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JAVA認(rèn)證

J2ME在移動(dòng)設(shè)備上實(shí)現(xiàn)動(dòng)畫程序方法

時(shí)間:2024-07-11 00:42:55 JAVA認(rèn)證 我要投稿
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J2ME在移動(dòng)設(shè)備上實(shí)現(xiàn)動(dòng)畫程序方法

  任何動(dòng)畫的最基本的前提,是要在足夠快的時(shí)間內(nèi)顯示和更換一張張的圖片,讓人的眼睛看到動(dòng)的畫面效果。圖片必須按照順序畫出來。從一張圖片到下一張圖片之間的變化越小,效果會(huì)越好。

  首先要做的,是使用你的圖片處理軟件(比如ps或者firework)創(chuàng)建一系列相同大小的圖片來組成動(dòng)畫。每張圖片代表動(dòng)畫一幀。你需要制作一定數(shù)量的禎--越多的幀會(huì)讓你的動(dòng)畫看上去越平滑。制作好的圖片一定要保存成PNG(Portable Network Graphics)格式,MIDP唯一支持的圖片格式。

  有兩個(gè)辦法讓你剛做好的圖片在MIDlet上變成動(dòng)畫。第一,把圖片都放到一個(gè)web服務(wù)器上,讓MIDlet下載他們,MIDP內(nèi)置的HTTP支持。第二個(gè)辦法更簡(jiǎn)單,把圖片用MIDlet打包成jar文件。如果你使用的是J2ME開發(fā)工具,把PNG文件放你的項(xiàng)目文件里面就可以了。

  動(dòng)畫的過程其實(shí)更像帳本記錄:顯示當(dāng)前幀,然后適當(dāng)?shù)馗鼡Q到下一幀。那么使用一個(gè)類來完成這個(gè)工作應(yīng)該是很恰當(dāng)?shù),那好,我們就先定義一個(gè)AnimatedImage類:

  import java.util.*;

  import javax.microedition.lcdui.*;

  // 定義了一個(gè)動(dòng)畫,該動(dòng)畫其實(shí)只是一系列相同大小的圖片

  // 輪流顯示,然后模擬出的動(dòng)畫

  public class AnimatedImage extends TimerTask {;

  private Canvas canvas;

  private Image[] images;

  private int[][] clipList;

  private int current;

  private int x;

  private int y;

  private int w;

  private int h;

  // Construct an animation with no canvas.

  public AnimatedImage( Image[] images ){;

  this( null, images, null );

  };

  // Construct an animation with a null clip list.

  public AnimatedImage( Canvas canvas, Image[] images )

  {;

  this( canvas, images, null );

  };

  // Construct an animation. The canvas can be null,

  // but if not null then a repaint will be triggered

  // on it each time the image changes due to a timer

  // event. If a clip list is specified, the image is

  // drawn multiple times, each time with a different

  // clip rectangle, to simulate transparent parts.

  public AnimatedImage( Canvas canvas, Image[] images, int[][] clipList ){;

  this.canvas = canvas;

  this.images = images;

  this.clipList = clipList;

  if( images != null && clipList != null ){;

  if( clipList.length < images.length ){;

  throw new IllegalArgumentException();

  };

  };

  if( images != null && images.length > 0 ){;

  w = images[0].getWidth();

  h = images[0].getHeight();

  };

  };

  // Move to the next frame, wrapping if necessary.

  public void advance( boolean repaint ){;

  if( current >= images.length ){;

  current = 0;

  };

  if( repaint && canvas != null && canvas.isShown() ){;

  canvas.repaint( x, y, w, h );

  canvas.serviceRepaints();

  };

  };

  copy, otherwise

  // set the clipping rectangle accordingly and

  // draw the image multiple times.

  public void draw( Graphics g ){;

  if( w == 0 || h == 0 ) return;

  int which = current;

  if( clipList == null || clipList[which] == null ){;

  g.drawImage( images[which], x, y,

  g.TOP | g.LEFT );

  }; else {;

  int cx = g.getClipX();

  int cy = g.getClipY();

  int cw = g.getClipWidth();

  int ch = g.getClipHeight();

  int[] list = clipList[which];

  for( int i = 0; i 3 <= list.length; i =4 ){;

  g.setClip( x list[0], y list[1], list[2], list[3] );

  g.drawImage( images[which], x, y,

  g.TOP | g.LEFT );

