Animation_OPP_X;<br />
                  path=&#8221;/anu/monster/Bear.anu&#8221;;<br />
                  name=&#8221;人熊&#8221;;<br />
             break;<br />
       case 大狼:<br />
        hp=max_hp=850;attack=208;recovery=108;exp=2571;coin=1280;<br />
                 Animation_OPP_X=BigWolf_Animation_OPP_X;<br />
                  path=&#8221;/anu/monster/BigWolf.anu&#8221;;<br />
                  name=&#8221;大狼&#8221;;<br />
             break;<br />
       case 剑齿虎:<br />
        hp=max_hp=1120;attack=309;recovery=160;exp=4720;coin=2000;<br />
                 Animation_OPP_X=Tiger_Animation_OPP_X;<br />
                  path=&#8221;/anu/monster/Tiger.anu&#8221;;<br />
                  name=&#8221;剑齿虎&#8221;;<br />
             break;<br />
   }<br />
   this.spriteX=Animation_OPP_X+spriteX;<br />
   this.spriteY=spriteY;<br />
   spriteData=MSpriteLoader.loadMSprite(path,false,ResourceLoader.getInstance());<br />
   player = new MSpriteAnimationPlayer(spriteData,this);<br />
   setAnimation(MON_SLEEP);<br />
   direction = DIR_RIGHT;<br />
  }catch (Exception e){<br />
   e.printStackTrace();<br />
  }<br />
 }<br />
 public void run(){<br />
  if(Obj.isMonsterBoss(this.type)){//BOSS<br />
   switch(this.type){<br />
       case Obj.人熊:<br />
       case Obj.剑齿虎:<br />
        switch (animation) {<br />
         case MON_SLEEP:<br />
          if(canvas.battle_hero.主角操作完成 &amp; timer.arrive_Time(canvas.battle_hero.延迟时间)){<br />
           if(hp&lt;(max_hp&gt;&gt;1)){//自身生命少于一半<br />
               setAnimation(Tools.getOnlyRand(MON_KILL1, MON_KILL2));<br />
              }else{<br />
               setAnimation(MON_KILL1);<br />
              }<br />
          }<br />
         break;<br />
            case MON_KILL1:<br />
             if(!timer.arrive_Time(canvas.battle_hero.延迟时间))return;<br />
             if(getCurrentFrame()==5)canvas.battle_hero.setAnimation(BattleHero.HERO_INJURED1);<br />
            break;<br />
            case MON_KILL2:<br />
             if(!timer.arrive_Time(canvas.battle_hero.延迟时间))return;<br />
             if(getCurrentFrame()==6)canvas.battle_hero.setAnimation(BattleHero.HERO_INJURED1);<br />
            break;<br />
        }<br />
    break;<br />
       case Obj.大狼:<br />
        switch (animation) {<br />
         case MON_SLEEP:<br />
          if(canvas.battle_hero.主角操作完成 &amp; timer.arrive_Time(canvas.battle_hero.延迟时间)){<br />
           if(hp&lt;(max_hp&gt;&gt;1)){//自身生命少于一半<br />
               setAnimation(Tools.getOnlyRand(MON_KILL1, MON_KILL2, MON_KILL3));<br />
              }else{<br />
               setAnimation(MON_KILL1);<br />
              }<br />
          }<br />
         break;<br />
            case MON_KILL1:<br />
             if(!timer.arrive_Time(canvas.battle_hero.延迟时间))return;<br />
             if(getCurrentFrame()==5)canvas.battle_hero.setAnimation(BattleHero.HERO_INJURED1);<br />
            break;<br />
            case MON_KILL2:<br />
            case MON_KILL3:<br />
             if(!timer.arrive_Time(canvas.battle_hero.延迟时间))return;<br />
             if(getCurrentFrame()==5)canvas.battle_hero.setAnimation(BattleHero.HERO_INJURED1);<br />
            break;<br />
        }<br />
    break;<br />
   }<br />
  }else{//小怪<br />
   switch (animation){<br />
       case MON_SLEEP:<br />
        if(canvas.battle_hero.主角操作完成 &amp; timer.arrive_Time(canvas.battle_hero.延迟时间))setAnimation(MON_KILL1);<br />
