感觉MIDP2中的Sprite类很好用,而目前开发手机程序还是MIDP1为主流,所以做此类,用起来还是比较方便的,呵呵 该类处于改进中,请关注本站最新版本  --------------------------  package theman; 
  /**  * <p>Title: </p>  *  * <p>Description: </p>  *  * <p>Copyright: Copyright (c) 2004</p>  *  * <p>Company: </p>  *  * @author not attributable  * @version 1.0  */  import javax.microedition.lcdui.* ;  public class MySprite {  private Image image;  private int positionX;  private int positionY;  private int frameWidth;  private int frameHeight;  private int numFrames;  private int currentFrame;  public boolean visible=true;  public int DX;  public int DY;  public int collideX=0;//当两个角色交叉横向距离超过collideX时认为已经碰撞  public int collideY=0;//当两个角色交叉纵向距离超过collideY时认为已经碰撞  public int collideArea=0;//当两个角色互相入侵面积超过collideArea时认为已经碰撞(注意:这里的入侵面积!=交叉面积)  public MySprite(Image image, int frameWidth, int frameHeight, int numFrames) throws Exception {  this.image = image;  this.frameWidth = frameWidth;  this.frameHeight = frameHeight;  this.numFrames = numFrames;  this.currentFrame=0;  }  public int getX() {  return this.positionX;  }  public void setX(int positionX) {  this.positionX = positionX;  }  public int getY() {  return this.positionY;  }  public int getFrameWidth()  {  return this.frameWidth;  }  public int getFrameHeight()  {  return this.frameHeight;  }  public void setY(int positionY) {  this.positionY = positionY;  }  public void setCurrentFrame(int current) {  this.currentFrame = current;  }  public void draw(Graphics g,MainCanvas theCanvas)  {  if (visible)  {  g.clipRect(getX(), getY(), frameWidth, frameHeight);  g.drawImage(image, getX() - currentFrame * frameWidth, getY(),  g.TOP | g.LEFT);  g.setClip(0, 0, theCanvas.getWidth(), theCanvas.getHeight());  }  }  public void step()  {  this.positionX+=DX;  this.positionY+=DY;  }  public boolean collidesWith(MySprite sprite)  {  return this.collidesWith(sprite,false);  }  public boolean collidesWith(MySprite sprite, boolean CheckType)  {  if (! visible || ! sprite.visible)  {  return false;  }  if (CheckType)  {  //当两个角色互相入侵面积超过collideArea时认为已经碰撞(注意:这里的入侵面积!=交叉面积)  int inX=sprite.getX()+sprite.frameWidth-this.getX()  >this.getX()+this.frameWidth-sprite.getX()  ?this.getX()+this.frameWidth-sprite.getX()  :sprite.getX()+sprite.frameWidth-this.getX()  ;  int inY=sprite.getY()+sprite.frameHeight-this.getY()  >this.getY()+this.frameHeight-sprite.getY()  ?this.getY()+this.frameHeight-sprite.getY()  :sprite.getY()+sprite.frameHeight-this.getY()  ;  if (inX>0 && inY>0 && inX*inY>this.collideArea+sprite.collideArea)  {  return true;  }  else  {  return false;  }  }  else  {  if (sprite.getX()+sprite.frameWidth-sprite.collideX>this.getX()  && this.getX()+this.frameWidth-this.collideX>sprite.getX()  && sprite.getY()+sprite.frameHeight-sprite.collideY>this.getY()  && this.getY()+this.frameHeight-this.collideY>sprite.getY())  {  return true;  }  else  {  return false;  }  }  }  public boolean collidesWith(Image image, int x, int y)  {  return this.collidesWith(image, x, y,false);  } 
  public boolean collidesWith(Image image, int x, int y, boolean CheckType)  {  if (! visible)  {  return false;  } 
  if (CheckType)  {  //当两个角色互相入侵面积超过collideArea时认为已经碰撞(注意:这里的入侵面积!=交叉面积)  int inX=x+image.getWidth()-this.getX()  >this.getX()+this.frameWidth-x  ?this.getX()+this.frameWidth-x  :x+image.getWidth()-this.getX()  ;  int inY=y+image.getHeight()-this.getY()  >this.getY()+this.frameHeight-y  ?this.getY()+this.frameHeight-y  :y+image.getHeight()-this.getY()  ;  if (inX>0 && inY>0 && inX*inY>this.collideArea)  {  return true;  }  else  {  return false;  }  }  else  {  if (x+image.getWidth()>this.getX()  && this.getX()+this.frameWidth-this.collideX>x  && y+image.getHeight()>this.getY()  && this.getY()+this.frameHeight-this.collideY>y)  {  return true;  }  else  {  return false;  }  }  }  }  
 
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