Android game programming by example harness the power of the Android SDK by building three immersive and captivating games
Android gaming is a hot topic these days, but one of the few areas of technology that does not have an abundance of clear and useful documentation online. However, there is an ever-increasing demand for Android games. This book will help you get up to speed with the essentials of game development wi...
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| Médium: | E-kniha |
| Jazyk: | English |
| Vydavateľské údaje: |
Birmingham, UK
PACKT Publishing
2015
Packt Publishing, Limited |
| Vydanie: | 1 |
| Edícia: | Community experience distilled |
| Predmet: | |
| ISBN: | 1785280120, 9781785286193, 9781785280122, 1785286196 |
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| Abstract | Android gaming is a hot topic these days, but one of the few areas of technology that does not have an abundance of clear and useful documentation online. However, there is an ever-increasing demand for Android games. This book will help you get up to speed with the essentials of game development with Android. The book begins by teaching you the setup of a game development environment on a fundamental level. Moving on, the book deals with concepts such as building a home screen UI, implementing game objects, and painting the scene at a fixed resolution. Gradually, it builds up to the implementation of a flexible and advanced game engine that uses OpenGL ES 2 for fast, smooth frame rates. This is achieved by starting with a simple game and gradually increasing the complexity of the three complete games built step by step. By the end of the book, you will have successfully built three exciting games over the course of three engrossing and insightful projects. |
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| AbstractList | Android gaming is a hot topic these days, but one of the few areas of technology that does not have an abundance of clear and useful documentation online. However, there is an ever-increasing demand for Android games. This book will help you get up to speed with the essentials of game development with Android. The book begins by teaching you the setup of a game development environment on a fundamental level. Moving on, the book deals with concepts such as building a home screen UI, implementing game objects, and painting the scene at a fixed resolution. Gradually, it builds up to the implementation of a flexible and advanced game engine that uses OpenGL ES 2 for fast, smooth frame rates. This is achieved by starting with a simple game and gradually increasing the complexity of the three complete games built step by step. By the end of the book, you will have successfully built three exciting games over the course of three engrossing and insightful projects. |
| Author | Horton, John |
| Author_xml | – sequence: 1 fullname: Horton, John |
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| PageCount | 389 |
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| PublicationDate | 2015. 2015 |
| PublicationDateYYYYMMDD | 2015-01-01 |
| PublicationDate_xml | – year: 2015 text: 2015. |
| PublicationDecade | 2010 |
| PublicationPlace | Birmingham, UK |
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| PublicationSeriesTitle | Community experience distilled |
| PublicationYear | 2015 |
| Publisher | PACKT Publishing Packt Publishing, Limited |
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| Snippet | Android gaming is a hot topic these days, but one of the few areas of technology that does not have an abundance of clear and useful documentation online.... |
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| SubjectTerms | Android (Electronic resource) Application Development Application software Design Development Mobile computing |
| SubjectTermsDisplay | Application Development |
| Subtitle | harness the power of the Android SDK by building three immersive and captivating games |
