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Demos for J2ME SDK Mobile
06-25-2021, 12:35 AM (This post was last modified: 06-25-2021 12:51 AM by King_Dave.)
Post: #25
RE: Demos for J2ME SDK Mobile
(06-24-2021 09:53 PM)JoseskVolpe Wrote:  
(06-24-2021 09:41 PM)King_Dave Wrote:  Can you make the java app support touchscreen?

If i use any keypad app on any java emulator, the Keys setted wouldnt work..Sad

I will

Thanks :-)

I cant use the SDK & Text editorSad

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06-25-2021, 12:53 AM
Post: #26
RE: Demos for J2ME SDK Mobile
(06-25-2021 12:35 AM)King_Dave Wrote:  I cant use the SDK & Text editorSad

¿What are the problems?

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06-25-2021, 05:02 AM
Post: #27
RE: Demos for J2ME SDK Mobile
I need Sprites Of A Racing Car

[b][u][size=large] WHO HATES GAMING ,
They Are Already DEAD [/size][/u][/b]

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06-25-2021, 05:08 AM (This post was last modified: 06-25-2021 05:10 AM by JoseskVolpe.)
Post: #28
RE: Demos for J2ME SDK Mobile
(06-25-2021 05:02 AM)java gamer Wrote:  I need Sprites Of A Racing Car

https://opengameart.org/art-search?keys=racing+car

Be aware most of these spritesheets may not be compatible for J2ME games and would need to be converted to a simple low-res spritesheet
And check if the artist want to be credited

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06-25-2021, 07:59 AM
Post: #29
RE: Demos for J2ME SDK Mobile
(06-25-2021 12:53 AM)JoseskVolpe Wrote:  
(06-25-2021 12:35 AM)King_Dave Wrote:  I cant use the SDK & Text editorSad

¿What are the problems?

Its not a touchscreen app..

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06-25-2021, 10:55 AM
Post: #30
RE: Demos for J2ME SDK Mobile
(06-25-2021 07:59 AM)King_Dave Wrote:  Its not a touchscreen app..

I'm sure your phone emulates a keypad on-screen, use them

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06-25-2021, 10:59 AM
Post: #31
RE: Demos for J2ME SDK Mobile
How To Add A Background Image ?

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06-25-2021, 11:12 AM
Post: #32
RE: Demos for J2ME SDK Mobile
(06-25-2021 10:59 AM)java gamer Wrote:  How To Add A Background Image ?

Use dedomil.josesk.features.RLoader.loadImage(String source) method to load you Image and store it inside a javax.microedition.lcdui.Image variable

Like:

Code:
Image background = RLoader.loadImage("YourImageFile.png");

And use javax.microedition.lcdui.Graphics.drawImage(Image img, int x, int y, int anchor) method inside paint(Graphics g) method into dedomil.yourgame.Game method, before any other command, to draw your background

Like that:
Code:
g.drawImage(background, 0, 0, 0);

IMPORTANT: Load EVERY resources, including Images, before anything, i recommend using the Constructor for that, NEVER load the image just before drawing it in the same mothod

Never do that:
Code:
public void paint(Graphics g){
Image background = RLoader.loadImage("YourImageFile.png");
g.drawImage(background, 0, 0, 0);
}
That's dumb


Do that:

Code:
Image background = RLoader.loadImage("YourImageFile.png");
public void paint(Graphics g){
g.drawImage(background, 0, 0, 0);
}

Or

Code:
Image background;
public YourClass(){
background = RLoader.loadImage("YourImageFile.png");
}

public void paint(Graphics g){
g.drawImage(background, 0, 0, 0);
}

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