使用Game API开发J2ME 2D游戏

文章来源:J2ME开发网

MIDP2.0中推出了Game开发包,为开发者提供了游戏开发的便利。javax.microedition.lcdui.game包内总共有五各类,分别是GameCanvas、Layer、Sprite、TiledLayer和LayerManager。其中Sprite和TiledLayer是Layer的子类,作用是构建游戏中的两个重要的元素,Sprite代表游戏中运动的主题,比如动作游戏中的坦克,而TiledLayer主要是为游戏提供背景。LayerManager方便对游戏中的各个层进行管理。GameCanvas是继承了Canvas类的,针对游戏开发特别定制的。如果使用Canvas类开发游戏的时候代码的结构通常如下,
public class MicroTankCanvas extends Canvas
    implements Runnable
{
  public void run()
 {
    while (true)
    {
      // Update the game state.
      repaint();
      // Delay one time step.
    }
  }
 
  public void paint(Graphics g)
 {
    // Painting code goes here.
  }
 
  protected void keyPressed(int keyCode)
 {
    // Respond to key presses here.
  }
}

    这样的结构存在一些问题,事件处理、游戏绘制的动作放在不同的线程内处理,对游戏可能产生不可预料的影响。GameCanvas的出现很好的解决了这个问题,你可以在应用程序的线程中获得Graphics对象,这时候系统会在off-screen的缓冲区内进行绘制,当你调用flushGraphics()的时候会马上绘制到手机屏幕上去。只有当屏幕被更新后者个方法才会返回,而调用repaint()的话,方法马上就返回你就不知道什么时候paint()才被调用。另外GameCanvas通过getKeyStates()方法来判断用户的输入事件。这样你就不用等待系统调用keyPressed()方法了,getKeyStates()可以马上得到现在按键的状态。

    如果我们采用GameCanvas做游戏的时候,通常游戏的结构如下:

import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;

public class SimpleGameCanvas extends GameCanvas implements Runnable
{
    private volatile boolean mTrucking;

    private long mFrameDelay;

    private int mX, mY;

    private int mState;

    public SimpleGameCanvas()
    {
        super(true);
        mX = getWidth() / 2;
        mY = getHeight() / 2;
        mState = 0;
        mFrameDelay = 20;
    }

    public void start()
    {
        mTrucking = true;
        Thread t = new Thread(this);
        t.start();
    }

    public void stop()
    {
        mTrucking = false;
    }

    public void run()
    {
        Graphics g = getGraphics();

        while (mTrucking == true)
        {
            tick();
            input();
            render(g);
            try
            {
                Thread.sleep(mFrameDelay);//这里我们也可以通过定义每桢的时间来处理,更合理些。
            } catch (InterruptedException ie)
            {
                stop();
            }
        }
    }

    private void tick()
    {
        mState = (mState + 1) % 20;
    }

    private void input()
    {
        int keyStates = getKeyStates();
        if ((keyStates & LEFT_PRESSED) != 0)
            mX = Math.max(0, mX - 1);
        if ((keyStates & RIGHT_PRESSED) != 0)
            mX = Math.min(getWidth(), mX + 1);
        if ((keyStates & UP_PRESSED) != 0)
            mY = Math.max(0, mY - 1);
        if ((keyStates & DOWN_PRESSED) != 0)
            mY = Math.min(getHeight(), mY + 1);
    }

    private void render(Graphics g)
    {
        g.setColor(0xffffff);
        g.fillRect(0, 0, getWidth(), getHeight());

        g.setColor(0x0000ff);
        g.drawLine(mX, mY, mX - 10 + mState, mY - 10);
        g.drawLine(mX, mY, mX + 10, mY - 10 + mState);
        g.drawLine(mX, mY, mX + 10 - mState, mY + 10);
        g.drawLine(mX, mY, mX - 10, mY + 10 - mState);

        flushGraphics();
    }
}

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

public class SimpleGameMIDlet
    extends MIDlet
    implements CommandListener {
  private Display mDisplay;
 
  private SimpleGameCanvas mCanvas;
  private Command mExitCommand;
 
  public void startApp() {
    if (mCanvas == null) {
      mCanvas = new SimpleGameCanvas();
      mCanvas.start();
      mExitCommand = new Command("Exit", Command.EXIT, 0);
      mCanvas.addCommand(mExitCommand);
      mCanvas.setCommandListener(this);
    }
   
    mDisplay = Display.getDisplay(this);
    mDisplay.setCurrent(mCanvas);
  }
 
  public void pauseApp() {}
 
  public void destroyApp(boolean unconditional) {
    mCanvas.stop();
  }
 
  public void commandAction(Command c, Displayable s) {
    if (c.getCommandType() == Command.EXIT) {
      destroyApp(true);
      notifyDestroyed();
    }
  }
}

