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Android Game Recipes: A Problem-Solution Approach 1st ed. [Pehme köide]

  • Formaat: Paperback / softback, 256 pages, kõrgus x laius: 254x178 mm, kaal: 4837 g, 31 Illustrations, black and white; XIX, 256 p. 31 illus., 1 Paperback / softback
  • Ilmumisaeg: 19-Dec-2013
  • Kirjastus: APress
  • ISBN-10: 1430257644
  • ISBN-13: 9781430257646
  • Pehme köide
  • Hind: 30,12 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
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  • Formaat: Paperback / softback, 256 pages, kõrgus x laius: 254x178 mm, kaal: 4837 g, 31 Illustrations, black and white; XIX, 256 p. 31 illus., 1 Paperback / softback
  • Ilmumisaeg: 19-Dec-2013
  • Kirjastus: APress
  • ISBN-10: 1430257644
  • ISBN-13: 9781430257646

Android game apps are typically the most popular type of Android apps in the various Google Play, Amazon Appstore and other Android app stores. So, beyond the Android game tutorials out there, what about a day-to-day handy and complete code reference for Android game developers?

Android Game Recipes is your first, reliable game coding reference for today's Android game apps. This book provides easy to follow real world game code problems and solutions, including source code.

This book covers code recipe solutions that are common to 2D game development problems such as designing a game menu, collision detection, moving characters, moving backgrounds and more. This book also includes how to work with player input, how to add multiple levels, how to create game graphics for different screen resolution, and how to work with device sensors.

After reading and using this book, you'll have the templated code snippets, solutions and frameworks to apply to your game app design to build your game, customize it, and then sell it on the Android app stores.

