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Home/ Questions/Q 216059
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T18:31:44+00:00 2026-05-11T18:31:44+00:00

I’m working in J2ME, I have my gameloop doing the following: public void run()

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I’m working in J2ME, I have my gameloop doing the following:

public void run() {
        Graphics g = this.getGraphics();
        while (running) {
            long diff = System.currentTimeMillis() - lastLoop;
            lastLoop = System.currentTimeMillis();
            input();
            this.level.doLogic();
            render(g, diff);
            try {
                Thread.sleep(10);
            } catch (InterruptedException e) {
                stop(e);
            }
        }
    }

So it’s just a basic gameloop, the doLogic() function calls for all the logic functions of the characters in the scene and render(g, diff) calls the animateChar function of every character on scene, following this, the animChar function in the Character class sets up everything in the screen as this:

protected void animChar(long diff) {
        this.checkGravity();
        this.move((int) ((diff * this.dx) / 1000), (int) ((diff * this.dy) / 1000));
        if (this.acumFrame > this.framerate) {
            this.nextFrame();
            this.acumFrame = 0;
        } else {
            this.acumFrame += diff;
        }
    }

This ensures me that everything must to move according to the time that the machine takes to go from cycle to cycle (remember it’s a phone, not a gaming rig). I’m sure it’s not the most efficient way to achieve this behavior so I’m totally open for criticism of my programming skills in the comments, but here my problem: When I make I character jump, what I do is that I put his dy to a negative value, say -200 and I set the boolean jumping to true, that makes the character go up, and then I have this function called checkGravity() that ensure that everything that goes up has to go down, checkGravity also checks for the character being over platforms so I will strip it down a little for the sake of your time:

public void checkGravity() {
        if (this.jumping) {
            this.jumpSpeed += 10;
            if (this.jumpSpeed > 0) {
                this.jumping = false;
                this.falling = true;
            }
            this.dy = this.jumpSpeed;
        }
        if (this.falling) {
            this.jumpSpeed += 10;
            if (this.jumpSpeed > 200) this.jumpSpeed = 200;
            this.dy = this.jumpSpeed;
            if (this.collidesWithPlatform()) {
                this.falling = false;
                this.standing = true;
                this.jumping = false;
                this.jumpSpeed = 0;
                this.dy = this.jumpSpeed;
            }
        }
    }

So, the problem is, that this function updates the dy regardless of the diff, making the characters fly like Superman in slow machines, and I have no idea how to implement the diff factor so that when a character is jumping, his speed decrement in a proportional way to the game speed. Can anyone help me fix this issue? Or give me pointers on how to make a 2D Jump in J2ME the right way.

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  1. Editorial Team
    Editorial Team
    2026-05-11T18:31:44+00:00Added an answer on May 11, 2026 at 6:31 pm

    Shouldn’t you be adjusting the jumpSpeed based on the elapsed time? That is, perhaps the speed changes by -75/sec, so your diff should be a weight for the amount of change applied to the jumpSpeed.

    So pass in diff to checkGrav and do something like… jumpSpeed += (diff * (rate_per_second)) / 1000;

    (assuming diff in milliseconds)

    (Ideally, this would make it just like real gravity :D)

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