您所在的位置: 首页>>开发>>游戏>>

MIDP 2.0开发J2ME游戏起步之一(1)

http://developer.51cto.com  2006-02-17 13:00  马岩编译  天极网  我要评论(0)
  • 摘要:MIDP2.0(Mobile Internet Device Profile)技术进行游戏开发中用到的最重要的包是:javax.microedition.lcdui.game,本文通过对样例游戏Tumbleweed的代码分析,将展示MIDP2.0技术的几个主要部分。
  • 标签:MIDP  J2ME

MIDP2.0(Mobile Internet Device Profile)技术进行游戏开发中用到的最重要的包是:javax.microedition.lcdui.game,本文通过对样例游戏Tumbleweed的代码分析,将展示MIDP2.0技术的几个主要部分。游戏的主要情景是一个牛仔跳着闪避风滚草,这是一个简单的游戏,但你可以从中学到将来写复杂游戏必须具备的大部分基础知识。

从MIDlet类开始

象通常一样,应用从MIDlet类开始。本例中,我的MIDlet子类是Jump。Jump类几乎是完全继承的MIDIet子类,唯一的不同是用到了另一个独立类GameThread,用来动态设置当前窗口允许的有效按钮,比如当游戏处于非暂停状态时,玩家才可以使用暂停这个有效按钮,而激活按钮有效则是在游戏处于暂停状态时候,与此类似游戏停止后,开始按钮才是有效按钮。

Listing 1是游戏的MIDlet子类——Jump.java源码。

Listing 1. Jump.java

package net.frog_parrot.jump;

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

/**
* This is the main class of the Tumbleweed game.
*
* @author Carol Hamer
*/
public class Jump extends MIDlet implements CommandListener {

 //---------------------------------------------------------
 // Commands

 /**
 * The command to end the game.
 */
 private Command myExitCommand =

new Command("Exit", Command.EXIT, 99);

 /**
 * The command to start moving when the game is paused.
 */
 private Command myGoCommand =

new Command("Go", Command.SCREEN, 1);

 /**
 * The command to pause the game.
 */
 private Command myPauseCommand =

new Command("Pause", Command.SCREEN, 1);

 /**
 * The command to start a new game.
 */
 private Command myNewCommand = new Command("Play Again", Command.SCREEN, 1);

 //---------------------------------------------------------
 // Game object fields

 /**
 * The canvas that all of the game will be drawn on.
 */
 private JumpCanvas myCanvas;

 /**
 * The thread that advances the cowboy.
 */
 private GameThread myGameThread;

 //-----------------------------------------------------
 // Initialization and game state changes
 /**
 * Initialize the canvas and the commands.
 */
 public Jump() {
try {
 myCanvas = new JumpCanvas(this);
 myCanvas.addCommand(myExitCommand);
 myCanvas.addCommand(myPauseCommand);
 myCanvas.setCommandListener(this);
} catch(Exception e) {
 errorMsg(e);
}
 }

 /**
 * Switch the command to the play again command.
 */
 void setNewCommand () {
myCanvas.removeCommand(myPauseCommand);
myCanvas.removeCommand(myGoCommand);
myCanvas.addCommand(myNewCommand);
 }

 /**
 * Switch the command to the go command.
 */
 private void setGoCommand() {
myCanvas.removeCommand(myPauseCommand);
myCanvas.removeCommand(myNewCommand);
myCanvas.addCommand(myGoCommand);
 }

 /**
 * Switch the command to the pause command.
 */
 private void setPauseCommand () {
myCanvas.removeCommand(myNewCommand);
myCanvas.removeCommand(myGoCommand);
myCanvas.addCommand(myPauseCommand);
 }

 //-------------------------------------------------------------
 // Implementation of MIDlet.
 // These methods may be called by the application management
 // software at any time, so you always check fields for null
 // before calling methods on them.

 /**
* Start the application.
 */
 public void startApp() throws MIDletStateChangeException {
if(myCanvas != null) {
 if(myGameThread == null) {
myGameThread = new GameThread(myCanvas);
myCanvas.start();
myGameThread.start();
 } else {
myCanvas.removeCommand(myGoCommand);
myCanvas.addCommand(myPauseCommand);
myCanvas.flushKeys();
myGameThread.resumeGame();
 }
}
 }

 /**
* Stop and throw out the garbage.
 */
 public void destroyApp(boolean unconditional)
throws MIDletStateChangeException {
 if(myGameThread != null) {
myGameThread.requestStop();
 }
 myGameThread = null;
 myCanvas = null;
 System.gc();
}

 /**
 * Request the thread to pause.
 */
 public void pauseApp() {
if(myCanvas != null) {
 setGoCommand();
}
If(myGameThread != null) {
 myGameThread.pauseGame();
}
 }

 //----------------------------------------------------------------
 // Implementation of CommandListener
 /*
 * Respond to a command issued on the Canvas.
 * (either reset or exit).
 */
 public void commandAction(Command c, Displayable s) {
if(c == myGoCommand) {
 myCanvas.removeCommand(myGoCommand);
 myCanvas.addCommand(myPauseCommand);
 myCanvas.flushKeys();
 myGameThread.resumeGame();
} else if(c == myPauseCommand) {
 myCanvas.removeCommand(myPauseCommand);
 myCanvas.addCommand(myGoCommand);
 myGameThread.pauseGame();
} else if(c == myNewCommand) {
 myCanvas.removeCommand(myNewCommand);
 myCanvas.addCommand(myPauseCommand);
 myCanvas.reset();
 myGameThread.resumeGame();
} else if((c == myExitCommand) || (c == Alert.DISMISS_COMMAND))

{
 try {
destroyApp(false);
notifyDestroyed();
 } catch (MIDletStateChangeException ex) {
}
 }
}

//-------------------------------------------------------
// Error methods

/**
* Converts an exception to a message and displays
* the message.
*/
 void errorMsg(Exception e) {
if(e.getMessage() == null) {
 errorMsg(e.getClass().getName());
} else {
 errorMsg(e.getClass().getName() + ":" + e.getMessage());
}
 }

 /**
 * Displays an error message alert if something goes wrong.
 */
 void errorMsg(String msg) {
Alert errorAlert = new Alert("error", msg, null, AlertType.ERROR);
errorAlert.setCommandListener(this);
errorAlert.setTimeout(Alert.FOREVER);
Display.getDisplay(this).setCurrent(errorAlert);
 }
}



共3页: 1 [2] [3] 下一页
【内容导航】
J2ME手机开发技术基础
J2ME游戏开发应用
J2ME开发应用
走向银光 —— 一步一步学Silverlight2
让你的代码“炫”起来——WPF开发教程
 
 验证码: (点击刷新验证码)   匿名发表
  • Visual C++ 6.0完全自学宝典

  • 作者:强锋科技,朱洪波
  • Visual C++ 6.0是微软公司为程序人员提供的Visual Studio 6.0工具套件中的重要组成部分。本书由浅入深地介绍使用Visual C++ 6.0..
Copyright©2005-2008 51CTO.COM 版权所有