Book Image

Marmalade SDK Mobile Game Development Essentials

By : Sean Scaplehorn
Book Image

Marmalade SDK Mobile Game Development Essentials

By: Sean Scaplehorn

Overview of this book

Modern mobile devices are capable of supporting video games of amazing quality but there are so many different devices and platforms how can you support them all? The answer is to use the Marmalade SDK to write your code once and deploy it to all popular mobile platforms at the touch of a button.Marmalade SDK Mobile Game Development Essentials will provide you with everything you need to know to transfer your existing C++ videogame programming knowledge to mobile devices. From graphics and sound to input methods and actual deployment to device, this book covers the lot.Learn how to make use of keys, touch screen and accelerometer inputs for controlling your game.Take the pain out of supporting a varied range of target devices, both across multiple platforms and multiple specifications.Step by step from "Hello World" to a complete game, this book will show how to use the Marmalade SDK to develop games for mobile devices.Learn how to make dazzling 2D and 3D games complete with fully animated characters, music and sound effects that can be deployed to all the leading mobile platforms, whilst ensuring it can run on a wide range of possible devices, from low specification to high end.If you want to join the exciting world of mobile videogames then Learning Mobile Game Development with Marmalade will show you how to do so, fast!
Table of Contents (17 chapters)
Marmalade SDK Mobile Game Development Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

The Marmalade resource manager


Most bitmap art packages are capable of saving images in a number of different file formats, but we really need access to the actual bitmap data itself, which may well be stored in a compressed format with any particular file format.

Marmalade makes the task of loading images simple by way of the IwResManager API. This API relies upon the ITX file format we have just discussed, and is not just limited to loading images. It can also be used to load in data such as 3D models and animations, and we can also use it to keep track of our own custom classes.

Note

Earlier we had to create our own instance of CIwTextParserITX in order to parse an ITX file. IwResManager creates its own instance of CIwTextParserITX when it needs it, so we don't need to worry about creating our own instance.

Adding IwResManager to a project

To make the IwResManager API available to a project, all that needs to be done is to add iwresmanager to the subprojects list in the MKB file.

To initialize...