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Iniciar juegos en android

Tengo código de juego PAC MAN cómo llamar a este juego en android como una actividad .. y quiero llamar a juego en línea en la aplicación de Android de cómo llamar a los juegos en línea en la aplicación de Android en un enlace, si el usuario haga clic en ese enlace de juego en particular, Que juego de almuerzo forma net en línea .. juegos como PAC MAN. Gracias

public class Board extends JPanel implements ActionListener { Dimension d; Font smallfont = new Font("Helvetica", Font.BOLD, 14); FontMetrics fmsmall, fmlarge; Image ii; Color dotcolor = new Color(192, 192, 0); Color mazecolor; boolean ingame = false; boolean dying = false; final int blocksize = 24; final int nrofblocks = 15; final int scrsize = nrofblocks * blocksize; final int pacanimdelay = 2; final int pacmananimcount = 4; final int maxghosts = 12; final int pacmanspeed = 6; int pacanimcount = pacanimdelay; int pacanimdir = 1; int pacmananimpos = 0; int nrofghosts = 6; int pacsleft, score; int deathcounter; int[] dx, dy; int[] ghostx, ghosty, ghostdx, ghostdy, ghostspeed; Image ghost; Image pacman1, pacman2up, pacman2left, pacman2right, pacman2down; Image pacman3up, pacman3down, pacman3left, pacman3right; Image pacman4up, pacman4down, pacman4left, pacman4right; int pacmanx, pacmany, pacmandx, pacmandy; int reqdx, reqdy, viewdx, viewdy; final short leveldata[] = { 19, 26, 26, 26, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 22, 21, 0, 0, 0, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20, 21, 0, 0, 0, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20, 21, 0, 0, 0, 17, 16, 16, 24, 16, 16, 16, 16, 16, 16, 20, 17, 18, 18, 18, 16, 16, 20, 0, 17, 16, 16, 16, 16, 16, 20, 17, 16, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 16, 24, 20, 25, 16, 16, 16, 24, 24, 28, 0, 25, 24, 24, 16, 20, 0, 21, 1, 17, 16, 20, 0, 0, 0, 0, 0, 0, 0, 17, 20, 0, 21, 1, 17, 16, 16, 18, 18, 22, 0, 19, 18, 18, 16, 20, 0, 21, 1, 17, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 20, 0, 21, 1, 17, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 20, 0, 21, 1, 17, 16, 16, 16, 16, 16, 18, 16, 16, 16, 16, 20, 0, 21, 1, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20, 0, 21, 1, 25, 24, 24, 24, 24, 24, 24, 24, 24, 16, 16, 16, 18, 20, 9, 8, 8, 8, 8, 8, 8, 8, 8, 8, 25, 24, 24, 24, 28 }; final int validspeeds[] = { 1, 2, 3, 4, 6, 8 }; final int maxspeed = 6; int currentspeed = 3; short[] screendata; Timer timer; public Board() { GetImages(); addKeyListener(new TAdapter()); screendata = new short[nrofblocks * nrofblocks]; mazecolor = new Color(5, 100, 5); setFocusable(true); d = new Dimension(400, 400); setBackground(Color.black); setDoubleBuffered(true); ghostx = new int[maxghosts]; ghostdx = new int[maxghosts]; ghosty = new int[maxghosts]; ghostdy = new int[maxghosts]; ghostspeed = new int[maxghosts]; dx = new int[4]; dy = new int[4]; timer = new Timer(40, this); timer.start(); } public void addNotify() { super.addNotify(); GameInit(); } public void DoAnim() { pacanimcount--; if (pacanimcount <= 0) { pacanimcount = pacanimdelay; pacmananimpos = pacmananimpos + pacanimdir; if (pacmananimpos == (pacmananimcount - 1) || pacmananimpos == 