About the Author xvii
About the Technical Reviewer xix
Acknowledgments xxi
Introduction xxiii
Chapter 1 Getting Started
1(10)
What You Will Need
1(1)
Skills and Experience
1(1)
Software Versions
2(1)
OpenGL ES at a Glance
3(3)
How OpenGL ES Works with Android
3(3)
How Games Work
6(1)
A Basic Game Loop
6(2)
Android and Game Engines
8(1)
Summary
9(2)
Chapter 2 Loading an Image
11(30)
2.1 Loading an Image Using Core Android Methods
12(5)
Problem
12(1)
Solution
12(1)
How It Works
12(5)
2.2 Loading an Image Using OpenGL ES
17(23)
Problem 1
17(1)
Solution 1
17(1)
How It Works
17(22)
Problem 2
39(1)
Solution 2
40(1)
How It Works
40(1)
2.3 Storing Images for Different Screen Resolutions
40(1)
Problem
40(1)
Solution
40(1)
How It Works
40(1)
Chapter 3 The Splash Screen
41(10)
3.1 Creating a Splash Screen
42(4)
Problem
42(1)
Solution
42(1)
How It Works
42(4)
3.2 Loading Multiple Images During a Splash Screen
46(2)
Problem
46(1)
Solution
46(1)
How It Works
46(2)
3.3 Fading In to and Out of a Splash Screen
48(3)
Problem
48(1)
Solution
48(1)
How It Works
48(3)
Chapter 4 The Menu Screen
51(14)
4.1 Create a Two-Button Menu Screen
51(4)
Problem
51(1)
Solution
51(1)
How It Works
51(4)
4.2 Wire Menu Buttons
55(3)
Problem
55(1)
Solution
55(1)
How It Works
55(3)
4.3 Launch a Game Thread
58(1)
Problem
58(1)
Solution
58(1)
How It Works
58(1)
4.4 Exit a Game Thread Cleanly
59(2)
Problem
59(1)
Solution
59(1)
How It Works
59(2)
4.5 Swap Menu Button Images
61(2)
Problem
61(1)
Solution
61(1)
How It Works
61(2)
4.6 Lock the Screen Orientation
63(2)
Problem
63(1)
Solution
64(1)
How It Works
64(1)
Chapter 5 Reading Player Input
65(14)
5.1 Detect a Screen Touch
65(1)
Problem
65(1)
Solution
65(1)
How It Works
65(1)
5.2 Detect a Screen Multi-touch
66(1)
Problem
66(1)
Solution
66(1)
How It Works
66(1)
5.3 Divide the Screen into Touch Zones
67(3)
Problem
67(1)
Solution
67(1)
How It Works
67(3)
5.4 Detect a Screen Swipe
70(4)
Problem
70(1)
Solution
70(1)
How It Works
70(4)
5.5 Use the Device Accelerometer
74(5)
Problem
74(1)
Solution
75(1)
How It Works
75(4)
Chapter 6 Loading a SpriteSheet
79(14)
6.1 Use a Sprite Sheet
79(2)
Problem
79(1)
Solution
79(1)
How It Works
79(2)
6.2 Access Images in the Sprite Sheet
81(3)
Problem
81(1)
Solution
81(1)
How It Works
81(3)
6.3 Change Sprite Sheet Frames
84(3)
Problem
84(1)
Solution
84(1)
How It Works
84(3)
6.4 Animate Images from a Sprite Sheet
87(6)
Problem
87(1)
Solution
87(1)
How It Works
87(6)
Chapter 7 Scrolling a Background
93(12)
7.1 Load the Background Image
93(7)
Problem
93(1)
Solution
93(1)
How It Works
93(7)
7.2 Scroll the Background Horizontally
100(3)
Problem
100(1)
Solution
100(1)
How It Works
101(2)
7.3 Scroll the Background Vertically
103(2)
Problem
103(1)
Solution
104(1)
How It Works
104(1)
Chapter 8 Scrolling Multiple Backgrounds
105(12)
8.1 Load Two Background Images
105(7)
Problem
105(1)
Solution
105(1)
How It Works
105(7)
8.2 Scroll Two Background Images
112(3)
Problem
112(1)
Solution
112(1)
How It Works
112(3)
8.3 Scroll Two Background Images at Different Speeds
115(2)
Problem
115(1)
Solution
115(1)
How It Works
115(2)
Chapter 9 Syncing the Background to Character Movement
117(10)
9.1 Scroll the Background in Two Directions
117(5)
Problem
117(1)
Solution
117(1)
How It Works
117(5)
9.2 Move the Background in Response to User Input
122(5)
Problem
122(1)
Solution
122(1)
How It Works
122(5)
Chapter 10 Building a Level Using Tiles
127(14)
10.1 Load Tiles from a Sprite Sheet
127(8)
Problem
127(1)
Solution
127(1)
How It Works
127(8)
10.2 Create a Level from Tiles
135(6)
Problem
135(1)
Solution
135(1)
How It Works
135(6)
Chapter 11 Moving a Character
141(12)
11.1 Move a Character in Four Directions
141(5)
Problem
141(1)
Solution
141(1)
How It Works
141(5)
11.2 Move a Character at Different Speeds
146(2)
Problem
146(1)
Solution
146(1)
How It Works
146(2)
11.3 Animate a Character When It Moves
148(5)
Problem
148(1)
Solution
148(1)
How It Works
149(4)
Chapter 12 Moving an Enemy
153(14)
12.1 Load Enemies to Predetermined Locations
153(5)
Problem
153(1)
Solution
153(1)
How It Works
153(5)
12.2 Load Enemies to Random Locations
158(5)
Problem
158(1)
Solution
158(1)
How It Works
159(4)
12.3 Move Enemies Along a Path
163(4)
Problem
163(1)
Solution
163(1)
How It Works
163(4)
Chapter 13 Moving a Character with Obstacles
167(8)
13.1 Jump Between Platforms
167(5)
Problem
167(1)
Solution
167(1)
How It Works
168(4)
13.2 Move up Steps
172(3)
Problem
172(1)
Solution
172(1)
How It Works
172(3)
Chapter 14 Firing Weapons
175(16)
14.1 Wire a "Fire" Button
175(4)
Problem
175(1)
Solution
176(1)
How It Works
176(3)
14.2 Animate a Missile
179(8)
Problem
179(1)
Solution
179(1)
How It Works
179(8)
14.3 Animate a Thrown Weapon
187(4)
Problem
187(1)
Solution
187(1)
How It Works
187(2)
Summary
189(2)
Chapter 15 Collision Detection
191(14)
15.1 Detect Obstacles
191(2)
Problem
191(1)
Solution
191(1)
How It Works
191(2)
15.2 Detect Collisions Between Multiple Moving Objects
193(8)
Problem
193(1)
Solution
193(1)
How It Works
193(8)
15.3 Change Object Trajectory
201(1)
Problem
201(1)
Solution
201(1)
How It Works
201(1)
15.4 Damage Objects upon Collision and Remove Destroyed Objects
202(3)
Problem
202(1)
Solution
203(1)
How It Works
203(2)
Chapter 16 Keeping Score
205(12)
16.1 Assign Point Values to Objects
205(4)
Problem
205(1)
Solution
205(1)
How It Works
205(4)
16.2 Add and Track the Score
209(2)
Problem
209(1)
Solution
209(1)
How It Works
210(1)
16.3 Write the Score to the Screen
211(6)
Problem
211(1)
Solution
211(1)
How It Works
211(6)
Chapter 17 Keeping Time
217(6)
17.1 Track Time Within the Game
217(2)
Problem
217(1)
Solution
217(1)
How It Works
217(2)
17.2 Stop the Action When the Time Expires
219(1)
Problem
219(1)
Solution
219(1)
How It Works
220(1)
17.3 Stop the Timer When a Task Completes
220(3)
Problem
220(1)
Solution
220(1)
How It Works
220(3)
Index 223
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.