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J2ME: Tic Tac Toe. By Jud Porter and John Tat. Goals for Project. Design and implement multiplayer game Network connectivity between mobile devices Keep scoring for the game Implement a cursor to select positions. Why Tic Tac Toe?. Simple game to implement
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J2ME: Tic Tac Toe By Jud Porter and John Tat
Goals for Project • Design and implement multiplayer game • Network connectivity between mobile devices • Keep scoring for the game • Implement a cursor to select positions
Why Tic Tac Toe? • Simple game to implement • Framework can be used to implement more complex game • Designed and implemented in J2ME • Java Micro Edition • Wireless Toolkit 2.2 • Generic toolkit instead of vendor specific • Better chance of working on a variety of devices
J2ME and Wireless Toolkit • Device that program is implemented on must be specified • Device implements profile • Profiles are built upon configuration • MIDP 2.0 • Mobile Information Device Profile 2.0 • CLDC 1.1 • Connection Limited Device Configuration 1.1
Tic Tac Toe Classes • TacTacToeMidlet • First class that runs • Allows the user to select between Client and Server • Creates a new instance of Client or Server depending on choice • TicTacToeCanvas • Drawing of the board • Key Pressed • Check for winner • Keeps track of scores • Updates opponents pieces
Tic Tac Toe Classes Cont’d • TicTacToeServer • Creates instance of TicTacToeCanvas class • Communication scheme with client • First to move • Sends an integer to client of grid selection • Waits to receive integer for client of grid selection • TicTacToeClient • Creates instance of TicTacToeCanvas class • Communication scheme with server • Wait for server to move • receives the integer and places a piece accordingly onto the board
Communication Scheme • Bluetooth • Protocol too difficult for scope of this project • Could not get simple application to work • Other Protocols: Datagram, Socket, COMM • Moved onto Socket Protocol • Endpoint for communication of two devices • Socket connection on port localhost 5000 • InputStream and OutputStream are opened when server discovers the client or client finds server • Two way communication scheme
Communication Scheme • Server has first move • Client waits for server to move • On move (when Fire key is pressed) location of move encoded as integer is sent to other device • On receipt of location, other client now has control of board to send next move
TicTacToeCanvas • Paint • Draws board • Draws pieces • Draws cursor • SetPiece • Stores client/server moves • Change turns • keyPressed • Moves the cursor on the screen • Selects the board position and sends it to the client/server • CheckWinner • Checks for a winner • Reset • Resets the board for both client and server