线程在J2ME开发中是不可或缺的一部分,J2ME继承了J2SE中关于java.lang中的Runnable接口,以及Thread类。但是,由于J2ME应用的特殊性,J2ME
程序中去除了部分API,没有线程组的概念,也没有daemon线程。
今天,我们从一个例子出发,来学习J2ME当中的线程的概念。我们选取的例子是俄罗斯方块。首先,有一些要注意的事项:

1.注意一点,要注意在J2me中不要使用浮点数,这样可以通过编译,但是不能通过预验证。因为一般手持设备都无法负担浮点运算的高负荷。

2.在J2ME程序当中,绝大多数的空间为图片所占有,我们可以看到,今天我们的例子没有任何图片,仅仅5k,如果是开发产品,不可避免的要使用图片,
但是尽量使用压缩率高的png图片,而且不要太过复杂,因为复杂的图片会使得图片变得很大。
3.在程序中尽量使用常量特别是位置信息,这样当作修改的时候只要改一个量就可以了,而且当移植到其他平台的时候也会减少很多工作量.还有就是颜色

信息等.不用每次记忆,重新构造,因为J2me中的颜色和j2se的不太一样.没有常量定义.
4.游戏产品经常需要保护版权,而当今的很多反编译工具可以轻而易举地把jar文件的内容反编译过来,因此可以对程序进行模糊化处理,使得无法反编译

或者反编译后无法理解.可以右键点击项目,在属性中选择Build|Obfuscating,选择模糊化级别.
5.讲解中我们都使用NetBeans作为开发平台,有关安装事宜请访问www.netbeans.org.

好,我们开始吧。
A. 首先,建立一个新的移动应用程序项目,取名Tetris, 不要自动创建Hello程序,选取MIDP1.0和CLDC1.0.
B. 新建一个包,方法是右键点击项目,选取New|Java Package,取名Tetris.
C. 新建一个Midlet,同上,选取New|Java Midlet, 取名TetrisMidlet.
D. 我们需要一个能够显示游戏的Canvas, 因此新建一个Class名叫TetrisCanvas, 在TetrisMidlet.java中将TetrisCanvas作为当前可以显示的元素:
 现在的TetrisMidlet.java如下:
  package Tetris;

import javax.microedition.midlet.*;
import javax.microedition.lcdui.*;

/**
 *
 * @author  lin
 * @version
 */
 public class TetrisMidlet extends MIDlet {
  public void startApp() {
   Display display = Display.getDisplay( this );
   // TetrisCanvas extends Canvas which extends Displayable so it can
   // be displayed directly
   display.setCurrent( new TetrisCanvas());
  }

  public void pauseApp() {
  }

  public void destroyApp(boolean unconditional) {
  }
 }

 由于TetrisCanvas继承了Canvas,所以可以被TetrisMidlet所显示.
 E.  这里,我们需要将TetrisCanvas继承Canvas,并且实现Canvas的接口函数paint(),我们现在有了一个TetrisCanvas的框架了。
 package Tetris;

 import javax.microedition.lcdui.*;
 public class TetrisCanvas extends Canvas {
  /** Creates a new instance of TetrisCanvas */
  public TetrisCanvas() {

  }

  protected void paint(Graphics g){

  }
 }

 下面我们需要使得TetrisCanvas具有Thread的特性,这里有两种方法,一种是让TetrisCanvas继承Thread类,然后生成它的实例,但是由于它已经
 继承了Canvas类,而Java中不允许多重继承,因此,我们在编程当中通常采取第二种做法,也就是让它实现Runnable接口,在成员中声明一个Thread
 成员,实例生成指向自己,然后实现run方法。

 也就是这样:
 public class TetrisCanvas extends Canvas implements Runnable {
  private Thread Blocker = null;
  ...
  public TetrisCanvas(){
   Blocker = new Thread(this);
   Blocker.start();
  }

  ...
  public void run(){
   while (Blocker != null) {

   }

  }
  ...