| TableOfContents | The game's main loop - the renderer -- Building an OpenGL-friendly, GameObject super class -- The spaceship -- Drawing at 60 + FPS -- Summary -- Chapter 10: Move and Draw with OpenGL ES 2 -- Drawing a static game border -- Twinkling stars -- Bringing the spaceship to life -- Rapid fire bullets -- Reusing existing classes -- Adding the SoundManager class -- Adding the InputController class -- Drawing and moving the asteroids -- Scores and the HUD -- Adding control buttons -- Tally icons -- Life icons -- Declaring, initializing, and drawing the HUD objects -- Summary -- Chapter 11: Things That Go Bump - Part II -- Planning for collision detection -- Colliding with the border -- The first phase of border collision detection -- Colliding with an asteroid -- The crossing number -- The first phase and overview of asteroid collision detection -- The CollisionPackage class -- Adding collision packages to the objects and making them accessible -- The CD class outline -- Implementing radius overlapping for asteroids and ships -- Implementing rectangle intersection for the border -- Performing the checks -- Helper methods -- Destroying a ship -- Destroying an asteroid -- Testing for collisions in update() -- Precise collision detection with the border -- Precise collision detection with an asteroid -- Finishing touches -- Summary -- Index Displaying a HUD -- Implementing the rules -- Ending the game -- Restarting the game -- Adding sound FX -- Generating the FX -- The SoundPool class -- Coding the sound FX -- Adding persistence -- Iteration -- Multiple different enemy graphics -- An exercise in balance -- Format time -- Handle the back button -- The finished game -- Summary -- Chapter 5: Platformer - Upgrading the Game Engine -- The game -- The backstory -- The game mechanics -- Rules for the game -- Upgrading the game engine -- The platform activity -- Locking the layout to landscape -- The PlatformView class -- The basic structure of PlatformView -- The GameObject class -- The view through a viewport -- Creating the levels -- The enhanced update method -- The enhanced draw method -- Summary -- Chapter 6: Platformer - Bob, Beeps, and Bumps -- The SoundManager class -- Introducing Bob -- Multiphase collision detection -- Player input -- Animating Bob -- Summary -- Chapter 7: Platformer - Guns, Life, Money, and the Enemy -- Ready aim fire -- Pickups -- The drone -- The guard -- Summary -- Chapter 8: Platformer - Putting It All Together -- Bullet collision detection -- Adding some fire tiles -- Eye candy -- The new platform tiles -- The new scenery objects -- Scrolling parallax backgrounds -- Pause menu with moveable viewport -- Levels and game rules -- Traveling between levels -- The level designs -- The cave -- The city -- The forest -- The mountains -- The HUD -- Summary -- Chapter 9: Asteroids at 60 FPS with OpenGL ES 2 -- Asteroids simulator -- The game controls -- Rules for the game -- Introducing OpenGL ES 2 -- Why use it and how does it work? -- What is neat about Version 2 -- How we will use OpenGL ES 2 -- Preparing OpenGL ES 2 -- Locking the layout to landscape -- Activity -- The view -- A class to manage our game -- Managing simple shaders Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Player 1 UP -- A closer look at the games -- Tappy Defender -- Tough retro platformer -- Asteroids simulator -- Setting up your development environment -- Installing the JDK -- Installing Android Studio -- Summary -- Chapter 2: Tappy Defender - First Step -- Planning the first game -- Backstory -- The game mechanics -- Rules for the game -- The design -- Control -- Model -- View -- Design pattern reality check -- The game code structure -- The Android Activity lifecycle -- The Android Studio file structure -- Building the home screen -- Creating the project -- What we did -- Building the home screen UI -- What we did -- Coding the functionality -- Creating GameActivity -- What we did -- Configuring the AndroidManifest.xml file -- What we did -- Coding the game loop -- Building the view -- Creating a new class for the view -- What we did -- Structuring the class code -- The game activity -- The PlayerShip object -- Drawing the scene -- Plotting and drawing -- Drawing PlayerShip -- The Canvas and Paint objects -- Controlling the frame rate -- Deploying the game -- Debugging on an Android device -- Summary -- Chapter 3: Tappy Defender - Taking Flight -- Controlling the spaceship -- Detecting touches -- Adding boosters to the spaceship -- Detecting the screen resolution -- Building the enemies -- Designing the enemy -- Spawning the enemy -- Making the enemy think -- The thrill of flight - scrolling the background -- Things that go bump - collision detection -- Collision detection options -- Rectangle intersection -- Radius overlapping -- The crossing number algorithm -- Optimizations -- Multiple hitboxes -- Neighbor checking -- Best options for Tappy Defender -- Summary -- Chapter 4: Tappy Defender - Going Home |
| Title | Android game programming by example |
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