 

 

 

 

 

 

 

    在游戏开发中我们通常都要设置背景,TiledLayer就是为了解决这个问题而出现的。TiledLayer可以把一个整图分割成若干个你指定尺寸的小图,而你按照小图的编号来安排你的背景样子。例如下面的图片的大小为64*48

 

通过下面的代码我们可以创建一个这样的Tile        
  Image image = Image.createImage("/board.png");
  TiledLayer tiledLayer = new TiledLayer(10, 10, image, 16, 16);

 


 

 

 

现在我们就可以按照我们的需要来布局背景了,通过方法setCell()。例如
        int[] map = { 1, 1, 1, 1, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0,
                0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 7, 1, 0, 0, 0, 0, 0, 1,
                1, 1, 1, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 11, 0, 0, 0,
                0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0 };

        for (int i = 0; i < map.length; i++)
        {
            int column = i % 10;
            int row = (i - column) / 10;
            tiledLayer.setCell(column, row, map[i]);
        }

这样我们就可以得到如下所示的背景了。


 

 

 

 

 

 

    TiledLayer使用比较简单,而且还可以支持动画。下面看看另一个Layer的子类Sprite。和TiledLayer不同,它是用来构建游戏主体元素的,比如游戏中的坦克,它的用法同样很简单,但是有几个概念比较重要,他们是视窗、参考点和翻转。读者请参考MIDP API DOC来解决这些问题。使用Sprite非常简单,通过构造器我们就可以得到Sprite了,系统会把给定图片分成若干个小图片并排列成桢序列,我们可以通过Sprite提供的方法方便的调用。在Sprite中还提供了碰撞检测的函数,你可以选择像素级别的检测或者矩形边框界别的检测。通常后者比较简单,但是粗糙一些。前者精确但是速度慢。

    下面通过一个简单的游戏例子来介绍如何使用这些类来开发J2ME 2D游戏,您可以参考SUN的文章Creating 2D Actions Games with the game API

    在这个程序中主要有两个对象,一个是坦克一个是背景,我们分别采用Sprite和TiledLayer类来构建。通常我们在Sprite派生出来的类中定义好动作,这样我们在GameCanvas里面可以很容易接受用户的输入事件然后处理了。

import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;

public class MicroTankSprite extends Sprite
{
    private int mDirection;

    private int mKX, mKY;

    private int mLastDelta;

    private boolean mLastWasTurn;

    private static final int[] kTransformLookup = { Sprite.TRANS_NONE,
            Sprite.TRANS_NONE, Sprite.TRANS_NONE, Sprite.TRANS_MIRROR_ROT90,
            Sprite.TRANS_ROT90, Sprite.TRANS_ROT90, Sprite.TRANS_ROT90,
            Sprite.TRANS_MIRROR_ROT180, Sprite.TRANS_ROT180,
            Sprite.TRANS_ROT180, Sprite.TRANS_ROT180,
            Sprite.TRANS_MIRROR_ROT270, Sprite.TRANS_ROT270,
            Sprite.TRANS_ROT270, Sprite.TRANS_ROT270, Sprite.TRANS_MIRROR };

    private static final int[] kFrameLookup = { 0, 1, 2, 1, 0, 1, 2, 1, 0, 1,
            2, 1, 0, 1, 2, 1 };

    private static final int[] kCosLookup = { 0, 383, 707, 924, 1000, 924, 707,
            383, 0, -383, -707, -924, -1000, -924, -707, -383 };

    private static final int[] kSinLookup = { 1000, 924, 707, 383, 0, -383,
            -707, -924, -1000, -924, -707, -383, 0, 383, 707, 924 };

    public MicroTankSprite(Image image, int frameWidth, int frameHeight)
    {
        super(image, frameWidth, frameHeight);
        defineReferencePixel(frameWidth / 2, frameHeight / 2);
        mDirection = 0;
    }

    public void turn(int delta)
    {
        mDirection += delta;
        if (mDirection < 0)
            mDirection += 16;
        if (mDirection > 15)
            mDirection %= 16;

        setFrame(kFrameLookup[mDirection]);
        setTransform(kTransformLookup[mDirection]);

