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List of Figures

Chapter 1: A Crash Course in Wireless Gaming

Figure 1-1: Nokia's embedded Snake game
Figure 1-2: This is an example of a basic WAP page using gelon.net's emulator.
Figure 1-3: nGame's Carrier Force WAP game has some basic bitmap graphics.
Figure 1-4: An example of an iMode page, using Wapprofit's emulator available at www.wapprofit.com. In this case, it is displaying Hudson's MiracleGP game.
Figure 1-5: An example of a basic iMode news portal site
Figure 1-6: DWANGO's Samurai Romanesque is a popular iAppli-based Java game in Japan.Copyright DWANGO Company, Ltd. All rights reserved.
Figure 1-7: An example of an MIDP-based J2ME game, nGame's BeatReactor
Figure 1-8: Monkeystone's Gold Digger is a fine example of what kind of gaming is possible with
Figure 1-9: nGame's UBoat is an example of a very simple BREW game.
Figure 1-10: Samsung's SPH-I300 is a Palm-based smartphone.

Chapter 2: Introducing BREW

Figure 2-1: The Kyocera QCP3035
Figure 2-2: The Sharp Z-800
Figure 2-3: The LGE VX-10
Figure 2-4: The T720
Figure 2-5: The Toshiba CDM-9500

Chapter 3: BREW Gaming Examples

3-1 to 3-3: Jewels & Jim
Figure 3-4: Quick Chess Copyright © 1991-2002 Dynamo Development, Inc.
3-5 to 3-7: Dinc
3-8 to 3-11: Gold Digger
12 to 3-16: Handy Baseball
3-17 to 3-23: Last Warrior
3-24 to 3-25: MonkeyMaster
Figure 3-26: Magic 8 Ball®
Figure 3-27: Date BallTM
Figure 3-28: UNO®

Chapter 4: Getting Started

Figure 4-1: The emulator in action
Figure 4-2: Brick Attack in action
Figure 4-3: Space Dudes in action
Figure 4-4: The Device Configurator screen with a profile loaded
Figure 4-5: The Details window

Chapter 5: Your First BREW Application

Figure 5-1: The MIF Editor
Figure 5-2: The MIF file for our applet
Figure 5-3: The General tab for our MIF file
Figure 5-4: The Settings dialog
Figure 5-5: Hello World in action

Chapter 7: Using Resources

Figure 7-1: The String Resource dialog
Figure 7-2: The String Resource window filled in
Figure 7-3: The Image Resource dialog
Figure 7-4: The Image Resource dialog filled in
Figure 7-5: The Dialog Resource dialog

Chapter 8: Bitmap Graphics

Figure 8-1: In a distant time known as the early 1980s, many games had no graphics at all. This is a screen shot from one of my old favorites, Infocom's Zork II.
Figure 8-2: A bitmap is a 2D grid of pixels.
Figure 8-3: The animation frames in one wide BMP
Figure 8-4: This is the relationship of the source rectangle to the destination. We blit a source rectangle from a single strip of sprite images to a destination rectangle on the screen.
Figure 8-5: This is an example of pixel transparency. The two letters in the upper left-hand corner have a non-transparent white background. As you can see, this does not allow the background to show through the holes in the letters, and the B overlaps the A. In the lower right-hand corner of the image, the two letters are drawn with pixel transparency. The background color and underlying letter show through.

Chapter 9: Text and Geometric Graphics

Figure 9-1: This image shows normal text above and the same string drawn inside of a clipping rectangle below. Clipping rectangles can be used to clip geometric graphics as well.
Figure 9-2: A single point
Figure 9-3: A single line. The sx and sy variables define the starting point on the left, and the ex and ey define the endpoint on the right.
Figure 9-4: This polyline is composed of three lines defined by four points.
Figure 9-5: A circle
Figure 9-6: An ellipse
Figure 9-7: A rectangle. The upper left-hand corner is defined by x and y, while the lower right-hand point is defined by dx and dy.
Figure 9-8: A triangle
Figure 9-9: A four-point polygon
Figure 9-10: An arc
Figure 9-11: A pie
Figure 9-12: This shows the relationship between world and screen coordinates. The large picture to the left represents the geometric scene in world coordinates. The square is where the viewport is in screen coordinates. You can see how it looks on the device's screen to the right.

