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PlayStation Mobile Development Cookbook
PlayStation Mobile Development Cookbook

PlayStation Mobile Development Cookbook: Over 65 recipes that will help you create and develop amazing mobile applications!

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Profile Icon Michael Fleischauer
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€22.99 €32.99
Full star icon Full star icon Full star icon Full star icon Full star icon 5 (3 Ratings)
eBook Mar 2013 322 pages 1st Edition
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€22.99 €32.99
Paperback
€41.99
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Free Trial
Renews at €18.99p/m
Arrow left icon
Profile Icon Michael Fleischauer
Arrow right icon
€22.99 €32.99
Full star icon Full star icon Full star icon Full star icon Full star icon 5 (3 Ratings)
eBook Mar 2013 322 pages 1st Edition
eBook
€22.99 €32.99
Paperback
€41.99
Subscription
Free Trial
Renews at €18.99p/m
eBook
€22.99 €32.99
Paperback
€41.99
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Renews at €18.99p/m

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PlayStation Mobile Development Cookbook

Chapter 2. Controlling Your PlayStation Mobile Device

In this chapter we will cover:

  • Handling the controller's d-pad and buttons

  • Using the Input2 wrapper class

  • Using the analog joysticks

  • Handling touch events

  • Using the motion sensors

  • Creating onscreen controls for devices without gamepads

  • Configuring an Android application to use onscreen controls

Introduction


In this chapter, we are going to look at the various ways you can control your PlayStation Mobile device. The PlayStation Vita includes touch sensors, a full d-pad, two analog sticks, motion sensors, and more. It has to stay compatible with other devices, so features such as the rear touch panel are not supported. Not all devices support all of the PS Vita's features; in fact, most do not. This is especially true regarding physical joystick support. Fortunately, Sony has provided a tool for making onscreen controls, which we will cover shortly. The onscreen controls are built directly into the PSM virtual machine; you simply configure the screen layout the way you wish to see it appear.

There are, however, some limitations, especially when it comes to what you can do in the simulator. For some of these recipes, you will require an actual physical device to test them. I will point out at the beginning of each recipe if there are special requirements.

You may also notice, examples...

Handling the controller's d-pad and buttons


In this recipe, we will look at how to read the device's gamepad's d-pad and button states. The code remains the same regardless of whether it is a physical device or if the controls are emulated.

Getting ready

Load up PlayStation Mobile Studio and create a new project. Add a reference to Sce.PlayStation.GameEngine2D and Sce.PlayStation.GameEngine2D.Base. The complete source for this example can be found in Ch2_Example1.

How to do it...

In the AppMain.cs file of your newly created project, 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_Example1
{
  public class AppMain
  {
    public static void Main (string[] args)
    {
      Director.Initialize();
      Scene scene = new...

Using the Input2 wrapper class


In the previous recipe, you may have found the bit masking process a little crude. Apparently so did Sony, as they provided a helper method in the GameEngine2D library named Input2 that makes dealing with input a bit smoother. In this recipe, we are going to demonstrate how that class works.

Getting ready

Open or duplicate the code you created in the previous recipe. Only the contents of the while loop are going to change in this recipe. The full code for this recipe is available at Ch2_Example2.

How to do it...

Open AppMain.cs and change the contents to the following code:

while(!quitApp)
      {
        Director.Instance.Update();
        string currentStatus = "Your DPad is current pointing at: x=";

        currentStatus += Input2.GamePad0.Dpad.X;
        currentStatus += " y=";
        currentStatus += Input2.GamePad0.Dpad.Y;
        label.Text = currentStatus;
        if(Input2.GamePad0.Cross.Press)
          quitApp = true;

        if(Input2.GamePad0.Circle...

Using the analog joysticks


In this recipe, we will demonstrate how to use the device's analog sticks, if they exist. If they do not exist, the onscreen controller will appear automatically.

Getting ready

In PSM Studio, create a new project and add a reference to Sce.PlayStation.GameEngine2D and Sce.PlayStation.GameEngine2D.Base. This recipe also requires you to add an image file to be displayed. I am bringing back our trusty F-18 graphic, but you can substitute whatever image you desire as long as it is in the proper format (.png, .bmp, or .jpg). The full code for this recipe is available at Ch2_Example3.

This example requires an actual device!

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...

Handling touch events


In this recipe we will look into how to deal with touch events.

Getting ready

In PSM Studio, create a new project and add a reference to Sce.PlayStation.GameEngine2D and Sce.PlayStation.GameEngine2D.Base. Then add an image file to your project (I will re-use the trusty F18) and make sure its Build Action is set to Content. The full code for this recipe is available as Ch2_Example4.

This example will run in the simulator; however, it does not currently support multitouch. To see multiple touches handled, you will need to run this code on an actual device.

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_Example4
{
  public class AppMain
  {
    public static void Main...

