用J2ME在移动设备上实现动画

  使用MIDP(Mobile Information Device Profile)的开发人员经常会抱怨用些什么办法才可以在一个MIDlet上显示动画。MIDP 1.0没有直接提供对动画的支持(MIDP 2.0支持),但真要是自己去实现,其实也并非是一件很难的事。
  任何动画的最基本的前提,是要在足够快的时间内显示和更换一张张的图片,让人的眼睛看到动的画面效果。图片必须按照顺序画出来。从一张图片到下一张图片之间的变化越小,效果会越好。
  首先要做的,是使用你的图片处理软件(比如ps或者firework)创建一系列相同大小的图片来组成动画。每张图片代表动画一帧。你需要制作一定数量的祯--越多的帧会让你的动画看上去越平滑。制作好的图片一定要保存成PNG(Portable Network Graphics)格式,MIDP唯一支持的图片格式。
  有两个办法让你刚做好的图片在MIDlet上变成动画。第一,把图片都放到一个web服务器上,让MIDlet下载他们,MIDP内置的HTTP支持。第二个办法更简单,把图片用MIDlet打包成jar文件。如果你使用的是J2ME开发工具,把PNG文件放你的项目文件里面就可以了。
  动画的过程其实更像帐本记录:显示当前帧,然后适当地更换到下一帧。那么使用一个类来完成这个工作应该是很恰当的,那好,我们就先定义一个AnimatedImage类:
  import java.util.*;
  import javax.microedition.lcdui.*;
  //定义了一个动画,该动画其实只是一系列相同大小的图片
  //轮流显示,然后模拟出的动画
  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();
  };
  };
  //Draw the current image in the animation.If
  //no clip list,just a simple 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
  //and causes a repaint if a canvas is specified.
  public void run(){;
  if(w==0||h==0)return;
  advance(true);
  };
  };
  你实例化一个AnimatedImage对象的时候你必须给AnimatedImage类的构造方法传一个Image对象数组,该数组代表动画的每一帧。使用的所有图片必须具有相同的高度和宽度。
  用Image.createImage()方法从jar文件里面加载图片:
  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;
  };
  你也可以传递一个Canvas对象(可选),和一个剪辑列表(clip list)。如果你指定了一个canvas和使用一个timer来自动更换到动画的下一帧,就如下面的例子代码中一样,canvas在动画向前滚动以后自动被重画(repaint)。不过这样的实现办法是可选的,你可以这样做,也可以让程序选择合适的时候重画canvas。
  因为MIDP 1.0不支持透明的图片,AnimatedImage类使用一个剪辑列表来模拟透明的效果,剪辑列表是图片被剪成的方块区域的系列。图片被画出来的时候分开几次,每次画一个剪辑列表里面的剪辑区域。剪辑列表在帧的基础上被定义好,所以你需要为图片的每一帧创建一个数组。数组的大小应该是4的倍数,因为每一个剪辑面积保持了四个数值:左坐标,顶坐标,宽度以及高度。坐标的原点是整个图片的左上角。需要注意的是使用了剪辑列表会使动画慢下来。如果图片更加复杂的话,你应该使用矢量图片。
  AnimatedImage类扩展了java.util.TimerTask,允许你设定一个timer。这里有个例子说明如何使用timer做动画:
  Timer timer=new Timer();
  AnimatedImage ai=.....//get the image
  timer.schedule(ai,200,200);
  每隔大约200毫秒,timer调用AnimatedImage.run()方法一次,这个方法使得动画翻滚到下一个帧。现在我们需要的是让MIDlet来试试显示动画!我们定义一个简单的Canvas类的子类,好让我们把动画“粘贴上去”。
  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();
  };
  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类的代码相当简单,由一个动画导入方法和一个paint方法。canvas画布每次被画,背景都会被擦除然后循环每个导入的AnimatedImage对象,直接画到自己身上来(自己扩展了canvas类)。
  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;
  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();
  };
  };
  };
  七帧图片的动画,你可以看到一个拍着翅膀的小鸟。MIDlet显示了5只小鸟,小鸟的位置和刷新速度是随机的。你可以用一些其他的办法来改进这个程序,但这个程序也应该足够能让你上手了。