In-depth BREW mobile game development

Introduction

The readers of this book are mainly engineering and technical personnel engaged in mobile game development, college students and related technology enthusiasts. This book can be used as a teaching material for embedded game development courses in colleges, and can also be used as an introductory book and reference book for mobile game developers.

Table of Contents

Chapter 1 Introduction to Mobile Games

1.1 Development of Mobile Games

1.2 Features of Mobile Games

< p>1.2.1 Advantages of mobile devices

1.2.2 Disadvantages of mobile devices

1.3 Mobile game development

1.3.1 Compared with traditional game development Differences

1.3.2 Development strategies for developing strengths and avoiding weaknesses

1.4 What is BREW

Chapter 2 Overview of Wonderful Mobile Games

2.1 Board Games

2.2 Action games

2.3 Puzzle games

2.4 Strategy games

2.5 Sports games

2.6 Pets Games

2.7 role games

2.8 shooting games

2.9 networked games

Chapter 3 Introduction to BREW

3.1 Introduction to BREW

3.1.1 Concept of BREW

3.1.2 Contents of BREW

3.1.3 Advantages of BREW

3.2 BREW development environment

3.2.1 BREWSDK installation environment

3.2.2 BREWSDK installation

3.2.3 BREWSDK components and directory structure

3.3 Create the first application

3.3.1 Create a new BREW project

3.3.2 Program framework description

3.3.3 Write and save the code

3.3.4 Run HelloWorld

Chapter 4 BREW core technology

4.1 Background knowledge: Object-oriented programming using C language

4.1.1 The simplest example

4.1.2 The realization of inheritance

4.1.3 Polymorphism

4.2 AEE architecture analysis< /p>

4.2.1 Hierarchical structure of AEE

4.2.2 Overview of BREW interface

4.2.3 AEECLSID mechanism

4.2.4 Factory method ISHELL_Crea(elnstance

4.3 Creation of Module and APPLET

4.3.1 Creation of Module

4.3.2 Creation and Start of Applet

4.4 AEE thing

4.4.1 Overview of event-driven mechanism

4.4.2 Registration of AEE event handling functions

4.4.3 Classification of AEE events

4.4.4 AEE event distribution mechanism

4.4.5 Suspend and resume of Applet

Chapter 5 GUI Technology

5.1 In-game GUI

5.2 Analysis of key GUI technologies in BREW

5.2.1 The basis of display technology-IDisplay interface

5.2.2 Graphic image display-IGraphics , IBitmap and Ilmage interfaces

5.2.3 Display related auxiliary interfaces

Chapter 6 Data Storage Technology

6.1 Basic Knowledge

< p>6.1.1 Introduction to mobile storage technology

6.1.2 Application of storage technology in games

6.2 File I/O technology

6.2.1 File I/O technical points

6.2.2 BREW file I/O technology

6.3 database management technology

6.3.1 BREW database technology

6.3.2 Realization of BREW database management

6.4 Example analysis

6.4.1 File FO example

6.4.2 Database example

Chapter 7 Memory Management

7.1 Restricted Memory Management Method

7.1.1 Limitation of Mobile Phone Memory

7.1.2 Common Management of Restricted Memory Method

7.1.3 Common memory allocation method

7.2 Memory usage in BREW

7.2.1 Memory allocation

7.2. 2 Memory release

7.2.3 Ⅲeprint interface

7.2.4 reload new and delete

7.2.5 talk of experience

< p>Chapter 8 Sound Effect Technology

8.1 Introduction to Sound Effect Technology

8.2 Two Examples of Sound Effect Play

8.3 Introduction to Buzzer

8.4 Use of tone interface

8.4.1 Interface callback module

8.4.2 Other playback and control modules in 1Sound interface

8.4.3 Device Settings

8.4.4 Exit module

8.5 Use of voice player interface

< p>8.5.1 Callback module

8.5.2 Introduction to other functions

8.5.3 Device information acquisition and setting module

8.5.4 Exit release Module

8.6 Multimedia interface introduction

8.6.1 Callback module

8.6.2 Other function introduction

8.6.3 Exit release module

8.7 Introduction to CMXSradio

8.8 Case Analysis

Chapter 9 Sprite in Animation

9.1 Introduction to Sprite Technology

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9.2 1 Sprite interface usage