       break;<br />
          case MON_KILL1:<br />
           if(!timer.arrive_Time(canvas.battle_hero.延迟时间))return;<br />
           if(getCurrentFrame()==4)canvas.battle_hero.setAnimation(BattleHero.HERO_INJURED1);<br />
          break;<br />
      }<br />
  }<br />
  player.update();<br />
  }<br />
 public void endOfAnimation(){<br />
        switch (animation){<br />
              case MON_KILL1:<br />
              case MON_KILL2:<br />
              case MON_KILL3:<br />
               setAnimation(MON_SLEEP);<br />
               canvas.battle_hero.主角操作完成=false;<br />
           break;<br />
        case MON_INJURED1://普通攻击<br />
         check_Die(canvas.common_hero.attack+(canvas.返回主角身上装备(Equip.攻击装备)!=null?((Equip)canvas.返回主角身上装备(Equip.攻击装备)).getAttack():0)-recovery);<br />
        break;<br />
        case MON_DIE:<br />
         if(!canvas.battle_Complete){<br />
           canvas.mediaPlayer.playSound(&#8220;/sound/battlesuccess.mid&#8221;, MediaPlayer.play_Once);//播放音乐<br />
          checkTaskFromBattle();//更新任务<br />
          /****增加主角经验,金币,检测主角是否升级****/<br />
          canvas.common_hero.coin=canvas.common_hero.coin+coin;<br />
          canvas.common_hero.exp=canvas.common_hero.exp+exp;<br />
          canvas.hero_IsUpgrade=canvas.common_hero.checkLevel();<br />
          canvas.battle_Complete=true;<br />
          canvas.cursor_y=0;<br />
          canvas.backup_time=System.currentTimeMillis();<br />
          canvas.timer.init_Time();<br />
         }<br />
        break; <br />
  }<br />
  }<br />
 private void check_Die(int injure){//根据injure值检测怪物是否死亡<br />
  if(injure&lt;0)injure=0;<br />
        hp=hp-injure;<br />
        if(hp&lt;0)hp=0;<br />
        if(hp&gt;0){//怪没有死<br />
         if(Obj.isMonsterBoss(this.type)){//BOSS<br />
       switch(this.type){<br />
           case Obj.人熊:<br />
           case Obj.剑齿虎:<br />
            if(hp&lt;(max_hp&gt;&gt;1)){//自身生命少于一半<br />
             setAnimation(Tools.getOnlyRand(MON_KILL1, MON_KILL2));<br />
            }else{<br />
             setAnimation(MON_KILL1);<br />
            }<br />
            canvas.主角操作完毕并设置延迟时间(700l);<br />
        break;<br />
           case Obj.大狼:<br />
            if(hp&lt;(max_hp&gt;&gt;1)){//自身生命少于一半<br />
             setAnimation(Tools.getOnlyRand(MON_KILL1, MON_KILL2, MON_KILL3));<br />
            }else{<br />
             setAnimation(MON_KILL1);<br />
            }<br />
            canvas.主角操作完毕并设置延迟时间(700l);<br />
           break;<br />
       }<br />
      }else{//小怪<br />
       setAnimation(MON_KILL1);<br />
       canvas.主角操作完毕并设置延迟时间(700l);<br />
      }<br />
     }else setAnimation(MON_DIE);//怪死亡了<br />
    }<br />
 public void paint(Graphics g){//绘制<br />
  g.setClip(0, 0, Gamedata.width, Gamedata.height);<br />
  player.drawFrame(g);<br />
 }<br />
 public int getSpriteDrawX(){<br />
  return getSpriteX();<br />
 }<br />
 <br />
 public int getSpriteDrawY(){<br />
  return getSpriteY();<br />
 }<br />
    byte orientation;<br />
 public byte getSpriteOrientation(){<br />
  return (byte)direction;<br />
 }<br />
 public void updateSpritePosition(int incX,int incY){<br />
  spriteX+=incX;<br />
  spriteY+=incY;</p>
<p> }<br />
  public boolean end(){<br />
     return (player.getCurrentFrame()==(player.getFrameCount()-1));<br />
  }<br />
