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.
Clasificación: | Libro Electrónico |
---|---|
Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Publishing,
2015.
|
Colección: | Community experience distilled.
|
Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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
- 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
- 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
- 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
- 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