0) pacanimdir = -pacanimdir; } } public void PlayGame(Graphics2D g2d) { if (dying) { Death(); } else { MovePacMan(); DrawPacMan(g2d); moveGhosts(g2d); CheckMaze(); } } public void ShowIntroScreen(Graphics2D g2d) { g2d.setColor(new Color(0, 32, 48)); g2d.fillRect(50, scrsize / 2 - 30, scrsize - 100, 50); g2d.setColor(Color.white); g2d.drawRect(50, scrsize / 2 - 30, scrsize - 100, 50); String s = "Press s to start."; Font small = new Font("Helvetica", Font.BOLD, 14); FontMetrics metr = this.getFontMetrics(small); g2d.setColor(Color.white); g2d.setFont(small); g2d.drawString(s, (scrsize - metr.stringWidth(s)) / 2, scrsize / 2); } public void DrawScore(Graphics2D g) { int i; String s; g.setFont(smallfont); g.setColor(new Color(96, 128, 255)); s = "Score: " + score; g.drawString(s, scrsize / 2 + 96, scrsize + 16); for (i = 0; i < pacsleft; i++) { g.drawImage(pacman3left, i * 28 + 8, scrsize + 1, this); } } public void CheckMaze() { short i = 0; boolean finished = true; while (i < nrofblocks * nrofblocks && finished) { if ((screendata[i] & 48) != 0) finished = false; i++; } if (finished) { score += 50; if (nrofghosts < maxghosts) nrofghosts++; if (currentspeed < maxspeed) currentspeed++; LevelInit(); } } public void Death() { pacsleft--; if (pacsleft == 0) ingame = false; LevelContinue(); } public void moveGhosts(Graphics2D g2d) { short i; int pos; int count; for (i = 0; i < nrofghosts; i++) { if (ghostx[i] % blocksize == 0 && ghosty[i] % blocksize == 0) { pos = ghostx[i] / blocksize + nrofblocks * (int)(ghosty[i] / blocksize); count = 0; if ((screendata[pos] & 1) == 0 && ghostdx[i] != 1) { dx[count] = -1; dy[count] = 0; count++; } if ((screendata[pos] & 2) == 0 && ghostdy[i] != 1) { dx[count] = 0; dy[count] = -1; count++; } if ((screendata[pos] & 4) == 0 && ghostdx[i] != -1) { dx[count] = 1; dy[count] = 0; count++; } if ((screendata[pos] & 8) == 0 && ghostdy[i] != -1) { dx[count] = 0; dy[count] = 1; count++; } if (count == 0) { if ((screendata[pos] & 15) == 15) { ghostdx[i] = 0; ghostdy[i] = 0; } else { ghostdx[i] = -ghostdx[i]; ghostdy[i] = -ghostdy[i]; } } else { count = (int)(Math.random() * count); if (count > 3) count = 3; ghostdx[i] = dx[count]; ghostdy[i] = dy[count]; } } ghostx[i] = ghostx[i] + (ghostdx[i] * ghostspeed[i]); ghosty[i] = ghosty[i] + (ghostdy[i] * ghostspeed[i]); DrawGhost(g2d, ghostx[i] + 1, ghosty[i] + 1); if (pacmanx > (ghostx[i] - 12) && pacmanx < (ghostx[i] + 12) && pacmany > (ghosty[i] - 12) && pacmany < (ghosty[i] + 12) && ingame) { dying = true; deathcounter = 64; } } } public void DrawGhost(Graphics2D g2d, int x, int y) { g2d.drawImage(ghost, x, y, this); } public void MovePacMan() { int pos; short ch; if (reqdx == -pacmandx && reqdy == -pacmandy) { pacmandx = reqdx; pacmandy = reqdy; viewdx = pacmandx; viewdy = pacmandy; } if (pacmanx % blocksize == 0 && pacmany % blocksize == 0) { pos = pacmanx / blocksize + nrofblocks * (int)(pacmany / blocksize); ch = screendata[pos]; if ((ch & 16) != 0) { screendata[pos] = (short)(ch & 15); score++; } if (reqdx != 0 || reqdy != 0) { if (!