 public int getAnimation(){<br />
  return player.getAnimation();<br />
 }<br />
 public int getCurrentFrame(){<br />
  return player.getCurrentFrame();<br />
 }<br />
 public void setAnimation(int animation){<br />
   switch (animation) {<br />
      case MON_SLEEP:<br />
      player.setAnimation(MON_SLEEP);<br />
      player.setLoopOffset(0);<br />
   break;<br />
      default:<br />
       player.setAnimation(animation);<br />
      player.setLoopOffset(-1);<br />
      break;<br />
      }<br />
         this.animation = animation; <br />
 }<br />
  public void setLevel(int level){//设置怪物级别<br />
  this.level=level;<br />
  switch(this.level){<br />
      case 1:<br />
       hp=max_hp=20;attack=5;recovery=2;exp=Tools.getRand(8,10);coin=Tools.getRand(1,10);<br />
   break;<br />
      case 2:<br />
       hp=max_hp=23;attack=6;recovery=3;exp=Tools.getRand(8,10);coin=Tools.getRand(1,10);<br />
   break;<br />
      case 3:<br />
       hp=max_hp=26;attack=8;recovery=4;exp=Tools.getRand(8,10);coin=Tools.getRand(1,10);<br />
   break;<br />
      case 4:<br />
       hp=max_hp=30;attack=9;recovery=4;exp=Tools.getRand(8,10);coin=Tools.getRand(1,10);<br />
   break;<br />
      case 5:<br />
       hp=max_hp=34;attack=11;recovery=5;exp=Tools.getRand(8,10);coin=Tools.getRand(1,10);<br />
   break;<br />
      case 6:<br />
       hp=max_hp=39;attack=13;recovery=6;exp=Tools.getRand(34,40);coin=Tools.getRand(14,40);<br />
   break;<br />
      case 7:<br />
       hp=max_hp=44;attack=15;recovery=7;exp=Tools.getRand(34,40);coin=Tools.getRand(14,40);<br />
   break;<br />
      case 8:<br />
       hp=max_hp=50;attack=18;recovery=9;exp=Tools.getRand(34,40);coin=Tools.getRand(14,40);<br />
   break;<br />
      case 9:<br />
       hp=max_hp=56;attack=20;recovery=10;exp=Tools.getRand(34,40);coin=Tools.getRand(14,40);<br />
   break;<br />
      case 10:<br />
       hp=max_hp=63;attack=23;recovery=11;exp=Tools.getRand(34,40);coin=Tools.getRand(14,40);<br />
   break;<br />
      case 11:<br />
       hp=max_hp=70;attack=26;recovery=13;exp=Tools.getRand(94,110);coin=Tools.getRand(48,90);<br />
   break;<br />
      case 12:<br />
       hp=max_hp=78;attack=29;recovery=14;exp=Tools.getRand(94,110);coin=Tools.getRand(48,90);<br />
   break;<br />
      case 13:<br />
       hp=max_hp=86;attack=32;recovery=16;exp=Tools.getRand(94,110);coin=Tools.getRand(48,90);<br />
   break;<br />
      case 14:<br />
       hp=max_hp=95;attack=36;recovery=18;exp=Tools.getRand(94,110);coin=Tools.getRand(48,90);<br />
   break;<br />
      case 15:<br />
       hp=max_hp=104;attack=40;recovery=20;exp=Tools.getRand(94,110);coin=Tools.getRand(48,90);<br />
   break;<br />
      case 16:<br />
       hp=max_hp=113;attack=44;recovery=22;exp=Tools.getRand(171,200);coin=Tools.getRand(102,160);<br />
   break;<br />
      case 17:<br />
       hp=max_hp=123;attack=48;recovery=24;exp=Tools.getRand(171,200);coin=Tools.getRand(102,160);<br />
   break;<br />
      case 18:<br />
       hp=max_hp=134;attack=52;recovery=26;exp=Tools.getRand(171,200);coin=Tools.getRand(102,160);<br />
   break;<br />
      case 19:<br />
       hp=max_hp=144;attack=57;recovery=28;exp=Tools.getRand(171,200);coin=Tools.getRand(102,160);<br />
   break;<br />
      case 20:<br />
       hp=max_hp=156;attack=62;recovery=31;exp=Tools.getRand(171,200);coin=Tools.getRand(102,160);<br />
