Book Image

PlayStation Mobile Development Cookbook

By : Michael Fleischauer
Book Image

PlayStation Mobile Development Cookbook

By: Michael Fleischauer

Overview of this book

With the PlayStation®Mobile SDK you can create stunning games for the PlayStation®Vita and PlayStation™Certified devices (PS Certified devices). It includes everything you need to get started, including an IDE for developing your code and even an emulator to test your creations. "PlayStation®Mobile Development Cookbook"| is an exciting and practical collection of recipes that help you make the most of this exciting new platform. It provides you with everything you need to create complete 2D or 3D games and applications that fully unlock the potential of the SDK. After quickly covering the basics, you'll learn how to utilize input sources like touch, gamepads, and motion controls, and then move on to more advanced content like creating and animating 2D graphics, networking, playing sound effects and music, adding physics, and then finally jumping into the world of 3D.
Table of Contents (17 chapters)
PlayStationMobile Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Publishing Your Application
Index

Using the motion sensors


In this recipe we will look into how to use the accelerometer and gyroscope.

Getting ready

Open PSM Studio and create a new project, adding references for GameEngine2D and GameEngine2D.Base. The complete code for this recipe is available at Ch2_Example5.

This example will not run in the simulator. Some Android based devices may not support the gyro, so AngularVelocity may not be available.

How to do it...

Open AppMain.cs and enter the following code:

using System;
using System.Collections.Generic;

using Sce.PlayStation.Core;
using Sce.PlayStation.Core.Environment;
using Sce.PlayStation.Core.Graphics;
using Sce.PlayStation.Core.Input;
using Sce.PlayStation.HighLevel.GameEngine2D;
using Sce.PlayStation.HighLevel.GameEngine2D.Base;

namespace Ch2_Example5
{
  public class AppMain
  {
    public static void Main (string[] args)
    {
      Director.Initialize();
      Scene scene = new Scene();
      scene.Camera.SetViewFromViewport();

      float screenWidth = Director...