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gamelof 经典游戏开发教程
Typical Flow Chartof a J2ME Game
A Typical Game Flow
Confirmed
Interrupted/
requested
Accounts for game states
Logo: Showing Gameloft logo, may be a static or animated picture
Splash: showing splash picture
Loading: loading necessary resources step by step
Action phase: game play part, interact with user inputs
Pause menu (in-game menu): menu popped up when game is paused by user input or an interrupt
About: showing credits of the game
Options menu: changing game difficulties, sound switches
IGP: In Game Promotion, advertising other Gameloft games
Game State Counter
Purpose
To indicate how many frames the current game state has lasted
Definition
public static int s_gameTick;
Feature:
Increase by one when paint() is called
Reset to zero when game state changes
Implementation: game state definitions
public static final int GS_LOGO = 0;
public static final int GS_SPLASH = 1;
public static final int GS_RUN = 50;
public static final int GS_ABOUT = 100;
Implementation: paint()
switch (s_gameState)
{
case GS_RUN:
//do something
break;
case GS_LOGO:
//show logo
break;
case GS_SPLASH:
//show splash screen
break;
……
}
Implementation: Jump between game states
Simplest way
s_gameState = NewState
Or
Use a function: ChangeGameState()
Demo: ChangeGameState(int newState)
void ChangeGameState(int newState)
{
s_gameTick = 0;
if (newState == GS_SPLASH)
s_imgLogo = null; //release logo image
...
}
Advantage: Can do extra work when changing states, such as reset game tick or loading/releasing resources.
Interrupt
What is an interrupt?
A J2ME applet can be interrupted by events with higher priorities, for example, a phone call or a new SMS.
What should be done when interrupted?
According to GL rules, game must pop up pause menu after resuming from interrupts when in action phase.
What happens when interrupted in j2me?
Several methods will be called sequentially.
What happens when interrupted?
When an interrupt occurs, following methods are called in sequence:
MID
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