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

Index

A

  • Aabb / How it works...
  • ActionManager
    • about / Introduction
    • working with / Working with the ActionManager object, How to do it..., How it works...
  • Add Product button / How to do it...
  • AdHocDraw function / Adding a grid
  • AdHocDraw method / How it works...
  • analog joysticks
    • about / Using the analog joysticks
    • using / Getting ready, How to do it...
    • working / How it works...
  • and (&) operation / How it works...
  • Animate() method / How it works...
  • animated model
    • sword adding, bones used / Using bones to add a sword to our animated model, How to do it..., There's more...
  • application
    • deploying, to Android device / Deploying to PlayStation Mobile certified Android devices, Getting ready, How to do it..., There's more...
    • DLC, creating / Creating downloadable content (DLC) for your application, How it works...
    • publishing / Publishing your application
  • application assembly
    • resource, retrieving / Embedding and retrieving a resource from the application assembly, How to do it..., How it works...
    • resource, embedding / Embedding and retrieving a resource from the application assembly, How to do it..., How it works...
  • application configuration
    • PublishingUtility, using / Configuring your application using PublishingUtility, How to do it..., There's more…
  • Application Name tab / How to do it..., Preparing your application for publication
  • application publish
    • process overview / Process overview
    • developer license, obtaining / Obtaining a developer license
    • publisher keys / Your publisher keys
    • preparing steps / Preparing your application for publication
    • steps / Publishing your application
  • Apply to layout button / How to do it...

B

  • background music
    • playing / Getting ready, How to do it..., How it works..., There's more...
  • BasicProgram
    • using, for shader effects / Using BasicProgram to perform texture and shader effects, How to do it..., How it works..., There's more...
    • using, for texture / Using BasicProgram to perform texture and shader effects, How to do it..., How it works..., There's more...
    • scene lighting control / Controlling lighting using BasicProgram, How to do it...
    • working / How it works..., See also
  • BEPU physics engine / There's more...
  • bones
    • used, for sword adding / Using bones to add a sword to our animated model, How to do it..., There's more...
  • BunjeeEffect / There's more...

C

  • camera system
    • implementing / Implementing a simple camera system, Getting ready, How to do it...
    • working / How it works..., See also
  • Circle (D key) / How to do it...
  • Clipboard.GetText() method / How it works...
  • CodePlex / There's more...
  • collision
    • detecting / Simple collision detection, How to do it..., How it works...
    • checking / Querying if a collision occurred, How to do it..., How it works...
  • common widgets / Common widgets
  • compiler / Compiler and runtime
  • container widgets / Container widgets
  • Control key / How it works...
  • copying
    • Clipboard used / Copying and pasting using Clipboard, How to do it..., How it works...
  • Crop() function / How it works...
  • CSV / There's more...
  • currentLanguageId property / How to do it...
  • CurrentMotion property / How it works...

D

  • 2D particle system
    • creating / Creating a 2D particle system
    • working / How it works...
  • 3D model
    • importing, for PlayStation Mobile / Importing a 3D model for use in PlayStation Mobile, How to do it..., How it works..., There's more...
    • displaying in / Loading and displaying a 3D model, How to do it...
    • loading / Loading and displaying a 3D model, How to do it..., How it works..., There's more...
    • displaing in / How it works..., There's more...
    • bones / There's more...
  • 3D scene
    • creating / Getting ready, How to do it...
    • working / How it works..., There's more...
  • Director function / How it works...
  • Dispose() method / How it works...
  • DLC
    • creating, for application / Creating downloadable content (DLC) for your application, How it works...
  • Draw() method / How it works..., There's more...
  • DrawText() function / How it works...
  • Dynamic / How it works...

E

  • E key / How to do it...
  • emulated button / There's more...
  • event loop / How it works...
  • ExampleScene class / How it works...
  • external library
    • using / Building and using an external library, How to do it..., How it works...
    • building / Building and using an external library, How to do it..., How it works...

F

  • F5 key / How to do it..., How to do it...
  • F18 sprite / How to do it...
  • FarSeer physics engine / There's more...
  • file storage locations
    • /Application / There's more...
    • /Documents / There's more...
    • /Temp / There's more...
  • filesystem
    • working with / Working with the filesystem, How it works..., There's more...
  • FMath.Radians()utility function / How it works...
  • force
    • applying, to rigid body / Applying force and picking a physics scene object, Getting ready, How to do it..., How it works...
  • FPS / How it works...
  • fragment shader
    • creating / A fragment (pixel) shader in action, How to do it..., There's more..., See also
    • input semantics / There's more...
    • output semantics / There's more...
  • FxComposer / See also