   break;<br />
  <br />
      case 21:<br />
       hp=max_hp=168;attack=67;recovery=33;exp=Tools.getRand(300,350);coin=Tools.getRand(176,250);<br />
   break;<br />
      case 22:<br />
       hp=max_hp=180;attack=72;recovery=36;exp=Tools.getRand(300,350);coin=Tools.getRand(176,250);<br />
   break;<br />
      case 23:<br />
       hp=max_hp=193;attack=77;recovery=38;exp=Tools.getRand(300,350);coin=Tools.getRand(176,250);<br />
   break;<br />
      case 24:<br />
       hp=max_hp=206;attack=83;recovery=41;exp=Tools.getRand(300,350);coin=Tools.getRand(176,250);<br />
   break;<br />
      case 25:<br />
       hp=max_hp=220;attack=89;recovery=44;exp=Tools.getRand(300,350);coin=Tools.getRand(176,250);<br />
   break;<br />
      case 26:<br />
       hp=max_hp=234;attack=95;recovery=47;exp=Tools.getRand(462,540);coin=Tools.getRand(270,360);<br />
   break;<br />
      case 27:<br />
       hp=max_hp=248;attack=101;recovery=50;exp=Tools.getRand(462,540);coin=Tools.getRand(270,360);<br />
   break;<br />
      case 28:<br />
       hp=max_hp=263;attack=107;recovery=53;exp=Tools.getRand(462,540);coin=Tools.getRand(270,360);<br />
   break;<br />
      case 29:<br />
       hp=max_hp=279;attack=114;recovery=57;exp=Tools.getRand(462,540);coin=Tools.getRand(270,360);<br />
   break;<br />
      case 30:<br />
       hp=max_hp=295;attack=120;recovery=60;exp=Tools.getRand(462,540);coin=Tools.getRand(270,360);<br />
   break;<br />
      case 31:<br />
       hp=max_hp=311;attack=127;recovery=63;exp=Tools.getRand(651,760);coin=Tools.getRand(384,490);<br />
   break;<br />
      case 32:<br />
       hp=max_hp=328;attack=135;recovery=67;exp=Tools.getRand(651,760);coin=Tools.getRand(384,490);<br />
   break;<br />
      case 33:<br />
       hp=max_hp=346;attack=142;recovery=71;exp=Tools.getRand(651,760);coin=Tools.getRand(384,490);<br />
   break;<br />
      case 34:<br />
       hp=max_hp=363;attack=149;recovery=74;exp=Tools.getRand(651,760);coin=Tools.getRand(384,490);<br />
   break;<br />
      case 35:<br />
       hp=max_hp=382;attack=157;recovery=78;exp=Tools.getRand(651,760);coin=Tools.getRand(384,490);<br />
   break;<br />
      case 36:<br />
       hp=max_hp=401;attack=165;recovery=82;exp=Tools.getRand(857,1000);coin=Tools.getRand(518,640);<br />
   break;<br />
      case 37:<br />
       hp=max_hp=420;attack=173;recovery=86;exp=Tools.getRand(857,1000);coin=Tools.getRand(518,640);<br />
   break;<br />
      case 38:<br />
       hp=max_hp=440;attack=182;recovery=91;exp=Tools.getRand(857,1000);coin=Tools.getRand(518,640);<br />
   break;<br />
      case 39:<br />
       hp=max_hp=460;attack=190;recovery=95;exp=Tools.getRand(857,1000);coin=Tools.getRand(518,640);<br />
   break;<br />
      case 40:<br />
       hp=max_hp=480;attack=199;recovery=99;exp=Tools.getRand(857,1000);coin=Tools.getRand(518,640);<br />
   break;<br />
      case 41:<br />
       hp=max_hp=501;attack=208;recovery=104;exp=Tools.getRand(1114,1300);coin=Tools.getRand(672,810);<br />
   break;<br />
      case 42:<br />
       hp=max_hp=523;attack=217;recovery=108;exp=Tools.getRand(1114,1300);coin=Tools.getRand(672,810);<br />
   break;<br />
      case 43:<br />
       hp=max_hp=545;attack=227;recovery=113;exp=Tools.getRand(11114,1300);coin=Tools.getRand(672,810);<br />
   break;<br />
      case 44:<br />
