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Mastering Android game development : master game development with the Android SDK to develop highly interactive and amazing games /

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.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Portales, Raul (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Portales, Raul,  |e author. 
245 1 0 |a Mastering Android game development :  |b master game development with the Android SDK to develop highly interactive and amazing games /  |c Raul Portales. 
246 3 0 |a Master game development with the Android SDK to develop highly interactive and amazing games 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c 2015. 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Community experience distilled 
588 0 |a Online resource; title from cover (Safari, viewed July 16, 2015). 
500 |a Includes index. 
505 0 |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 
505 8 |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 
505 8 |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 
505 8 |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 
505 8 |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 
520 |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. 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
630 0 0 |a Android (Electronic resource) 
630 0 7 |a Android (Electronic resource)  |2 fast 
650 0 |a Mobile games. 
650 0 |a Video games  |x Design. 
650 6 |a Jeux sur mobile. 
650 6 |a Jeux vidéo  |x Conception. 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Mobile games  |2 fast 
650 7 |a Video games  |x Design  |2 fast 
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 
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