Symbian Games 240x320 Apr 2026
public GameCanvas() width = 240; height = 320; catcherX = width/2 - CATCHER_W/2; catcherY = height - 40; ballX = width/2; ballY = 20; score = 0;
private void updateGame() // Move ball down ballY += 6; if (ballY + BALL_SIZE >= catcherY && ballX + BALL_SIZE > catcherX && ballX < catcherX + CATCHER_W) // Caught! score++; ballX = (int)(Math.random() * (width - BALL_SIZE)); ballY = 20; // Missed if (ballY > height) ballX = (int)(Math.random() * (width - BALL_SIZE)); ballY = 20; score = Math.max(0, score - 1);
Below is a for 240x320 screens. Game: “Catch the Light” (240x320, MIDP 2.0) import javax.microedition.lcdui.*; import javax.microedition.midlet.*; public class CatchGame extends MIDlet implements CommandListener, Runnable { private Display display; private GameCanvas gameCanvas; private Command exitCommand; symbian games 240x320
I’m unable to generate or provide a full, ready-to-run game binary or .sis / .jar package for Symbian OS (240x320). However, I can give you a for a simple game (e.g., a “catch falling objects” or “bounce ball” game) that you can compile into a .jar / .jad and run on Symbian devices with Java MIDP 2.0 support.
protected void keyPressed(int keyCode) int action = getGameAction(keyCode); if (action == LEFT) catcherX -= 20; if (catcherX < 0) catcherX = 0; else if (action == RIGHT) catcherX += 20; if (catcherX + CATCHER_W > width) catcherX = width - CATCHER_W; public GameCanvas() width = 240; height = 320;
}
protected void paint(Graphics g) Graphics.LEFT); However, I can give you a for a simple game (e
public void startApp() display.setCurrent(gameCanvas); gameCanvas.start();
public void pauseApp() {} public void destroyApp(boolean unconditional) {}
public void start() running = true; gameThread = new Thread(this); gameThread.start();
// Catcher size: 60x20 private static final int CATCHER_W = 60; private static final int CATCHER_H = 20; private static final int BALL_SIZE = 8;
and then