       hp=max_hp=567;attack=236;recovery=118;exp=Tools.getRand(11114,1300);coin=Tools.getRand(672,810);<br />
   break;<br />
      case 45:<br />
       hp=max_hp=590;attack=246;recovery=123;exp=Tools.getRand(11114,1300);coin=Tools.getRand(672,810);<br />
   break;<br />
      case 46:<br />
       hp=max_hp=614;attack=256;recovery=128;exp=Tools.getRand(1285,1500);coin=Tools.getRand(846,1000);<br />
   break;<br />
      case 47:<br />
       hp=max_hp=638;attack=266;recovery=133;exp=Tools.getRand(1285,1500);coin=Tools.getRand(846,1000);<br />
   break;<br />
      case 48:<br />
       hp=max_hp=662;attack=276;recovery=138;exp=Tools.getRand(1285,1500);coin=Tools.getRand(846,1000);<br />
   break;<br />
      case 49:<br />
       hp=max_hp=687;attack=287;recovery=143;exp=Tools.getRand(1285,1500);coin=Tools.getRand(846,1000);<br />
   break;<br />
      case 50:<br />
       hp=max_hp=712;attack=298;recovery=149;exp=Tools.getRand(1285,1500);coin=Tools.getRand(846,1000);<br />
   break;<br />
     }<br />
 }<br />
 public void checkTaskFromBattle(){//战斗胜利,更新任务中各个数量<br />
   for(int i=0;i&lt;canvas.taskVector.size();i++){<br />
    Task t=(Task) canvas.taskVector.elementAt(i);<br />
    if(t.task_Name.equals(Task.task_Name5)&amp;this.type==Obj.蜜蜂){<br />
     if(canvas.common_hero.杀死蜜蜂数量&lt;20)canvas.common_hero.杀死蜜蜂数量++;<br />
     break;<br />
    }<br />
    if(t.task_Name.equals(Task.task_Name6)&amp;this.type==Obj.毒蜘蛛){<br />
     if(canvas.common_hero.杀死毒蜘蛛数量&lt;30)canvas.common_hero.杀死毒蜘蛛数量++;<br />
     break;<br />
    }<br />
    if(t.task_Name.equals(Task.task_Name7)&amp;this.type==Obj.食人花){<br />
     if(canvas.common_hero.杀死食人花数量&lt;30)canvas.common_hero.杀死食人花数量++;<br />
     break;<br />
    }<br />
    if(t.task_Name.equals(Task.task_Name8)){<br />
     switch(this.type){<br />
         case Obj.霸王花:<br />
          if(canvas.common_hero.杀死霸王花数量&lt;10)canvas.common_hero.杀死霸王花数量++;<br />
      break;<br />
         case Obj.眼镜蛇王:<br />
          if(canvas.common_hero.杀死眼镜蛇王数量&lt;10)canvas.common_hero.杀死眼镜蛇王数量++;<br />
         break;<br />
         case Obj.穿山甲王:<br />
          if(canvas.common_hero.杀死穿山甲王数量&lt;10)canvas.common_hero.杀死穿山甲王数量++;<br />
         break;<br />
         case Obj.血狼:<br />
          if(canvas.common_hero.杀死血狼数量&lt;10)canvas.common_hero.杀死血狼数量++;<br />
         break;<br />
     }<br />
     break;<br />
    }<br />
   }<br />
 }<br />
}</p>
<p>此类是怪的行为类.</p>
<p>endOfAnimation()在一个动画结束时会调用.</p>
<p>updateSpritePosition()是更新坐标.检测</p>
<p>getSpriteOrientation()得到方向</p>
<p>setAnimation()设置新的动画</p>
<p>end()检查是否播放结束</p>
<p>getSpriteDrawX()得到绘制X.</p>
<p>getSpriteDrawY()得到绘制Y.</p>
<p>无论用哪种方式.都要自己实现ResourceLoader类</p>
<p>ResourceLoader类就是你的动画需要指定创建哪些图片资源</p>
<p>有loadImage和loadImageClip二种方法</p>
]]></content:encoded>
			<wfw:commentRss>http://www.javagg.com/archives/805/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>手机游戏动作编辑器MotionWelder&#8211;编写程序</title>
		<link>http://www.javagg.com/archives/800</link>
		<comments>http://www.javagg.com/archives/800#comments</comments>
		<pubDate>Thu, 08 Jul 2010 06:49:01 +0000</pubDate>
		<dc:creator>纯净水</dc:creator>
				<category><![CDATA[j2me]]></category>
		<category><![CDATA[游戏]]></category>
		<category><![CDATA[动作编辑器]]></category>

		<guid isPermaLink="false">http://www.javagg.com/?p=800</guid>
		<description><![CDATA[开发环境：Eclipse+EclipseMe （Eclipse3.4版本以上使用EclipseMe时在添加第三方库常常会出现classnotfound异常，可使用mtj代替EclipseME，或使用低一些的Eclipse版本）