((reqdx == -1 && reqdy == 0 && (ch & 1) != 0) || (reqdx == 1 && reqdy == 0 && (ch & 4) != 0) || (reqdx == 0 && reqdy == -1 && (ch & 2) != 0) || (reqdx == 0 && reqdy == 1 && (ch & 8) != 0))) { pacmandx = reqdx; pacmandy = reqdy; viewdx = pacmandx; viewdy = pacmandy; } } // Check for standstill if ((pacmandx == -1 && pacmandy == 0 && (ch & 1) != 0) || (pacmandx == 1 && pacmandy == 0 && (ch & 4) != 0) || (pacmandx == 0 && pacmandy == -1 && (ch & 2) != 0) || (pacmandx == 0 && pacmandy == 1 && (ch & 8) != 0)) { pacmandx = 0; pacmandy = 0; } } pacmanx = pacmanx + pacmanspeed * pacmandx; pacmany = pacmany + pacmanspeed * pacmandy; } public void DrawPacMan(Graphics2D g2d) { if (viewdx == -1) DrawPacManLeft(g2d); else if (viewdx == 1) DrawPacManRight(g2d); else if (viewdy == -1) DrawPacManUp(g2d); else DrawPacManDown(g2d); } public void DrawPacManUp(Graphics2D g2d) { switch (pacmananimpos) { case 1: g2d.drawImage(pacman2up, pacmanx + 1, pacmany + 1, this); break; case 2: g2d.drawImage(pacman3up, pacmanx + 1, pacmany + 1, this); break; case 3: g2d.drawImage(pacman4up, pacmanx + 1, pacmany + 1, this); break; default: g2d.drawImage(pacman1, pacmanx + 1, pacmany + 1, this); break; } } public void DrawPacManDown(Graphics2D g2d) { switch (pacmananimpos) { case 1: g2d.drawImage(pacman2down, pacmanx + 1, pacmany + 1, this); break; case 2: g2d.drawImage(pacman3down, pacmanx + 1, pacmany + 1, this); break; case 3: g2d.drawImage(pacman4down, pacmanx + 1, pacmany + 1, this); break; default: g2d.drawImage(pacman1, pacmanx + 1, pacmany + 1, this); break; } } public void DrawPacManLeft(Graphics2D g2d) { switch (pacmananimpos) { case 1: g2d.drawImage(pacman2left, pacmanx + 1, pacmany + 1, this); break; case 2: g2d.drawImage(pacman3left, pacmanx + 1, pacmany + 1, this); break; case 3: g2d.drawImage(pacman4left, pacmanx + 1, pacmany + 1, this); break; default: g2d.drawImage(pacman1, pacmanx + 1, pacmany + 1, this); break; } } public void DrawPacManRight(Graphics2D g2d) { switch (pacmananimpos) { case 1: g2d.drawImage(pacman2right, pacmanx + 1, pacmany + 1, this); break; case 2: g2d.drawImage(pacman3right, pacmanx + 1, pacmany + 1, this); break; case 3: g2d.drawImage(pacman4right, pacmanx + 1, pacmany + 1, this); break; default: g2d.drawImage(pacman1, pacmanx + 1, pacmany + 1, this); break; } } public void DrawMaze(Graphics2D g2d) { short i = 0; int x, y; for (y = 0; y < scrsize; y += blocksize) { for (x = 0; x < scrsize; x += blocksize) { g2d.setColor(mazecolor); g2d.setStroke(new BasicStroke(2)); if ((screendata[i] & 1) != 0) // draws left { g2d.drawLine(x, y, x, y + blocksize - 1); } if ((screendata[i] & 2) != 0) // draws top { g2d.drawLine(x, y, x + blocksize - 1, y); } if ((screendata[i] & 4) != 0) // draws right { g2d.drawLine(x + blocksize - 1, y, x + blocksize - 1, y + blocksize - 1); } if ((screendata[i] & 8) != 0) // draws bottom { g2d.drawLine(x, y + blocksize - 1, x + blocksize - 1, y + blocksize - 1); } if ((screendata[i] & 16) != 0) // draws point { g2d.setColor(dotcolor); g2d.fillRect(x + 11, y + 11, 2, 2); } i++; } } } public void GameInit() { pacsleft = 3; score = 0; LevelInit(); nrofghosts = 6; currentspeed = 3; } public void LevelInit() { int i; for (i = 0; i < nrofblocks * nrofblocks; i++) screendata[i] = leveldata[i]; LevelContinue(); } public void LevelContinue() { short i; int dx = 1; int random; for (i = 0; i < nrofghosts; i++) { ghosty[i] = 4 * blocksize; ghostx[i] = 4 * blocksize; ghostdy[i] = 0; ghostdx[i] = dx; dx = -dx; random = (int)(Math.random() * (currentspeed + 1)); if (random > currentspeed) random = currentspeed; ghostspeed[i] = validspeeds[random]; } pacmanx = 7 * blocksize; pacmany = 11 * blocksize; pacmandx = 0; pacmandy = 0; reqdx = 0; reqdy = 0; viewdx = -1; viewdy = 0; dying = false; } public void GetImages() { ghost = new ImageIcon(Board.class.getResource("../pacpix/ghost.png")).getImage(); pacman1 = new ImageIcon(Board.class.getResource("../pacpix/pacman.png")).getImage(); pacman2up = new ImageIcon(Board.class.getResource("../pacpix/up1.png")).getImage(); pacman3up = new ImageIcon(Board.class.getResource("../pacpix/up2.png")).getImage(); pacman4up = new ImageIcon(Board.class.getResource("../pacpix/up3.png")).getImage(); pacman2down = new ImageIcon(Board.class.getResource("../pacpix/down1.png")).getImage(); pacman3down = new ImageIcon(Board.class.getResource("../pacpix/down2.png")).getImage(); pacman4down = new ImageIcon(Board.class.getResource("../pacpix/down3.png")).getImage(); pacman2left = new ImageIcon(Board.class.getResource("../pacpix/left1.png")).getImage(); pacman3left = new ImageIcon(Board.class.getResource("../pacpix/left2.png")).getImage(); pacman4left = new ImageIcon(Board.class.getResource("../pacpix/left3.png")).getImage(); pacman2right = new ImageIcon(Board.class.getResource("../pacpix/right1.png")).getImage(); pacman3right = new ImageIcon(Board.class.getResource("../pacpix/right2.png")).getImage(); pacman4right = new ImageIcon(Board.class.getResource("../pacpix/right3.png")).getImage(); } public void paint(Graphics g) { super.paint(g); Graphics2D g2d = (Graphics2D) g; g2d.setColor(Color.black); g2d.fillRect(0, 0, d.width, d.height); DrawMaze(g2d); DrawScore(g2d); DoAnim(); if (ingame) PlayGame(g2d); else ShowIntroScreen(g2d); g.drawImage(ii, 5, 5, this); Toolkit.getDefaultToolkit().sync(); g.dispose(); } class TAdapter extends KeyAdapter { public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if (ingame) { if (key == KeyEvent.VK_LEFT) { reqdx=-1; reqdy=0; } else if (key == KeyEvent.VK_RIGHT) { reqdx=1; reqdy=0; } else if (key == KeyEvent.VK_UP) { reqdx=0; reqdy=-1; } else if (key == KeyEvent.VK_DOWN) { reqdx=0; reqdy=1; } else if (key == KeyEvent.VK_ESCAPE && timer.isRunning()) { ingame=false; } else if (key == KeyEvent.VK_PAUSE) { if (timer.isRunning()) timer.stop(); else timer.start(); } } else { if (key == 's' || key == 'S') { ingame=true; GameInit(); } } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == Event.LEFT || key == Event.RIGHT || key == Event.UP || key == Event.DOWN) { reqdx=0; reqdy=0; } } } public void actionPerformed(ActionEvent e) { repaint(); } } 

One Solution collect form web for “Iniciar juegos en android”

No se puede simplemente "llamar al código del juego". Usted puede estudiar, entender y reutilizar la lógica y construir un nuevo juego en Android. Incluso la reutilización de este código requerirá una gran cantidad de refactorización.

Si quieres crear juegos con Android, entonces puedes usar un framework como Cocos2D.

Aquí hay un buen tutorial:

http://dan.clarke.name/2011/04/how-to-make-a-simple-android-game-with-cocos2d/

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