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Index
PlayStation®Mobile Development Cookbook
Table of Contents
PlayStation®Mobile Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
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Free Access for Packt account holders
Preface
A tour of the PlayStation Mobile SDK
PSM Studio IDE
Compiler and runtime
UIComposer
Other utilities
PlayStation Mobile certified devices
PlayStation Vita specifications
HTC Hero One X specifications
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Getting Started
Introduction
Accessing the PlayStation Mobile portal
Getting ready
How to do it...
How it works...
Installing the PlayStation Mobile SDK
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a simple game loop
Getting ready
How to do it...
How it works...
There's more...
Loading, displaying, and translating a textured image
Getting ready
How to do it...
How it works...
There's more...
"Hello World" drawing text on an image
Getting ready
How to do it...
How it works...
There's more...
Deploying to PlayStation Mobile certified Android devices
Getting ready
How to do it...
There's more...
Deploying to a PlayStation Vita
Getting ready
How to do it...
There's more...
See also
Manipulating an image dynamically
Getting ready
How to do it...
How it works...
There's more...
Working with the filesystem
Getting ready
How to do it...
How it works...
There's more...
See also
Handling system events
Getting ready
How to do it...
How it works...
2. Controlling Your PlayStation Mobile Device
Introduction
Handling the controller's d-pad and buttons
Getting ready
How to do it...
How it works...
There's more...
See also
Using the Input2 wrapper class
Getting ready
How to do it...
How it works...
There's more...
See also
Using the analog joysticks
Getting ready
How to do it...
How it works...
There's more...
See also
Handling touch events
Getting ready
How to do it...
How it works...
There's more...
See also
Using the motion sensors
Getting ready
How to do it...
How it works...
There's more...
See also
Creating onscreen controls for devices without gamepads
Getting ready
How to do it…
How it works...
There's more...
See also
Configuring an Android application to use onscreen controls
Getting ready
How to do it…
How it works...
There's more...
See also
3. Graphics with GameEngine2D
Introduction
A game loop, GameEngine2D style
Getting ready
How to do it...
How it works...
There's more...
See also
Creating scenes
Getting ready
How to do it...
How it works...
There's more...
Adding a grid
See also
Adding a sprite to a scene
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a sprite sheet
Getting ready
How to do it...
How it works...
There's more...
See also
Using a sprite sheet in code
Getting ready
How to do it...
How it works...
There's more...
See also
Batching a sprite with SpriteLists
Getting ready
How to do it...
How it works...
There's more...
See also
Manipulating a texture's pixels
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a 2D particle system
Getting ready
How to do it...
How it works...
There's more...
See also
4. Performing Actions with GameEngine2D
Introduction
Handling updates with Scheduler
Getting ready
How to do it...
How it works...
There's more...
See also
Working with the ActionManager object
Getting ready
How to do it...
How it works...
There's more...
See also
Using predefined actions
Getting ready
How to do it...
How it works...
There's more...
See also
Transitioning between scenes
Getting ready
How to do it...
How it works...
There's more...
See also
Simple collision detection
Getting ready
How to do it...
How it works...
There's more...
See also
Playing background music
Getting ready
How to do it...
How it works...
There's more...
See also
Playing sound effects
Getting ready
How to do it...
How it works...
There's more...
See also
5. Working with Physics2D
Introduction
Creating a simple simulation with gravity
Getting ready
How to do it...
How it works...
There's more...
See also
Switching between dynamic and kinematic
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a (physics!) joint
Getting ready
How to do it...
How it works...
There's more...
See also
Applying force and picking a physics scene object
Getting ready
How to do it...
How it works...
There's more...
See also
Querying if a collision occurred
Getting ready
How to do it...
How it works...
There's more...
See also
Rigid body collision shapes
Getting ready
How to do it...
How it works...
There's more...
Building and using an external library
Getting ready
How to do it...
How it works...
There's more...
6. Working with GUIs
Introduction
"Hello World" – HighLevel.UI style
Getting ready
How to do it...
How it works...
There's more...
See also
Using the UI library within a GameEngine2D application
Getting ready
How to do it...
How it works...
There's more...
See also
Creating and using hierarchies of widgets
Getting ready
How to do it...
How it works...
There's more...
Container widgets
Common widgets
Creating a UI visually using UIComposer
Getting ready
How to do it...
How it works...
There's more...
See also
Displaying a MessageBox dialog
Getting ready
How to do it...
How it works...
There's more...
See also
Handling touch gestures and using UI effects
Getting ready
How to do it...
How it works...
There's more...
See also
Handling language localization
Getting ready
How to do it...
There's more...
See also
7. Into the Third Dimension
Introduction
Creating a simple 3D scene
Getting ready
How to do it...
How it works...
There's more...
See also
Displaying a textured 3D object
Getting ready
How to do it...
How it works...
There's more...
See also
Implementing a simple camera system
Getting ready
How to do it...
How it works...
See also
A fragment (pixel) shader in action
Getting ready
How to do it...
How it works...
There's more...
See also
A vertex shader in action
Getting ready
How to do it...
How it works...
There's more...
See also
Adding lighting to your scene
Getting ready
How to do it...
How it works...
There's more...
See also
Using an offscreen frame buffer to take a screenshot
Getting ready
How to do it...
How it works...
There's more...
See Also
8. Working with the Model Library
Introduction
Importing a 3D model for use in PlayStation Mobile
Getting ready
How to do it...
How it works...
There's more...
See also
Loading and displaying a 3D model
Getting ready
How to do it...
How it works...
There's more...
See also
Using BasicProgram to perform texture and shader effects
Getting ready
How to do it...
How it works...
There's more...
See also
Controlling lighting using BasicProgram
Getting ready
How to do it...
How it works...
There's more...
See also
Animating a model
Getting ready
How to do it...
How it works...
There's more...
See also
Handling multiple animations
Getting ready
How to do it...
How it works...
There's more...
See also
Using bones to add a sword to our animated model
Getting ready
How to do it...
How it works...
There's more...
9. Finishing Touches
Introduction
Opening and loading a web browser
Getting ready
How to do it...
How it works...
There's more...
Socket-based client and server networking
Getting ready
How to do it...
How it works...
There's more...
See Also
Accessing (Twitter) data over the network using REST and HttpWebRequest
Getting ready
How to do it...
How it works...
There's more...
See also
Copying and pasting using Clipboard
Getting ready
How to do it...
How it works...
There's more...
Embedding and retrieving a resource from the application assembly
Getting ready
How to do it...
How it works...
There's more...
See also
Configuring your application using PublishingUtility
Getting ready
How to do it...
There's more…
See also
Creating downloadable content (DLC) for your application
Getting ready
How to do it...
How it works...
There's more...
See also
A. Publishing Your Application
Introduction
Process overview
Obtaining a developer license
Your publisher keys
Preparing your application for publication
Publishing your application
Index
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