···················11
2.4 J2ME 3D技术简介·······························13
2.4.1M3G(JSR-184)·······························14
2.4.2开发模式····································16
第三章
设计作品思想、结构相关·············· 18
3.1 3D游戏开发概述·································18
3.2游戏的策划······································19
3.3游戏的准备
工作··································20
3.4游戏线程········································21
3.5游戏的流程······································22
3.6深度优先算法生成迷宫··························23
3.6.1深度优先遍历的基本方法······················ 24
3.6.2深度优先算法的基本思想···················· 27
第四章 3D迷宫游戏的实现···················· 29
4.1主类Maze3DMIDlet类····························29
4.2 平面Plane类的实现······························30
4.2.1定义顶点···································· 32
4.2.2指定三角带状的顶点索引······················ 32
4.2.3设置纹理坐标································ 32
4.3 迷宫地图Maze类的实现··························34
4.4 菜单栏表MenuList类的实现···················· 39
4.5 设备属性Graphics3DProperties类的实现··········· 41
4.6 错误处理ErrorScreen类的实现····················42
4.7 游戏画布MazeCanvas类的实现··················· 43
4.7.1变量和构造函数······························ 43
4.7.2创建开始标志································ 45
4.7.3创建结束标志································ 46
4.7.4创建迷宫的墙壁······························ 47
4.7.5半透明的墙壁································ 49
4.7.6创建地板···································· 50
4.7.7游戏视角的切换······························ 51
4.7.8游戏线程···································· 53
4.7.9 绘制3D场景································ 55
4.7.10 绘制2D图像······························· 56
总结···············································58
参考文献··········································59
附录···············································60