j2me源代码(j2me最新版)
admin 发布:2022-12-19 19:29 175
本篇文章给大家谈谈j2me源代码,以及j2me最新版对应的知识点,希望对各位有所帮助,不要忘了收藏本站喔。
本文目录一览:
- 1、J2ME 五子棋程序及论文
- 2、j2me书中代码如何打包?
- 3、我在网上载了个j2me源代码,有bin,res,src,三个文件夹。 怎么用eclipse打开这个工程。并重新编译
- 4、谁有J2ME源代码?
- 5、高分求一段J2ME源代码
J2ME 五子棋程序及论文
J2ME-MIDP1.0小游戏入门-五子棋1.0
发布时间:2006.03.09 12:30 来源:CSDN 作者:
作者:yinowl
2005年1月
介绍
这是我学习j2me入门后的第一个作品,当然这也是一个极其简单的作品(没有电脑AI,只能是两个人对战),现在我把当时的设计思路写成这篇文档,希望对想入门j2me的朋友在j2me的流程,按键响应,绘图等方面有所帮助,同时也希望大家指出错误和改进程序。
注意
代码列出解释的形式仿照《J2ME Game Programming》一书,按照程序功能思路给出相关代码,一个文件的代码会根据功能在不同的小节给出,文章结束了,代码也就完整了。这不同于通常书中的代码以文件为单位一次全部给出,我认为这样更有助于让大家了解一个程序从设计到最后完成的思路。
设计
数据结构:由于五子棋是一个二维棋类游戏,所有首先想到的是定义一个Chesses类来表示棋子,Chesses有一个boolean型的变量isPlayer1来区分该棋子是哪玩家下的,然后用一个Chess类型的二维数组来包含棋盘上的所有棋子。考虑到移动设备的资源有限,尽可能减少系统资源占用,我考虑不在数组建立后直接生成数组的每一个对象,而是把每一个棋子对象(Chesses)放在游戏的进行中生成,也就是说在游戏进行时,玩家每下一步棋,在数组相应位置生成该棋子的对象,这样可以避免还没有下的棋子在一开始就占用了系统内存
流程:游戏按照棋子的二维数组进行绘制棋子,玩家下棋后,程序修改数组相应位置,设置isPlayer1值,然后重新绘制(repaint),就更新了棋盘界面。由于游戏的功能简单,也为了使游戏的操作尽可能的简便,我不在游戏进入时设计菜单,而是直接开始对战,在对战界面,设置了重新开始和退出的按钮。即运行即玩,一键开始,一键重来,一键退出。
玩家切换:棋类游戏有一个问题需要注意,就是提示当前由哪方下棋,为了节省界面空间,简化游戏界面,我在棋盘外围加了一个3个像素宽的框,框的颜色就是当前下棋方的颜色,如图:
应用程序类:Gobang.java
接下来就开始完成游戏中的每一个类,首先就是一个MIDlet类。Gobang类继承自MIDlet类,用于连接设备的应用程序管理器(Application Manager),通过方法startApp,pauseApp,destroyApp来通知游戏的开始,暂停和销毁结束。源代码如下:
package com.occo.j2me.game.gobang;
import javax.microedition.lcdui.Display;
import javax.microedition.midlet.MIDlet;public class Gobang extends MIDlet { GobangCanvas gobang;//定义游戏界面的Canvas类GobangCanvas的对象gobang public Gobang() {
super();
gobang=new GobangCanvas(this);//生成GobangCanvas类的对象gobang
} protected void startApp(){
Display.getDisplay(this).setCurrent(gobang);
//在屏幕上绘出游戏见面gobang
} protected void pauseApp(){
} protected void destroyApp(boolean arg0){
}}
游戏界面类:GobangCanvas.java
GobangCanvas类是游戏的核心类,继承自Canvas,此类将完成游戏的逻辑、绘图、控制、互动等所有功能,此类的框架代码如下:
package com.occo.j2me.game.gobang;import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Command;
import javax.microedition.lcdui.CommandListener;
import javax.microedition.lcdui.Displayable;
import javax.microedition.lcdui.Graphics;public class GobangCanvas extends Canvas implements CommandListener{ protected Gobang gobang;
public GobangCanvas(){
} public GobangCanvas(Gobang gobang){
this.gobang=gobang;
} protected void paint(Graphics g) {
}}
棋子类:Chesses.java
此类定义了一个棋子,棋盘上的每一个棋子都对应着一个Chesses的对象,整个棋盘是一个Chesses类型的二维数组,源代码如下:
package com.occo.j2me.game.gobang; public class Chesses { boolean isPlayer1;
public Chesses() {
} public Chesses(boolean isPlayer1) {
this.isPlayer1=isPlayer1;
}}
添加图形图像
到现在,我们已经完成了游戏的一个基本框架,接下来,我们就可以来绘制游戏的每一个部件了
首先是五子棋的一些初始设置,添加如下代码到GobangCanvas.java
...
