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J2ME Game Programming PDF

671 Pages·2004·6.36 MB·English
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This document is created with the unregistered version of CHM2PDF Pilot [ LiB ] • Table of Contents J2ME ™ By MARTIN J. WELLS Publisher: Premier Press Pub Date: 2004 ISBN: 1-59200-118-1 Pages: 803 Have you ever seen players' eyes light up as they explore the worlds that you've created in your games? If you have, then game development probably has you hooked firmly in its grasp! If you've never taken your games beyond the PC, now's the time! "J2ME Game Programming" is a hands-on guide that teaches you how to create games for micro-devices. You'll be amazed at just how cool the games you create can look and play. Focusing primarily on mobile phone game creation, you'll jump right in and create your own games as you work your way through the book. The thought has surely crossed your mind that it would be nice to make some money off of this cool hobby of yours. J2ME offers real opportunity to profit from your games. Learn how you can earn revenue from your games by taking them to market. If you have a basic understanding of Java, then you're ready to explore all that "J2ME Game Programming" has to offer! Features  Contact the author at [email protected] with questions or comments about the book  Addresses important issues of J2ME game development that have been given little, or no attention in other publications such as game play design tailored for mobile devices, supporting multiple target devices, squeezing traditional game techniques, and more.  Readers additionally learn how to structure code and classes to achieve as small an application footprint as possible.  Covers all the elements needed to create the reader's own J2ME game. Readers learn the essentials of J2ME game development from the ground up, including issues involved in developing for multiple target devices and how to wrestle the jungle of device specific libraries and device capabilities. [ LiB ] This document is created with the unregistered version of CHM2PDF Pilot [ LiB ] J2ME ™ By MARTIN J. WELLS Publisher: Premier Press Pub Date: 2004 ISBN: 1-59200-118-1 Pages: 803 Table of • Contents Dedication Acknowledgments About the Author About the Series Editor Letter from the Series Editor Introduction What's in the Book? Who Are You? Who Am I? Let's Go! Part I: What Is J2ME? Chapter 1. J2ME History Java's Acorn Java's Growth in the Sun So What Is Java? Multiple Editions Micro Devices Everywhere Micro Software Conclusion Chapter 2. J2ME Overview I Shall Call It Mini-ME J2ME Architecture MIDP MIDP 2.0 Conclusion Chapter 3. J2ME-Enabled Devices MID Overview Conclusion Part II: Show Me the Code! Chapter 4. The Development Environment Getting the Tools Installing the Software Baking Some MIDlets! Creating the Full Package The J2ME Wireless Toolkit Working with Other Development Environments Conclusion Chapter 5. The J2ME API MIDP API Overview The MIDlet Application This document is created with the unregistered version of CHM2PDF Pilot Using Timers Networking Persistence (RMS) User Interface (LCDUI) Conclusion Chapter 6. Device-Specific Libraries Device-Specific Libraries Nokia Siemens Motorola Other Extensions Conclusion Chapter 7. Game Time Game Time Game Design The Application Class The Menu The Game Screen The Game Loop Adding the Graphics The Actors Input Handling Collision Detection Game Over Conclusion Part III: Game On Chapter 8. The Project The State of Play Game Types Designing Your Game The Development Process Your Idea Conclusion Chapter 9. The Graphics Sprite Basics Advanced Sprites Conclusion Chapter 10. The Action Getting Some Action Basic Movement Moving at an Angle Advanced Motion Collision Detection Actors The Enemy Conclusion Chapter 11. The World A New World Creating a Tile Engine Building Worlds Conclusion Chapter 12. The Game The Game Screen Game State The Primary Actor This document is created with the unregistered version of CHM2PDF Pilot Dealing with Damage Saving and Loading Conclusion Chapter 13. The Front End Front End Overview The Application Class The Menus The Splash Screen Conclusion Chapter 14. The Device Ports Nokia Customization Build Systems Multi-Device Builds Conclusion Chapter 15. The Optimizing Speed, Glorious Speed Optimization Conclusion Chapter 16. The Localization Localizing Conclusion Part IV: Sell, Sell, Sell Chapter 17. Marketing Material Game Guide Taking Screenshots Making Movies Company Presence Conclusion Chapter 18. Sales Channels J2ME Business Model Ways to Market Approaching the Publisher Doing the Deal Conclusion Part V: What Next ? Chapter 19. CLDC 1.1 and MIDP 2.0 The Next Generation Developing with MIDP 2 Sound Enhanced LCDUI Game API Communications Push Registry Conclusion Chapter 20. Isometric Games What Is Isometric Projection? The Graphics Conclusion Chapter 21. Ray Casting What Is Ray Casting? The Fundamentals The Engine Advanced Features Conclusion Chapter 22. Making the Connection This document is created with the unregistered version of CHM2PDF Pilot Mobile Communications Network Gaming A Simple Networked MIDlet The Server Side Online Scoring for Star Assault Advanced Networking Conclusion Appendix A. Java 2 Primer Java 2 The Nature of a Program Objects Everywhere Basic Syntax Strings Arrays Advanced Object-Oriented Programming Exceptions Packages, Import, and CLASSPATH [ LiB ] This document is created with the unregistered version of CHM2PDF Pilot [ LiB ] Dedication For G.I. [ LiB ] This document is created with the unregistered version of CHM2PDF Pilot [ LiB ] Acknowledgments If you've never written a book, I have to tell you that it's not easy. Once upon a time I was an armchair critic of booksin hindsight, maybe that's why I decided to write one. The thing that strikes you when you embark on writing something like this is the sheer mountain of (hard) work involved. In fact, it's so much work that it really isn't possible for one person to do it alone. Throughout the writing of this