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Marmalade SDK mobile game developement essentials /

A practical tutorial that's easy to follow with lots of tips, examples and diagrams, including a full game project that grows with each chapter, This book targets Professional and Indie game developers who want to develop games quickly and easily to run across a huge range of smartphones and ta...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Scaplehorn, Sean
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing Ltd., 2012.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Marmalade; Installing the Marmalade SDK; Installing a development environment; Choosing your Marmalade license type; Downloading and installing Marmalade; Using the Marmalade Configuration Utility; Managing your Marmalade account and licenses; Viewing an overview of your account; Updating your profile information; Managing your licenses; Managing your user list; Creating a Marmalade project; Creating the ""Hello World"" project
  • The MKB file for the ""Hello World"" projectThe source file for the ""Hello World"" project; Building the ""Hello World"" project; The build directory; The data directory; Building and running in the Windows simulator; Deploying a Marmalade project; Compiling the ""Hello World"" project for the ARM CPU; Deploying the ""Hello World"" project; Installing on Android devices; Installing on iOS devices; Installing on BlackBerry QNX devices; Installing on Bada devices; Summary; Chapter 2: Resource Management and 2D Graphics Rendering; The Marmalade ITX file format; The CIwManaged class
  • Instantiating a class with the class factoryParsing a class; Serializing a class; Resolving a class; The Marmalade resource manager; Adding IwResManager to a project; Specifying resources with a GROUP file; Loading groups and accessing resources; The CIwResource class; GROUP file serialization; Resource handlers; Graphics APIs provided by the Marmalade SDK; The s3eSurface API; The IwGL API and OpenGL ES; The Iw2D API; The IwGx API; Using IwGx to render 2D graphics; IwGx initialization and termination; Rendering a polygon; Materials and textures; Vertex streams; Color streams; UV streams
  • Drawing a polygonDisplaying the rendered image; Example code; The ITX project; The Graphics2D project; The Skiing project; The GameObject class; The ModeManager and Mode classes; Summary; Chapter 3: User Input; Detecting key input; Initialization and update of key information; Detecting key state; Detecting key state changes using polling; Detecting key state changes using callbacks; Detecting character code input; Detecting character code input using polling; Detecting character code input using callbacks; Inputting strings; Detecting touch screen and pointer input
  • Determining available pointer functionalityDetermining the type of pointer input; Determining the type of stylus input; Updating current pointer input status; Detecting single touch input; Detecting single touch input using polling; Detecting single touch input using callbacks; Detecting multi-touch input; Detecting multi-touch input using polling; Multi-touch input using callbacks; Recognizing gesture inputs; Detecting a swipe gesture; Detecting a pinch gesture; Detecting accelerometer input; Starting and stopping accelerometer input; Reading accelerometer input