Wordware - Wireless Game Development in C CPP with BREW
Table of Contents
BackCover
Wireless Game Development in C/C++ with BREW
Foreword
Introduction
What Is BREW and How Does It Fit into All of This?
Who Does This Guy Think He Is Anyway?
Who Is This Book For?
How Do I Use This Book?
Why C?
Coding Conventions
Companion Files
How Do I Use the Companion Files?
Conclusion
Chapter 1: A Crash Course in Wireless Gaming
Mobile Phone Gaming: Past, Present, and Future
The Business Model
Conclusion
Chapter 2: Introducing BREW
The Big Picture
A Note About Versions
The Hardware
The SDK
The Distribution Model
Conclusion
Chapter 3: BREW Gaming Examples
Action Games
Puzzle/Board Games
Strategy Games
Sports Games
Adventure/RPG Games
Casino Games
Software Toys
Card Games
Multiplayer Games
Conclusion
Chapter 4: Getting Started
The Tools of the Trade
Becoming a Registered Developer
What Is in the SDK?
Using the Emulator
The Device Configurator
Conclusion
Chapter 5: Your First BREW Application
The Ingredients of a BREW Applet
Creating the Ingredients
Creating the Project
Programming the Applet
Running Your Applet
Conclusion
Chapter 6: The Anatomy of BREW
The BREW Interfaces
Conclusion
Chapter 7: Using Resources
Resource Types
Creating a Resource File
Generating the Resource File
Conclusion
Chapter 8: Bitmap Graphics
Bitmaps
Displaying Bitmaps the Easy Way
A Simple Animation Example
Displaying Bitmaps the Hard Way
Two Image Examples
Conclusion
Chapter 9: Text and Geometric Graphics
Drawing Text
What Are Geometric Primitives?
Conclusion
Chapter 10: GUI
Creating an Object Instance
Using Static Text
Using Menus
Using Text Controls
Using Time Controls
Using Date Controls
Using Dialogs
A Simple Example
Conclusion
Chapter 11: Persistent Storage
Basic File I/O
Databases
Applet Preferences
Conclusion
Chapter 12: Sound and Music
The Beep
Tones and Tone Lists
Advanced Sound Capabilities
Making Sounds Interactive
Simple Examples
Conclusion
Chapter 13: Miscellaneous Topics
Strings and String Manipulation
Memory Management
Timers
Telling Time
Random Numbers
Conclusion
Chapter 14: Putting It All Together
The Mobile Game Development Process
Attack of the Flarb
Conclusion
Chapter 15: BREW Extensions
What Is an Extension?
Creating the Extension
Using the Extension
The Final Product
Conclusion
Chapter 16: Tile Graphics
What Are Tile Graphics?
Larger Worlds
Modifying Worlds
Creating Tile Maps
A Simple Example
Conclusion
Chapter 17: Wireless Networking
The Wireless Network
So Who Cares?
Internet Game Programming
Sockets
BREW's Networking and Socket Interface
A Simple Example
Making a Real Multiplayer Game
Conclusion
Chapter 18: Running on Hardware
Inside BREW Hardware
Getting a Handset
Getting the Newest Installation of BREW
Compiling Native Code
Digital Signatures
Creating Real BID Files
Uploading to the Device
Hardware Debugging
Conclusion
Chapter 19: Optimization
Timing Your Code
Basic Optimization Techniques
Graphics Optimizations
Conclusion
Chapter 20: Certification and Publishing
True BREW Certification
Carrier Distribution
Paid in Full
The Developer-Publisher Model
Conclusion
Appendix A: BREW and Java
Introducing Java
Java for BREW?
Conclusion
Appendix B: SMS
What Is an SMS Message?
SMS Gaming
How to Receive an SMS Message
Beyond SMS: EMS and MMS
Conclusion
Appendix C: BREW 1.1
The New 1.1 Interfaces
API Additions
Tool Enhancements
New Tools
To Use or Not to Use?
Conclusion
Appendix D: BREW 2.0
The New 2.0 Interfaces
Graphics Enhancements
Tool Enhancements
When Can I Use It?
The Future of BREW
Conclusion
Appendix E: Using C++
Is It C, or Is It C++?
Hello, Again
C++ Makefiles
Conclusion
Appendix F: Fixed-point Math
Fixed-point Math
Conclusion
Appendix G: The BMP File Format
Why Bother?
The Anatomy of a BMP
Changing Pixels
Conclusion
Index
Index_A
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K
Index_L
Index_M
Index_N
Index_P
Index_Q
Index_R
Index_S
Index_T
Index_U
Index_V
Index_W
List of Figures
List of Tables
List of Code Listings