GameScreen Class
The
GameScreen
features inherited from MIDP's Canvas (commands, input events, etc.) The GameScreen
class provides game-specific capabilities such as an off-screen buffer with synchronized
flushing and key status polling. A game can provide its own thread to run the game loop.
A typical loop will check for input, implement the game logic, and then render the updated
user interface.
GameScreen Fields
The
GameScreen
•
public static final int DOWN_KEY
key. This constant has a value of 0x02.
•
public static final int FIRE_KEY
This constant has a value of 0x10.
•
public static final int GAME_A_KEY
GAME_A key (may not be supported on all devices). This constant has a value of
0x20.
•
public static final int GAME_B_KEY
GAME_B key (may not be supported on all devices). This constant has a value of
0x40.
•
public static final int GAME_C_KEY
GAME_C key (may not be supported on all devices). This constant has a value of
0x80.
•
public static final int GAME_D_KEY
GAME_D key (may not be supported on all devices). This constant has a value of
0x100.
•
public static final int LEFT_KEY
This constant has a value of 0x04.
•
public static final int RIGHT_KEY
key. This constant has a value of 0x08.
•
public static final int UP_KEY
constant has a value of 0x01.
•
public static final int PRIORITY_MAX
playing sound effects. This constant has a value of 100.
•
public static final int PRIORITY_MIN
playing sound effects. This constant has a value of 0.
•
public static final int VOLUME_MAX
playing sound effects. This constant has a value of 100.
class provides the basis for a game user interface. In addition to the
class defines the following fields:
- The bit representing the DOWN
- The bit representing the FIRE key.
- The bit representing the
- The bit representing the
- The bit representing the
- The bit representing the
- The bit representing the LEFT key.
- The bit representing the RIGHT
- The bit representing the UP key. This
- The maximum priority for
- The minimum priority for
- The maximum volume for