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J2ME在移動設備上實現動畫程序方法

JAVA認證2.86W

任何動畫的最基本的前提,是要在足夠快的時間內顯示和更換一張張的圖片,讓人的眼睛看到動的畫面效果。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,效果會越好。

J2ME在移動設備上實現動畫程序方法

首先要做的,是使用你的圖片處理軟件(比如ps或者firework)創建一系列相同大小的圖片來組成動畫。每張圖片代表動畫一幀。你需要製作一定數量的禎--越多的幀會讓你的動畫看上去越平滑。製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。

有兩個辦法讓你剛做好的圖片在MIDlet上變成動畫。第一,把圖片都放到一個web服務器上,讓MIDlet下載他們,MIDP內置的HTTP支持。第二個辦法更簡單,把圖片用MIDlet打包成jar文件。如果你使用的是J2ME開發工具,把PNG文件放你的項目文件裏面就可以了。

動畫的過程其實更像帳本記錄:顯示當前幀,然後適當地更換到下一幀。那麼使用一個類來完成這個工作應該是很恰當的,那好,我們就先定義一個AnimatedImage類:

import .*;

import i.*;

// 定義了一個動畫,該動畫其實只是一系列相同大小的圖片

// 輪流顯示,然後模擬出的動畫

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 ){;

as = canvas;

es = images;

List = clipList;

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

if( th < th ){;

throw new IllegalArgumentException();

};

};

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

w = images[0]idth();

h = images[0]eight();

};

};

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

public void advance( boolean repaint ){;

if( current >= th ){;

current = 0;

};

if( repaint && canvas != null && own() ){;

int( x, y, w, h );

iceRepaints();

};

};

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 ){;

Image( images[which], x, y,

| );

}; else {;

int cx = lipX();

int cy = lipY();

int cw = lipWidth();

int ch = lipHeight();

int[] list = clipList[which];

for( int i = 0; i 3 <= th; i =4 ){;

lip( x list[0], y list[1], list[2], list[3] );

Image( images[which], x, y,

| );

};

lip( 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

軟件開發網

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

public void run(){;

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

advance( true );

};

};

你實例化一個AnimatedImage對象的時候你必須給AnimatedImage類的構造方法傳一個Image對象數組,該數組代表動畫的每一幀。使用的所有圖片必須具有相同的高度和寬度。

用teImage()方法從jar文件裏面加載圖片:

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

throws IOException {;

Image[] images = new Image[frames];

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

images = teImage( name i ".png" );

};

return images;

};

你也可以傳遞一個Canvas對象(可選),和一個剪輯列表(clip list)。如果你指定了一個canvas和使用一個timer來自動更換到動畫的下一幀,就如下面的例子代碼中一樣,canvas在動畫向前滾動以後自動被重畫(repaint)。不過這樣的實現辦法是可選的,你可以這樣做,也可以讓程序選擇合適的時候重畫canvas。

因為MIDP 1.0不支持透明的圖片,AnimatedImage 類使用一個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域的系列。圖片被畫出來的時候分開幾次,每次畫一個剪輯列表裏面的剪輯區域。剪輯列表在幀的基礎上被定義好,所以你需要為圖片的每一幀創建一個數組。數組的大小應該是4的倍數,因為每一個剪輯面積保持了四個數值:左座標,頂座標,寬度以及高度。座標的'原點是整個圖片的左上角。需要注意的是使用了剪輯列表會使動畫慢下來。如果圖片更加複雜的話,你應該使用矢量圖片。

AnimatedImage類擴展了rTask,允許你設定一個timer。這裏有個例子説明如何使用timer做動畫:

Timer timer = new Timer();

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

dule( ai, 200, 200 );

每隔大約200毫秒,timer調用()方法一次,這個方法使得動畫翻滾到下一個幀。現在我們需要的是讓MIDlet來試試顯示動畫!我們定義一個簡單的Canvas類的子類,好讓我們把動畫“粘貼上去”。

import .*;

import i.*;

// 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 ){;

lay = display;

// If the canvas is not double buffered by the

// system, do it ourselves...

if( !isDoubleBuffered() ){;

offscreen = teImage( getWidth(),

getHeight() );

};

};

// Add an animated image to the list.

public void add( AnimatedImage image ){;

lement( 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 = raphics();

};

olor( 255, 255, 255 );

Rect( 0, 0, getWidth(), getHeight() );

int n = ();

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

AnimatedImage img = (AnimatedImage)

entAt( i );

( g );

};

if( g != saved ){;

Image( offscreen, 0, 0,

| );

};

};

};

AnimatedCanvas 類的代碼相當簡單,由一個動畫導入方法和一個paint方法。canvas畫布每次被畫,背景都會被擦除然後循環每個導入的AnimatedImage對象,直接畫到自己身上來(自己擴展了canvas類)。

import .*;

import .*;

import i.*;

import et.*;

// 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; 軟件開發網

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",, 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(){;

el(); // turn it off...

notifyDestroyed();

};

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

private int genRandom( int upper ){;

return( ( Int() ) % upper );

};

標籤:J2ME 動畫 設備