技术开发 频道

为基于J2ME的手机开发移动3D游戏

  八、完整的例程代码分析

  在列表5中,你会看到应用程序的完整代码。虽然长些,但是比Sun的例子要简单许多。你可以通过给应用程序添加上一些动作和逻辑来练习你的MIDP技能。

  列表5. 完整的例程代码

  package com.kontio;

  import javax.microedition.midlet.*;

  import javax.microedition.lcdui.*;

  import java.lang.IllegalArgumentException;

  import java.io.*;

  import java.util.*;

  import javax.microedition.m3g.*;

  public class Example3D extends MIDlet implements CommandListener{

  //我们在场景中使用的对象的UserID

  static final int POGOROO = 554921620;

  static final int CAMERA = 769302310;

  static final int TRANSFORM = 347178853;

  static final int ROO = 418071423;

  private Display myDisplay = null;

  private ExampleCanvas myCanvas = null;

  private Timer myRefreshTimer = new Timer();

  private TimerTask myRefreshTask = null;

  private Command exitCommand = new Command("Exit", Command.ITEM, 1);

  Graphics3D myGraphics3D = Graphics3D.getInstance();

  World myWorld = null;

  private AnimationController animRoo = null;

  private Group tRoo = null;

  private Group tCams = null;

  private Group acRoo = null;

  private int animLength = 0;

  int viewport_x;

  int viewport_y;

  int viewport_width;

  int viewport_height;

  public Example3D(){

  super();

  myDisplay = Display.getDisplay(this);

  myCanvas = new ExampleCanvas(this);

  myCanvas.setCommandListener(this);

  myCanvas.addCommand(exitCommand);

  }

  public void startApp() throws MIDletStateChangeException{

  myDisplay.setCurrent(myCanvas);

  try{

  // 从文件中加载World

  myWorld = (World)Loader.load("/pogoroo.m3g")[0];

  getObjects();

  setupAspectRatio();

  }

  catch(Exception e){

  e.printStackTrace();

  }

  myRefreshTask = new RefreshTask();

  // 调度一个重要执行的计时器以显示出帧速率20fps.

  myRefreshTimer.schedule(myRefreshTask, 0, 50);

  }

  void setupAspectRatio(){

  viewport_x = 0;

  viewport_y = 0;

  viewport_width = myCanvas.getWidth();

  viewport_height = myCanvas.getHeight();

  Camera cam = myWorld.getActiveCamera();

  float[] params = new float[4];

  int type = cam.getProjection(params);

  if(type != Camera.GENERIC){

  //计算窗口的宽高比例

  float waspect=viewport_width/viewport_height;

  if (waspectfloat height = viewport_width/params[1];

  viewport_height=(int)height;

  viewport_y=(myCanvas.getHeight()-viewport_height)/2;

  }

  else{

  float width = viewport_height*params[1];

  viewport_width=(int)width;

  viewport_x=(myCanvas.getWidth()-viewport_width)/2;

  }

  }

  }

  public void getObjects(){

  try{

  tRoo = (Group) myWorld.find(POGOROO);

  tCams = (Group) myWorld.find(CAMERA);

  acRoo = (Group) myWorld.find(TRANSFORM);

  animRoo = (AnimationController) myWorld.find(ROO);

  //取得动画的长度

  AnimationTrack track = acRoo.getAnimationTrack(0);

  animLength = 1000; // 缺省的长度,1秒

  if (track != null){

  KeyframeSequence ks = track.getKeyframeSequence();

  if (ks != null)

  animLength = ks.getDuration();

  }

  }

  catch(Exception e){

  e.printStackTrace();

  }

  }

  public void pauseApp(){}

  public void destroyApp(boolean unconditional) throws

  MIDletStateChangeException{

  myRefreshTimer.cancel();

  myRefreshTimer = null;

  myRefreshTask = null;

  }

  public void paint(Graphics g){

  if(g.getClipWidth() != viewport_width ||

  g.getClipHeight() != viewport_height ||

  g.getClipX() != viewport_x ||

  g.getClipY() != viewport_y){

  g.setColor(0x00);

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

  }

  if ((myGraphics3D != null) && (myWorld != null)){

  myGraphics3D.bindTarget(g);

  myGraphics3D.setViewport(viewport_x, viewport_y,

  viewport_width, viewport_height);

  myGraphics3D.render(myWorld);

  myGraphics3D.releaseTarget();

  }

  }

  public void commandAction(Command cmd, Displayable disp)

  {

  if (cmd == exitCommand){

  try{

  destroyApp(false);

  notifyDestroyed();

  }

  catch(Exception e){

  e.printStackTrace();

  }

  }

  }

  private class RefreshTask extends TimerTask{

  public void run(){

  if(myCanvas !=null && myGraphics3D != null && myWorld != null{

  int startTime = (int)System.currentTimeMillis();

  int validity = myWorld.animate(startTime);

  myCanvas.repaint(viewport_x, viewport_y,

  viewport_width, viewport_height);

  }

  }

  }

  class ExampleCanvas extends Canvas{

  Example3D myRooMIDlet;

  int i = 0;

  ExampleCanvas(Example3D Testlet) { myRooMIDlet = Testlet; }

  void init() { }

  void destroy() { }

  protected void paint(Graphics g) { myRooMIDlet.paint(g); }

  protected void keyPressed(int i) { }

  protected void keyReleased(int i) { }

  protected void keyRepeated(int i) { }

  protected void pointerDragged(int x, int y) { }

  protected void pointerPressed(int x, int y) { }

  protected void pointerReleased(int x, int y) { }

  }

  }

  九、运行在模拟器中的例程

  图1展示了例程在WTK模拟器中运行的结果。图中的袋鼠和田地看上去棒极了。如果设计者选择对其中任何对象改变一下的话,可以用the3D工具来完成,而在例程MIDlet中不需要作任何变化。

 

 

  图1:例程在模拟器中运行的结果

  十、结论

  现在,你又看到一种使用JSR 184(也称移动3D API)的更高级的方式来创建3D应用程序。在保留模式下,设计者可以使用现有的3D建模工具来创建3D世界和其中的对象,然后把这些模型输出到M3G文件中。之后,应用程序只需装入该模型并在屏幕上绘制3D世界的视图即可。

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