  };

  g.setClip( cx, cy, cw, ch );

  };

  };

  // Moves the animation′s top left corner.

  public void move( int x, int y ){;

  this.x = x;

  this.y = y;

  };

  // Invoked by the timer. Advances to the next frame

  軟件開發(fā)網(wǎng)

  // and causes a repaint if a canvas is specified.

  public void run(){;

  if( w == 0 || h == 0 ) return;

  advance( true );

  };

  };

  你實(shí)例化一個(gè)AnimatedImage對(duì)象的時(shí)候你必須給AnimatedImage類的構(gòu)造方法傳一個(gè)Image對(duì)象數(shù)組,該數(shù)組代表動(dòng)畫的每一幀。使用的所有圖片必須具有相同的高度和寬度。

  用Image.createImage()方法從jar文件里面加載圖片:

  private Image[] loadFrames( String name, int frames )

  throws IOException {;

  Image[] images = new Image[frames];

  for( int i = 0; i < frames; i ){;

  images = Image.createImage( name i ".png" );

  };

  return images;

  };

  你也可以傳遞一個(gè)Canvas對(duì)象(可選),和一個(gè)剪輯列表(clip list)。如果你指定了一個(gè)canvas和使用一個(gè)timer來自動(dòng)更換到動(dòng)畫的下一幀,就如下面的例子代碼中一樣,canvas在動(dòng)畫向前滾動(dòng)以后自動(dòng)被重畫(repaint)。不過這樣的實(shí)現(xiàn)辦法是可選的,你可以這樣做,也可以讓程序選擇合適的時(shí)候重畫canvas。

  因?yàn)镸IDP 1.0不支持透明的圖片,AnimatedImage 類使用一個(gè)剪輯列表來模擬透明的效果,剪輯列表是圖片被剪成的方塊區(qū)域的系列。圖片被畫出來的時(shí)候分開幾次,每次畫一個(gè)剪輯列表里面的剪輯區(qū)域。剪輯列表在幀的基礎(chǔ)上被定義好,所以你需要為圖片的每一幀創(chuàng)建一個(gè)數(shù)組。數(shù)組的大小應(yīng)該是4的倍數(shù),因?yàn)槊恳粋(gè)剪輯面積保持了四個(gè)數(shù)值:左坐標(biāo),頂坐標(biāo),寬度以及高度。坐標(biāo)的原點(diǎn)是整個(gè)圖片的左上角。需要注意的是使用了剪輯列表會(huì)使動(dòng)畫慢下來。如果圖片更加復(fù)雜的話,你應(yīng)該使用矢量圖片。

  AnimatedImage類擴(kuò)展了java.util.TimerTask,允許你設(shè)定一個(gè)timer。這里有個(gè)例子說明如何使用timer做動(dòng)畫:

  Timer timer = new Timer();

  AnimatedImage ai = ..... // get the image

  timer.schedule( ai, 200, 200 );

  每隔大約200毫秒,timer調(diào)用AnimatedImage.run()方法一次,這個(gè)方法使得動(dòng)畫翻滾到下一個(gè)幀,F(xiàn)在我們需要的是讓MIDlet來試試顯示動(dòng)畫!我們定義一個(gè)簡(jiǎn)單的Canvas類的子類,好讓我們把動(dòng)畫“粘貼上去”。

  import java.util.*;

  import javax.microedition.lcdui.*;

  // A canvas to which you can attach one or more

  // animated images. When the canvas is painted,

  it cycles through the animated images and asks

  // them to paint their current image.

  public class AnimatedCanvas extends Canvas {;

  private Display display;

  private Image offscreen;

  private Vector images = new Vector();

  public AnimatedCanvas( Display display ){;

  this.display = display;

  // If the canvas is not double buffered by the

  // system, do it ourselves...

  if( !isDoubleBuffered() ){;

  offscreen = Image.createImage( getWidth(),

  getHeight() );

  };

  };

  // Add an animated image to the list.

  public void add( AnimatedImage image ){;

  images.addElement( image );

  };

  // Paint the canvas by erasing the screen and then

  // painting each animated image in turn. Double

  // buffering is used to reduce flicker.

