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Micro Java™ Game Development - David Fox, Roman Verhovsek

Micro Java™ Game Development

Buch | Softcover
576 Seiten
2002
Addison-Wesley Educational Publishers Inc (Verlag)
978-0-672-32342-3 (ISBN)
CHF 94,25 inkl. MwSt
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Aimed at Java developers working on game development projects, this work covers J2ME games, extensions and all portable devices and competitive environments.
Micro Java Games Development explains game development for devices that support J2ME MIDP. The six parts cover a full range of topics, from a tour of all available micro-devices (Palms, cell phones and pagers), a discussion of software standards apart from J2ME (cell phones, messaging, I-mode and wireless enhancements such as Bluetooth), and available J2ME extensions (Siemans, Ericcson, Nokia), development tools and restrictions, to the creation of a meaty J2ME game!

David Fox works for Next Game, Inc., creating Web and wirelessmultiplayer games. Prior to that, his design and development credits includeMichael Crichton's "Westworld 2000," Fox Interactive's"X-Files: Unauthorized Access," and PlayLink's real-time strategy"Citizen 01." He is the author of several best-selling books aboutInternet technologies, and his writing frequently appears in publications suchas Salon.com, Gamasutra, and Developer.com. David has presented topics in Javagaming at Sun Microsytem's JavaOne conference for the past three years, andhas been the winner of the Motorola-Nextel Developer Challenge for the past twoyears. Roman Verhovsek is CEO and co-founder of Cocoasoft Ltd., where he isleading a team of J2ME developers. He holds a bachelor's degree inelectrical engineering from the University of Ljubljana, and is working on hismaster's degree of computer science. Since early 1996, he has focusedprimarily on Java technologies, and for last two years in particular onJava-enabled small devices. In 2001 he held a lecture on J2ME game developmentat the JavaOne conference. In his other life, Roman enjoys cooking,mountaineering, jogging, and traveling with his girlfriend, Lina. 0672323427AB04222002

1. Introduction (or Everything I Wanted to Know About Micro Java Gaming But Was Afraid to Ask).


A New Era of Gaming.



A Brief History of Games.



Multiplayer Mania.



Micro Devices, Micro Lifestyles.



Enter Micro Java.



This Book's Mission.



The Game Plan.



A Bit About Game Design.



The Game Design Process.



Preproduction.



Prototyping.



Programming.



Playtesting.



Show Me the Money: Micro Game Business Models.



The Business Outlook.



Advertising and Sponsorships.



Content Deals.



Pay-For-Play or Subscription.



Summary.

I. SMALL DEVICES.

2. The Mobile World.


A New Era of Gaming.



Micro Devices.



The Micro Revolution Begins.



High-End Java Devices: Set-Top Boxes, Phones, Consoles.



PersonalJava.



JavaTV.



JavaPhone.



PingTel xpressa Phone.



Sharp NC-10 IP Phone.



Personal Digital Assistants (PDAs).



J2ME PDA Profile.



PalmOS.



Microsoft Windows CE.



Symbian EPOC.



Sharp Zaurus SL-5000.



URL: http://developer.sharpsec.com/.



Other Linux Handhelds.



Micro Java Virtual Machines.



Mobile Phones and Pagers.



Casio CdmaOne C452CA.



Ericsson R380.



Fujitsu F503i.



Hitachi CdmaOne C451H.



LG Telecom p510 (i-Book).



Other LG Telecom Phones.



Matsushita/Panasonic P503i.



Matsushita/Panasonic P503iS.



Matsushita/Panasonic FOMA P2101V.



Mitsubishi D503i and D503iS.



Mitsubishi J-D05.



Motorola i85s.



Motorola i50sx.



Motorola Accompli 009 PIC.



Motorola, Accompli 008/6288.



Other Motorola Phones.



NEC N503i.



NEC FOMA N2001.



Nokia 9210 and 9290 Communicator.



RIM/iPaq Blackberry.



Samsung SCH-X130, SCH-X230, SCH-X350, and SCH-X350.



Sharp J-SH07.



Siemens SL45i (or 6688i).



Sony SO503i.



Toshiba J-T06.



Low-End Java Devices: Smart Cards and Embedded Chips.



JavaCard.



EmbeddedJava.



Summary.

3. Big Games, Small Screens.


Your Competition.



Things to Look For.



The Near Future.



WAP Games.



Wireless Games.



Jamdat.



PicoFun.