book, I've been helped in so many ways by so many people that I can't hope to get across how grateful I am. All I can do is say a thank you and trust you to know how much I mean it. I will, however, attempt to recognize some of the people who deserve a little acknowledgmentif I've forgotten you, then obviously you didn't deserve it....:) First, thanks to André LaMothe for giving me the opportunity to contribute to such an excellent series. To Mitzi Koontz, Jenny Davidson, and Cathleen Snyder for the excellent feedback, continual support, and understanding when things didn't quite go according to planwe got there in the end. Thanks also to Cristiano Garibaldi for covering all the technical bases (and learning along with me). To Colin Pyle and J. Alexander von Kotze: Thanks for never giving up on the dream of making games for a living (and an extra thanks to Colin for supplying the excellent sprites used in the examples). To Blake, for allowing me to use his laptop sometimes, and to Ryan, for showing me how a CD drive opens a thousand times. To Vandana and Pratibha Rai for buying me some time (and thanks for the math books laaa). To Scott, Rhandy, Simon, Rob, Gibbo, Mike, Jules, Kristy, Kat, Lee, and the rest of the team for keeping the day job challenging, interesting, and fun. To Tarek, Sahar, Radfan, and Suleiman for the encouragement and support only friends can give. To Rick, my only mentor, for showing me that computing really is a science. To my mum, for showing me that being creative is a way of life and dad for throwing in regular doses of reality. And finally, to the one and only G.I.: Thanks for believing from day one we could do it, and then bearing the brunt of following through on that belief. [ LiB ] This document is created with the unregistered version of CHM2PDF Pilot [ LiB ] About the Author MARTIN J. WELLS began programming his own games on a Tandy micro-computer more than 20 years ago. Throughout an extensive career in the IT industry, he has worked in many diverse fields involving a huge variety of computer languages and systems, including Java from its origins. He has extensive experience in media, communications, and entertainment industry development and has founded successful companies in all of these areas. Martin lives with his wife and two sons in Sydney, Australia. He loves playing soccer and inline hockey, reading, and playing with anything cool and interesting (including his sons). [ LiB ] This document is created with the unregistered version of CHM2PDF Pilot [ LiB ] About the Series Editor ANDRÉ LAMOTHE, CEO, Xtreme Games LLC, has been involved in the computing industry for more than 25 years. He wrote his first game for the TRS-80 and has been hooked ever since! His experience includes 2D/3D graphics, AI research at NASA, compiler design, robotics, virtual reality, and telecommunications. His books are top sellers in the game programming genre, and his experience is echoed in the Premier Press Game Development books. [ LiB ] This document is created with the unregistered version of CHM2PDF Pilot [ LiB ] Letter from the Series Editor Writing games for PCs is fun, but it just doesn't have the feel of a console or other handheld device. However, the thought of creating an embedded game for a phone was completely out of the question a few years ago, unless you wanted to call up Nokia or Motorola and see if you could have the contract to create the on-board games. (I wish someone would have; they are terrible!) Anyway, luckily for us, new phones support a number of technologies that allow programmers to create fantastic applications. One such technology is Java II Micro Edition, or J2ME. And that's what this book is all aboutwriting games for any phone that supports the J2ME standard. When I first thought of doing a book on J2ME game programming, I knew that I wanted it to push the envelope to set a new standard on what can be done on a phone. That means I had to find an author who was an expert on the platform, but was also willing to push limits and do the impossible, in a manner of speaking. I have to say that I am very happy with this book. The author, Martin Wells, had the same vision about wanting to create the most amazing book on phone/J2ME game programming. For example, he knew that he had to put a chapter on 3D in the book and talk about optimization and other advanced topics. The bottom line is that this book is the best book on the market about making real games on the J2ME platform; moreover, it's written by someone who has made numerous games on the platform. Marty knows the ins and outs and tricks of the system, which is invaluable in such a complex subject area with so many other choices to confuse you. The other amazing thing about this book is that it is completely self-contained; if you don't know Java 2, there is a Java 2 primer contained within, so more or less all you need is your phone, the book, and some time and you are going to be creating J2ME games on your own phone! I think that this is an amazing thing to be able to do. It's like having your own little game console in your hand. You can play your own games or give them to your friends, or possibly even sell and market them (which is also covered within the book). In conclusion, if you have been interested in writing games for phones under the J2ME platform, but don't know where to start, how to integrate all the technology, or make sense of all the different APIs, then this is the book for you. Rarely can a single book empower someone to do so much, but Martin Wells has done an amazing job of it. André LaMothe Series Editor, Premier Game Development Series [ LiB ]

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Have you ever seen a player's eyes light up as they explore the worlds that you've created in your games? If you have, then game development probably has you hooked firmly in its grasp! If you've never taken your games beyond the PC, now's the time! "J2ME Game Programming" is a hands-on guide that t
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.