  protected void paint( Graphics g ){;

  Graphics saved = g;

  if( offscreen != null ){;

  g = offscreen.getGraphics(); http://www.mscto.com

  };

  g.setColor( 255, 255, 255 );

  g.fillRect( 0, 0, getWidth(), getHeight() );

  int n = images.size();

  for( int i = 0; i < n; i ){;

  AnimatedImage img = (AnimatedImage)

  images.elementAt( i );

  img.draw( g );

  };

  if( g != saved ){;

  saved.drawImage( offscreen, 0, 0,

  Graphics.LEFT | Graphics.TOP );

  };

  };

  };

  AnimatedCanvas 類的代碼相當(dāng)簡(jiǎn)單,由一個(gè)動(dòng)畫導(dǎo)入方法和一個(gè)paint方法。canvas畫布每次被畫,背景都會(huì)被擦除然后循環(huán)每個(gè)導(dǎo)入的AnimatedImage對(duì)象,直接畫到自己身上來(自己擴(kuò)展了canvas類)。

  import java.io.*;

  import java.util.*;

  import javax.microedition.lcdui.*;

  import javax.microedition.midlet.*;

  // MIDlet that displays some simple animations.

  // Displays a series of birds on the screen and

  // animates them at different (random) rates.

  public class AnimationTest extends MIDlet

  implements CommandListener {;

  private static final int BIRD_FRAMES = 7; 軟件開發(fā)網(wǎng)

  private static final int NUM_BIRDS = 5;

  private Display display;

  private Timer timer = new Timer();

  private AnimatedImage[] birds;

  private Random random = new Random();

  public static final Command exitCommand = new Command( "Exit",Command.EXIT, 1 );

  public AnimationTest(){; };

  public void commandAction( Command c,Displayable d ){;

  if( c == exitCommand ){;

  exitMIDlet();

  };

  };

  protected void destroyApp( boolean unconditional )

  throws MIDletStateChangeException {;

  exitMIDlet();

  };

  public void exitMIDlet(){;

  timer.cancel(); // turn it off...

  notifyDestroyed();

  };

  // Generate a non-negative random number...

  private int genRandom( int upper ){;

  return( Math.abs( random.nextInt() ) % upper );

  };

  public Display getDisplay(){; return display; };

  // Initialize things by creating the canvas and then

  // creating a series of birds that are moved to

  // random locations on the canvas and attached to

  // a timer for scheduling.

  protected void initMIDlet(){;

  try {;

  AnimatedCanvas c = new

  AnimatedCanvas( getDisplay() );

  Image[] images =loadFrames( "/images/bird", BIRD_FRAMES );

  int w = c.getWidth();

  int h = c.getHeight();

  birds = new AnimatedImage[ NUM_BIRDS ];

  for( int i = 0; i < NUM_BIRDS; i ){;

  AnimatedImage b = new

  AnimatedImage( c, images );

  birds = b;

  b.move( genRandom( w ), genRandom( h ) );

  c.add( b );

  timer.schedule( b, genRandom( 1000 ),genRandom( 400 ) );

  };

  c.addCommand( exitCommand );

  c.setCommandListener( this );

  getDisplay().setCurrent( c );

  };

  catch( IOException e ){;

  System.out.println( "Could not load images" );

  exitMIDlet();

  };

  };

  // Load the bird animation, which is stored as a

  // series of PNG files in the MIDlet suite.

  private Image[] loadFrames( String name, int frames )

  throws IOException {;

  Image[] images = new Image[frames];

  for( int i = 0; i < frames; i ){;

  images = Image.createImage( name i ".png" );

  };

  return images;

  };

  protected void pauseApp(){; };

  protected void startApp()

  throws MIDletStateChangeException {;

  if( display == null ){;

  display = Display.getDisplay( this );

  initMIDlet();

  };

  };

  };

  七幀圖片的動(dòng)畫,你可以看到一個(gè)拍著翅膀的小鳥。MIDlet顯示了5只小鳥,小鳥的位置和刷新速度是隨機(jī)的。你可以用一些其他的辦法來改進(jìn)這個(gè)程序,但這個(gè)程序也應(yīng)該足夠能讓你上手了。

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