 }
 F. 程序逻辑:下面给出程序清单。程序中我们使用一个数组来存储方块的信息,一共有十九种,还有一个数组来存储当前的画面方格的内容.在程序中
 有一个paint方法来实现重画,注意绘制的先后次序,当程序规模变得很大的时候,重画的效率就非常重要,需要进行优化.我们在程序中使用了背景,
 在没有背景的情况下,程序仅5k,采用背景后,程序47k,可见对图片的优化至关重要.

 /*
  * TetrisCanvas.java
  *
  * Created on 2005年7月13日, 上午11:31
  *
  * To change this template, choose Tools | Options and locate the template under
  * the Source Creation and Management node. Right-click the template and choose
  * Open. You can then make changes to the template in the Source Editor.
  */

 package Tetris;

 import java.util.*;
 import java.lang.Math;
 import javax.microedition.lcdui.*;


 /**
  *
  * @author lin
  */
  public class TetrisCanvas extends Canvas implements Runnable{
   private Thread Blocker = null;
   private Random generator;
   private int FutureBlockType, BlockType,LastType,LastX,LastY,BlockX,BlockY ;
   private int BlockLines,BlockScore;
   private int BlockSpeed,CurSpeed;

   private static final int COLOR_GRAY      = 0x00eeeeee;
   private static final int COLOR_RED       = 0x00ff0000;
   private static final int COLOR_BLACK     = 0x00000000;
   private static final int COLOR_WHITE     = 0x00ffffff;
   private static final int COLOR_BLUE      = 0x000000ff;
   private static final int COLOR_LIGHT_BLUE= 0x0089a5d1;
   private static final int COLOR_DARK_GRAY = 0x00808080;
   private static final int COLOR_BACKGROUND= COLOR_LIGHT_BLUE;

   private static final int BLOCK_SIZE = 7;
   private static final int CANVAS_SIZE_WIDTH = 12;
   private static final int CANVAS_SIZE_HEIGHT = 22;
   private static final int CANVAS_OFFSET_X = 5;
   private static final int CANVAS_OFFSET_Y = 7;

   /**
    * The paint status.
    */
    boolean ISCLEAR = false;
   boolean ISDOWN = false;
   boolean ISDEL = false;

   /**
    * the block information matrix.
    */
    int BlockInfo[][]={{1,0,1,1,1,2,1,3,0xff0000,2},
     {0,1,1,1,2,1,3,1,0xff0000,4},
     {0,0,0,1,1,1,1,2,0x0000ff,2},
     {0,1,1,0,1,1,2,0,0x0000ff,3},
     {0,1,0,2,1,0,1,1,0x00ff00,2},
     {0,0,1,0,1,1,2,1,0x00ff00,3},        
     {0,0,0,1,1,0,1,1,0xffff00,2},
     {0,1,1,0,1,1,1,2,0x00ffff,2},
     {0,1,1,0,1,1,2,1,0x00ffff,3},
     {1,0,1,1,1,2,2,1,0x00ffff,3},
     {0,1,1,1,1,2,2,1,0x00ffff,3},
     {0,1,0,2,1,1,2,1,0xff00ff,3},
     {0,0,1,0,1,1,1,2,0xff00ff,3},
     {0,1,1,1,2,0,2,1,0xff00ff,3},
     {1,0,1,1,1,2,2,2,0xff00ff,3},
     {0,0,0,1,1,1,2,1,0xffffff,3},
     {1,0,1,1,1,2,2,0,0xffffff,3},
     {0,1,1,1,2,1,2,2,0xffffff,3},
     {0,2,1,0,1,1,1,2,0xffffff,3},
    };
    // Gridmatrix 中只存储颜色信息
    int Gridmatrix[][]=new int[CANVAS_SIZE_HEIGHT][CANVAS_SIZE_WIDTH];

    /**
     * Initialize the applet. Resize and load images.
     */
    public void init() {
     BlockType=Math.abs(generator.nextInt()%19);
     FutureBlockType=Math.abs(generator.nextInt()%19);
     LastType=BlockType;

     BlockLines=0;
     BlockScore=0;
     BlockSpeed=1;
     CurSpeed=BlockSpeed;
     BlockX=4;     LastX=BlockX;
     BlockY=0;     LastY=BlockY;