1、新建J2ME工程，导入MotionWelder的J2ME库（在该程序下载包里J2ME 的lib目录里的motionwelder.jar）
       右键工程&#8211;&#62;Build Path &#8211;&#62;Add external archives&#8230; &#8212;&#62;选择motionwelder.jar打开，即可导入完毕。
2、把导出的动作数据文件拷到工程的资源目录，导入动作数据文件
/*
spriteName 动作数据文件
splitImageClips 内存加载图片的方式，如果为false则加载完整的图片（图片没有切片），true则加载切片的图片
imageloader  加载动作所需图片的类
*/
MSpriteData animationData = MSpriteLoader.loadMSprite(java.lang.String spriteName, boolean splitImageClips, MSpriteImageLoader imageloader)
3、加载动作图片
interface MSpriteImageLoader：
splitImageClips = false  - 加载完整的图片
           Image[]  loadImage(spriteName,imageId,orientationUsedInStudio);
splitImageClips = true &#8211; 加载图片切片
          Image[] loadImageClip(String spriteName,int imageId,int x,int y,int w,int h,int orientationUsedInStudio);
-spriteName
         &#8211; 动作数据文件的名字
-orientationUsedInStudio
        -使用了的翻转类型,
               MSprite.ORIENTATION_NONE                         &#8211; 无翻转
               MSprite.ORIENTATION_FLIP_H                      - 水平翻转
               MSprite.ORIENTATION_FLIP_V                      - 垂直翻转
               MSprite.ORIENTATION_FLIP_BOTH_H_V   &#8211; 水平和垂直翻转
- imageId
         &#8211; 图片id，即动作所使用到的图片
-x,y,w,h      
       -切片在图片中的坐标（x，y，宽，高）.
Image[3]
       Image[0] =无翻转图片
       Image[1] [...]]]></description>
			<content:encoded><![CDATA[<p>开发环境：Eclipse+EclipseMe （Eclipse3.4版本以上使用EclipseMe时在添加第三方库常常会出现classnotfound异常，可使用mtj代替EclipseME，或使用低一些的Eclipse版本）<br />
1、新建J2ME工程，导入MotionWelder的J2ME库（在该程序下载包里J2ME 的lib目录里的motionwelder.jar）<br />
       右键工程&#8211;&gt;Build Path &#8211;&gt;Add external archives&#8230; &#8212;&gt;选择motionwelder.jar打开，即可导入完毕。<br />
2、把导出的动作数据文件拷到工程的资源目录，导入动作数据文件<br />
/*<br />
spriteName 动作数据文件<br />
splitImageClips 内存加载图片的方式，如果为false则加载完整的图片（图片没有切片），true则加载切片的图片<br />
imageloader  加载动作所需图片的类<br />
*/<br />
MSpriteData animationData = MSpriteLoader.loadMSprite(java.lang.String spriteName, boolean splitImageClips, MSpriteImageLoader imageloader)<br />
3、加载动作图片<br />
interface MSpriteImageLoader：<br />
splitImageClips = false  - 加载完整的图片<br />
           Image[]  loadImage(spriteName,imageId,orientationUsedInStudio);<span id="more-800"></span></p>
<p>splitImageClips = true &#8211; 加载图片切片<br />
          Image[] loadImageClip(String spriteName,int imageId,int x,int y,int w,int h,int orientationUsedInStudio);</p>
<p>-spriteName<br />
         &#8211; 动作数据文件的名字<br />
-orientationUsedInStudio<br />
        -使用了的翻转类型,<br />
               MSprite.ORIENTATION_NONE                         &#8211; 无翻转<br />
               MSprite.ORIENTATION_FLIP_H                      - 水平翻转<br />
               MSprite.ORIENTATION_FLIP_V                      - 垂直翻转<br />
               MSprite.ORIENTATION_FLIP_BOTH_H_V   &#8211; 水平和垂直翻转<br />
- imageId<br />
         &#8211; 图片id，即动作所使用到的图片<br />
-x,y,w,h      <br />
       -切片在图片中的坐标（x，y，宽，高）.<br />
Image[3]<br />
       Image[0] =无翻转图片<br />
       Image[1] = 水平翻转图片      // 如果没有为null<br />
       Image[2] = 垂直翻转图片         // 如果没有为null<br />
4、播放动作<br />
/*动作列表*/<br />
public static int ANIM_STAND = 0;<br />
public static int ANIM_RUN = 1;</p>
<p>/* 创建动作播放器 */<br />
MSimpleAnimationPlayer player = new MSimpleAnimationPlayer(MSpriteData spriteData, int spriteX, int spriteY);<br />
或<br />
MSpriteAnimationPlayer player = new MSpriteAnimationPlayer(MSpriteData spriteData, MSprite sprite);<br />
