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OverviewBuild several fully functional games as well as a game engine to use for programming cell phone and mobile games with Beginning Mobile Phone Game Programming! The included CD provides the tool, code and graphics necessary to complete all exercises covered in the chapters. Beginning Cell Phone Game Programming demystifies wireless game programming by providing clear, practical lessons using the J2ME Game API. You will learn how to use the most popular mobile programming language, Java, to build compact games that can run on any Java-enabled device, including mobile phones, pagers and handheld computers. You will also learn to add a splash screen, create a demo mode, keep track of high scores, and test, debug, and deploy your games. Topics covered include: How to construct a game engine to drive mobile games. How to use Java 2 Micro Edition (J2ME) and the Java Game API to get the most performance out of your mobile games. How to implement sprite animation and control interactions among moving sprites. How to play sound effects and music in mobile games. How to take advantage of wireless networks to build mobile multiplayer games. How to design and develop a variety of different games spanning several video games genres. Full Product DetailsAuthor: Michael Morrison , Gayle Feng-CheckettPublisher: Pearson Education (US) Imprint: Sams Publishing Dimensions: Width: 18.90cm , Height: 2.90cm , Length: 18.90cm Weight: 0.875kg ISBN: 9780672326653ISBN 10: 0672326655 Pages: 528 Publication Date: 09 December 2004 Audience: College/higher education , Tertiary & Higher Education Format: Mixed media product Publisher's Status: Out of Print Availability: In Print ![]() Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock. Table of ContentsIntroduction. I. GETTING STARTED WITH MOBILE GAME PROGRAMMING. 1. Games on the Go. Essentials of Mobile Gaming The First Mobile Phone Game The Market for Mobile Games The Culture of Mobile Games The Bleeding Edge of Mobile Gaming Getting to Know Mobile Platforms Java 2 Micro Edition (J2ME) Binary Runtime Environment for Wireless (BREW) Symbian Windows Mobile Smartphone Java As a Mobile Game Platform What Is Java? Why Java? Java and Mobile Game Programming A Quick J2ME Primer Configurations and the Connected Limited Device Configuration (CLDC) Profiles and the MIDP Summary Field Trip 2. Mobile Java Game Development Basics. Game Design Basics Coming Up with the Basic Idea Developing the Storyline Establishing the Play Modes A J2ME Game Development Primer Getting to Know the J2ME Wireless Toolkit Using KToolbar Managing MIDlet Game Projects Building a Game MIDlet Testing a Game MIDlet The J2ME Emulator and Physical Devices Summary Field Trip 3. Constructing a Mobile Game Skeleton. Exploring the J2ME APIs The CLDC API The MIDP API Understanding MIDlets Inside a MIDlet The Basics of MIDlet Development Building the Skeleton Example Program Writing the Program Code Preparing the MIDlet for Distribution Building and Testing the Finished Product Summary Extreme Game Makeover II. MOBILE GAME PROGRAMMING ESSENTIALS. 4. Mobile Game Graphics 101. Mobile Graphics Basics Understanding the Graphics Coordinate System Learning the Basics of Color Working with Graphics in J2ME Drawing Graphics Primitives Drawing Text Drawing Images Building the Olympics Example Program Writing the Program Code Testing the Finished Product Building the Slideshow Example Program Writing the Program Code Testing the Finished Product Summary Extreme Game Makeover 5. Using Sprite Animation. Understanding Animation Animation and Frame Rate Making the Move to Computer Animation 2D Versus 3D Animation Analyzing 2D Sprite Animation Frame-Based Animation Cast-Based Animation Applying Sprite Animation to Mobile Games Working with the Layer and Sprite Classes Achieving Smooth Animation with the GameCanvas Class Building the UFO Example Program Writing the Program Code Testing the Finished Product Summary Extreme Game Makeover 6. Handling Mobile User Input. Assessing Mobile Game Input Handling Key Input with the GameCanvas Class Revisiting the Sprite Class Detecting Sprite Collisions Working with Frame-Animated Sprites Building the UFO 2 Example Writing the Program Code Testing the Finished Product Summary Extreme Game Makeover 7. Henway: Paying Tribute to Frogger. The Scoop on Henway Designing the Game Developing the Game Writing the Game Code Testing the Game Summary Extreme Game Makeover 8. Making Noise with Tones. Sound and Mobile Games A Tonal Sound and Music Primer Querying a Phone for Its Audio Capabilities Playing Tones in Mobile Games Playing Individual Tones Playing a Tone Sequence Building the UFO 3 Example Program Writing the Program Code Testing the Finished Product Summary Field Trip 9. Playing Digitized Sound and Music. A Digitized Sound Primer Getting to Know Wave Sounds Creating and Editing Wave Sounds Revisiting the Player Interface Playing Wave Sounds in Mobile Games Playing a Wave from a JAR File Playing a Wave from a URL Feeling the Music with MIDI Playing MIDI Music in Mobile Games Playing a MIDI Song from a JAR File Playing a MIDI Song from a URL Building the Henway 2 Example Game Writing the Game Code Testing the Finished Product Summary Field Trip III. VIRTUAL WORLDS AND MOBILE GAME INTELLIGENCE. 