     //初始化Gridmatrix矩阵,内容为带边框的主绘图区。
     for(int i=0;i<CANVAS_SIZE_HEIGHT;i++)
      for(int j=0;j<CANVAS_SIZE_WIDTH;j++)
       Gridmatrix[i][j]=0;
     for(int i=0;i<CANVAS_SIZE_WIDTH;i++)
      Gridmatrix[CANVAS_SIZE_HEIGHT-1][i]=COLOR_DARK_GRAY;
     for(int i=0;i<CANVAS_SIZE_HEIGHT;i++) {
      Gridmatrix[i][0]=COLOR_DARK_GRAY;
      Gridmatrix[i][11]=COLOR_DARK_GRAY;
     } 
    }

    /** Creates a new instance of TetrisCanvas */
    public TetrisCanvas() {
     generator = new Random( System.currentTimeMillis() );
     init();
     Blocker = new Thread(this);
     Blocker.start();
    }

    private void draw3DBlock(Graphics g, int c, int x, int y, int width, int height){
     int color = g.getColor();
     g.setColor( COLOR_WHITE );
     g.drawRect( x, y, width, height );
     g.setColor(c);
     g.fillRect( x + 1, y + 1, width-2, height-2 );
     g.setColor( COLOR_BLACK );
     g.drawLine( x + width-1, y, x + width-1, y + height-1 );
     g.drawLine( x, y + height-1, x + width-1, y + height-1 );
     g.setColor(color);
    }

    public static boolean drawText(Graphics g, String str, int x, int y, int anchor, int color, int size) {
     Font f_old,f_new;
     int c_old;
     try {
      f_old = g.getFont();
      f_new =  Font.getFont(Font.FACE_SYSTEM,Font.STYLE_BOLD,size);
      g.setFont(f_new);
      c_old = g.getColor();
      g.setColor(color);

      g.drawString(str, x, y, anchor );

      g.setColor(c_old);
      g.setFont(f_old);

      return true;      
     }catch (Exception ex) {
      return false;
     }
    }   

    protected void paint(Graphics g){
     //画背景
     try{
      Image image_Splash = Image.createImage("/back.png");
      g.drawImage(image_Splash, 0, 0,Graphics.TOP | Graphics.LEFT);
     }
     catch(Exception ex) {
     }

     //画下一个要出现的方块
     drawText(g, "下一个", 91, 5, Graphics.TOP| Graphics.LEFT, COLOR_BLUE, Font.SIZE_SMALL);
     g.setColor(COLOR_GRAY);
     g.drawRoundRect(91, 18, 26, 30, 2, 2);
     g.setColor(COLOR_DARK_GRAY);
     g.fillRoundRect(92, 19, 24, 28, 2, 2);
     for(int i=0;i<=3;i++)
      draw3DBlock(g, BlockInfo[FutureBlockType][8],
        93+BlockInfo[FutureBlockType][i*2+1]*BLOCK_SIZE,
        20+BlockInfo[FutureBlockType][i*2]*BLOCK_SIZE,
        BLOCK_SIZE,BLOCK_SIZE); 

     drawText(g, "速度:"+String.valueOf(CurSpeed), 91, 60, Graphics.TOP| Graphics.LEFT, COLOR_BLUE, Font.SIZE_SMALL);
     drawText(g, "行数:"+String.valueOf(BlockLines), 91, 75, Graphics.TOP| Graphics.LEFT, COLOR_BLUE, Font.SIZE_SMALL);
     drawText(g, "成绩:", 91, 90, Graphics.TOP| Graphics.LEFT, COLOR_BLUE, Font.SIZE_SMALL);
     g.setColor(COLOR_GRAY);
     g.drawRoundRect(91, 105, 26, 20, 2, 2);
     g.setColor(COLOR_DARK_GRAY);
     g.fillRoundRect(92, 106, 24, 18, 2, 2);    
     drawText(g, String.valueOf(BlockScore), 93, 107, Graphics.TOP| Graphics.LEFT, COLOR_WHITE, Font.SIZE_MEDIUM);

