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/** * the top-corner Y coordinate according to this * object's coordinate system: */ static final int CORNER_Y = 0; /** * the width of the portion of the screen that this * canvas can use. */ static int DISP_WIDTH; /** * the height of the portion of the screen that this * canvas can use. */ static int DISP_HEIGHT; /** * the height of the font used for this game. */ static int FONT_HEIGHT; /** * the font used for this game. */ static Font FONT; /** * color constant */ public static final int BLACK = 0; /** * color constant */ public static final int WHITE = 0xffffff; //--------------------------------------------------------// game object fields /** * a handle to the display. */ private Display myDisplay; /** * a handle to the MIDlet object (to keep track of buttons).
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*/ private Dungeon myDungeon; /** * the LayerManager that handles the game graphics. */ private DungeonManager myManager; /** * whether the game has ended. */ private static boolean myGameOver; /** * The number of ticks on the clock the last time the * time display was updated. * This is saved to determine if the time string needs * to be recomputed. */ private int myOldGameTicks = 0; /** * the number of game ticks that have passed since the * beginning of the game. */ private int myGameTicks = myOldGameTicks; /** * you save the time string to avoid re-creating it * unnecessarily. */ private static String myInitialString = "0:00"; /** * you save the time string to avoid re-creating it * unnecessarily. */ private String myTimeString = myInitialString; //----------------------------------------------------// gets/sets /** * This is called when the game ends. */ void setGameOver() { myGameOver = true;
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myDungeon.pauseApp(); } /** * Find out if the game has ended. */ static boolean getGameOver() { return(myGameOver); } /** * Tell the layer manager that it needs to repaint. */ public void setNeedsRepaint() { myManager.setNeedsRepaint(); } //----------------------------------------------------// initialization and game state changes /** * Constructor sets the data, performs dimension calculations, * and creates the graphical objects. */ public DungeonCanvas(Dungeon midlet) throws Exception { super(false); myDisplay = Display.getDisplay(midlet); myDungeon = midlet; // calculate the dimensions DISP_WIDTH = getWidth(); DISP_HEIGHT = getHeight(); if((!myDisplay.isColor()) || (myDisplay.numColors() < 256)) { throw(new Exception("game requires full-color screen")); } if((DISP_WIDTH < 150) || (DISP_HEIGHT < 170)) { throw(new Exception("Screen too small")); } if((DISP_WIDTH > 250) || (DISP_HEIGHT > 320)) { throw(new Exception("Screen too large")); } // since the time is painted in white on black, // it shows up better if the font is bold: FONT = Font.getFont(Font.FACE_SYSTEM, Font.STYLE_BOLD, Font.SIZE_MEDIUM); // calculate the height of the black region that the // timer is painted on: FONT_HEIGHT = FONT.getHeight(); TIMER_HEIGHT = FONT_HEIGHT + 8;
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// create the LayerManager (where all the interesting // graphics go!) and give it the dimensions of the // region it is supposed to paint: if(myManager == null) { myManager = new DungeonManager(CORNER_X, CORNER_Y, DISP_WIDTH, DISP_HEIGHT - TIMER_HEIGHT, this); } } /** * This is called as soon as the application begins. */ void start() { myGameOver = false; myDisplay.setCurrent(this); setNeedsRepaint(); } /** * sets all variables back to their initial positions. */ void reset() throws Exception { // most of the variables that need to be reset // are held by the LayerManager: myManager.reset(); myGameOver = false; setNeedsRepaint(); } /** * sets all variables back to the positions * from a previously saved game. */ void revertToSaved() throws Exception { // most of the variables that need to be reset // are held by the LayerManager, so we // prompt the LayerManager to get the // saved data: myGameTicks = myManager.revertToSaved(); myGameOver = false; myOldGameTicks = myGameTicks; myTimeString = formatTime(); setNeedsRepaint(); } /** * save the current game in progress. */
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