G

  • GameEngine2D / Introduction
    • about / Introduction
    • used, for game loop creating / A game loop, GameEngine2D style, Getting ready, How it works..., There's more..., See also
  • GameEngine2D application
    • UI library, using / Using the UI library within a GameEngine2D application, How to do it..., How it works...
  • game loop
    • creating, GameEngine2D used / A game loop, GameEngine2D style, Getting ready, How it works..., There's more..., See also
  • gamepad’s buttons
    • handling / Handling the controller's d-pad and buttons, How it works..., There's more..., See also
  • gamepad’s d-pad
    • handling / Handling the controller's d-pad and buttons, How it works..., There's more..., See also
  • Generate App Key Ring button / How to do it...
  • Generate Publisher Key button / Your publisher keys

H

  • HandleButtonGoButtonAction function / How it works...
  • Hello World application
    • creating, from HighLevel.UI library / "Hello World" – HighLevel.UI style, How to do it..., There's more...
    • working / How it works...
  • HighLevel.UI toolkit / Introduction
  • HTC Hero One X
    • system requirements / HTC Hero One X specifications
  • HttpWebRequest
    • used, for data accessing / Accessing (Twitter) data over the network using REST and HttpWebRequest, How to do it..., How it works..., See also

I

  • image
    • manipulating dynamically / Manipulating an image dynamically, Getting ready, There's more...
  • Image tab / Preparing your application for publication
  • In-App Purchase tab / How to do it..., How to do it...
  • IncomingSocket function / How it works...
  • Initialize() function / How to do it...
  • Initialize() method / How to do it...
  • Input2 wrapper class
    • about / Using the Input2 wrapper class
    • using / Getting ready, How to do it...
    • working / How it works...

J

  • joint
    • simulating / Creating a (physics!) joint, Getting ready, How to do it..., How it works...

K

  • keys / There's more...
  • Kinematic / How it works...

L

  • language localization
    • handling / Handling language localization, How to do it..., There's more...

M

  • Main() function / How to do it...
  • MessageBox dialog
    • about / Displaying a MessageBox dialog
    • displaying / How to do it...
    • working / How it works...
  • Metadata tab / Preparing your application for publication
  • model
    • animating / Getting ready, How to do it..., How it works...
  • ModelConverter
    • file formats / There's more...
  • ModelViewer / There's more...
  • modes / There's more...
  • MonoGame library / There's more...
  • motion sensors
    • using / Getting ready, How to do it...
    • working / How it works...
  • MoveEffect / There's more...
  • multiple animations
    • handling / Getting ready, How to do it..., How it works..., There's more...

N

  • .NET libraries / Compiler and runtime

O

  • offscreen frame buffer
    • using / Using an offscreen frame buffer to take a screenshot, How to do it..., See Also
  • OnEnter() method / How it works...
  • OnRestored event / How it works...
  • onscreen controls
    • creating, for non-gamepad devices / Creating onscreen controls for devices without gamepads, Getting ready, How to do it…, There's more...
  • onscreen controls, on Android device
    • configuring / Configuring an Android application to use onscreen controls, Getting ready, How to do it…

P

  • pasting
    • Clipboard used / Copying and pasting using Clipboard, How to do it..., How it works...
  • Physics2D
    • about / Introduction
  • physics body toggling
    • between dynamic and kinematic / Switching between dynamic and kinematic, How to do it..., How it works..., There's more...
  • physics scene object
    • picking / Applying force and picking a physics scene object, Getting ready, How to do it..., How it works...
  • Play() method / How it works...
  • PlayStation Mobile
    • about / Introduction
    • portal, accessing / Accessing the PlayStation Mobile portal, How to do it..., How it works...
    • tools, installing / Installing the PlayStation Mobile SDK, How to do it...
    • 3D model, importing / Importing a 3D model for use in PlayStation Mobile, How to do it..., How it works..., There's more...
  • PlayStation Mobile Android devices
    • resolutions / There's more...
  • PlayStation Mobile certified devices
    • about / PlayStation Mobile certified devices
    • PlayStation Vita, system requirements / PlayStation Vita specifications
    • HTC Hero One X, system requirements / HTC Hero One X specifications
  • PlayStation Mobile portal
    • accessing / Accessing the PlayStation Mobile portal, How to do it..., How it works...
  • PlayStation Mobile SDK
    • about / A tour of the PlayStation Mobile SDK
    • PSM Studio IDE / PSM Studio IDE
    • runtime / Compiler and runtime
    • compiler / Compiler and runtime
    • UIComposer / UIComposer
    • other utilities / Other utilities
    • certified devices / PlayStation Mobile certified devices
  • PlayStation Mobile tools
    • installing / Installing the PlayStation Mobile SDK, How to do it...
  • PlayStation Vita
    • system requirements / PlayStation Vita specifications
    • configuring / Deploying to a PlayStation Vita, How to do it..., There's more...
  • port 9210 / There's more...
  • predefined actions
    • using / Using predefined actions, How to do it...
    • working / How it works...
    • GameEngine2D library actions / There's more...
  • PS button / There's more...
  • PSM Studio IDE / PSM Studio IDE
  • PublishingUtility
    • used, for application configuration / Configuring your application using PublishingUtility, How to do it..., There's more…
  • Purchase() method / There's more...

