Muutke küpsiste eelistusi

E-raamat: Practical Android 4 Games Development

  • Formaat: PDF+DRM
  • Ilmumisaeg: 24-Jan-2012
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781430240303
  • Formaat - PDF+DRM
  • Hind: 38,27 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: PDF+DRM
  • Ilmumisaeg: 24-Jan-2012
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781430240303

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more.









The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guidethe first Android book approved by Googlerecently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited for teaching complex technologies like the Java-based Android.



From 2D-based casual games to 3D OpenGL-based first-person shooters, you find that learning how to create games on the fastest growing mobile platform has never been easier.







Create 2D and 3D games for Android 4.0 phones and tablets such and the Motorola Xoom Build your own reusable black box for game development Easy-to-follow examples make creating the sample games a hands-on experience
Contents at a Glance iv
Foreword ix
About the Author x
About the Technical Reviewers xi
About the Game Graphics Designer xii
Acknowledgments xiii
Preface xiv
Part I Planning and Creating 2D Games
1(252)
Chapter 1 Welcome to Android Gaming
3(12)
Programming Android Games
4(1)
Starting with a Good Story
5(5)
Why Story Matters
6(1)
Writing Your Story
7(3)
The Road You'll Travel
10(1)
Gathering Your Android Development Tools
10(4)
Installing OpenGL ES
12(2)
Choosing an Android Version
14(1)
Summary
14(1)
Chapter 2 Star Fighter: A 2-D Shooter
15(12)
Telling the Star Fighter Story
15(3)
What Makes a Game?
18(6)
Understanding the Game Engine
18(2)
Understanding Game-Specific Code
20(3)
Exploring the Star Fighter Engine
23(1)
Creating the Star Fighter Project
24(2)
Summary
26(1)
Chapter 3 Press Start: Making a Menu
27(46)
Building the Splash Screen
27(21)
Creating an Activity
28(7)
Creating Your Splash Screen Image
35(2)
Working with the R.java File
37(1)
Creating a Layout File
38(7)
Creating Fade Effects
45(3)
Threading Your Game
48(13)
Creating the Main Menu
54(1)
Adding the Button Images
54(2)
Setting the Layouts
56(2)
Wiring the Buttons
58(2)
Adding onClickListeners
60(1)
Adding Music
61(11)
Creating a Music Service
64(5)
Playing Your Music
69(3)
Summary
72(1)
Chapter 4 Drawing The Environment
73(46)
Rendering the Background
74(30)
Creating the Creating the Creating the
75(4)
Creating a Renderer
79(6)
Loading an Image Using OpenGL
85(12)
Scrolling the Background
97(7)
Adding a Second Layer
104(9)
Loading a Second Texture
106(1)
Scrolling Layer Two
107(2)
Working with the Matrices
109(2)
Finishing the scrollBackground2() Method
111(2)
Running at 60 Frames per Second
113(4)
Pausing the Game Loop
114(2)
Clearing the OpenGL Buffers
116(1)
Modify the Main Menu
117(1)
Summary
118(1)
Chapter 5 Creating Your Character
119(40)
Animating Sprites
119(3)
Loading Your Character
122(10)
Creating Texture Mapping Arrays
123(4)
Loading a Texture onto Your Character
127(4)
Setting Up the Game Loop
131(1)
Moving the Character
132(19)
Drawing the Default State of the Character
133(3)
Coding the PLAYER_RELEASE Action
136(2)
Moving the Character to the Left
138(2)
Loading the Correct Sprite
140(3)
Loading the Second Frame of Animation
143(3)
Moving the Character to the Right
146(2)
Loading the Right-Banking Animation
148(3)
Moving Your Character Using a Touch Event
151(5)
Parsing MotionEvent
152(2)
Trapping ACTION_UP and ACTION_DOWN
154(2)
Adjusting the FPS Delay
156(1)
Summary
157(2)
Chapter 6 Adding the Enemies
159(18)
Midgame Housekeeping
159(1)
Creating a Texture Class
160(4)
Creating the Enemy Class
164(11)
Adding a New Sprite Sheet
165(1)
Creating the SFEnemy Class
166(4)
The Bezier Curve
170(5)
Summary
175(2)
Chapter 7 Adding Basic Enemy Artificial Intelligence
177(30)
Getting the Enemies Ready for Al
177(7)
Creating Each Enemy's Logic
179(3)
Initializing the Enemies
182(1)
Loading the Sprite Sheet
183(1)
Reviewing the Al
184(3)
Creating the moveEnemy() Method
185(1)
Creating an enemies[ ] Array Loop
185(1)
Moving Each Enemy Using Its Al Logic
186(1)
Creating the Interceptor Al
187(11)
Adjusting the Vertices
188(1)
Locking on to the Player's Position
189(2)
Implementing a Slope Formula
191(7)
Creating the Scout Al
198(5)
Setting a Random Point to Move the Scout
199(2)
Moving Along a Bezier Curve
201(2)
Creating the Warship Al
203(2)
Summary
205(2)
Chapter 8 Defend Yourself!
207(36)
Creating a Weapon Sprite Sheet
207(4)
Creating a Weapon Class
209(2)
Giving Your Weapon a Trajectory
211(8)
Creating a Weapon Array
211(1)
Adding a Second Sprite Sheet
212(1)
Initializing the Weapons
213(1)
Moving the Weapon Shots
214(1)
Detecting the Edge of the Screen
215(3)
Calling the firePlayerWeapons() Method
218(1)
Implementing Collision Detection
219(5)
Applying Collision Damage
219(1)
Creating the detectCollisions() Method
220(1)
Detecting the Specific Collisions
221(1)
Removing Void Shots
222(2)
Expanding on What You Learned
224(1)
Summary
224(1)
Reviewing the Key 2-D Code
225(18)
Chapter 9 Publishing Your Game
243(10)
Preparing Your Manifest
243(1)
Preparing to Sign, Align, and Release
244(8)
Checking the Readiness of AndroidManifest
247(2)
Creating the Keystore
249(3)
Summary
252(1)
Part I Creating 3D Games
253(48)
Chapter 10 Blob Hunter: Creating 3-D Games
255(16)
Comparing 2-D and 3-D Games
255(1)
Creating Your 3-D Project
256(3)
BiobhunterActivity.java
256(1)
BHGameView
257(1)
BHGameRenderer
258(1)
BHEngine
259(1)
Creating a 3-D Object Test
259(11)
Creating a Constant
260(1)
Creating the BHWalls Class
261(2)
Instantiating the BHWalls Class
263(1)
Mapping the Image
264(2)
Using gluPerspective()
266(1)
Creating the drawBackground() Method
267(2)
Adding the Finishing Touches
269(1)
Summary
270(1)
Chapter 11 Creating an Immersive Environment
271(16)
Using the BHWalls class
271(2)
Creating a Corridor from Multiple BHWalls Instances
272(1)
Using the BHCorridor Class
273(11)
Building the BHCorridor Class
274(9)
Adding a Wall Texture
283(1)
Calling BHCorridor
284(1)
Summary
285(2)
Chapter 12 Navigating the 3-D Environment
287(14)
Creating the Control Interface
287(4)
Editing BHEngine
288(1)
Editing BiobhunterActivity
289(2)
Moving Through the Corridor
291(3)
Adjusting the View of the Player
293(1)
Summary
294(1)
Reviewing the Key 3-D Code
295(6)
Index 301
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.