大家帮我看一下,为什么在单关初始化里面,图片不能被try{ }catch包围?
import javax.microedition.lcdui.Display;
import javax.microedition.midlet.MIDlet;
import javax.microedition.midlet.MIDletStateChangeException;
/*
* 创建日期 2006-5-15
*
* TODO 要更改此生成的文件的模板,请转至
* 窗口 - 首选项 - Java - 代码样式 - 代码模板
*/
/**
* @author 毛毛虫
*
* TODO 要更改此生成的类型注释的模板,请转至 窗口 - 首选项 - Java - 代码样式 - 代码模板
*/
public class PaoMIDlet extends MIDlet {
/**
*
*/
private PaoCanvas gamecanvas;
public PaoMIDlet() {
super();
// TODO 自动生成构造函数存根
gamecanvas = new PaoCanvas(this);
Display.getDisplay(this).setCurrent(gamecanvas);
}
/*
* (非 Javadoc)
*
* @see javax.microedition.midlet.MIDlet#startApp()
*/
protected void startApp() throws MIDletStateChangeException {
// TODO 自动生成方法存根
}
/*
* (非 Javadoc)
*
* @see javax.microedition.midlet.MIDlet#pauseApp()
*/
protected void pauseApp() {
// TODO 自动生成方法存根
}
/*
* (非 Javadoc)
*
* @see javax.microedition.midlet.MIDlet#destroyApp(boolean)
*/
public void eixt(){
gamecanvas.game_stop();
Display.getDisplay(this).setCurrent(null);
try {
destroyApp(true);
} catch (MIDletStateChangeException e) {
// TODO 自动生成 catch 块
e.printStackTrace();
}
}
protected void destroyApp(boolean arg0) throws MIDletStateChangeException {
// TODO 自动生成方法存根
notifyDestroyed();
}
}
import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
/*
* 创建日期 2006-5-15
*
* TODO 要更改此生成的文件的模板,请转至
* 窗口 - 首选项 - Java - 代码样式 - 代码模板
*/
/**
* @author 毛毛虫
*
* TODO 要更改此生成的类型注释的模板,请转至 窗口 - 首选项 - Java - 代码样式 - 代码模板
*/
public class PaoCanvas extends Canvas {
/**
* @param dlet
*
*/
//变量
PaoMIDlet game;
public Image image[];
private Image imageload; //loading的图片
private Image menuimage; //菜单图片
private Image tubiaoimage; //图标图片
private Image yidongimage; //移动图片
private Image beijingimage; //背景图片
private Image playimage; //玩家图片
private Image mapimage; //地图图片
private Image winimage; //胜利图片
private int play_x; //玩家X坐标移动量
private int play_y; //玩家Y坐标移动量
private int diren_x; //敌人X坐标移动量
private int diren_y; //敌人Y坐标移动量
private Thread gameThread;
private int game_state; //游戏状态
private int menu_state; //菜单状态
private boolean quitGame = false;//控制游戏结束
private boolean keyRepeat; //控制按键
private boolean key; //键值
private short mission_map[][] = { { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 },
{ 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 },
{ 6, 6, 6, 7, 3, 5, 6, 6, 4, 6, 6, 6 },
{ 3, 3, 3, 3, 3, 3, 3, 3, 4, 3, 3, 3 },
{ 6, 6, 4, 6, 6, 6, 6, 6, 6, 6, 4, 6 },
{ 3, 3, 4, 3, 3, 3, 3, 3, 3, 3, 4, 3 },
{ 3, 3, 4, 3, 3, 3, 3, 3, 3, 3, 4, 3 },
{ 6, 6, 6, 6, 6, 6, 4, 6, 6, 6, 6, 6 },
{ 3, 3, 3, 3, 3, 3, 4, 3, 3, 3, 3, 3 },
{ 6, 4, 6, 6, 6, 6, 6, 6, 6, 6, 6, 4 },
{ 3, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4 },
{ 6, 6, 6, 6, 4, 6, 6, 6, 6, 6, 6, 6 },
{ 3, 3, 3, 3, 4, 3, 3, 3, 3, 3, 3, 3 },
{ 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6 } };
//游戏屏幕的宽度和高度
private final int WIDTH = getWidth(); //只在一个版本上使用的可直接
private final int HEIGHT = getHeight();//用数字代替
private final int TIME_PER_FRAME = 80;//游戏速度的控制
// private Random random=new Random(); //产生随机数
private int key_delay = 0; //控制按键时的延迟时间
private boolean key_press = false; //立即按键,快速执行
//游戏状态常量,(变量game_state的取值),例值,如
private final int GAME_LOAD = 0; //游戏最先进入的状态
private final int GAME_INIT = 1; //初始化的状态,画装载动画
private final int GAME_START = 2; //游戏开始,设置每关的信息
private final int GAME_RUN = 3; //游戏运行状态
private final int GAME_OVER = 4; //游戏失败
private final int GAME_WIN = 5; //游戏胜利
private final int GAME_MENU = 6; //游戏菜单
// 菜单常量(变量menu_state的取值) //例值,如:
private final int MAIN_MENU = 0; //主菜单界面
private final int HELP_MENU = 1; //帮助界面
private final int HERO_MENU = 2; //英雄榜界面
public PaoCanvas(PaoMIDlet game) {
super();
// TODO 自动生成构造函数存根
this.game = game;
game_init();
mission_init(); //单关初始化
}
// 游戏初始化
private final void game_init() {
}
// 单关初始化
private void mission_init() {
mapimage = Image.createImage("/map.png");
beijingimage = Image.createImage("/beijing.png");
}
/*
* (非 Javadoc)
*
* @see javax.microedition.lcdui.Canvas#paint(javax.microedition.lcdui.Graphics)
*/
protected void paint(Graphics arg0) {
// TODO 自动生成方法存根
}
public static void main(String[] args) {
}
/**
*
*/
public void game_stop() {
// TODO 自动生成方法存根
}
}