R

  • rasterized / There's more...
  • Rating Check tab / How to do it..., Preparing your application for publication
  • Render() method / How to do it...
  • Resize() function / How it works...
  • REST
    • used, for data accessing / Accessing (Twitter) data over the network using REST and HttpWebRequest, How to do it..., How it works..., See also
    • about / There's more...
  • restitution of coefficient / There's more...
  • rigid body collision shapes
    • about / Rigid body collision shapes, How to do it..., How it works...
  • RootWidget / Common widgets

S

  • Sce.PlayStation.Core.Graphics library / Introduction
  • scenes
    • creating / Creating scenes, How to do it..., How it works...
    • grid, adding / Adding a grid
    • sprite, adding / Adding a sprite to a scene, How it works..., There's more...
    • transitioning between / Transitioning between scenes, How to do it..., How it works..., There's more...
    • light, adding / Adding lighting to your scene, How to do it..., How it works..., There's more...
  • Scheduler
    • about / Introduction
    • used, for update handling / Handling updates with Scheduler, Getting ready, How to do it...
    • working / How it works...
  • server networking / Socket-based client and server networking, How to do it..., How it works...
  • SetPixel() function / How it works...
  • SetVertices() method / How it works...
  • SFX Asset Library / There's more...
  • simple game loop
    • creating / Creating a simple game loop, How to do it...
    • working / How it works..., There's more...
  • simple simulation, with gravity
    • creating / Getting ready, How to do it..., How it works..., There's more...
  • Single Screen tab / How to do it…
  • S key / How to do it...
  • socket-based client / Socket-based client and server networking, How to do it..., How it works...
  • sound effects
    • playing / Getting ready, How to do it..., How it works..., See also
  • SoundPlayer class / There's more...
  • sprite
    • adding, to scenes / Adding a sprite to a scene, How it works..., There's more...
  • SpriteLists
    • using, benefits / Batching a sprite with SpriteLists, How to do it..., How it works..., There's more...
  • sprite sheet
    • creating / How to do it...
    • working / How it works...
    • using, in code / Using a sprite sheet in code, Getting ready, How to do it..., How it works..., There's more...
    • batching, with SpriteLists / Batching a sprite with SpriteLists, How to do it..., How it works..., There's more...
  • SpritesheetScene / How it works...
  • SpriteTile class / There's more...
  • Square button (A key) / How to do it...
  • Start button / There's more...
  • system events
    • handling / Handling system events
    • working / How it works...

T

  • Take() method / How it works...
  • Text property / Getting ready
  • texture
    • creating / "Hello World" drawing text on an image, How to do it..., How it works..., There's more...
    • displaying / "Hello World" drawing text on an image, How to do it..., How it works..., There's more...
  • texture 3D object
    • about / Displaying a textured 3D object
    • displaying / How to do it..., How it works..., There's more...
    • limits / There's more...
  • textured image
    • translating / Loading, displaying, and translating a textured image, How to do it..., How it works..., There's more...
    • displaying / Loading, displaying, and translating a textured image, How to do it..., How it works..., There's more...
    • loading / Loading, displaying, and translating a textured image, How to do it..., How it works..., There's more...
  • texture’s pixels
    • manipulating / Manipulating a texture's pixels, How it works...
  • ToBuffer() function / How it works...
  • touch events
    • handling / Handling touch events, How it works...
    • working / How it works..., There's more...
  • touch gestures
    • handling / How to do it..., How it works..., See also
  • TriangleStrip / There's more...

U

  • UI
    • creating, UIComposer used / Creating a UI visually using UIComposer, How to do it..., There's more...
  • UIComposer / UIComposer
    • used, for UI creating / Creating a UI visually using UIComposer, How to do it..., There's more...
  • UI effect objects / There's more...
  • UI library
    • using, within GameEngine2D application / Using the UI library within a GameEngine2D application, How to do it..., How it works...
  • UI special effects
    • applying / How to do it..., How it works..., See also
  • Update() method / How it works...
  • update handling
    • Scheduler, using / Handling updates with Scheduler, Getting ready, How to do it...

V

  • vertex shader
    • creating / A vertex shader in action, How to do it...
    • working / How it works..., There's more...
    • input semantics / There's more...
    • output semantics / There's more...

W

  • web browser
    • loading / Opening and loading a web browser, How to do it..., How it works...
    • opening / Opening and loading a web browser, How to do it..., How it works...
  • widget hierarchies
    • creating / How to do it..., How it works...
    • using / How to do it..., How it works...
    • container widget / Container widgets
    • common widget / Common widgets

X

  • X button / How it works..., How to do it...
  • X key / There's more...

Z

  • Z key / There's more...