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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Hlavný autor: Horton, John
Médium: E-kniha
Jazyk:English
Vydavateľské údaje: Birmingham, UK PACKT Publishing 2015
Packt Publishing, Limited
Vydanie:1
Edícia:Community experience distilled
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ISBN:1785280120, 9781785286193, 9781785280122, 1785286196
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  • 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