Addison Wesley - Micro JAVA Game Development (2002).pdf
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Publisher : Addison Wesley
Pub Date : April 18, 2002
ISBN : 0-672-32342-7
Pages : 576
Table of
Contents
Wireless games are always on and always with you, and can reach a more massive
audience than any other gaming platform in history. No programming language is as
suited for micro games as Java 2 Micro Edition (J2ME).
Micro Java Game Development
is your step-by-step guide to creating games for devices
that support J2ME/MIDP. The material covers a full range of topics, from a tour of all
available micro devices (PDAs, cell phones, and pagers) to a discussion of software
standards that support J2ME (WAP, SMS, i-mode, and wireless enhancements such as
Bluetooth) to an overview of J2ME extensions (Siemens Game API, NTT DoCoMo I-
Appli). Chapter by chapter, this book will guide you through the development of Micro
Racer, a professional-level game.
Micro Java™ Game Development
By
David Fox
,
Roman Verhosek
Brought to you by ownSky!!
Table of Content
Table of Content
.................................................................................................................. i
Copyright
............................................................................................................................... i
Trademarks
...................................................................................................................... i
Warning and Disclaimer
................................................................................................. i
Credits
.............................................................................................................................. ii
Dedication
...................................................................................................................... iii
About the Author
................................................................................................................ iii
Acknowledgments
............................................................................................................. iii
Chapter 1. Introduction (or Everything I Wanted to Know About Micro Java Gaming
But Was Afraid to Ask)
....................................................................................................... 1
A New Era of Gaming
.................................................................................................... 1
This Book's Mission
....................................................................................................... 3
A Bit About Game Design
............................................................................................. 6
Show Me the Money: Micro Game Business Models
............................................. 16
Summary
....................................................................................................................... 18
Part I: Small Devices
................................................................................................19
Chapter 2. The Mobile World
.......................................................................................... 20
A New Era of Gaming
.................................................................................................. 20
High-End Java Devices: Set-Top Boxes, Phones, Consoles
................................ 22
Personal Digital Assistants (PDAs)
........................................................................... 24
Mobile Phones and Pagers
........................................................................................ 31
Low-End Java Devices: Smart Cards and Embedded Chips
................................ 40
Summary
....................................................................................................................... 41
Chapter 3. Big Games, Small Screens
......................................................................... 42
Your Competition
......................................................................................................... 42
WAP Games
................................................................................................................. 43
i-mode Games
.............................................................................................................. 54
SMS Games
.................................................................................................................. 55
J2ME MIDP Games
..................................................................................................... 57
J2ME Palm Games
...................................................................................................... 65
iAppli Games
................................................................................................................. 67
What Are You Waiting For?
........................................................................................ 74
Part II: Before, Between, and Beyond J2ME
........................................................75
Chapter 4. Wireless Standards: How Data Goes To And Fro
................................... 76
Wireless Networks
....................................................................................................... 76
The Wireless Application Protocol (WAP)
................................................................ 78
Server-Side WAP
......................................................................................................... 95
Handheld Device Markup Language (HDML)
........................................................ 102
WAP 2.0 and xHTML Basic
...................................................................................... 105
Summary
..................................................................................................................... 106
Chapter 5. Let's Talk: Instant Wireless Messaging
................................................... 107
Messaging And Gaming
............................................................................................ 107
Short Message Service (SMS)
................................................................................. 108
Actually Sending SMS Messages
............................................................................ 112
SMS and J2ME
........................................................................................................... 113
Multimedia Messaging Service (MMS)
................................................................... 115
Summary
..................................................................................................................... 117
Chapter 6. Wireless in Asia: i-mode and cHTML
...................................................... 118
Using i-mode
............................................................................................................... 118
Compact HTML (cHTML)
.......................................................................................... 119
Development Tools
.................................................................................................... 125
Testing and Emulators
.............................................................................................. 125
ii
Summary
..................................................................................................................... 128
Chapter 7. The Wireless Landscape
........................................................................... 129
Bluetooth
..................................................................................................................... 129
Mobile Positioning
...................................................................................................... 131
m-Commerce
.............................................................................................................. 135
Voice and Telephony
................................................................................................. 137
Unified Messaging (UM)
............................................................................................ 138
Summary
..................................................................................................................... 138
Part III: The Java 2 Micro Edition
..........................................................................140
Chapter 8. J2ME Overview
........................................................................................... 141
The Trinity of Java Platforms
.................................................................................... 141
It's a Small World After All
........................................................................................ 142
Profiles and Configurations
...................................................................................... 143
Connected in a Limited Way: The CLDC
............................................................... 147
The Mobile Profile
...................................................................................................... 148
Summary
..................................................................................................................... 149
Chapter 9. Creating a MIDlet
........................................................................................ 150
Command-Line MIDlet Development
...................................................................... 150
Development Environments
..................................................................................... 152
Lifecycle of a MIDlet
.................................................................................................. 156
Displaying Stuff
........................................................................................................... 157
Menus and Commands
............................................................................................. 161
Creating Help and About Alert Screens
.................................................................. 164
Global Properties
....................................................................................................... 168
Summary
