作者:favoyang 文章来源:J2ME开发网
前几天看到tony在csdn上发布自己的学习作品“是男人就坚持60s”,觉得创意虽然简单但是却很耐玩,是学习手机游戏制作的入门经典,于是一时兴起,clone了一下,图片依然使用的是tony的图片,纯粹学习之用。如果大家对这个游戏感兴趣可以与tony联系或访问他的blog。 从发展趋势上说midp2.0是趋势,最便宜的midp2.0手机如ot735i,已经1700元左右;而西门子一年前的高端机cx65,现在也只有2500左右;并且2500-3000这个价位的midp2.0手机有多种选择,西门子、se、N机都有。我个人挺喜欢cx65,如果将来手机制造商成本不断降低,相信1500元的midp将不是梦
…当然还要看应用是否丰富了。言归正传,我们将使用midp 2.0 来开发我们的游戏,代号fly。开发工具jbulider。等文章全写完了,会提供src下载。
目录:
一、游戏的框架
二、完善周边工具类(图象、GameObject、Font)
三、控制飞机的移动
四、加入子弹群,实现碰撞运算
五、实现爆炸效果、并加入道具导弹
六、不足多多,你认为呢?
七、源码
一、游戏的框架 我们的游戏需要一个通用的游戏框架,也方便以后的开发,但实现一个引擎是复杂的。作为初学者如果要你考虑太多的问题,恐怕会让你偏离主线,这里只给出canvas的代码,不理解可以参看本站的另外一篇系列文章《使用MIDP2.0开发游戏》。
使用singlon实现,因为每个gamecanvas都需要很多的内存空间。另外对我们来说,只要改写gameInit(),gameMain(),一次性初始化的代码写在构造函数中。
public class MyGameCanvas extends GameCanvas
implements Runnable, CommandListener{
private static MyGameCanvas instance;
Graphics g;
boolean running;
Thread t;
Command startcmd,exitcmd,restartcmd;
int keystate;
boolean keyevent;
boolean key_up,key_down,key_left,key_right,key_fire;
private boolean allowinput;
public int screenwidth;
public int screenheight;
boolean gameover;
//define your variable here
//define your variable end
protected MyGameCanvas() {
super(true);
g=getGraphics();
running=false;
t=null;
addCommand(startcmd=new Command("start",Command.OK,1));
addCommand(exitcmd=new Command("exit",Command.EXIT,1));
setCommandListener(this);
screenwidth=getWidth();
screenheight=getHeight();
//put your init once code here
//put your init once code end
}
synchronized public static MyGameCanvas getInstance() {
if (instance == null) {
instance = new MyGameCanvas();
System.out.println("new MyGameCanvas");
}
return instance;
}
public void run(){
System.out.println("MyGameCanvas run start");
long st=0,et=0,diff=0;
int rate=50;//16-17 frame per second
while(running){
st=System.currentTimeMillis();
gameinput();
gameMain();
et=System.currentTimeMillis();
diff=et-st;
if(diff<rate){
//System.out.println("Sleep "+(rate-diff));
try {
Thread.sleep(rate - diff);
}
catch (InterruptedException ex) {}
}else{
//System.out.println("rush , and the frame using time: á"+diff);
}
}
System.out.println("MyGameCanvas run end");
}
public void start(){
if(!running){
running=true;
t=new Thread(this);
t.start();
}
}
private void gameMain() {
g.setColor(0,0,0);//clear screen
g.fillRect(0,0,getWidth(),getHeight());
background.paint(g);//draw background
//g.setColor(255,255,255);
//g.drawString("hello",1,1,g.TOP|g.LEFT);
flushGraphics();
}
private void gameInit() {
gameover=false;
gametime=0;
gametimeoffset=System.currentTimeMillis();
allowinput=true;
key_up=key_down=key_left=key_right=key_fire=false;
}
public void stop(){
if(running){
running = false;
}
}
public void commandAction(Command c, Displayable d) {
String cmdstr=c.getLabel();
if(cmdstr.equals("start")){
