MTU Library Catalogue

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J2ME game programming / Martin J. Wells.

By: Wells, Martin J.
Material type: materialTypeLabelBookSeries: Premier Press game development series: Publisher: Boston, MA : Thomson/Course Technology, c2004Description: xxvii, 768 p. : ill. ; 24 cm.ISBN: 1592001181; 9781592001187.Subject(s): Computer games -- Programming | Java (Computer program language) | Hobbies and Games | Computer games / online games: strategy guides | Web programming | Digital LifestyleDDC classification: 006.7 WEL Summary: After reviewing the brief history of micro-device software development, this guide shows how to code games using Java 2 micro edition (J2ME), particularly for mobile phones. The author describes the APIs provided as part of Sun's J2ME SDK and some features available with device-specific libraries.
Holdings
Item type Current library Call number Copy number Status Barcode
General lending MTU Kerry North Campus Library Ground Floor Main 006.7 WEL (Browse shelf(Opens below)) Available 38888000878771
General lending MTU Kerry North Campus Library Ground Floor Main 006.7 WEL (Browse shelf(Opens below)) 1 Available 38888000541429
Total holds: 0

Enhanced descriptions from Syndetics:

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!

Includes index.

After reviewing the brief history of micro-device software development, this guide shows how to code games using Java 2 micro edition (J2ME), particularly for mobile phones. The author describes the APIs provided as part of Sun's J2ME SDK and some features available with device-specific libraries.