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...

Creating onscreen controls for devices without gamepads


In this recipe, we will look at creating onscreen controls for devices that do not have physical controls. We are going to configure a control set that has a left hand analog stick, select, start, as well as the cross, and triangle buttons. We are going to layout controls for an example device, the Xperia Arc, which has a 4.2" 480 x 854 screen.

Getting ready

This recipe can be created on your computer, however you will require an Android device to test it, as onscreen controls cannot be run on the Vita or simulator.

To get started, locate and execute OscCustomizeTool.exe. It will be located in the Tools folder, under the PSM Studio install directory. On my machine, which was installed using defaults, this file was located at C:\Program Files (x86)\SCE\PSM\tools\OscCustomizeTool.

How to do it…

  1. On the main screen, uncheck all buttons except the L Analog, Select/Start, Select, Start, Face Button, Cross, and Triangle buttons like this:

  2. Switch...

Configuring an Android application to use onscreen controls


In this recipe, we will look at configuring onscreen controls on an Android device.

Getting ready

You need to have run through the prior recipe, or generated the osc.cfg file, which needs to be named exactly that. Locate the application PublishingUtility.exe. On my default install, it is located at C:\Program Files (x86)\SCE\PSM\tools\PublishingUtility. You will also need a PSM project you want to add the controls to.

How to do it…

  1. Load PublishingUtility.exe.

  2. Locate the Gamepad section and, in the drop-down to the right, set it to true.

  3. Click on the Save button and save the file as app.xml in the same file location as osc.cfg.

  4. In the project you want to add onscreen controls to, add app.xml, allowing it to overwrite the default.

  5. Also add the file osc.cfg, then right-click it in the Solution view and set its Build Action to Content.

You are now complete; when the project is run on an Android device the customized onscreen keyboard will be...

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Key benefits

  • Learn how you can create your own fantastic PlayStation¬ÆMobile (PSM) applications
  • Develop 2D games quickly and easily, complete with graphics, audio, and input
  • Discover how to construct your own 3D world, import models, and even create texture and vertex shaders

Description

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.

Who is this book for?

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.

What you will learn

  • Discover how to handle multiple sources of input to really help you create something unique
  • Load and animate sprites within your own 2D game to get up and running quickly with the SDK
  • Harness the power of the GameEngine 2D library to make your workflow easier
  • Add engaging physics to your game projects with amazing ease
  • Learn how to play a variety of sound effects and music and increase player immersion
  • Create and navigate a 3D world, taking your visuals to the next level
  • Use 3D models and shaders to make your projects look stunning
  • Add multiplayer functionality for exciting competitive and cooperative gameplay

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Mar 25, 2013
Length: 322 pages
Edition : 1st
Language : English
ISBN-13 : 9781849694193
Vendor :
Sony Computer Entertainment
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Tools :

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Product Details

Publication date : Mar 25, 2013
Length: 322 pages
Edition : 1st
Language : English
ISBN-13 : 9781849694193
Vendor :
Sony Computer Entertainment
Category :
Languages :
Tools :

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Table of Contents

9 Chapters
Getting Started Chevron down icon Chevron up icon
Controlling Your PlayStation Mobile Device Chevron down icon Chevron up icon
Graphics with GameEngine2D Chevron down icon Chevron up icon
Performing Actions with GameEngine2D Chevron down icon Chevron up icon
Working with Physics2D Chevron down icon Chevron up icon
Working with GUIs Chevron down icon Chevron up icon
Into the Third Dimension Chevron down icon Chevron up icon
Working with the Model Library Chevron down icon Chevron up icon
Finishing Touches Chevron down icon Chevron up icon

Customer reviews

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Full star icon Full star icon Full star icon Full star icon Full star icon 5
(3 Ratings)
5 star 100%
4 star 0%
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1 star 0%
Hallucinagenii Jan 27, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book covers so much so well that I don't know where I would be without it when it comes to the Playstation Mobile SDK. It is an excellent starting point and reference. I would highly recommend this book - and with the SDK being so simple to use with the aid of this book and Sony Mobile Developer's licenses being so cheap it is definitely worth it!
Amazon Verified review Amazon
Ben Sheron May 16, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Lays out the basics of playstation mobile development in a clear, concise and often charming way using examples. I was thoroughly impressed.
Amazon Verified review Amazon
Nicolas Garcia Jan 20, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I bought this book because I wanted to start developing for the PS Vita... and that's what it is all about. Some C# knowledge (or Java) would help you to start and this book will take you from that point to deploying your own apps/games on your PS Vita without wasting money (developers' tool and license are free right now!) or time. It doesn't get so heavy and practically covers everything on the PS (Controls, colors, sprites,...). On the other hand I think a second book would be helpful, or at least if you want to build your own best selling game!
Amazon Verified review Amazon
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