int empty;//游戏界面到屏幕边缘的留空
int canvasW,canvasH;//画布的长和宽
int chessLength;//棋子的直径
int chessMapLength,chessMapGrid,chessGridLength;
//棋盘的边长,棋盘一边格子数,每格宽度
int chessMapX,chessMapY;//棋盘左上角x,y坐标
int selectedX,selectedY;//选择框在棋盘格局上的x,y位置
boolean isPlayer1;//是否是玩家1
Chesses[][] chesses;//棋子数组
boolean newGame;//是否是新的游戏 public GobangCanvas(Gobang gobang){
newGame=true;
empty=10;
canvasW=getWidth()-empty;canvasH=getHeight()-empty;
chessMapGrid=15;
chesses=new Chesses[chessMapGrid+1][chessMapGrid+1];
if(canvasWcanvasH){
chessMapLength=canvasH-canvasH%chessMapGrid;
chessMapX=(canvasW-chessMapLength)/2+empty/2;
chessMapY=(canvasH%chessMapGrid)/2+empty/2;
}
else{
chessMapLength=canvasW-canvasW%chessMapGrid;
chessMapX=(canvasW%chessMapGrid)/2+empty/2;
chessMapY=(canvasH-chessMapLength)/2+empty/2;
}
chessGridLength=chessMapLength/chessMapGrid;
chessLength=chessGridLength-1;
selectedX=selectedY=chessMapGrid/2;
isPlayer1=true;
}
最先要绘制的是棋盘,棋盘是正方形,但屏幕有矩形的,所以棋盘边长要按短边计,但短边未必是棋盘格子数的整数倍,因此
棋盘边长 = 短边 - 短边 % 格子数
因为棋盘要居中,所以在算左上角坐标时,记得也要把留空(empty)除以2,以下是画棋盘的代码:
protected void paintMap(Graphics g){
for(int i=0;ichessMapGrid;i++){
for(int j=0;jchessMapGrid;j++){
g.setColor(128,128,128);
g.drawRect(chessMapX+j*chessGridLength,
chessMapY+i*chessGridLength,
chessGridLength,chessGridLength);
}
}
}
然后是绘制选择框,注意:选择框的selectedX,selectedY并不是在画布上的x,y坐标,而是在棋子数组(chesses)中的位置,源代码如下:
protected void paintSelected(Graphics g){
g.setColor(0,0,255);
g.drawRect(chessMapX+selectedX*chessGridLength-chessGridLength/2,
chessMapY+selectedY*chessGridLength-chessGridLength/2,
chessGridLength,chessGridLength);
}
接着是按照棋子二维数组绘制已经下了的棋子。玩家每下一次棋,就修改数组,在重新绘图的时候就能绘出,源代码如下:
protected void paintChesses(Graphics g){
for(int i=0;i=chessMapGrid;i++){
for(int j=0;j=chessMapGrid;j++){
if(chesses[i][j]!=null){
if(chesses[i][j].isPlayer1)
g.setColor(255,255,255);
else
g.setColor(255,0,0);
g.fillArc(chessMapX+j*chessGridLength-chessLength/2,
chessMapY+i*chessGridLength-chessLength/2,
chessLength,chessLength,0,360);
}
}
}
}
最后是绘制玩家提示框,并且把所有部件的绘制汇总在paint()方法中,注意绘制的顺序,显而易见,应该先绘制提示框-棋盘-选择框-棋子:
protected void paintPlayer(Graphics g,boolean isPlayer1){
if(isPlayer1)
g.setColor(255,255,255);
else
g.setColor(255,0,0);
g.drawRect(1,1,getWidth()-2,getHeight()-2);
g.drawRect(2,2,getWidth()-4,getHeight()-4);
g.drawRect(3,3,getWidth()-6,getHeight()-6);
}
protected void paint(Graphics g) {
g.setColor(0x00000000);
g.fillRect(0, 0, getWidth(), getHeight());
paintPlayer(g,isPlayer1);
paintMap(g);
paintSelected(g);
paintChesses(g);
}
响应玩家操作
接下来应该添加命令按钮和游戏操作控制。我们在游戏中需要有两个按钮,重新开始和退出,此外还必须接收玩家控制选择框的操作上下左右和着棋,添加代码到GobangCanvas.java:
Command exitCmd;
Command restartCmd; public GobangCanvas(Gobang gobang){
...
