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 devices1.2.2 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 technology6.1.2 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 Technology8.1 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 module8.5.2 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
p>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 game12.1.1 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
p>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 BREWMIFEditorC1 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 objectD1.5 image file requirements
D1.6 simulated device screen
D1.7 simulated character
< p>D1.8 Simulate device speedD2 Use Configurator
D2.1 Run Configurator from "Start" menu
D2.2 Create device file
p>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