Chapter 10: GUI

Figure 10-1: This is an extremely basic example of a game GUI. In this case, it is a simple main menu.
Figure 10-2: A static control with some meaningless text in it
Figure 10-3: A basic menu control in action
Figure 10-4: A list control from Qualcomm's menu usage example
Figure 10-5: A soft key control from Qualcomm's menu usage example
Figure 10-6: An icon view control from Qualcomm's menu usage example
Figure 10-7: A text control with some text being entered in it
Figure 10-8: A time control in action
Figure 10-9: A date control
Figure 10-10: A dialog with two controls. The one at the top is a time control, and the bottom one is a text control.

Chapter 11: Persistent Storage

Figure 11-1: You must check the File box in order to use file I/O.

Chapter 14: Putting It All Together

Figure 14-1: The original 'classic,' Attack of the Flarb, as a Java applet in 1995
Figure 14-2: The Resource Editor with Flarb's BRI file open
Figure 14-3: Attack of the Flarb running in the BREW emulator

Chapter 15: BREW Extensions

Figure 15-1: The MIF file for our extension class. Note the exported BID value.
Figure 15-2: The MIF file for the applet using the extension class. Note the dependency on the BID value for the extension.
Figure 15-3: Hello World using an extension class

Chapter 16: Tile Graphics

Figure 16-1: GameVIL's BoomBoom is a prime example of sprites and backgrounds. Note the contrast of foreground elements with the sky and trees in the background.
Figure 16-2: GameVIL's Last Warrior uses tile graphics for its backgrounds. Note the repeating patterns used for the dungeon walls.
Figure 16-3: The two tiles with which we draw a background
Figure 16-4: The tile background represented by our array
Figure 16-5: An empty room scene made of tiles
Figure 16-6: Mappy's main screen
Figure 16-7: Mappy's New Map dialog
Figure 16-8: The BMP import dialog
Figure 16-9: Mappy asks if you want to overwrite the existing tiles with the ones loaded from the BMP.
Figure 16-10: The entire map loaded and visible in Mappy
Figure 16-11: The tiles example in action
Figure 16-12: The resource file loaded in the editor

Chapter 17: Wireless Networking

Figure 17-1: NSLOOKUP in action
Figure 17-2: The Tic-Tac-Toe client running in the emulator
Figure 17-3: The Tic-Tac-Toe Win32 client running in the console window
Figure 17-4: The MIF file for the client applet

Chapter 18: Running on Hardware

Figure 18-1: The ESN on the Kyocera 3035
Figure 18-2: This is the form that you must fill out to generate a TES on the BREW Developer Extranet.
Figure 18-3: This is the web tool on the BREW Developer Extranet for generating a valid class ID.
Figure 18-4: The first dialog visible when AppLoader is started
Figure 18-5: An example of browsing folders with AppLoader
Figure 18-6: The directory creation dialog
Figure 18-7: Hello World running on my Kyocera 3035

Chapter 19: Optimization

Figure 19-1: Attack of the Flarb using black as the fill color for dirty rectangles. Notice the trail of cleared rectangles behind the Flarb ship.
Figure 19-2: The optimized version of the tile demo only draws tiles that we have traveled over. This picture shows what it looks like if we do not do the initial full-screen draw.

Appendix A: BREW and Java

Figure A-1: Sun's KToolbar is a free and convenient J2ME development tool.
Figure A-2: A MIDlet game running in Sun's emulator
Figure A-3: Karl Hornell's MIDP Man is one of the applets that has been executed with excellent performance via Java VMs running on top of BREW.

Appendix B: SMS

Figure B-1: BBC's Walking with Beasts SMS game

Appendix C: BREW 1.1

Figure C-1: Selecting the BREW Application Wizard
Figure C-2: Setting the applet features
Figure C-3: Launch the MIF Editor from within the Application Wizard
Figure C-4: The BCI tool

Appendix F: Fixed-point Math

Figure f-1: A 16-bit integer split in half. The left side is the whole number, while the right side is the mantissa.
Figure F-2: A 32-bit fixed point integer with both a mantissa and whole part
Figure F-3: After masking it, we are left with only the mantissa.
Figure F-4: 5000 represented as a 32-bit fixed-point value
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