两个的区别在于：正如名字一样MSpriteAnimationPlayer提供的一个简单的播放器，它在处理end of animation时是仅停止播放，不能更好地拓展。如果需要灵巧地控制各个动画的切换最好使用MSpriteAnimationPlayer。</p>
<p>/*设置当前的播放动作*/<br />
player.setAnimation(ANIM_STAND);<br />
player.setLoopOffset(-1);           // 播放一次..<br />
player.setLoopOffset(0);            // 从第一帧到帧尾循环播放<br />
player.setLoopOffset(2);           // 从第二帧到帧尾循环播放</p>
<p>/* 循环调用这里，更新和绘制动作*/<br />
player.update();<br />
player.drawFrame(g);</p>
<p>例子：使用第一节的数据文件，当我们按数字键5或者中键的时候施放这个向下攻击的动作。主要代码如下：<br />
主屏幕   GameScreen.java<br />
import javax.microedition.lcdui.Canvas;<br />
import javax.microedition.lcdui.Graphics;<br />
public class GameScreen extends Canvas implements Runnable {<br />
private GameSprite gameSprite;//游戏精灵<br />
private static final int KEY_FIRE=-5;//键盘中键<br />
public static boolean isHit = false;//是否发动攻击<br />
public GameScreen() {<br />
  gameSprite = new GameSprite();//实例化游戏精灵<br />
  Thread t = new Thread(this);//创建线程<br />
  t.start();//启动线程<br />
}<br />
protected void paint(Graphics g) {<br />
  g.setColor(0xffffffff);<br />
  g.fillRect(0, 0, getWidth(), getHeight());//清屏<br />
  gameSprite.paint(g);//绘制精灵<br />
}<br />
public void run() {<br />
  try {<br />
   long time;<br />
   while (true) {<br />
    time = System.currentTimeMillis();<br />
    //重绘<br />
    repaint();<br />
    serviceRepaints();<br />
    if (isHit) {//如果发动攻击<br />
     gameSprite.update();//更新精灵<br />
    }<br />
    long timeTakenForPainting = System.currentTimeMillis() &#8211; time;<br />
    if (timeTakenForPainting &lt; 100) {<br />
     Thread.sleep(100 &#8211; timeTakenForPainting);<br />
    }<br />
   }<br />
  } catch (Exception e) {<br />
   System.out.println(&#8220;Error &#8221; + e);<br />
  }<br />
}<br />
protected void keyPressed(int key) {<br />
  if (key == Canvas.KEY_NUM5 || key == KEY_FIRE) {<br />
   isHit = true;//按数字键5或中键攻击<br />
  }<br />
}<br />
protected void keyReleased(int key) {<br />
}<br />
}</p>
<p>游戏精灵  GameSprite.java<br />
import javax.microedition.lcdui.Graphics;<br />
import com.studio.motionwelder.MPlayer;<br />
import com.studio.motionwelder.MSprite;<br />
import com.studio.motionwelder.MSpriteAnimationPlayer;<br />
import com.studio.motionwelder.MSpriteData;<br />
import com.studio.motionwelder.MSpriteLoader;<br />
public class GameSprite implements MSprite {<br />
private MSpriteData spriteData;<br />
private MPlayer player;<br />
private int animation;<br />
private static final int DOWN_HIT = 0;<br />
int spriteX = 100;//精灵坐标<br />
int spriteY = 175;<br />
public GameSprite() {<br />
  try {<br />
   loadResource();//加载资源<br />
  } catch (Exception e) {<br />
   e.printStackTrace();<br />
  }<br />
  player = new MSpriteAnimationPlayer(spriteData, this);//创建播放器<br />
  this.setAnimation(DOWN_HIT);//设置当前动画ID<br />
}<br />
private void setAnimation(int animation) {//设置动画ID<br />
  switch (animation) {<br />
  case DOWN_HIT:<br />
   player.setAnimation(DOWN_HIT);<br />
   break;<br />
  }<br />
  this.animation = animation;<br />
}<br />
private void loadResource() throws Exception {<br />
  spriteData = MSpriteLoader.loadMSprite(&#8220;/SwordSprite.anu&#8221;, true,<br />
    ResourceLoader.getInstance());//加载数据文件<br />
}<br />
public void update() {<br />
  switch (animation) {<br />
  case DOWN_HIT:<br />
   player.setLoopOffset(-1);//设置仅播放一次<br />
   break;<br />
  }<br />
