Cover image for Microsoft Pocket PC Game Programming.
Microsoft Pocket PC Game Programming.
Title:
Microsoft Pocket PC Game Programming.
Author:
Harbour, Jonathon.
ISBN:
9781592003235
Personal Author:
Physical Description:
1 online resource (768 pages)
Contents:
Title -- Copyright -- Dedication -- Acknowledgments -- About the Author -- Contents at a Glance -- Contents -- Introduction -- ABOUT THIS BOOK -- SYSTEM REQUIREMENTS -- DEVELOPMENT TOOLS -- USING THE CD-ROM -- CHAPTER SUMMARY -- CONVENTIONS USED IN THIS BOOK -- THANK YOU -- Part I Writing Games for the Microsoft Pocket PC Platform -- CHAPTER 1 Introducing Microsoft Pocket PC -- Author's Expectations -- Reader's Expectations -- Requirements -- MICROSOFT WINDOWS POWERED POCKET PC -- A Brief History of Windows CE -- The Different Flavors of Windows CE -- WHICH POCKET PC MODEL SHOULD I BUY? -- Pocket PC Hardware Considerations -- Recommended Specifications -- Decisions, Decisions -- Software Considerations -- Operating System -- Applications -- POCKET PC AS A GAMING PLATFORM -- DirectX for Windows 95 -- DirectX for Windows CE? -- Single-Player and Network Gaming -- Single-Player Games -- Network Games -- Wireless Multiplayer Gaming? -- Wireless Services -- Cellular Systems -- Wireless Ethernet -- Bluetooth -- Ricochet -- Wireless Software -- GAME PROGRAMMING LIBRARY -- SUMMARY -- CHAPTER 2 The Art of Game Design for Pocket PC -- SO YOU WANT TO WRITE A GAME? -- GOING BACK A FEW YEARS… -- History and Growth of the Game Industry -- Pong -- Spacewar -- Full Circle -- What's Next? -- THE THEORY OF COMPUTER GAME DESIGN -- Game Design Comes First! -- Feasibility Study -- Phases of Game Development -- The Infamous Alpha Prototype -- Divide and Conquer -- THE POCKET PC GAME MARKET -- Action and Arcade Games -- Board, Puzzle, and Card Games -- First-Person Shooters -- Sports Games -- Turn-Based Strategy Games -- Real-Time Strategy Games -- Role-Playing Games -- Simulations -- Flight Sims -- Driving Sims -- Space Combat Sims -- Unique Games -- SUMMARY -- CHAPTER 3 Pocket PC Game Programming Tools -- GAME DEVELOPMENT FOR WINDOWS CE -- Potential for Greatness.

Moore's Law -- Mobile Processors -- Mobile 3-D Accelerators -- Mobile Gaming -- TOOLS OF THE TRADE -- Graphics Editors -- Paint Shop Pro -- Pocket Artist -- Sound Editors -- Cool Edit Pro -- MICROSOFT EMBEDDED VISUAL TOOLS 3.0 -- System Requirements -- Software Development Kits -- Windows CE SDK for Visual Studio 6.0 -- Installing the Tools -- Embedded Visual C++ -- EVC Basics -- EVC Features -- EVC File Extensions -- Embedded Visual Basic -- EVB Basics -- EVB Features -- EVB File Extensions -- Getting Help (Finally!) -- THIRD-PARTY DEVELOPMENT TOOLS -- NS Basic/CE -- Pocket C -- SUMMARY -- CHAPTER 4 Windows CE Programming in a Nutshell -- WINDOWS EVENT-DRIVEN ARCHITECTURE -- Multitasking -- Multithreading -- Event Handling -- WINDOWS PROGRAM BASICS -- Understanding WinMain -- The WinMain Function Call -- The Structure of WinMain -- Understanding InitInstance -- The InitInstance Function Call -- The Structure of InitInstance -- Understanding MyRegisterClass -- The MyRegisterClass Function Call -- The Structure of MyRegisterClass -- Understanding WndProc -- The WndProc Function Call -- The Structure of WndProc -- STATIC LIBRARY BASICS -- SUMMARY -- Part II Building a Custom Pocket PC Game Library -- CHAPTER 5 Writing Your First Pocket PC Program -- USING EMBEDDED VISUAL BASIC -- The Visual Basic Language -- Exploring EVB -- The Program Menu Bar and Toolbar -- The Project Window -- The Properties Window -- The Toolbox -- The Editor Window -- Writing Your First EVB Program -- Working with Graphics in EVB -- Creating the User Interface -- Writing the User Interface Code -- Writing the Graphics Test Code -- Preparing to Run the Graphics Test Program -- Pocket Trivia -- Creating the Setup Program -- USING EMBEDDED VISUAL C++ -- The C++ Language -- Encapsulation -- Inheritance -- Polymorphism -- Exploring EVC -- Program Menu Bar and Toolbars.