     //画当前战况
     for(int i=0;i<CANVAS_SIZE_HEIGHT-1;i++)
      for(int j=1;j<CANVAS_SIZE_WIDTH-1;j++)
       if (Gridmatrix[i][j]!=0)
        draw3DBlock(g,Gridmatrix[i][j],CANVAS_OFFSET_X+j*BLOCK_SIZE,
          CANVAS_OFFSET_Y+i*BLOCK_SIZE,
          BLOCK_SIZE,BLOCK_SIZE);

     if (!ISDOWN){
      //画上新的方块
      LastX=BlockX; LastY=BlockY; LastType=BlockType;
      for(int i=0;i<=3;i++)
       draw3DBlock(g,BlockInfo[BlockType][8],
         CANVAS_OFFSET_X+BlockX*BLOCK_SIZE+BlockInfo[BlockType][i*2+1]*BLOCK_SIZE,
         CANVAS_OFFSET_Y+BlockY*BLOCK_SIZE+BlockInfo[BlockType][i*2]*BLOCK_SIZE,
         BLOCK_SIZE,BLOCK_SIZE);
     }
    }

    private boolean feasible(){
     for(int i=0;i<=3;i++)
      if (Gridmatrix[BlockY+BlockInfo[BlockType][i*2]][BlockX+BlockInfo[BlockType][i*2+1]]!=0)
       return false;
     return true;
    }

    private void delline(){
     for(int i=0;i<=3;i++)
      Gridmatrix[BlockY+BlockInfo[BlockType][i*2]][BlockX+BlockInfo[BlockType][i*2+1]]=BlockInfo[BlockType][8];
     int temp=4;
     boolean CanSkip=false; 
     int i=CANVAS_SIZE_HEIGHT-2;
     while((temp>0)&&(i>=1)){    
      CanSkip=false;
      label1: for(int j=1;j<=CANVAS_SIZE_WIDTH-2;j++){
       if (Gridmatrix[i][j]==0)  {CanSkip=true; i--; break label1;}
      }
      if (!CanSkip){
       temp--;
       for(int k=i;k>=1;k--)
        for(int l=1;l<=CANVAS_SIZE_WIDTH-2;l++)
         Gridmatrix[k][l]=Gridmatrix[k-1][l];
       BlockLines++;
       BlockScore+=200;
       if((BlockScore%2000)<200) CurSpeed++;     
      }
     }
    }

    public void run() {
     while (Blocker != null) {
      if(!ISDOWN){
       BlockY++;
       if (!feasible()) {
        ISDOWN=true; BlockY--; delline();
        try {Thread.sleep(400);} catch (InterruptedException e){}
       }
       else{
        repaint();
        try {Thread.sleep(950-100*(int)BlockSpeed);} catch (InterruptedException e){}
       }
      }
      else{   BlockScore+=50;
      if((BlockScore%2000)<50) CurSpeed++;   
      ISDOWN=false;
      repaint();
      BlockSpeed=CurSpeed;
      BlockType=FutureBlockType;
      FutureBlockType=Math.abs(generator.nextInt()%19);
      BlockX=4;     LastX=BlockX;
      BlockY=0;     LastY=BlockY;
      if (!feasible()) { init();}
      }
     }
     Blocker = null;
    }

    protected void keyPressed(int keyCode) {
     //处理按下键盘的事件,这是Canvas的实例方法
     switch (getGameAction(keyCode)) {//将按键的值转化成方向常量
     case Canvas.UP://向上

     break;
     case Canvas.DOWN://向下
     BlockY++;
     if (!feasible()) BlockY--;
     repaint();
     BlockSpeed=9;
     //Blocker.run();
     break;
     case Canvas.LEFT://向左
     BlockX--;
     if (!feasible()) BlockX++;
     break;
     case Canvas.RIGHT://向右
     BlockX++;
     if (!feasible()) BlockX--;
     break;
     case Canvas.FIRE:
      int tempBlockType=BlockType;
      if (BlockType==1) BlockType=-1;
      else if (BlockType==3) BlockType=1;
      else if (BlockType==5) BlockType=3;
      else if (BlockType==6) BlockType=5;
      else if (BlockType==10) BlockType=6;
      else if (BlockType==14) BlockType=10;
      else if (BlockType==18) BlockType=14;
      BlockType++;
      if (!feasible())
       BlockType=tempBlockType;
      break;
     default:
      break;
     }
     repaint(); return;
    }  
  }