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Android Arcade Game App: A Real World Project - Case Study Approach 1st ed. [Pehme köide]

  • Formaat: Paperback / softback, 104 pages, kõrgus x laius: 254x178 mm, kaal: 327 g, XI, 104 p., 1 Paperback / softback
  • Ilmumisaeg: 21-Aug-2012
  • Kirjastus: APress
  • ISBN-10: 143024545X
  • ISBN-13: 9781430245452
  • Pehme köide
  • Hind: 19,01 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
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  • Formaat: Paperback / softback, 104 pages, kõrgus x laius: 254x178 mm, kaal: 327 g, XI, 104 p., 1 Paperback / softback
  • Ilmumisaeg: 21-Aug-2012
  • Kirjastus: APress
  • ISBN-10: 143024545X
  • ISBN-13: 9781430245452
Apress, the leading Android books publisher, continues to provide you with very hands-on, practical books for teaching and showing app developers how to build and design apps, including game apps, that can be built and deployed in the various Android app stores out there.



Android Arcade Game App:  A Real World Project - Case Study Approach is no different in that it walks you through creating an arcade style Prison Break game apptop to bottomfor an Android smartphone or tablet.  This book teaches you the unique characteristics and challenges of creating an Arcade style game And it provides you with the full source code for this sample game app.



After working through this book, you can re-use its Prison Break app as your very own personal template, then customize for your specific variables, design and build your own Android game app - top to bottom.  Then, deploy in one or more of the available Android app stores.  Have fun and get coding.
About the Author viii
About the Technical Reviewer ix
About the Game Graphics Designer x
Acknowledgments xi
Chapter 1 Introduction to Android Gaming
1(6)
What You Should Know
1(1)
What You Will Learn
2(1)
A Brief History of Gaming
3(1)
The Introduction of Android
4(1)
Android Game Programming
5(1)
Summary
6(1)
Chapter 2 What Is an Arcade Game?
7(6)
Where Did Arcade-Style Games Originate?
7(1)
Your Game: Prison Break
8(1)
In This Book
9(2)
Chapter 3 Creating a Menu
9(1)
Chapter 4 Drawing the Background
9(1)
Chapter 5 Creating the Player Paddle and Bricks
10(1)
Chapter 6 Collision Detection and In-Game Physics
10(1)
Chapter 7 Keeping Score
10(1)
Chapter 8 Adding More Levels
10(1)
Summary
11(2)
Chapter 3 Creating a Menu
13(10)
Before You Begin
14(2)
Creating the Splash Screen and Main Menu
16(1)
PrisonbreakActivity
16(2)
PBMainMenu
18(3)
Summary
21(2)
Chapter 4 Drawing the Background
23(16)
Starting the Game
23(3)
Creating the SurfaceView and Renderer
26(3)
Creating the Background Class
29(4)
Drawing the Background
33(4)
Summary
37(2)
Chapter 5 Creating the Player Character and Obstacles
39(28)
Before You Begin
39(2)
Creating the Player Paddle Class
41(2)
Creating the Brick Class
43(4)
Create the PBBall Class
47(3)
The PBRow and the PBWall
50(2)
Calling the Bricks, Paddle, and Ball in the PBGameRenderer
52(13)
Summary
65(2)
Chapter 6 Collision Detection
67(12)
The Purpose of Collision Detection
67(1)
Collision Detection in Prison Break
68(1)
Creating the Collision Detection System
68(3)
The Finished PBGameRenderer
71(7)
Summary
78(1)
Chapter 7 Keeping Score
79(8)
Creating the Scoring Method
79(1)
Scoring per Brick
80(2)
Scoring per Row
82(3)
Summary
85(2)
Chapter 8 Adding New Levels
87(2)
Adding Static Levels
87(1)
Adding Dynamic Levels
88(1)
Summary
88(1)
Index 89
J. F. DiMarzio is a seasoned Android developer and author. He began developing games in Basic on the TRS-80 Color Computer II in 1984. Since then, he has worked in the technology departments of companies such as the U.S. Department of Defense and the Walt Disney Company. He has been developing on the Android platform since the beta release of version .03, and he has published two professional applications and one game on the Android Marketplace. DiMarzio is also an accomplished author. Over the last 10 years, he has released eight books, including Android: A Programmer s Guide. His books have been translated into four languages and published worldwide. DiMarzio s writing style is very easy to read and understand, which makes the information in the topics that he presents more retainable.