private void updateGame() // Use touchX, touchY, touching for game logic
public void startApp() canvas = new GameCanvas(); display = Display.getDisplay(this); display.setCurrent(canvas); canvas.start();
protected void pointerDragged(int x, int y) playerX = Math.min(Math.max(x, 10), getWidth() - 10);
protected void paint(Graphics g) g.setColor(0); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(0x00FF00); g.fillRect(playerX - 10, playerY - 10, 20, 20); drawBullets(g); // ... bullet management methods }
public void start() running = true; new Thread(this).start(); public void stop() running = false;
GameCanvas() playerX = getWidth() / 2; playerY = getHeight() - 40; setFullScreenMode(true);
protected void pointerDragged(int x, int y) touchX = x; touchY = y; onTouchDrag(x, y);
protected void pointerPressed(int x, int y) playerX = Math.min(Math.max(x, 10), getWidth() - 10); shootRequested = true;
Java Midp 2.0 Touch Screen Games 🏆
private void updateGame() // Use touchX, touchY, touching for game logic
public void startApp() canvas = new GameCanvas(); display = Display.getDisplay(this); display.setCurrent(canvas); canvas.start();
protected void pointerDragged(int x, int y) playerX = Math.min(Math.max(x, 10), getWidth() - 10); java midp 2.0 touch screen games
protected void paint(Graphics g) g.setColor(0); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(0x00FF00); g.fillRect(playerX - 10, playerY - 10, 20, 20); drawBullets(g); // ... bullet management methods }
public void start() running = true; new Thread(this).start(); public void stop() running = false; private void updateGame() // Use touchX, touchY, touching
GameCanvas() playerX = getWidth() / 2; playerY = getHeight() - 40; setFullScreenMode(true);
protected void pointerDragged(int x, int y) touchX = x; touchY = y; onTouchDrag(x, y); private void updateGame() // Use touchX
protected void pointerPressed(int x, int y) playerX = Math.min(Math.max(x, 10), getWidth() - 10); shootRequested = true;