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SCALAPACK 2.2.2
LAPACK: Linear Algebra PACKage
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import javax.swing.JFrame; import java.awt.Canvas; import java.awt.Dimension; import java.awt.Graphics2D; import java.awt.image.BufferStrategy; import java.awt.Color;public class Game extends Canvas implements Runnable private static final int WIDTH = 640; private static final int HEIGHT = 360; private static final String TITLE = "Java Game - 640x360 Exclusive";
private Thread thread; private boolean running = false; private Graphics2D g; // Game objects private Ball ball; public Game() setPreferredSize(new Dimension(WIDTH, HEIGHT)); setMinimumSize(new Dimension(WIDTH, HEIGHT)); setMaximumSize(new Dimension(WIDTH, HEIGHT)); // Input handling addKeyListener(new KeyInput()); setFocusable(true); ball = new Ball(WIDTH/2, HEIGHT/2, 10); public synchronized void start() if (running) return; running = true; thread = new Thread(this); thread.start(); public synchronized void stop() if (!running) return; running = false; try thread.join(); catch (InterruptedException e) e.printStackTrace(); public void run() // Game loop with fixed timestep final double TARGET_FPS = 60.0; final double OPTIMAL_TIME = 1000000000.0 / TARGET_FPS; double delta = 0; long lastTime = System.nanoTime(); long timer = System.currentTimeMillis(); int frames = 0; while (running) long now = System.nanoTime(); delta += (now - lastTime) / OPTIMAL_TIME; lastTime = now; while (delta >= 1) update(); delta--; render(); frames++; if (System.currentTimeMillis() - timer >= 1000) System.out.println("FPS: " + frames); frames = 0; timer = System.currentTimeMillis(); stop(); private void update() ball.update(WIDTH, HEIGHT); private void render() BufferStrategy bs = getBufferStrategy(); if (bs == null) createBufferStrategy(3); return; g = (Graphics2D) bs.getDrawGraphics(); // Clear screen g.setColor(Color.BLACK); g.fillRect(0, 0, WIDTH, HEIGHT); // Draw game objects ball.draw(g); // Draw UI text g.setColor(Color.WHITE); g.drawString("640x360 Exclusive Mode", 10, 20); g.drawString("Use LEFT/RIGHT arrows to move ball", 10, 35); g.dispose(); bs.show(); public static void main(String[] args) JFrame frame = new JFrame(TITLE); Game game = new Game(); frame.add(game); frame.pack(); frame.setResizable(false); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setLocationRelativeTo(null); frame.setVisible(true); game.start();
import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent;public class KeyInput extends KeyAdapter private static boolean leftPressed = false; private static boolean rightPressed = false; private static boolean spacePressed = false; java games 640x360 exclusive
public void keyPressed(KeyEvent e) int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) leftPressed = true; // You can get Game instance via singleton or pass reference // For simplicity, we'll handle movement inside update of Game if (key == KeyEvent.VK_RIGHT) rightPressed = true; if (key == KeyEvent.VK_SPACE) spacePressed = true; if (key == KeyEvent.VK_ESCAPE) System.exit(0); public void keyReleased(KeyEvent e) int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) leftPressed = false; if (key == KeyEvent.VK_RIGHT) rightPressed = false; if (key == KeyEvent.VK_SPACE) spacePressed = false; // Getters for key states public static boolean isLeftPressed() return leftPressed; public static boolean isRightPressed() return rightPressed; public static boolean isSpacePressed() return spacePressed;
In the history of mobile gaming, there is a forgotten golden era sandwiched between the grayscale Snake on a Nokia 3310 and the touchscreen frenzy of the iPhone. This was the age of Java ME (Micro Edition) . For millions of users in the late 2000s, their "phone" was actually a portable gaming console. But not all Java phones were created equal. While most devices struggled with postage-stamp sized games, an elite tier of hardware ran what enthusiasts hunt for today: Java games 640x360 exclusive. Strengths
If you own a vintage Sony Ericsson Satio, Nokia N97, Samsung Omnia, or a high-end LG Arena, you know the struggle. Standard Java games (176x220 or 240x320) look terrible on your beautiful widescreen. They stretch, pixelate, or appear as a tiny box surrounded by black void.
This article is your definitive guide to the exclusive, optimized, widescreen gaming library you missed.
import java.awt.Graphics2D; import java.awt.image.BufferedImage; import java.io.File; import javax.imageio.ImageIO;public class SpriteAnimation private BufferedImage spriteSheet; private int frameWidth, frameHeight; private int currentFrame = 0; private int animationDelay = 5; // frames per animation step private int counter = 0; Higher pixel density → Richer sprites, smaller jaggies,
public SpriteAnimation(String sheetPath, int frameWidth, int frameHeight) try spriteSheet = ImageIO.read(new File(sheetPath)); this.frameWidth = frameWidth; this.frameHeight = frameHeight; catch (Exception e) e.printStackTrace(); public void update() counter++; if (counter >= animationDelay) counter = 0; currentFrame = (currentFrame + 1) % (spriteSheet.getWidth() / frameWidth); public void draw(Graphics2D g, int x, int y) int sx = currentFrame * frameWidth; g.drawImage(spriteSheet, x, y, x + frameWidth, y + frameHeight, sx, 0, sx + frameWidth, frameHeight, null);
import java.awt.Graphics2D; import java.awt.Color;public class Ball private int x, y; private int radius; private int velX = 3, velY = 3;
public Ball(int x, int y, int radius) this.x = x; this.y = y; this.radius = radius; public void update(int screenWidth, int screenHeight) public void moveLeft() velX = -Math.abs(velX); public void moveRight() velX = Math.abs(velX); public void draw(Graphics2D g) g.setColor(Color.RED); g.fillOval(x - radius, y - radius, radius * 2, radius * 2);