restartCmd = new Command("重新开始", Command.SCREEN, 0);
exitCmd = new Command("退出", Command.EXIT, 0);
addCommand(restartCmd);
addCommand(exitCmd);
setCommandListener(this); }
private void init(){
if(newGame){
chesses=new Chesses[chessMapGrid+1][chessMapGrid+1];
isPlayer1=true;
selectedX=selectedY=chessMapGrid/2;
}
}
public void commandAction(Command c, Displayable d) {
if (c == exitCmd) {
gobang.destroyApp(false);
gobang.notifyDestroyed();
}else if(c==restartCmd){
init();//初始化棋盘,把棋盘清空,重新开始游戏
repaint();
}
}
protected synchronized void keyPressed(int keyCode) {
int action = getGameAction(keyCode);
if (action == Canvas.LEFT ) {
selectedX=(--selectedX+chessMapGrid+1)%(chessMapGrid+1);
}
else if (action == Canvas.RIGHT) {
selectedX=(++selectedX)%(chessMapGrid+1);
}
else if (action == Canvas.UP) {
selectedY=(--selectedY+chessMapGrid+1)%(chessMapGrid+1);
}
else if (action == Canvas.DOWN) {
selectedY=(++selectedY)%(chessMapGrid+1);
}
else if (action == Canvas.FIRE) {
if(chesses[selectedY][selectedX]==null){
chesses[selectedY][selectedX]=new Chesses(this.isPlayer1);
//checkWin();
this.isPlayer1=!this.isPlayer1;//切换下棋方
}
}
repaint();
}
private void checkWin(){
}
至此,游戏的所有绘图部分全都给出,有一点需要指出,双缓冲显示技术,由于现在有的手机已直接内置了双缓冲,这里我们就不在详细说明,有兴趣可以查阅相关文档。
游戏输赢
最后要说的是判断游戏的输赢,在游戏的响应玩家操作部分,我留有一个方法checkWin(),大家可以自己思考设计算法来判断游戏的输赢,其实不要也无所谓,因为既然是两个人类在下棋,输赢一眼就看出来了。
j2me书中代码如何打包?
用netbeans创建的工程可以直接在内置的模拟器中运行,可以成功运行后,在项目的文件夹中会生成dist文件夹,里面有lib,jar,jad三个文件,将dist文件夹拷贝到手机中,点击jar包安装,就可以安装到手机中,然后你就可以在手机上测试你的程序啦~
我在网上载了个j2me源代码,有bin,res,src,三个文件夹。 怎么用eclipse打开这个工程。并重新编译
eclipse新建一个项目如果新的j2me项目有res,src这2个目录就把你下载的覆盖,如果没有就把你下载的res和src下的所有文件拷贝到项目跟目录下,然后千万别忘记f5刷新这个项目
谁有J2ME源代码?
