Book Image

PhoneGap 2.x Mobile Application Development HOTSHOT

By : Kerri Shotts
Book Image

PhoneGap 2.x Mobile Application Development HOTSHOT

By: Kerri Shotts

Overview of this book

<p>Do you want to create mobile apps that run on multiple mobile platforms? With PhoneGap (Apache Cordova), you can put your existing development skills and HTML, CSS, and JavaScript knowledge to great use by creating mobile apps for cross-platform devices.</p> <p>"PhoneGap 2.x Mobile Application Development Hotshot" covers the concepts necessary to let you create great apps for mobile devices. The book includes ten apps varying in difficulty that cover the gamut – productivity apps, games, and more - that are designed to help you learn how to use PhoneGap to create a great experience.</p> <p>"PhoneGap 2.x Mobile Application Development Hotshot" covers the creation of ten apps, from their design to their completion, using the PhoneGap APIs. The book begins with the importance of localization and how HTML, CSS, and JavaScript interact to create the mobile app experience. The book then proceeds through mobile apps of various genres, including productivity apps, entertainment apps, and games. Each app covers specific items provided by PhoneGap that help make the mobile app experience better. This book covers the camera, geolocation, audio and video, and much more in order to help you create feature-rich mobile apps.</p>
Table of Contents (19 chapters)
PhoneGap 2.x Mobile Application Development HOTSHOT
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
InstallingShareKit 2.0
Index

What do we build?


In this project, we're going to put together a game called Cave Runner. Okay, it won't win any prizes based on the originality of the game (or the title), nor will it win Best Game of the Year. But it's amusing, and has a lot of potential to expand in various ways, and so serves as a good base, especially for the quick and diverting category that many games try to fit into.

What does it do?

To accomplish this, we're going to be relying heavily upon the HTML5 Canvas, which is quite literally the only way we're going to achieve anything even approaching 60 fps (the target for most games). Even so, only recent and powerful devices are going to meet this target, and so we also will need to sludge around in the mathematics around how to create a game that isn't reliant upon its frame rate. If the game's timing relied solely on the frame rate, 30 fps would feel as if we're sludging through mud, that is, the game would feel like it was progressing in slow motion. Instead, we have...