        mLastDelta = delta;
        mLastWasTurn = true;
    }

    public void forward(int delta)
    {
        fineMove(kCosLookup[mDirection] * delta, -kSinLookup[mDirection]
                * delta);
        mLastDelta = delta;
        mLastWasTurn = false;
    }

    public void undo()
    {
        if (mLastWasTurn)
            turn(-mLastDelta);
        else
            forward(-mLastDelta);
    }

    private void fineMove(int kx, int ky)
    {
        // First initialize mKX and mKY if they're
        // not close enough to the actual x and y.
        int x = getX();
        int y = getY();
        int errorX = Math.abs(mKX - x * 1000);
        int errorY = Math.abs(mKY - y * 1000);
        if (errorX > 1000 || errorY > 1000)
        {
            mKX = x * 1000;
            mKY = y * 1000;
        }
        // Now add the deltas.
        mKX += kx;
        mKY += ky;
        // Set the actual position.
        setPosition(mKX / 1000, mKY / 1000);
    }
}

在GameCanvas中我们的程序流程如下
    public void run()
    {
        Graphics g = getGraphics();

        int timeStep = 80;

        while (mTrucking)
        {
            long start = System.currentTimeMillis();

            tick();
            input();
            render(g);

            long end = System.currentTimeMillis();
            int duration = (int) (end - start);

            if (duration < timeStep)
            {
                try
                {
                    Thread.sleep(timeStep - duration);
                } catch (InterruptedException ie)
                {
                    stop();
                }
            }
        }
    }

基本的思路就是接受用户事件,重新绘制屏幕。

import java.io.IOException;

import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;

public class MicroTankCanvas extends GameCanvas implements Runnable
{
    private volatile boolean mTrucking;

    private MicroTankSprite mTank;

    private TiledLayer mBoard;

    private LayerManager mLayerManager;

    public MicroTankCanvas() throws IOException
    {
        super(true);

        mTank = createTank();
        mTank.setPosition(0, 24);
        mBoard = createBoard();

        mLayerManager = new LayerManager();
        mLayerManager.append(mTank);
        mLayerManager.append(mBoard);
    }

    private MicroTankSprite createTank() throws IOException
    {
        Image image = Image.createImage("/tank.png");
        return new MicroTankSprite(image, 32, 32);
    }

    private TiledLayer createBoard() throws IOException
    {
        Image image = Image.createImage("/board.png");
        TiledLayer tiledLayer = new TiledLayer(10, 10, image, 16, 16);

        int[] map = { 1, 1, 1, 1, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0,
                0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 7, 1, 0, 0, 0, 0, 0, 1,
                1, 1, 1, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 11, 0, 0, 0,
                0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0 };

        for (int i = 0; i < map.length; i++)
        {
            int column = i % 10;
            int row = (i - column) / 10;
            tiledLayer.setCell(column, row, map[i]);
        }

        return tiledLayer;
    }

    public void start()
    {
        mTrucking = true;
        Thread t = new Thread(this);
        t.start();
    }

    public void run()
    {
        Graphics g = getGraphics();

        int timeStep = 80;

        while (mTrucking)
        {
            long start = System.currentTimeMillis();

            tick();
            input();
            render(g);

            long end = System.currentTimeMillis();
            int duration = (int) (end - start);

            if (duration < timeStep)
            {
                try
                {
                    Thread.sleep(timeStep - duration);
                } catch (InterruptedException ie)
                {
                    stop();
                }
            }
        }
    }

    private void tick()
    {
        if (mTank.collidesWith(mBoard, true))
            mTank.undo();
    }

    private void input()
    {
        int keyStates = getKeyStates();
        if ((keyStates & LEFT_PRESSED) != 0)
            mTank.turn(-1);
        else if ((keyStates & RIGHT_PRESSED) != 0)
            mTank.turn(1);
        else if ((keyStates & UP_PRESSED) != 0)
            mTank.forward(2);
        else if ((keyStates & DOWN_PRESSED) != 0)
            mTank.forward(-2);
    }

    private void render(Graphics g)
    {
        int w = getWidth();
        int h = getHeight();

        g.setColor(0xffffff);
        g.fillRect(0, 0, w, h);

        int x = (w - 160) / 2;
        int y = (h - 160) / 2;

        mLayerManager.paint(g, x, y);

        g.setColor(0x000000);
        g.drawRect(x, y, 160, 160);

        flushGraphics();
    }

    public void stop()
    {
        mTrucking = false;
    }
}

   



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