Handy Games.



FunCaster.com.



Unplugged Games.



nGame.



i-mode Games.



Dwango's Turibaka Kibun.



SMS Games.



Fisupeli.



Blue Factory.



BotFighters by It's Alive.



Vizzavi Footie and Trivia.



J2ME MIDP Games.



Karl Hörnell's MIDPman.



HolyCowBoy's BlockBuster and HolyMoley.



Draw Poker.



Cocoasoft.



RomeBlack's Mobile Internet Maze Game.



Sky Arts' Cube Game.



Jshape's M-Type and MIDP Street Fighter.



Spruce Team.



Red Team's Dope Wars.



J2ME Palm Games.



Torunda!



Karl Hörnell's Iceblox and PalmWarp.



Hobbit's Let Me Alone.



iAppli Games.



Squiral Game.



Dwango's Samurai Romanesque.



Dwango's Challenge! The Hard-Boiled Way.



Sega.



Namco.



Capcom.



Bandai Networks.



Cybird's Mini Game Tengoku.



Hudson Soft.



What Are You Waiting For?

II. BEFORE, BETWEEN, AND BEYOND J2ME.

4. Wireless Standards: How Data Goes To And Fro.


Wireless Networks.



First Generation (1G).



Second Generation (2G).



Second (and a Half) Generation (2.5G).



Third Generation (3G).



The Wireless Application Protocol (WAP).



The WAP Protocol Stack.



WAP Architecture.



The Wireless Markup Language (WML).



WMLScript.



Server-Side WAP.



Server Configuration.



WAP and Java.



Development Environment.



Handheld Device Markup Language (HDML).



HDML Syntax.



Displays.



Activities.



Actions.



Hyperlinks.



Images.



WAP 2.0 and xHTML Basic.



Summary.

5. Let's Talk: Instant Wireless Messaging.


Messaging And Gaming.



Short Message Service (SMS).



SMS Specifics.



Short Message Service Centers (SMSCs).



Free SMS Service.



Actually Sending SMS Messages.



SMS Tools.



SMS and J2ME.



Sample Server Code.



Multimedia Messaging Service (MMS).



Multimedia Message Service Centers (MMSC).



Crack a SMIL.



Simple SMIL Example.



Enhanced Messaging Service (EMS).



Summary.

6. Wireless in Asia: i-mode and cHTML.


Using i-mode.



Compact HTML (cHTML).



Character Sets.



Emoji.



cHTML Structure.



Standard cHTML Tags.



Input Forms.



The Anchor Tag.



Images.







Development Tools.



Testing and Emulators.



Summary.

7. The Wireless Landscape.


Bluetooth.



Bluetooth Protocols.



Bluetooth and Java.



Other Short-Range Applications.



Broadband's Promise.



Mobile Positioning.



How It All Works.



Forums and Associations.



Privacy.



Positioning Technologies.



m-Commerce.



Charging for Content.



Micro Java and Money.



Voice and Telephony.



VoiceXML.



VoiceXML Software.



Wireless Telephony Application Interface (WTAI).



Unified Messaging (UM).



Summary.

III. THE JAVA 2 MICRO EDITION.

8. J2ME Overview.


The Trinity of Java Platforms.



It's a Small World After All



Using Java on Small Devices.



J2ME Rocks!



Profiles and Configurations.



Major J2ME Configurations.



J2ME Profiles.



The Kilobyte Virtual Machine.



The Java Application Manager.



Packaging into a JAR File.



Connected in a Limited Way: The CLDC.



Security.



Pre-verifying.



The Mobile Profile.



MIDP in a Nutshell.



Earlier Profiles.



Summary.

9. Creating a MIDlet.


Command-Line MIDlet Development.



Development Environments.



Wireless Toolkit.



Lifecycle of a MIDlet.



Displaying Stuff.



Working with Screens.



Forms.



Menus and Commands.



Creating Help and About Alert Screens.



The Alert Class.



Splash Screens.



Global Properties.



Getting Application Properties.



Getting System Properties.



Creating a Global Cache Class.



Summary.

10. Making the Most of Limited Resources.


The Limitations.



Processor Paucity.



Memory Madness.



Video Vex.



Processors of the Future.



Memory Limitations.



Working Memory.



Storage Memory.



Displays.



Breaking Through the Limitations.



Detecting the Minimum Speed.



Frame Rate.



Multiple Display Support.



Black and White World.



Summary.