9.2.1 Onion-like layered game scene

9.2.2 Loading image resources

9.2.3 Use Tile to create complex background

9.2.4 Background display and control

9.2.5 Use Sprite to create animation objects

9.2.6 Display of animation objects And control

9.2.7 The transparent color problem of sprites

9.2.8 Summary

9.3 Complete Pfly example

9.3.1 PflyLoadSprims() function

9.3.2 Pti5, LoadResources() function

9.3.3 Pfly_Init() function

9.3.4 PnyNextFrame() function

p>

Chapter 10 Wireless Network Technology

10.1 Technical Background Overview

10.2 Simple Example

10.3 Socket Basics

10.4 BREW network interface

10.4.1 How to use the interface and mechanism

10.4.2 Introduction to the basic functions of the 1NetMgr interface

10.4.3 Other functions of the 1Socket interface Introduction

10.4.4 Cancel Callback and Release of Interface

10.5 An Example

Chapter 11 Other Assistive Technologies

11.1 String Operation

11.2 Floating point operation

11.3 Timer

11.4 Random number

Chapter 12 Comprehensive example analysis

< p>12.1 Swing bug game

12.1.1 The first step of game design: creativity

12.1.2 The second step of game design: demand analysis

12.1.3 Game Design Third Step: Detailed Design

12.1.4 Game Design Fourth Step: Code Design

12.1.5 Game Design Fifth Step: Game test

12.1.6 Summary

12.2 Paper airplane game

12.2.1 Creativity

12.2.2 Requirements and specifications< /p>

12.2.3 Basic flow chart and control transfer table

12.2.4 Program module analysis

12.2.5 Summary

Appendix A BREWEmulator Use of

The process of A1 Emulator running applet

A1.1 Run Emulator from the "Start" menu

A1.2 Emulator menu and other functions

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A2 Run BREW application

A2.1 Process of running BREW application

A2.2 View and edit application source code

A3 Use Application Manager

A3.1 Configure applet image in Emulator

A3.2 Configure applet to play sound

A4 Use speed simulation< /p>

A4.1 Why use speed simulation

A4.2 How to perform speed simulation

Appendix B BREWResourceEditor use

B1 Resource editing File format used by the browser

The role of the B2 resource editor

B3 Create resource

B3.1 Run the resource editor

B3.2 Create string resource

B3.3 Create image resource

B3.4 Create dialog resource

B4 Compile resource file

< p>Appendix C Use of BREWMIFEditor

C1 BREW class and MIF

The role of C2 MIF editor

C3 Use BREWMIF editor and add applets to the module Steps

C3.1 Run MIF Editor from the "Start" menu

C3.2 MIF Editor Applet tab settings

C3.3 Add General MIF information

C3.4 extension

C3.5 maintain external dependencies

C3.6 add license to MIF

Appendix D Use of BREWDeviceConfigurator

Introduction to D1 Configurator

The role of D1.1 Configurator

D1.2 device file

D1.3 general device properties

< p>D1.4 device object

D1.5 image file requirements

D1.6 simulated device screen

D1.7 simulated character

< p>D1.8 Simulate device speed

D2 Use Configurator

D2.1 Run Configurator from "Start" menu

D2.2 Create device file

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D2.3 Import device image file

D2.4 Define device attributes

D2.5 Define object

D2.6 Edit existing

Appendix E Use EmbeddedC++

Definition of E1 class

Initialization of E2 application

Implementation of E3 class

Appendix F BREW related resources

Appendix G References

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