gameInit();
start();
removeCommand(startcmd);
addCommand(restartcmd=new Command("restart",Command.OK,1));
}else if(cmdstr.equals("restart")){
stop();
while(t.isAlive());
gameInit();
start();
}else if(cmdstr.equals("exit")){
stop();
Navigate.midlet.destroyApp(false);
Navigate.midlet.notifyDestroyed();
}
}
private void gameinput() {
if(allowinput){
keystate=getKeyStates();
keyevent=false;
if((keystate & UP_PRESSED)!=0){//up
key_up=true;keyevent=true;
//deal your unstop job code here
//System.out.println("up press");
//deal your unstop job code end
}else if((keystate & UP_PRESSED)==0){//release key
if(key_up==true){
key_up=false;
//deal your one press-one job code here
//System.out.println("up release");
//deal your one press-one job code end
}
}
if((keystate & DOWN_PRESSED)!=0){//down
key_down=true;keyevent=true;
//deal your unstop job code here
//System.out.println("down press");
//deal your unstop job code end
}else if((keystate & DOWN_PRESSED)==0){//release key
if(key_down==true){
key_down=false;
//deal your one press-one job code here
//System.out.println("down release");
//deal your one press-one job code end
}
}
if((keystate & LEFT_PRESSED)!=0){//left
key_left=true;keyevent=true;
//deal your unstop job code here
//System.out.println("left press");
//deal your unstop job code end
}else if((keystate & LEFT_PRESSED)==0){//release key
if(key_left==true){
key_left=false;
//deal your one press-one job code here
//System.out.println("left release");
//deal your one press-one job code end
}
}
if((keystate & RIGHT_PRESSED)!=0){//right
key_right=true;keyevent=true;
//deal your unstop job code here
//System.out.println("right press");
//deal your unstop job code end
}else if((keystate & RIGHT_PRESSED)==0){//release key
if(key_right==true){
key_right=false;
//deal your one press-one job code here
//System.out.println("right release");
//deal your one press-one job code end
}
}
if((keystate & FIRE_PRESSED)!=0){//fire
key_fire=true;keyevent=true;
//deal your unstop job code here
//System.out.println("fire press");
//deal your unstop job code end
}else if((keystate & FIRE_PRESSED)==0){//release key
if(key_fire==true){
key_fire=false;
//deal your one press-one job code here
//System.out.println("fire release");
//deal your one press-one job code end
}
}
if(!keyevent){
//no keyevent here
//System.out.println("NO KEY press");
//no keyevent end
}
}
}
public static void cleanJob(){
instance=null;
}
}
从发展趋势上说midp2.0是趋势,最便宜的midp2.0手机如ot735i,已经1700元左右;而西门子一年前的高端机cx65,现在也只有2500左右;并且2500-3000这个价位的midp2.0手机有多种选择,西门子、se、N机都有。我个人挺喜欢cx65,如果将来手机制造商成本不断降低,相信1500元的midp将不是梦
…当然还要看应用是否丰富了。言归正传,我们将使用midp 2.0 来开发我们的游戏,代号fly。开发工具jbulider。等文章全写完了,会提供src下载。
目录:
一、游戏的框架
二、完善周边工具类(图象、GameObject、Font)
三、控制飞机的移动
四、加入子弹群,实现碰撞运算
五、实现爆炸效果、并加入道具导弹
六、不足多多,你认为呢?
