Java Reference
In-Depth Information
public void exitMIDlet() {
canvas=null;
getDisplay().setCurrent(null);
destroyApp(true);
notifyDestroyed();
}
public void startApp() {
initialize();
}
public Display getDisplay() {
return Display.getDisplay(this);
}
public void pauseApp() {
}
public void destroyApp(boolean unconditional) {
}
}
Here, the MIDlet's entry point calls initialize , which in turn creates the MyGameCanvas
and sets the display's Displayable to the new MyGameCanvas instance before starting its
game loop.
This—creating a GameCanvas subclass that implements Runnable for its game loop,
setting the GameCanvas to be the current Displayable , and starting the game loop—is at the
heart of any MIDP 2.0-based game application.
Layering Visual Elements
While the introduction of the GameCanvas with its support for key polling, double-buffered
graphics, and the game loop is an important advancement in game programming for
Java ME, that's only half the story. The Layer class hierarchy and the related LayerManager
greatly simplify how you handle graphics in your game.
A Layer is an abstract class representing a visible element of a game. Layer s must
know how to paint themselves, as well as track their position and visibility. You can
perform the following operations on a Layer :
• Obtain its position on the canvas using the getX and getY methods.
• Obtain its width and height using the getWidth and getHeight methods.
 
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