Playstation mobile development cookbook : over 65 recipes that will help you create and develop amazing mobile applications! /
Written as a series of engaging and practical recipes, this essential Cookbook has been meticulously designed and reviewed in order to provide you with the ultimate reference for PlayStation®Mobile development.If you've got some prior experience with C# and want to create awesome projects for t...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Pub.,
2013.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Introduction; Accessing the PlayStation Mobile portal; Installing the PlayStation Mobile SDK; Creating a simple game loop; Loading, displaying, and translating a textured image; ""Hello World"" drawing text on an image; Deploying to PlayStation certified Android devices; Deploying to a PlayStation Vita; Manipulating an image dynamically; Working with the filesystem; Handling system events; Chapter 2: Controlling Your PlayStation Mobile Device
- IntroductionHandling the controller's d-pad and buttons; Using the Input2 wrapper class; Using the analog joysticks; Handling touch events; Using the motion sensors; Creating onscreen controls for devices without gamepads; Configuring an Android application to use onscreen controls; Chapter 3: Graphics with GameEngine2D; Introduction; A game loop, GameEngine2D style; Creating scenes; Adding a sprite to a scene; Creating a sprite sheet; Using a sprite sheet in code; Batching a sprite with SpriteLists; Manipulating a texture's pixels; Creating a 2D particle system
- Chapter 4: Performing Actions with GameEngine2DIntroduction; Handling updates with Scheduler; Working with the ActionManager object; Using predefined actions; Transitioning between scenes; Simple collision detection; Playing background music; Playing sound effects; Chapter 5: Working with Physics2D; Introduction; Creating a simple simulation with gravity; Switching between dynamic and kinematic; Creating a (physics!) joint; Applying force and picking a physics scene object; Querying if a collision occurred; Rigid body collision shapes; Building and using an external library
- Chapter 6: Working with GUIsIntroduction; ""Hello World""
- HighLevel.UI style; Using the UI library within a GameEngine2D application; Creating and using hierarchies of widgets; Creating a UI visually using UIComposer; Displaying a MessageBox dialog; Handling touch gestures and using UI effects; Handling language localization; Chapter 7: Into the Third Dimension; Introduction; Creating a simple 3D scene; Displaying a textured 3D object; Implementing a simple camera system; A fragment (pixel) shader in action; A vertex shader in action; Adding lighting to your scene
- Using an offscreen frame buffer to take a screenshotChapter 8: Working with the Model Library; Introduction; Importing a 3D model for use in PlayStation Mobile; Loading and displaying a 3D model; Using BasicProgram to perform texture and shader effects; Controlling lighting using BasicProgram; Animating a model; Handling multiple animations; Using bones to add a sword to our animated model; Chapter 9: Finishing Touches; Introduction; Opening and loading a web browser; Socket-based client and server networking; Accessing (Twitter) data over the network using REST and HttpWebRequest