Author(s): Martin J. Wells
ISBN(s): 1592001181
Publisher(s): Premier Press, 2004



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!

- Addresses important issues of J2ME game development that have been given little, or no attention in other publications such as game play design tailored for mobile devices, supporting multiple target devices, squeezing traditional game techniques, and more
- Readers additionally learn how to structure code and classes to achieve as small an application footprint as possible
- Covers all the elements needed to create the reader's own J2ME game. Readers learn the essentials of J2ME game development from the ground up, including issues involved in developing for multiple target devices and how to wrestle the jungle of device specific libraries and device capabilities.

Part I:  What Is J2ME?
  Chapter 1.  J2ME History
    Java's Acorn
    Java's Growth in the Sun
    So What Is Java?
    Multiple Editions
    Micro Devices Everywhere
    Micro Software
    Conclusion
  Chapter 2.  J2ME Overview
    I Shall Call It Mini-ME
    J2ME Architecture
    MIDP
    MIDP 2.0
    Conclusion
  Chapter 3.  J2ME-Enabled Devices
    MID Overview
    Conclusion
Part II:  Show Me the Code!
  Chapter 4.  The Development Environment
    Getting the Tools
    Installing the Software
    Baking Some MIDlets!
    Creating the Full Package
    The J2ME Wireless Toolkit
    Working with Other Development Environments
    Conclusion
  Chapter 5.  The J2ME API
    MIDP API Overview
    The MIDlet Application
    Using Timers
    Networking
    Persistence (RMS)
    User Interface (LCDUI)
    Conclusion
  Chapter 6.  Device-Specific Libraries
    Device-Specific Libraries
    Nokia
    Siemens
    Motorola
    Other Extensions
    Conclusion
  Chapter 7.  Game Time
    Game Time
    Game Design
    The Application Class
    The Menu
    The Game Screen
    The Game Loop
    Adding the Graphics
    The Actors
    Input Handling
    Collision Detection
    Game Over
    Conclusion
Part III:  Game On
  Chapter 8.  The Project
    The State of Play
    Game Types
    Designing Your Game
    The Development Process
    Your Idea
    Conclusion
  Chapter 9.  The Graphics
    Sprite Basics
    Advanced Sprites
    Conclusion
    Chapter 10.  The Action
    Getting Some Action
    Basic Movement
    Moving at an Angle
    Advanced Motion
    Collision Detection
    Actors
    The Enemy
    Conclusion
  Chapter 11.  The World
    A New World
    Creating a Tile Engine
    Building Worlds
    Conclusion
  Chapter 12.  The Game
    The Game Screen
    Game State
    The Primary Actor
    Dealing with Damage
    Saving and Loading
    Conclusion
  Chapter 13.  The Front End
    Front End Overview
    The Application Class
    The Menus
    The Splash Screen
    Conclusion
  Chapter 14.  The Device Ports
    Nokia Customization
    Build Systems
    Multi-Device Builds
    Conclusion
  Chapter 15.  The Optimizing
    Speed, Glorious Speed
    Optimization
    Conclusion
  Chapter 16.  The Localization
    Localizing
    Conclusion
Part IV:  Sell, Sell, Sell
  Chapter 17.  Marketing Material
    Game Guide
    Taking Screenshots
    Making Movies
    Company Presence
    Conclusion
  Chapter 18.  Sales Channels
    J2ME Business Model
    Ways to Market
    Approaching the Publisher
    Doing the Deal
    Conclusion
Part V:  What Next?
  Chapter 19.  CLDC 1.1 and MIDP 2.0
    The Next Generation
    Developing with MIDP 2
    Sound
    Enhanced LCDUI
    Game API
    Communications
    Push Registry
    Conclusion
  Chapter 20.  Isometric Games
    What Is Isometric Projection?
    The Graphics
    Conclusion
  Chapter 21.  Ray Casting
    What Is Ray Casting?
    The Fundamentals
    The Engine
    Advanced Features
    Conclusion
  Chapter 22.  Making the Connection
    Mobile Communications
    Network Gaming
    A Simple Networked MIDlet
    The Server Side
    Online Scoring for Star Assault
    Advanced Networking
    Conclusion
Appendix A.  Java 2 Primer
  Java 2
  The Nature of a Program
  Objects Everywhere
  Basic Syntax
  Strings
  Arrays
  Advanced Object-Oriented Programming
  Exceptions
  Packages, Import, and CLASSPATH