Workspace Window -- Output Window -- Edit Window -- Writing Your First EVC Program -- Working with Graphics in EVC -- Setting Up the Graphics Demo -- Modifying the Project -- Creating the GraphicsDemo Function -- SUMMARY -- CHAPTER 6 Using the Pocket PC Game API -- THE POCKET PC GAME API -- Similarities to DirectX -- Limitations -- Game API Structures -- GXDisplayProperties -- GXKeyList -- GXScreenRect -- Game API Functions -- GXGetDisplayProperties -- GXGetDefaultKeys -- GXOpenDisplay -- GXCloseDisplay -- GXBeginDraw -- GXEndDraw -- GXOpenInput -- GXCloseInput -- GXSuspend -- GXResume -- GXSetViewport -- GXIsDisplayDRAMBuffer -- HOW TO USE THE GAME API -- Stay Up-to-Date! -- GAPI Game Loop -- Blasting Pixels to the Screen -- GAPI Video Modes -- GAPI Video Frame Buffer -- Shifting Bits for Speed -- Plotting Perfect Pixels -- Clearing the Screen -- Warp Speed -- Handling Buttons -- BLACKOUT: A COMPLETE GAPI GAME -- Features and Limitations -- Writing Blackout from Scratch -- Header -- Common Windows Functions -- Window Callback Function -- Timer Callback Function -- ClearScreen and DrawPixel16 -- Initialization -- Updating the Game -- Collision Detection -- Handling the Ball -- Drawing the Blocks -- Ending the Game -- SUMMARY -- CHAPTER 7 The Game Library -- CREATING THE GAME LIBRARY PROJECT -- Static Library -- Precompiled Headers -- ENCAPSULATING THE WINDOWS GDI -- Creating CGameLibrary -- Game Events -- GameInit -- GameStart -- GameActivate -- GameEvent -- GamePaint -- GameEnd -- StylusDown -- StylusMove -- StylusUp -- Game Library Header File -- Game Library Source File -- Creating the Source File -- Constructor and Destructor -- Initialize -- EventHandler -- Error -- Shutdown -- G_BeginDraw and G_EndDraw -- GAPI Support Routines -- WndProc -- WinMain -- MsgBox -- DEMONSTRATING THE GAME LIBRARY -- Creating the Demo Project.

