
- 322 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
PlayStation®Mobile Development Cookbook
About this book
Written as a series of engaging and practical recipes, this essential Cookbook has been meticulously designed and reviewed in order to provide you with the ultimate reference for PlayStation®Mobile development. If you've got some prior experience with C# and want to create awesome projects for the PlayStation®Vita and PlayStation™Certified devices, then this book is for you.
Trusted by 375,005 students
Access to over 1 million titles for a fair monthly price.
Study more efficiently using our study tools.
Information
PlayStation®Mobile Development Cookbook
Table of Contents
PlayStation®Mobile Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
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......
Table of contents
- PlayStation®Mobile Development Cookbook
Frequently asked questions
Yes, you can cancel anytime from the Subscription tab in your account settings on the Perlego website. Your subscription will stay active until the end of your current billing period. Learn how to cancel your subscription
No, books cannot be downloaded as external files, such as PDFs, for use outside of Perlego. However, you can download books within the Perlego app for offline reading on mobile or tablet. Learn how to download books offline
Perlego offers two plans: Essential and Complete
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 990+ topics, we’ve got you covered! Learn about our mission
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more about Read Aloud
Yes! You can use the Perlego app on both iOS and Android devices to read anytime, anywhere — even offline. Perfect for commutes or when you’re on the go.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app
Yes, you can access PlayStation®Mobile Development Cookbook by Michael Fleischauer in PDF and/or ePUB format, as well as other popular books in Computer Science & Desktop Applications. We have over one million books available in our catalogue for you to explore.