11. Making the Most of It: Optimizations.


A Limited World.



Making Code Optimal.



Code Size Optimizations.



Making code Faster.



Decreasing Memory.



Device Availability.



Network Performance.



Code Size Reductions.



Obfuscators and Name-Shortening.



The Object-Oriented Dilemma.



Image Size Reduction.



Speeding Up the Code.



Dealing with the Garbage Collector.



The Constructorless Way.



Static Methods.



The Fast-Draw.



Using Less Memory.



String Versus StringBuffer.



Arrays Versus Vector and Hashtable.



Power Consumption.



Summary.

12. Multithreaded Game Programming.


Threads.



Extending the Thread Object.



Implementing the Runnable Interface.



Thread Priorities.



Thread States.



Synchronizations and Deadlocks.



wait() and notify().



Timers.



Making Threads Better.



Summary.

IV. LET THE GAMES BEGIN!

13. High-Level Graphical User Interfaces.


The Screen Class.



Forms and Alerts.



Lists.



List Types.



Choices, Choices.



Text Boxes.



Items.



Item State Listening.



Choices.



Dates.



Progress Meters.



String Items.



Image Items.



Text Inputs.



Tickers.



Additional Libraries.



Summary.

14. Working with Graphics: Low-Level Graphical User Interfaces.


The Canvas Class.



Canvas Events.



Custom Commands.



Creating a Game Key and Pointer Handler.



Handling Touch Screens.



Painting on the Screen.



Working with Colors.



Stroke Types



Drawing Lines.



Drawing Rectangles.



Drawing Rounded Rectangles.



Drawing Arcs.



Fonts.



Drawing Strings.



Drawing Images.



The Image Class.



Clipping.



Translating.



Double Buffering.



Summary.

15. Entering the Land of Sprites.


Sprites.



Sprite Properties.



Animating Frames.



The Sprite Class.



Image Files.



Loading Included Images.



Loading Images Over the Network.



Image Size Reduction.



Drawing the Sprites.



Collision Detection.



Basic Collision Detection.



Creating Child Sprites.



Building the Player Sprite.



Opponents.



Image Transparency.



Drawing by Pixels.



Drawing a Sprite's Chunks.



Implementation of Image Transparency.



Summary.

16. Managing Your Sprites.


Networked Game Components.



Downloading Images.



Downloading Other Media Types.



Advanced Collision Detection.



Solution 1: Multiple Levels.



Solution 2: Multiple Areas.



The Sprite Manager.



Drawing Optimizations.



Enhancing Sprite Collision.



Summary.

17. Sprite Movement.


Floating-Point in J2ME.



Cheating the System.



Game Initialization.



Movement.



The Movement Routine.



Piecing It All Together.



Handling Collision Detection.



Endgame: Losing or Winning.



The Final Game Thread.



Summary.

18. J2ME Audio Basics.


Sounds Are (Barely) Possible.



Summary.

19. Be Persistent: MIDP Data Storage.


RecordStore Overview.



RecordStore in Practice.



addRecord().



getRecord().



setRecord().



deleteRecord().



getLastModified().



getNextRecordID().



getNumRecords().



getSize().



getSizeAvailable().



deleteRecordStore().



EnumerateRecords().



The Game's New Methods.



Writing the Code.



More RecordStore Joy.



Summary.

20. Connecting Out: Wireless Networking.


J2ME Networking Overview.



MIDP Networking.



A Little Info About HTTP.



HTTP Example.



Working Around HTTP's Limitations.



Setting Up Your Game Server.



Data Format.



Doing Your Own Packing.



XML.



Encoding with DataOutputStream and DataInputStream.



Making a Multiplayer Car Racing Game.



Design the System.



Special Considerations.



The Messages.



Weaknesses.



The Client Side.



The Server Side.



Playing the Game.



Summary.

V. J2ME EXTENSIONS.

21. PersonalJava, Connected Device Configuration, and Other Micro Java Blends.


Connected Device Configuration (CDC).



J2ME Foundation Profile.



The Personal Profile.



PersonalJava.



PersonalJava APIs.



Double Buffering.



Developer Tools.



MIDP Plug-In for PersonalJava.



PersonalJava Design Considerations.



PDA Profile.



Java Game Profile.



The J2ME Multimedia Profile.



Summary.

22. iAppli: Micro Java with a Twist.


The Architecture of It All.



Provisioning.