Game Library Demo Program -- Double Buffering -- ENCAPSULATING THE GAME API -- Supporting the Game API -- OVERHAULING THE BLACKOUT GAME -- SUMMARY -- CHAPTER 8 Bitmaps -- WHAT IS A BITMAP? -- Bitmap Images -- Image Compression -- THE NEED FOR BITMAPS -- Bitmap-Based Games -- Background Images -- Sprite Images -- Textures -- BITMAP FILE STRUCTURE -- Bitmap File Header -- Bitmap Info Header -- Color Lookup Table -- Image Data -- LOADING BITMAP IMAGES -- Windows Bitmap Loading Functions -- LoadBitmap -- SHLoadDIBitmap -- Writing a Custom Bitmap Reader -- LoadDIB -- Support Functions -- Converting the DIB -- DRAWING BITMAPS -- What Is Blitting? -- Windows CE Blitting Routines -- The Bitmap Header -- BitBlt -- StretchBlt -- MaskBlt -- TransparentImage -- ENCAPSULATING THE BITMAP READER -- Adding CBitmap to the Game Library -- The CBitmap Class -- Recompiling the Library -- TESTING THE BITMAP CLASS -- Creating the UFO Project -- Linking to the Game Library -- SUMMARY -- CHAPTER 9 Sprites and Animation -- WHAT IS A SPRITE? -- BUILDING THE SPRITE ENGINE -- Encapsulating Sprites -- Inheriting the Bitmap -- KEEPING TRACK OF SPRITES -- Position -- Direction -- Velocity -- SPRITE ANIMATION CYCLE -- COLLISION DETECTION -- Techniques for Detecting Collisions -- Bounding Rectangle Intersection -- Using IntersectRect -- STATIC SPRITES -- What Is a Static Sprite? -- Adding CSprite to the Library -- Defining the Sprite Class -- Loading Static Sprite Images -- Displaying Static Sprites -- Writing the Sprite Class -- DYNAMIC SPRITES -- What Is a Dynamic Sprite? -- Adding CAnimSprite to the Library -- Defining the Animated Sprite Class -- Loading Sprite Animation Sequences -- Loading a Tile -- Loading an Animation Sequence -- Sprite Animation -- Writing the Animated Sprite Class -- FISH AQUARIUM -- Creating the Fish Aquarium Project -- Linking to the Game Library.

Writing the Header -- Writing the Source Code -- SUMMARY -- CHAPTER 10 Sound Effects and Music -- UNDERSTANDING SOUND WAVES -- The Physics of Sound -- Sine Waves: The Building Blocks -- How the Human Mind Perceives Sound -- Sound Propagation and Waveforms -- Frequency -- Amplitude -- DIGITAL SOUND HARDWARE -- Digitizing Sound -- Digital Sound and Music -- WRITING THE CWAVE DEVICE CLASS -- Detecting Sound Hardware -- Sound Device Capabilities -- Header Dependencies -- CWaveDevice Definition -- CWaveDevice Implementation -- LOADING WAVES -- Wave File Format -- Wave File Reader -- PLAYING WAVES -- Windows CE Sound Support -- PlaySound -- sndPlaySound -- Handling Sound Playback -- Real-Time Multichannel Playback -- Fully Preemptive Playback -- Queued Priority-Based Preemptive Playback -- Priority-Based Preemptive Playback -- WRITING THE CWAVE OUT CLASS -- CWaveOut Definition -- CWaveOut Implementation -- GETTING YOUR FEET WET -- Creating the Wave Test Project -- Wave Test Header -- Wave Test Source Code -- SUMMARY -- CHAPTER 11 Button and Stylus Input -- POCKET PC USER INTERFACE -- Software Interface -- Software Input Panel (SIP) -- Keyboard -- Character Recognizer -- Handwriting Recognition -- Hardware Interface -- Stylus Input -- Button Input -- WORKING WITH HARDWARE BUTTONS -- Detecting Button Presses -- Physical Buttons -- Logical Buttons -- Enhancing the Game Library -- ButtonPress -- ButtonRelease -- Modifying GameLibrary.h -- Modifying GameLibrary.cpp -- TESTING BUTTON EVENTS -- Displaying Button Positions -- Writing the Code -- Button Test Program Header -- Button Test Program Source Code -- WORKING WITH THE STYLUS -- Receiving Messages from the Stylus -- Stylus Events -- PERFECT MATCH -- Goal of the Game -- Building the Game -- Perfect Match Game Header -- Perfect Match Game Source Code -- RECOMPILING THE GAME LIBRARY.

Compiling for the Target Processor.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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