Table of contents provided by Syndetics

  • Introduction (p. xxv)
  • Part I What Is J2ME? (p. 1)
  • Chapter 1 J2ME History (p. 3)
  • Java's Acorn (p. 3)
  • Java's Growth in the Sun (p. 6)
  • So What Is Java? (p. 6)
  • Multiple Editions (p. 9)
  • Micro Devices Everywhere (p. 9)
  • Micro Software (p. 10)
  • Conclusion (p. 12)
  • Chapter 2 J2ME Overview (p. 13)
  • I Shall Call It Mini-ME (p. 13)
  • J2ME Architecture (p. 14)
  • MIDP (p. 28)
  • MIDP 2.0 (p. 37)
  • Conclusion (p. 38)
  • Chapter 3 J2ME-Enabled Devices (p. 39)
  • MID Overview (p. 39)
  • Conclusion (p. 46)
  • Part II Show Me the Code! (p. 47)
  • Chapter 4 The Development Environment (p. 49)
  • Getting the Tools (p. 49)
  • Installing the Software (p. 50)
  • Baking Some MIDlets! (p. 55)
  • Creating the Full Package (p. 59)
  • The J2ME Wireless Toolkit (p. 64)
  • Working with Other Development Environments (p. 70)
  • Conclusion (p. 76)
  • Chapter 5 The J2ME API (p. 77)
  • MIDP API Overview (p. 77)
  • The MIDlet Application (p. 78)
  • Using Timers (p. 86)
  • Networking (p. 90)
  • Persistence (RMS) (p. 95)
  • User Interface (LCDUI) (p. 110)
  • Conclusion (p. 172)
  • Chapter 6 Device-Specific Libraries (p. 173)
  • Device-Specific Libraries (p. 173)
  • Nokia (p. 174)
  • Siemens (p. 198)
  • Motorola (p. 203)
  • Other Extensions (p. 210)
  • Conclusion (p. 210)
  • Chapter 7 Game Time (p. 211)
  • Game Time (p. 211)
  • Game Design (p. 211)
  • The Application Class (p. 212)
  • The Menu (p. 214)
  • The Game Screen (p. 216)
  • The Game Loop (p. 217)
  • Adding the Graphics (p. 221)
  • The Actors (p. 226)
  • Input Handling (p. 239)
  • Collision Detection (p. 240)
  • Game Over (p. 242)
  • Conclusion (p. 244)
  • Part III Game On (p. 245)
  • Chapter 8 The Project (p. 247)
  • The State of Play (p. 247)
  • Game Types (p. 250)
  • Designing Your Game (p. 252)
  • The Development Process (p. 260)
  • Your Idea (p. 263)
  • Conclusion (p. 268)
  • Chapter 9 The Graphics (p. 269)
  • Sprite Basics (p. 269)
  • Advanced Sprites (p. 282)
  • Conclusion (p. 302)
  • Chapter 10 The Action (p. 303)
  • Getting Some Action (p. 303)
  • Basic Movement (p. 304)
  • Moving at an Angle (p. 304)
  • Advanced Motion (p. 317)
  • Collision Detection (p. 325)
  • Actors (p. 342)
  • The Enemy (p. 355)
  • Conclusion (p. 366)
  • Chapter 11 The World (p. 367)
  • A New World (p. 367)
  • Creating a Tile Engine (p. 373)
  • Building Worlds (p. 388)
  • Advanced Object Management (p. 416)
  • Conclusion (p. 432)
  • Chapter 12 The Game (p. 433)
  • The Game Screen (p. 433)
  • Game State (p. 433)
  • The Primary Actor (p. 437)
  • Dealing with Damage (p. 445)
  • Saving and Loading (p. 458)
  • Conclusion (p. 464)
  • Chapter 13 The Front End (p. 465)
  • Front End Overview (p. 465)
  • The Application Class (p. 467)
  • The Menus (p. 479)
  • The Splash Screen (p. 488)
  • Conclusion (p. 492)
  • Chapter 14 The Device Ports (p. 493)
  • Nokia Customization (p. 493)
  • Build Systems (p. 500)
  • Multi-Device Builds (p. 512)
  • Conclusion (p. 518)
  • Chapter 15 The Optimizing (p. 519)
  • Speed, Glorious Speed (p. 519)
  • Optimization (p. 527)
  • Conclusion (p. 534)
  • Chapter 16 The Localization (p. 535)
  • Localizing (p. 535)
  • Conclusion (p. 540)
  • Part IV Sell, Sell, Sell (p. 541)
  • Chapter 17 Marketing Material (p. 543)
  • Game Guide (p. 543)
  • Taking Screenshots (p. 546)
  • Making Movies (p. 547)
  • Company Presence (p. 551)
  • Conclusion (p. 552)
  • Chapter 18 Sales Channels (p. 553)
  • J2ME Business Model (p. 553)
  • Ways to Market (p. 556)
  • Approaching the Publisher (p. 563)
  • Doing the Deal (p. 565)
  • Conclusion (p. 567)
  • Part V What Next? (p. 569)
  • Chapter 19 CLDC 1.1 and MIDP 2.0 (p. 571)
  • The Next Generation (p. 571)
  • Developing with MIDP 2 (p. 574)
  • Sound (p. 577)
  • Enhanced LCDUI (p. 578)
  • Game API (p. 601)
  • Communications (p. 616)
  • Push Registry (p. 618)
  • Conclusion (p. 618)
  • Chapter 20 Isometric Games (p. 621)
  • What Is Isometric Projection? (p. 621)
  • The Graphics (p. 623)
  • Conclusion (p. 638)
  • Chapter 21 Ray Casting (p. 639)
  • What Is Ray Casting? (p. 639)
  • The Fundamentals (p. 641)
  • The Engine (p. 647)
  • Advanced Features (p. 666)
  • Conclusion (p. 668)
  • Chapter 22 Making the Connection (p. 669)
  • Mobile Communications (p. 669)
  • Network Gaming (p. 672)
  • A Simple Networked MIDlet (p. 674)
  • The Server Side (p. 676)
  • Online Scoring for Star Assault (p. 680)
  • Advanced Networking (p. 689)
  • Conclusion (p. 692)
  • Appendix A Java 2 Primer (p. 693)
  • Java 2 (p. 693)
  • The Nature of a Program (p. 694)
  • Objects Everywhere (p. 694)
  • So What Is an Object Anyway? (p. 694)
  • Java Objects (p. 696)
  • Instantiation (p. 696)
  • Methods (p. 697)
  • Fields (p. 698)
  • Constructors (p. 698)
  • Objects and Memory (p. 700)
  • Basic Syntax (p. 702)
  • Comments (p. 702)
  • Primitive Types (p. 703)
  • Literals (p. 704)
  • Declaring Primitive Types (p. 705)
  • Basic Operators (p. 706)
  • Statements and Blocks (p. 709)
  • Conditionals (p. 711)
  • The do and while Statements (p. 712)
  • Strings (p. 715)
  • Arrays (p. 717)
  • Advanced Object-Oriented Programming (p. 717)
  • Basic Inheritance (p. 718)
  • Object Base (p. 721)
  • Method Overriding (p. 722)
  • Abstract (p. 723)
  • Interfaces (p. 724)
  • Visibility (p. 725)
  • Inner Classes (p. 726)
  • Finalize (p. 728)
  • This (p. 729)
  • Statics (p. 729)
  • Final (p. 733)
  • Exceptions (p. 734)
  • Packages, Import, and CLASSPATH (p. 736)
  • Index (p. 738)

Author notes provided by Syndetics

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 variety of computer languages and systems