J2MEGL is a highly customizable library to speed up the development process involved in games when dealing with repainting, sprites, and movement. It is based on the MIDP 1.0 specification.
| Tags | Games/Entertainment multimedia Graphics Software Development Libraries Java Libraries |
|---|---|
| Licenses | GPL |
| Operating Systems | OS Independent |
| Implementation | Java J2ME |
Recent releases


Changes: This version features keyboard management so that the engines are now aware of the 'keyboard' status and the game cycle checks for user input. An implementation of the MicroTank demo whose source code (and sprites) are based on those from Sun's MIDP2.0 demo has been added. It is playable, though collision detection a little awkward.


Changes: This release includes sprite animation and TiledLayer as in MIDP2.0 (game backgrounds).


Changes: This release is a fresh new library. It contains less features than 0.0.3, but is faster, easier to understand, and the core is totally rewritten. This new approach resembles the MIDP2.0 API, but provides its features with MIDP1.0-compliant code.


Changes: A new repainting algorithm based on the 'wise' management of DirtyAreas which keep a list of sprites to be repainted. Vector has been removed from the project and a QuickList implementation (ArrayList-like) adopted. New contact/intersection algorithms. A 'utils' package where common functions and classes will be grouped. ReboundUtils gather rebound methods. So far it only includes a simple rebound method based on bounding boxes (keeping the speed vector angle). Input keys management.


Changes: The skeleton of the core library has been defined, including support for static and dynamic sprites, sprite movement in any directon and any speed (specified with a speed vector measured in pixels per second), canvas repaint management, core engine management with FPS refresh rate synchronization, a movement engine to move sprites, and a layered engine to place sprites with a pseudo-z-algorithm.