日期:2014-05-20  浏览次数:20814 次

J2ME程序教程,程序+讲解,很好的入门教程(转载) 【1】

J2ME RPG游戏边学边做(一)

笔者以前是做j2ee的,一个月前由于兴趣所致开始利用业余时间学习j2me游戏开发。在网上看了一通教程后,便准备动手一边学一边做一个简单的rpg游戏。虽然起点比较高,但感觉游戏难度越大,遇到的问题也就越多。这样待全部解决后,也就学的差不多了。另外只有做这种游戏才有学下去的兴趣。以后我会每次把写成的源码及思路发上来,供大家指正。希望各位高人可以无私的帮助我。

下面是游戏中所需要的部分图片,还有的图片下次写到了再上传:

hero_left.png:

hero_right.png:

hero_up.png:

hero_down.png:


整个程序的主体在BraveCanvas类中完成,该类继承于GameCanvas实现Runnable接口,由BraveMIDlet类启动他, BraveMIDlet继承MIDlet实现CommandListener接口。BraveMIDlet类代码如下:(由于只是一个简单的rpg,开头画面和菜单全部省略了,改为由一个按扭启动游戏)

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BraveMIDlet.java

package brave;

import javax.microedition.lcdui.*;

import javax.microedition.midlet.*;

public class BraveMIDlet extends MIDlet implements CommandListener

{

private Display d ;

private Command exitCommand ;

private Command startCommand ;

??? private BraveCanvas braveCanvas;

public BraveMIDlet()

{

d = Display.getDisplay(this);

exitCommand = new Command("退出",Command.EXIT,1);

startCommand = new Command("开始",Command.SCREEN,1);

}

public void startApp()

{

//创建BraveCanvas

braveCanvas = new BraveCanvas();

braveCanvas.addCommand(exitCommand);

braveCanvas.addCommand(startCommand);

braveCanvas.setCommandListener(this);

//装载BraveCanvas

d.setCurrent(braveCanvas);

}

public void pauseApp()

{

}

public void destroyApp(boolean unconditional)

{

}

public void commandAction(Command c , Displayable dpa)

{

String str_co = c.getLabel();

if(str_co.equals("开始"))

{

?? //运行BraveCanvas中的线程(启动游戏)

?? braveCanvas.startup();

}

else if(str_co.equals("退出"))

{

?? destroyApp(false);

?? notifyDestroyed();

}

}

}

BraveCanvas.java

package brave;

import javax.microedition.lcdui.game.GameCanvas;

import javax.microedition.lcdui.Graphics;

import java.io.IOException;

public class BraveCanvas extends GameCanvas implements Runnable

{

private boolean sign;

private Graphics g;

//设置@符号的当前位置

private int x,y;

public BraveCanvas()

{

super(true);

//初始化@位置

x = getWidth()/2;

?? y = getHeight()/2;

}

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public void startup()

{

this.sign = true;

Thread thread = new Thread(this);

//启动线程

thread.start();

}

public void run()

{

g = getGraphics();

while(sign)

{

?? try

?? {

??? //@符号的移动

??? input(g);

??? //@符号的显示

??? paint(g);

??? //这里应该有详细的计算,方便为上,置为15

??? Thread.sleep(15);

?? }

?? catch(Exception e)

?? {

??? System.out.println("2:"+e);

?? }

}

}

public void input(Graphics g) throws IOException

{

int keystates = getKeyStates();

switch(keystates)

{

?? case UP_PRESSED:

??? y = Math.max(0, y - 1);

??? break;

?? case DOWN_PRESSED:

??? y = Math.min(getHeight(), y + 1);

??? break;

?? case LEFT_PRESSED:

??? x = Math.max(0, x - 1);

??? break;

?? case RIGHT_PRESSED:

??? x = Math.min(getWidth(), x + 1);

??? break;

}

}

public void paint(Graphics g)

{

//设置画布的背景色

g.setColor(0x000000);

//把背景色画满画布

g.fillRect(0, 0, getWidth(), getHeight());

//设置画布的前景色

g.setColor(0xffffff);