七、源码
一、游戏的框架 我们的游戏需要一个通用的游戏框架,也方便以后的开发,但实现一个引擎是复杂的。作为初学者如果要你考虑太多的问题,恐怕会让你偏离主线,这里只给出canvas的代码,不理解可以参看本站的另外一篇系列文章《使用MIDP2.0开发游戏》。
使用singlon实现,因为每个gamecanvas都需要很多的内存空间。另外对我们来说,只要改写gameInit(),gameMain(),一次性初始化的代码写在构造函数中。
public class MyGameCanvas extends GameCanvas
implements Runnable, CommandListener{
private static MyGameCanvas instance;
Graphics g;
boolean running;
Thread t;
Command startcmd,exitcmd,restartcmd;
int keystate;
boolean keyevent;
boolean key_up,key_down,key_left,key_right,key_fire;
private boolean allowinput;
public int screenwidth;
public int screenheight;
boolean gameover;
//define your variable here
//define your variable end
protected MyGameCanvas() {
super(true);
g=getGraphics();
running=false;
t=null;
addCommand(startcmd=new Command("start",Command.OK,1));
addCommand(exitcmd=new Command("exit",Command.EXIT,1));
setCommandListener(this);
screenwidth=getWidth();
screenheight=getHeight();
//put your init once code here
//put your init once code end
}
synchronized public static MyGameCanvas getInstance() {
if (instance == null) {
instance = new MyGameCanvas();
System.out.println("new MyGameCanvas");
}
return instance;
}
public void run(){
System.out.println("MyGameCanvas run start");
long st=0,et=0,diff=0;
int rate=50;//16-17 frame per second
while(running){
st=System.currentTimeMillis();
gameinput();
gameMain();
et=System.currentTimeMillis();
diff=et-st;
if(diff<rate){
//System.out.println("Sleep "+(rate-diff));
try {
Thread.sleep(rate - diff);
}
catch (InterruptedException ex) {}
}else{
//System.out.println("rush , and the frame using time: á"+diff);
}
}
System.out.println("MyGameCanvas run end");
}
public void start(){
if(!running){
running=true;
t=new Thread(this);
t.start();
}
}
private void gameMain() {
g.setColor(0,0,0);//clear screen
g.fillRect(0,0,getWidth(),getHeight());
background.paint(g);//draw background
//g.setColor(255,255,255);
//g.drawString("hello",1,1,g.TOP|g.LEFT);
flushGraphics();
}
private void gameInit() {
gameover=false;
gametime=0;
gametimeoffset=System.currentTimeMillis();
allowinput=true;
key_up=key_down=key_left=key_right=key_fire=false;
}
public void stop(){
if(running){
running = false;
}
}
public void commandAction(Command c, Displayable d) {
String cmdstr=c.getLabel();
if(cmdstr.equals("start")){
gameInit();
start();
removeCommand(startcmd);
addCommand(restartcmd=new Command("restart",Command.OK,1));
}else if(cmdstr.equals("restart")){
stop();
while(t.isAlive());
gameInit();
start();
}else if(cmdstr.equals("exit")){
stop();
Navigate.midlet.destroyApp(false);
Navigate.midlet.notifyDestroyed();
}
}
private void gameinput() {
if(allowinput){
keystate=getKeyStates();
keyevent=false;
if((keystate & UP_PRESSED)!=0){//up
key_up=true;keyevent=true;
//deal your unstop job code here
//System.out.println("up press");
//deal your unstop job code end
}else if((keystate & UP_PRESSED)==0){//release key
if(key_up==true){
key_up=false;
//deal your one press-one job code here
//System.out.println("up release");
//deal your one press-one job code end
}
}
if((keystate & DOWN_PRESSED)!=0){//down
key_down=true;keyevent=true;
//deal your unstop job code here
//System.out.println("down press");
//deal your unstop job code end
}else if((keystate & DOWN_PRESSED)==0){//release key
if(key_down==true){
key_down=false;
//deal your one press-one job code here
//System.out.println("down release");
//deal your one press-one job code end
}
}
if((keystate & LEFT_PRESSED)!=0){//left
key_left=true;keyevent=true;
//deal your unstop job code here
//System.out.println("left press");
//deal your unstop job code end
}else if((keystate & LEFT_PRESSED)==0){//release key
if(key_left==true){
key_left=false;
//deal your one press-one job code here
//System.out.println("left release");
//deal your one press-one job code end
}
}
if((keystate & RIGHT_PRESSED)!=0){//right
key_right=true;keyevent=true;
//deal your unstop job code here
//System.out.println("right press");
//deal your unstop job code end
}else if((keystate & RIGHT_PRESSED)==0){//release key
if(key_right==true){
key_right=false;
//deal your one press-one job code here
//System.out.println("right release");
//deal your one press-one job code end
}
}
if((keystate & FIRE_PRESSED)!=0){//fire
key_fire=true;keyevent=true;
//deal your unstop job code here
//System.out.println("fire press");
//deal your unstop job code end
}else if((keystate & FIRE_PRESSED)==0){//release key
if(key_fire==true){
key_fire=false;
//deal your one press-one job code here
//System.out.println("fire release");
//deal your one press-one job code end
}
}
if(!keyevent){
//no keyevent here
//System.out.println("NO KEY press");
//no keyevent end
}
}
}
public static void cleanJob(){
instance=null;
}
}