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
public class ExampleGameCanvas extends GameCanvas implements Runnable{
private boolean isPlay;
private long delay;
private int currentX,currentY;
private int width;
private int height;
public ExampleGameCanvas(){
super(true);
width=getWidth();
height=getHeight();
currentX=width/2;
currentY=height/2;
delay=20;
}
public void start(){
isPlay=true;
Thread t=new Thread(this);
t.start();
}
public void stop(){isPlay=false;}
public void run(){
Graphics g=getGraphics();
while(isPlay==true){
input();
drawScreen(g);
try{Thread.sleep(delay);}
catch(Exception e){}
}
}
private void input(){
int keyStates=getKeyStates();
//左键
if((keyStates LEFT_PRESSED)!=0)
currentX=Math.max(0,currentX-1);
//右键
if((keyStates RIGHT_PRESSED)!=0)
if(currentX+5width)
currentX=Math.min(width,currentX+1);
//上键
if((keyStates UP_PRESSED)!=0)
currentY=Math.max(0,currentY-1);
if((keyStates DOWN_PRESSED)!=0)
if(currentY+10height)
currentY=Math.min(height,currentY+1);
}
//显示
private void drawScreen(Graphics g){
g.setColor(0xffffff);
g.fillRect(0,0,getWidth(),getHeight());
g.setColor(0x0000ff);
g.drawString("x",currentX,currentY,Graphics.TOP|Graphics.LEFT);
flushGraphics();
}
}
import javax.microedition.midlet.*;
import javax.microedition.lcdui.*;
public class ExampleGameCanvasMidlet extends MIDlet {
private Display display;
public void startApp() {
display = Display.getDisplay(this);
ExampleGameCanvas gameCanvas = new ExampleGameCanvas();
gameCanvas.start();
display.setCurrent(gameCanvas);
}
public Display getDisplay() {
return display;
}
public void pauseApp() {
}
public void destroyApp(boolean unconditional) {
exit();
}
public void exit() {
System.gc();
destroyApp(false);
notifyDestroyed();
}
}
这是一个本人写的小游戏(初学者)
高分求一段J2ME源代码
import javax.microedition.lcdui.*;
import javax.microedition.media.*;
import javax.microedition.media.control.*;
import javax.microedition.midlet.*;
import java.io.*;
import javax.microedition.io.*;
public class PlayerMIDlet extends MIDlet implements CommandListener {
private Display display;
private List lst;
private Command start = new Command("Play",Command.SCREEN, 1);
private Command exit = new Command("Exit",Command.EXIT,2);
int currentPlaying = -1;
//Sound Player object.
static Player bbsounds[];
private Player tonePlayer;
public PlayerMIDlet(){
display = Display.getDisplay(this);
sound_init();
createTonePlayer();
}
protected void startApp() {
String[] elements = {"Play airhorn.wav","Play intro.midi","Play TuneSequence"};
lst = new List("Menu", List.IMPLICIT, elements, null);
lst.setCommandListener(this);
lst.addCommand(start);
display.setCurrent(lst);
}
private void reset(){
}
protected void pauseApp() {
try {
if(bbsounds[currentPlaying] != null bbsounds[currentPlaying].getState() == bbsounds[currentPlaying].STARTED) {
bbsounds[currentPlaying].stop();
} else {
defplayer();
}
}catch(MediaException me) {
reset();
}
}
protected void destroyApp(boolean unconditional) {
lst = null;
try {
defplayer();
}catch(MediaException me) { }
}
public void commandAction(Command c , Displayable d){
int index = lst.getSelectedIndex();
System.out.println("Playing Sound .....");
if(c == start){
if (index == 0){
sound_play(0);
}
if(index == 1){
sound_play(1);
}
if(index == 2){
playTones();
}
}
if(c == exit){
this.destroyApp(true);
}
}
void defplayer() throws MediaException {
try{
if (bbsounds[currentPlaying] != null) {
if(bbsounds[currentPlaying].getState() == bbsounds[currentPlaying].STARTED) {
bbsounds[currentPlaying].stop();
}
if(bbsounds[currentPlaying].getState() == bbsounds[currentPlaying].PREFETCHED) {
bbsounds[currentPlaying].deallocate();
}
if(bbsounds[currentPlaying].getState() == bbsounds[currentPlaying].REALIZED ||
bbsounds[currentPlaying].getState() == bbsounds[currentPlaying].UNREALIZED) {
bbsounds[currentPlaying].close();
}
}
bbsounds = null;
}catch(Exception e){
}
}
public void sound_init()
{
try
{
bbsounds = new Player[ 3 ];
InputStream in = getClass().getResourceAsStream("airhorn.wav");
try
{
bbsounds[0] = Manager.createPlayer(in, "audio/X-wav");
}catch( Exception e ){
//System.out.println("Exception in Sound Creation ");
}
in = null;
InputStream is = getClass().getResourceAsStream("intro.midi");
try
{
bbsounds[1] = Manager.createPlayer(is, "audio/midi");
is = null;
}catch( Exception e ){
//System.out.println("Exception in Sound Creation ");
}
}catch( Exception e){}
}
public void sound_play(int id)
{
//System.out.println("Playing ID is "+id);
sound_stop( currentPlaying );
currentPlaying = id;
try
{
bbsounds[ id ].realize();
System.out.println("Playing Sound...");
bbsounds[ id ].start();
}catch(Exception e){
//System.out.println("Playing Exception");
}
return;
}
public void sound_stop( int id)
{
try{
if(id!=-1){
bbsounds[ id ].deallocate();
bbsounds[ id ].stop();
tonePlayer.stop();
}
}catch(Exception ex){
//System.out.println("Stop Sound Exception ");
}
return;
}
private void createTonePlayer() {
/**
* "Mary Had A Little Lamb" has "ABAC" structure.