Priorities, Priorities.



iAppli: Like MIDP, But Not Quite.



User Interface.



Networking and Input/Output.



Developing iApplis.



Summary.

23. Siemens Game API.


Getting Set Up.



Compiling.



Running with the Emulator.



Running on the Actual Phone.



Download Your Applet Over the Air.



The Game SDK Overview.



Images and Sprites.



Creating an Extended Image.



Blitting.



Graphic Objects.



Sprites.



Creating and Masking a Sprite.



Sample Code.



TiledBackground.



The Tiles.



The Tile Background.



Flashing.



Good Vibrations.



Music, Sweet Music.



Melodies.



GSM Functions.



Making a Call.



Accessing the Phone Book.



SMS Messages.



Input Output.



Sending and Receiving Data.



Saving and Loading Files.



Summary.

VI. MICRO RACER.

24. Micro Racer: Putting It All Together.


The Bad News.



The Good News.



Putting Together the Pieces.



Adding Weapons.



Better Enemies: Artificial Intelligence.



Better Control.



Adding Power-Ups.



Tying In the Game with the Data Store.



Tying In the Offline Game with the Online Garage.



Future Work.



One Game Running Everywhere.



The Magic of Interfaces.



Summary.

VII. APPENDIXES.

Appendix A. Low-Level GUI Classes.


Game Classes.



javax.microedition.lcdui.AlertType.



javax.microedition.lcdui.Command.



javax.microedition.lcdui.Display.



javax.microedition.lcdui.Displayable.



javax.microedition.lcdui.Canvas.



javax.microedition.lcdui.Screen.



javax.microedition.lcdui.Alert.



javax.microedition.lcdui.Form.



javax.microedition.lcdui.List.



javax.microedition.lcdui.TextBox.



javax.microedition.lcdui.Font.



javax.microedition.lcdui.Graphics.



javax.microedition.lcdui.Image.



javax.microedition.lcdui.Item.



javax.microedition.lcdui.ChoiceGroup.



javax.microedition.lcdui.DateField.



javax.microedition.lcdui.Gauge.



javax.microedition.lcdui.ImageItem.



javax.microedition.lcdui.StringItem.



javax.microedition.lcdui.TextField.



javax.microedition.lcdui.Ticker.

Appendix B. MIDP 1.1.


Main Packages.



java.io Class Hierarchy.



java.io Interface Hierarchy.



java.lang Class Hierarchy.



java.lang Interface Hierarchy.



java.util Class Hierarchy.



java.util Interface Hierarchy.



javax.microedition.io Class Hierarchy.



javax.microedition.io Interface Hierarchy.



javax.microedition.lcdui Class Hierarchy.



javax.microedition.lcdui Interface Hierarchy.



javax.microedition.midlet Class Hierarchy.



javax.microedition.rms Class Hierarchy.



javax.microedition.rms Interface Hierarchy.

Appendix C. Siemens Game API.


Game Classes.



com.siemens.mp.game.Light.



com.siemens.mp.game.MelodyComposer.



com.siemens.mp.game.ExtendedImage.



com.siemens.mp.game.GraphicObject.



com.siemens.mp.game.Sprite.



com.siemens.mp.game.TiledBackground.



com.siemens.mp.game.GraphicObjectManager.



com.siemens.mp.game.Melody.



com.siemens.mp.game.Sound.



com.siemens.mp.game.Vibrator.



Siemens GSM Classes.



com.siemens.mp.gsm.Call.



com.siemens.mp.gsm.PhoneBook.



com.siemens.mp.gsm.SMS.



Input/Output Classes.



com.siemens.mp.io.Connection.



com.siemens.mp.io.File.



public interface ConnectionListener.

Appendix D. The iAppli API.


Packages.



com.nttdocomo.io Interfaces.



com.nttdocomo.io Interfaces.



com.nttdocomo.lang.



com.nttdocomo.net.



com.nttdocomo.ui.



com.nttdocomo.ui Interfaces.



com.nttdocomo.util.



com.nttdocomo.util Interfaces.



IApplication.

Index. 0672323427T04222002

Erscheint lt. Verlag 30.4.2002
Mitarbeit Herausgeber (Serie): Marty Rabinowitz
Verlagsort New Jersey
Sprache englisch
Maße 187 x 232 mm
Gewicht 935 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-672-32342-7 / 0672323427
ISBN-13 978-0-672-32342-3 / 9780672323423
Zustand Neuware
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