10. Creating Tiled Game Layers. What Is a Tiled Layer? Creating Maps for Tiled Layers Using the Mappy Map Editor Using the Tile Studio Map Editor Formatting Map Information for Games Working with the TiledLayer Class Creating a Tiled Layer Moving and Drawing a Tiled Layer Building the Wanderer Example Program Writing the Program Code Testing the Finished Product Summary Field Trip 11. Managing Multiple Game Layers. Dealing with Multiple Game Layers Working with the LayerManager Class Animating Tiled Layers Building the Wanderer 2 Example Program Designing the Tiled Layer Maps Writing the Program Code Testing the Finished Product Summary Extreme Game Makeover 12. High Seas: A Game for the Pirate in You. The Scoop on High Seas Designing the Game Putting Together the Water Map Putting Together the Land Map Developing the Game Creating a Drift Sprite Declaring the Member Variables Assembling the start() Method Piecing Together the update() Method Drawing the Game Screen Starting a New Game Safely Placing Sprites Testing the Game Summary Extreme Game Makeover 13. Teaching Games to Think. The Least You Need to Know About AI Exploring Types of Game AI Roaming AI Behavioral AI Strategic AI Developing an AI Strategy Teaching Sprites to Think...Sort Of Designing the Chase Sprite Coding the Chase Sprite Building the High Seas 2 Example Game Writing the Program Code Testing the Finished Product Summary Extreme Game Makeover IV. TAKING ADVANTAGE OF THE WIRELESS NETWORK. 14. Mobile Game Networking Essentials. Multiplayer Game Basics Turn-Based Games Event-Based Games Network Game Problems and Solutions State Synchronization Input Synchronization A Hybrid Solution Communicating over a Network with Sockets Stream Sockets Datagram Sockets Network Programming and J2ME Creating Datagram Packets Sending Datagram Packets Receiving Datagram Packets Building the Lighthouse Example Designing the Client and Server Writing the Program Code Testing the Finished Product Summary Field Trip 15. Connect 4: A Classic Game Goes Wireless. The Scoop on Connect 4 Designing the Game Graphics and User Interface Game Logic Networking Developing the Game The Connect 4 Client and Server The Connect 4 Game Canvas The Connect 4 Game State Testing the Game Summary Field Trip 16. Debugging and Deploying Mobile Games. Game Debugging Basics Single-Stepping Code Watching Variables Using Breakpoints Game Debugging Strategies Bug Prevention Bug Detection Choosing a Debugger Deploying Mobile Games Understanding Over-the-Air Provisioning Preparing Your Game for Deployment Tweaking Your Web Server Testing OTA Provisioning with KToolbar Summary Field Trip V. SPRUCING UP YOUR GAMES. 17. Optimizing Mobile Java Games. Understanding Mobile Game Optimization Optimizing for Maintainability Optimizing for Portability Optimizing for Size Optimizing for Speed General Mobile Game Optimization Tips Reducing Memory Usage Minimizing Network Data Eliminating Unnecessary Graphics Java Code Optimization Tricks Compiling Without Debug Information Eliminating Unnecessary Evaluations Eliminating Common Subexpressions Taking Advantage of Local Variables Expanding Loops Code Shrinking and Obfuscation Profiling Your Mobile Game Code Monitoring Mobile Game Memory Usage Putting Mobile Game Optimization into Perspective Summary Extreme Game Makeover 18. Space Out: Paying Tribute to Space Invaders. The Scoop on Space Out Designing the Game Developing the Game Creating a Moving Sprite Declaring the Member Variables Assembling the start() Method Piecing Together the update() Method Drawing the Game Screen Starting a New Game Adding Aliens, Missiles, and Explosions Testing the Game Summary Extreme Game Makeover 19. Keeping Track of High Scores. The Importance of Logging Your Achievements Getting to Know the Java RMS Understanding Records and Record Stores Exploring the RecordStore Class Preparing High Score Data for Storage Building the Space Out 2 Example Game Designing the Game Enhancements Writing the Game Code Testing the Finished Product Summary Field Trip VI. APPENDIXES. Appendix A. Java Game API Reference. The GameCanvas Class Member Constants Constructor Methods The Layer Class Methods The Sprite Class Member Constants Constructors Methods The TiledLayer Class Constructor Methods The LayerManager Class Constructor Methods Appendix B. Mobile Game Programming Resources. Micro Dev Net J2ME Gamer J2ME.org Forum Nokia's Mobile Games Community Wireless Developer Network GameDev.net Gamasutra Game Developer Magazine Gamelan JavaWorld The Official Java Website Appendix C. Creating Graphics for Mobile Games. Assessing Game Graphics Determining the Game Screen Size Reaching the Target Audience Establishing a Game Setting and Mood Adhering to a Graphics Style Exploring Graphics Tools Image Alchemy Paint Shop Pro Graphic Workshop Creating and Editing Graphics Line-Art Graphics 3D Rendered Graphics Scanned Photography and Video-Captured Graphics Background Graphics and Textures Animated Graphics Finding Graphics Bonus: Java Programming Primer - CD-ROM. Index.ReviewsAuthor InformationMichael Morrison is a writer, developer, toy inventor, and author of a variety of computer technology books and interactive web-based courses. In addition to his primary profession as a writer and freelance nerd for hire, Michael is the creative lead at Stalefish Labs, an entertainment company he cofounded with his wife, Masheed. The first commercial debut for Stalefish Labs is a traditional social/trivia game called Tall Tales: The Game of Legends and Creative One-Upmanship (http://www. talltalesgame.com/). When not glued to his computer, playing hockey, skateboarding, or watching movies with his wife, Michael enjoys hanging out by his koi pond. You can visit Michael on the web at http://www.michaelmorrison.com/. Tab Content 6Author Website:Countries AvailableAll regions |