//在画布上写上@

g.drawString("@", x, y, Graphics.TOP|Graphics.LEFT);

//刷新画布

flushGraphics();

}

}

上面代码运行后,画面上会出现一个"@"字符随着键盘的左右而移动。虽然这离rpg游戏相差很远,但这是一个游戏的基本框架。下面我们要做的就是把"@"换成我们的英雄。为了程序清晰,我们还要设计一个英雄类Hero,该类继承于Sprite,这个类里面要用到上面的图片。

Hero.java


package brave;
import javax.microedition.lcdui.game.Sprite;
import javax.microedition.lcdui.Image;
import java.io.IOException;
public class Hero extends Sprite
{
//设置英雄的当前位置
private int x, y;
private BraveCanvas braveCanvas;
public Hero(Image image, int frameWidth, int frameHeight)
{
//英雄的初始化
super(image, frameWidth, frameHeight);
}
public void setBraveCanvas(BraveCanvas braveCanvas)
{
this.braveCanvas = braveCanvas;
}
public void init(int x, int y)
{
//英雄位置的初始化
this.x = x;
this.y = y;
}
public void afresh()
{
//刷新英雄的位置
setPosition(this.x, this.y);
}
public void moveUp() throws IOException
{
//英雄上移,并改为相应的图片
setImage(Image.createImage("/hero_up.png"), 17, 26);
nextFrame();
this.y = Math.max(0, y - 1);
}
public void moveDown() throws IOException
{
//英雄下移,并改为相应的图片
setImage(Image.createImage("/hero_down.png"), 17, 26);
nextFrame();
this.y = Math.min(braveCanvas.getHeight(), y + 1);
}
public void moveLeft() throws IOException
{
//英雄左移,并改为相应的图片
setImage(Image.createImage("/hero_left.png"), 17, 26);
nextFrame();
this.x = Math.max(0, x - 1);
}
public void moveRight() throws IOException
{
//英雄右移,并改为相应的图片
setImage(Image.createImage("/hero_right.png"), 17, 26);
nextFrame();
this.x = Math.min(braveCanvas.getWidth(), x + 1);
}
}
然后把BraveCanvas类稍做修改,把"@"换成英雄
BraveCanvas.java
package brave;
import javax.microedition.lcdui.game.GameCanvas;
import javax.microedition.lcdui.Graphics;
import java.io.IOException;
import javax.microedition.lcdui.Image;
public class BraveCanvas extends GameCanvas implements Runnable
{
private boolean sign;
private Graphics g;
private Hero hero;
public BraveCanvas()
{
super(true);
}

public void startup()
{
this.sign = true;
try
{
?? Image heroimage = Image.createImage("/hero_up.png");
?? hero = new Hero(heroimage, 17, 26);
?? hero.setBraveCanvas(this);
?? hero.init(40,40);
}
catch(Exception e)
{
?? e.printStackTrace();
}
Thread thread = new Thread(this);
thread.start();
}
public void run()
{
g = getGraphics();
while(sign)
{
?? try
?? {
??? input(g);
??? paint(g);
??? Thread.sleep(15);
?? }
?? catch(Exception e)
?? {
??? System.out.println("2:"+e);
?? }
}
}
public void input(Graphics g) throws IOException
{
int keystates = getKeyStates();
switch(keystates)
{
?? case UP_PRESSED:
??? hero.moveUp();
??? break;
?? case DOWN_PRESSED:
??? hero.moveDown();
??? break;
?? case LEFT_PRESSED:
??? hero.moveLeft();
??? break;
?? case RIGHT_PRESSED:
??? hero.moveRight();
??? break;
}
hero.afresh();
}
public void paint(Graphics g)
{
g.setColor(0x000000);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(0xffffff);
hero.paint(g);
flushGraphics();
}
}


这样,我们的英雄就可以在画面上移动了,不过英雄比较简单,没有hp,mp等等,只是一个图片。而且如果大家感觉英雄的脚步过快,可以在BraveCanvas类中的Hero初始化时设置:
hero.setFrameSequence(new int[]{0, 0, 1, 1, 0, 0, 2, 2 });

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