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Beginning Mobile Phone Game Programming

Beginning Mobile Phone Game Programming

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Author: Michael Morrison
Publisher: Sams
Category: Book

List Price: $39.99
Buy New: $26.17
You Save: $13.82 (35%)



New (14) Used (8) from $19.89

Avg. Customer Rating: 4.5 out of 5 stars 9 reviews
Sales Rank: 496175

Media: Paperback
Number Of Items: 1
Pages: 528
Shipping Weight (lbs): 1.9
Dimensions (in): 9 x 7.3 x 1.1

ISBN: 0672326655
Dewey Decimal Number: 794.81526
UPC: 752063326657
EAN: 9780672326653
ASIN: 0672326655

Publication Date: December 2, 2004
Availability: Usually ships in 1-2 business days
Shipping: International shipping available
Condition: BRAND NEW

Also Available In:

  • Kindle Edition - Beginning Mobile Phone Game Programming

Similar Items:

  • J2ME Game Programming (Game Development)
  • Beginning J2ME: From Novice to Professional, Third Edition (Novice to Professional)
  • J2ME Games With MIDP2
  • Wireless Game Development in C/C++ with BREW (Wordware Game Developer's Library)
  • Killer Game Programming in Java

Editorial Reviews:

Product Description

Build 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.



Customer Reviews:   Read 4 more reviews...

5 out of 5 stars Useful not only for cell phone game development!!!   October 13, 2008
This book shows a overall and objective vision about game development (mainly concepts). I think that for beginners it's the best way to start a game (not only for cell phones, but for any system).

I recommend the book (and Amazon service)!!!



5 out of 5 stars Best so far   November 30, 2006
 2 out of 2 found this review helpful

This was the book that got me interested in mobile games. I love it. Well written, good examples that are easy to follow, and it covers everything including graphics, audio, and AI. It also uses MIDP 2.0 which is the de facto standard. Another book by Wells is not bad but Wells assumes MIDP 1.0 and teaches from a single game project, Star Assault, which is too big and besides, not always easy to follow. However, Morrison is really straightfoward in comparison. If there is a downside, it might be that Morrison, like all the others I've looked at, assume the Wireless Toolkit. Firstly, the WTK has no debugging facilities which makes learning and fixing games harder. Secondly, games in Morrison are WTK 2.1 which means you'll have problems if using WTK 2.2, the latest version at the time of this writing. If you are serious about learning and writing J2ME games, you need to get Eclipse and the Eclipse plug-in, EclipseME. You'll still have to get the latest WTK since EclipseME depends on it. However, you can import all of Morrison's projects and single-step debug them. (Remember to read the EclipseME pages on setting up the J2ME debugger; otherwise, the debugger won't work.) I've also used Morrison with Sun's NetBeans Mobility Pack. I prefer Eclipse since it seems to have a larger community.


5 out of 5 stars Very good book   October 19, 2006
 3 out of 3 found this review helpful

I have been using this book as a textbook for a one-semester introductory course to game programming. Thanks to the book the students can learn the main principles of game development in an environment that guarantees that they implement their own variations withing a tight time constraint.

The course has a heavy hands-on component based almost completely on the game samples from the book. Amazingly, the students are in the lab when I come, and they stay when I leave.

I used the book successfully in a Linux lab with Eclipse, EclipseME, WTK 2.2, GIMP, Rosegarden, Audacity, and Tiled, with some small help from timidity and awk.



5 out of 5 stars Absolutely Amazing !!   January 5, 2006
It's the only Java 2 ME game programming book I love ! This book explains all about Java Game in Mobile device and in an easy way. I bought this book on September 2005 and becoz of this book, I grabbed the 3rd national J2ME programming competition in my country on November 2005. Very useful for beginner and intermediete. But this is only a game book, so it doesn't tell u about how to make form, list, choicegroup, textfield, etc. U must have another book that teach u those. Congrats to the author for making this quality book !


5 out of 5 stars Table of Contents   October 9, 2005
 3 out of 13 found this review helpful

At the time of this 'review' there was no Table of Contents available. This is from the publishers Web site.

Table of Contents

Introduction.

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


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