* Use block to repeat "A" section.
*/
byte tempo = 30; // set tempo to 120 bpm
byte d = 8; // eighth-note
byte C4 = ToneControl.C4;;
byte D4 = (byte)(C4 + 2); // a whole step
byte E4 = (byte)(C4 + 4); // a major third
byte G4 = (byte)(C4 + 7); // a fifth
byte rest = ToneControl.SILENCE; // rest
byte[] mySequence = {
ToneControl.VERSION, 1, // version 1
ToneControl.TEMPO, tempo, // set tempo
ToneControl.BLOCK_START, 0, // start define "A" section
E4,d, D4,d, C4,d, E4,d, // content of "A" section
E4,d, E4,d, E4,d, rest,d,
ToneControl.BLOCK_END, 0, // end define "A" section
ToneControl.PLAY_BLOCK, 0, // play "A" section
D4,d, D4,d, D4,d, rest,d, // play "B" section
E4,d, G4,d, G4,d, rest,d,
ToneControl.PLAY_BLOCK, 0, // repeat "A" section
D4,d, D4,d, E4,d, D4,d, C4,d // play "C" section
};
try{
tonePlayer = Manager.createPlayer(Manager.TONE_DEVICE_LOCATOR);
tonePlayer.realize();
ToneControl c = (ToneControl)tonePlayer.getControl("ToneControl");
c.setSequence(mySequence);
} catch (IOException ioe) {System.err.println("Initializing Tone");}
catch (MediaException me) { }
}
public void playTones() {
if (tonePlayer != null){
try {
System.out.println("Playing Sound...");
tonePlayer.prefetch();
tonePlayer.start();
} catch (MediaException me) {
//System.err.println("Problem starting player");
} // end catch
} // end if
} // end playTone
}
import java.io.*;
import javax.microedition.io.*;
import javax.microedition.lcdui.*;
import javax.microedition.midlet.*;
import javax.microedition.media.*;
import javax.microedition.media.control.*;
public class AudioMidlet extends MIDlet
implements CommandListener, Runnable {
private Display mDisplay;
private List main;
Player player=null;
VolumeControl vc;
public void startApp() {
mDisplay = Display.getDisplay(this);
main = new List("AudioMIDlet", List.IMPLICIT);
main.append("music1", null);
main.append("music2", null);
main.append("music3", null);
main.addCommand(new Command("Exit", Command.EXIT, 0));
main.addCommand(new Command("Play", Command.SCREEN, 0));
main.setCommandListener(this);
mDisplay.setCurrent(main);
}
public void pauseApp() {}
public void destroyApp(boolean unconditional) {}
public void commandAction(Command c, Displayable s) {
if (c.getCommandType() == Command.EXIT)
notifyDestroyed();
else {
Form waitForm = new Form("Loading...");
mDisplay.setCurrent(waitForm);
Thread t = new Thread(this);
t.start();
}
}
public void run() {
playFromResource();
}
private void playFromResource() {
try {
int i=main.getSelectedIndex();
InputStream in=null;
switch(i)
{
case 0:
in = getClass().getResourceAsStream("/chimes.wav");
player = Manager.createPlayer(in, "audio/x-wav");
player.start();
break;
case 1:
in = getClass().getResourceAsStream("/chord.wav");
player = Manager.createPlayer(in, "audio/x-wav");
player.start();
break;
case 2:
in = getClass().getResourceAsStream("/music.wav");
player = Manager.createPlayer(in,"audio/x-wav");
player.start();
break;
}
}
catch (Exception e) {
showException(e);
return;
}
mDisplay.setCurrent(main);
}
private void showException(Exception e) {
Alert a = new Alert("Exception", e.toString(), null, null);
a.setTimeout(Alert.FOREVER);
mDisplay.setCurrent(a, main);
}
}
//把上面两个java文件放在一个包里,我的是在Netbeans里编的,还要属性里改一下,就是在MIDlet里增加一下
//另外你要播放什么文件自己加在包里,程序里你也可以适当改一下参数
j2me源代码的介绍就聊到这里吧,感谢你花时间阅读本站内容,更多关于j2me最新版、j2me源代码的信息别忘了在本站进行查找喔。
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