..................................................................................................................... 169
Chapter 10. Making the Most of Limited Resources
................................................. 171
The Limitations
........................................................................................................... 171
Memory Limitations
.................................................................................................... 172
Displays
....................................................................................................................... 174
Breaking Through the Limitations
............................................................................ 175
Summary
..................................................................................................................... 176
Chapter 11. Making the Most of It: Optimizations
..................................................... 177
A Limited World
.......................................................................................................... 177
Making Code Optimal
................................................................................................ 177
Code Size Reductions
............................................................................................... 178
Speeding Up the Code
.............................................................................................. 182
Using Less Memory
................................................................................................... 185
Power Consumption
.................................................................................................. 187
Summary
..................................................................................................................... 187
Chapter 12. Multithreaded Game Programming
........................................................ 188
Threads
........................................................................................................................ 188
Extending the
Thread
Object
.................................................................................. 189
Implementing the
Runnable
Interface
................................................................... 190
Thread Priorities
......................................................................................................... 192
Thread States
............................................................................................................. 192
Synchronizations and Deadlocks
............................................................................ 192
wait()
and
notify()
............................................................................................ 193
Timers
.......................................................................................................................... 194
Making Threads Better
.............................................................................................. 195
Summary
..................................................................................................................... 196
Part IV: Let the Games Begin!
..............................................................................198
Chapter 13. High-Level Graphical User Interfaces
................................................... 199
The
Screen
Class
..................................................................................................... 199
Forms and Alerts
........................................................................................................ 200
iii
Lists
.............................................................................................................................. 200
Text Boxes
.................................................................................................................. 204
Items
............................................................................................................................. 205
Tickers
......................................................................................................................... 212
Additional Libraries
.................................................................................................... 212
Summary
..................................................................................................................... 213
Chapter 14. Working with Graphics: Low-Level Graphical User Interfaces
.......... 214
The
Canvas
Class
..................................................................................................... 214
Painting on the Screen
.............................................................................................. 217
Drawing Images
......................................................................................................... 223
Summary
..................................................................................................................... 226
Chapter 15. Entering the Land of Sprites
................................................................... 227
Sprites
.......................................................................................................................... 227
Image Files
.................................................................................................................. 231
Collision Detection
..................................................................................................... 233
Creating Child Sprites
............................................................................................... 235
Image Transparency
.................................................................................................. 236
Summary
..................................................................................................................... 239
Chapter 16. Managing Your Sprites
............................................................................ 240
Networked Game Components
................................................................................ 240
Advanced Collision Detection
.................................................................................. 242
The Sprite Manager
................................................................................................... 245
Summary
..................................................................................................................... 248
Chapter 17. Sprite Movement
....................................................................................... 249
Floating-Point in J2ME
.............................................................................................. 249
Game Initialization
..................................................................................................... 255
Movement
.................................................................................................................... 256
Piecing It All Together
............................................................................................... 258
Summary
..................................................................................................................... 261
Chapter 18. J2ME Audio Basics
.................................................................................. 262
Sounds Are (Barely) Possible!
................................................................................. 262
Summary
..................................................................................................................... 263
Chapter 19. Be Persistent: MIDP Data Storage
........................................................ 265
RecordStore
Overview
.......................................................................................... 265
RecordStore
in Practice
........................................................................................ 266
More
RecordStore
Joy
.......................................................................................... 273
Summary
..................................................................................................................... 278
Chapter 20. Connecting Out: Wireless Networking
.................................................. 279
J2ME Networking Overview
..................................................................................... 279
MIDP Networking
....................................................................................................... 281
Setting Up Your Game Server
................................................................................. 285
Data Format
................................................................................................................ 286
Making a Multiplayer Car Racing Game
................................................................. 289
Summary
..................................................................................................................... 315
Part V: J2ME Extensions
.......................................................................................316
Chapter 21. PersonalJava, Connected Device Configuration, and Other Micro Java
Blends
.............................................................................................................................. 317
Connected Device Configuration (CDC)
................................................................ 317
PersonalJava
.............................................................................................................. 318
PDA Profile
.................................................................................................................. 323
Java Game Profile
..................................................................................................... 324
The J2ME Multimedia Profile
................................................................................... 324
Summary
..................................................................................................................... 325
Chapter 22. iAppli: Micro Java with a Twist
................................................................ 326
iv
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