J2me bluetooth game source code




















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Add this topic to your repo To associate your repository with the j2me topic, visit your repo's landing page and select "manage topics. You signed in with another tab or window. When you are drawing things, you probably are drawing into the off-screen and by calling the flushGraphics method, the buffer is quickly written into the screen. GameCanvas also simplifies the process of getting input by allowing us to query the key status using the getKeyState method. Processing key status, however, is left to the GameManager for easier management.

The origin of the game coordinate system is located in the top left corner of the screen as shown. In the render method, the off-screen is cleared and graphics are rendered by calling paint method of the GameManager. In this example, the SSGameCanvas implements Runnable interface, which leads to the creation of the run methods in which we create a game loop running until we reach certain ending condition.

Timing of the game is controlled by an integer named tick. We will probably need only 24 fps, so we limit the mDelay accordingly to have the desired animation effect with less power consumption. At every cycle of the game, we call the method advance of the GameManager , which extends LayerManager to check the user input, collisions and paint the graphics.

Sprite acts as the actors of the games. It could be our Mario characters, ducks, and bullets in the Mario games or space ships in a star war game. As a basic visual element, it can be rendered to display continuous action with several frames stored in an Image.

The Image file must pack all the frames of the Sprite in order to be displayed. All frames must have the same and predefined width and height. To initiate the Ship sprite, I call the constructor from the superclass Sprite : super image, w, h ; where w and h is the width and height of each frame. Next, I call the defineReferencePixel method to set the reference point to the middle of the frame.

This reference pixel will be used to position the ship on the screen. And finally, I rotate all the frames by the method setTransform. The method advance will change the frame of the ship to create animation accordingly to RATE. By continuously calling nextFrame , the screen will display the frame sequence from 0 to 8 and then come back to 0: 0,1,2…7,0,1,2…. The following methods moveLeft , moveRight , moveUp , moveDown to change the position of the ship on the screen depends on its speedX and speedY.

When the ship is commanded to shoot a bullet, we check whether the cool down is gone or not by comparing current time with the previous shot time.

To check the collision between the spites, images or TitledLayer will be mentioned later , we use the method collidesWith. I will make use of this method in the GameManager to check the collision between the ship and the asteroids to reduce HP of the ship and to check collision between the bullet and the asteroids to increase score and destroy both the bullet and the asteroid.

As a subclass of LayerManager , the GameManager is capable of managing series of Layers, automatically renders each Layer in an appropriate order. Method append is called to add a specific Layer to the LayerManager.

In order to respond to the user input, we query the key states with a referenced instance of our GameCanvas using the method getKeyStates.



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