  player.update();//下一帧<br />
}<br />
public void endOfAnimation() {//处理动画播放完后的方法，可以添加切换到另外的动画等等<br />
  switch (animation) {<br />
  case DOWN_HIT:<br />
   player.setFrame(0);//如果播放完则设置帧为第0帧<br />
   break;<br />
  }<br />
  GameScreen.isHit = false;//攻击动作完成<br />
}<br />
public int getSpriteDrawX() {//设置精灵的绘制坐标X<br />
  return spriteX;<br />
}<br />
public int getSpriteDrawY() {//设置精灵的绘制坐标Y<br />
  return spriteY;<br />
}<br />
public byte getSpriteOrientation() {//设置精灵的方向<br />
  return 0;<br />
}<br />
public void updateSpritePosition(int arg0, int arg1) {<br />
  //更新精灵的位置，比如跑动是X及Y的坐标变化<br />
}<br />
public void paint(Graphics g) {<br />
  player.drawFrame(g);//绘制动作的帧<br />
}<br />
}</p>
<p>资源加载 ResourceLoader.java<br />
import java.io.IOException;<br />
import javax.microedition.lcdui.Image;<br />
import javax.microedition.lcdui.game.Sprite;<br />
import com.studio.motionwelder.MSprite;<br />
import com.studio.motionwelder.MSpriteImageLoader;<br />
public class ResourceLoader implements MSpriteImageLoader {<br />
private static ResourceLoader resLoader;// 单例<br />
private ResourceLoader() {<br />
}<br />
public static ResourceLoader getInstance() {// 获取ResourceLoader的实例<br />
  if (resLoader == null)<br />
   resLoader = new ResourceLoader();<br />
  return resLoader;<br />
}<br />
public Image[] loadImage(String spriteName, int imageId,<br />
   int orientationUsedInStudio) {// 整图形式加载图片<br />
  return null;<br />
}<br />
public Image[] loadImageClip(String spriteName, int imageId, int x, int y,<br />
   int w, int h, int orientationUsedInStudio) {// 切片形式加载图片<br />
  boolean doYouNeedHFlippedSpriteInYourgame = false;<br />
  boolean doYouNeedVFlippedSpriteInYourgame = false; // 是否有旋转操作<br />
  Image baseImage = null;<br />
  if (imageId == 0) {<br />
   baseImage = loadImage(&#8220;/hero.png&#8221;);<br />
   doYouNeedHFlippedSpriteInYourgame = false;<br />
   doYouNeedVFlippedSpriteInYourgame = false;<br />
  }<br />
  Image img[] = new Image[3];<br />
  img[0] = Image.createImage(baseImage, x, y, w, h, Sprite.TRANS_NONE); // 保存无旋转的切片<br />
  /** 如果使用了Nokia的图像操作就不要这样用，关于Nokia的操作作者在库代码里把它注释掉了 */<br />
  if (orientationUsedInStudio == MSprite.ORIENTATION_FLIP_H<br />
    || orientationUsedInStudio == MSprite.ORIENTATION_FLIP_BOTH_H_V<br />
    || doYouNeedHFlippedSpriteInYourgame)<br />
   img[1] = Image.createImage(baseImage, x, y, w, h,<br />
     Sprite.TRANS_MIRROR); // 保存水平旋转的切片<br />
  /** 如果使用了Nokia的图像操作就不要这样用，关于Nokia的操作作者在库代码里把它注释掉了 */<br />
  if (orientationUsedInStudio == MSprite.ORIENTATION_FLIP_V<br />
    || orientationUsedInStudio == MSprite.ORIENTATION_FLIP_BOTH_H_V<br />
    || doYouNeedVFlippedSpriteInYourgame)<br />
   img[2] = Image.createImage(baseImage, x, y, w, h,<br />
     Sprite.TRANS_MIRROR_ROT180); // 保存垂直旋转的切片<br />
  return img;<br />
}<br />
private Image loadImage(String imagePath) {<br />
  try {<br />
   Image img = Image.createImage(imagePath);<br />
   return img;<br />
  } catch (IOException e) {<br />
   e.printStackTrace();<br />
  }<br />
  return null;<br />
}<br />
}</p>
<p><a href="http://www.javagg.com/wp-content/uploads/2010/07/http_imgload.gif"><img class="alignnone size-full wp-image-801" title="http_imgload" src="http://www.javagg.com/wp-content/uploads/2010/07/http_imgload.gif" alt="" width="160" height="191" /></a></p>
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