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|a UAMI
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|a Portales, Raul,
|e author.
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|a Mastering Android game development :
|b master game development with the Android SDK to develop highly interactive and amazing games /
|c Raul Portales.
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|a Master game development with the Android SDK to develop highly interactive and amazing games
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|a Birmingham, UK :
|b Packt Publishing,
|c 2015.
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300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Community experience distilled
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|a Online resource; title from cover (Safari, viewed July 16, 2015).
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|a Includes index.
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up the Project; The right tool for the right game; Do you want to use 3D?; Do you want to use physics?; Do you want to use Java?; Pros of building games with the Android SDK; Cons of building games with the Android SDK; I want the Android SDK!; The project -- YASS (Yet Another Space Shooter); Activities and Fragments; Project setup; Creating the stub project; Cleaning up; Choosing an orientation; Dealing with aspect ratios; Game architecture
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|a GameEngine and GameObjectsStarting a game; Stopping a game; Managing game objects; Update Thread; Draw Thread; User input; Putting everything together; Moving forward with the example; Handling the back key; Honoring the lifecycle; Using as much screen as we can; Before Android 4.4 -- almost fullscreen; Android 4.4 and beyond -- immersive mode; Putting fullscreen together; Good practices for game developers; Object pools; Avoiding enhanced loop syntax in lists; Precreating objects; Accessing variables directly; Being careful with floating points; Performance myths -- avoid interfaces; Summary
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|a Chapter 2: Managing User InputThe InputController base class; The Player object; Displaying a spaceship; Firing bullets; The Bullet game object; The most basic virtual keypad; Limitations and problems; Creating a virtual joystick; General considerations and improvements; Physical controllers; Handling MotionEvents; Handling KeyEvents; Detecting gamepads; Sensors and InputControllers; Selecting control modes; Summary; Chapter 3: Into the Draw Thread; Using GameView; The GameView interface; StandardGameView; SurfaceGameView; Updating GameEngine; Updating the game layout; Improving DrawThread
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|a SpritesUpdating the spaceship and bullets; Adding a frames-per-second (fps) counter; Spawning enemies -- the GameController; Procedural/random; Deterministic/static; Hybrid approach; Our approach; The asteroids; More on the transformation matrix; Occlusion culling; Parallax backgrounds; Multiple backgrounds; Layers; Summary; Chapter 4: Collision Detection; Detecting collisions; Who can collide?; Updating GameEngine; Handling collisions; Rectangular bodies; Adding visual feedback; Pros and cons; Circular bodies; Adding visual feedback; Pros and cons; Mixed collision detection
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505 |
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|a Adding visual feedbackOther options for shapes; Optimization; Spatial partitioning and QuadTree; Duplicated collisions; Summary; Chapter 5: Particle Systems; General concepts; Particles; ParticleSystem; Initializers; Modifiers; Composite GameObjects and GameEngine; Making good particle systems; One shot; Asteroid explosions; Spaceship explosions; Emitters; Asteroid trails; The Spaceship's engine; Summary; Chapter 6: Sound FX and Music; SoundManager; Sound FX; How to create sound FXs; GameEvents; Using SoundPool; Playing music; Obtaining music; MediaPlayer; Music and Activity life cycle
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520 |
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|a If you are an intermediate-level Android developer who wants to create highly interactive and amazing games with the Android SDK, then this book is for you.
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546 |
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|a English.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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630 |
0 |
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|a Android (Electronic resource)
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630 |
0 |
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|a Android (Electronic resource)
|2 fast
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650 |
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|a Mobile games.
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650 |
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|a Video games
|x Design.
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650 |
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6 |
|a Jeux sur mobile.
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650 |
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6 |
|a Jeux vidéo
|x Conception.
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650 |
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|a GAMES
|x Board.
|2 bisacsh
|
650 |
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7 |
|a Computer games
|x Design
|2 fast
|
650 |
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7 |
|a Mobile games
|2 fast
|
650 |
|
7 |
|a Video games
|x Design
|2 fast
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776 |
0 |
8 |
|i Print version:
|a Portales, Raul.
|t Mastering Android game development : master game development with the Android SDK to develop highly interactive and amazing games.
|d Birmingham, England ; Mumbai, [India] : Packt Publishing, ©2015
|h xi, 345 pages
|k Community experience distilled.
|z 9781783551774
|
830 |
|
0 |
|a Community experience distilled.
|
856 |
4 |
0 |
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|z Texto completo
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|a Askews and Holts Library Services
|b ASKH
|n AH28814496
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938 |
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|a EBL - Ebook Library
|b EBLB
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|a EBSCOhost
|b EBSC
|n 1019625
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
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