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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
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