Beginning Android Games

Beginning Android Games

Mario Zechner

Language: English

Pages: 679

ISBN: B00A4EH7D0

Format: PDF / Kindle (mobi) / ePub


Beginning Android Games offers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress towards creating your own basic game engine and playable games. This will give you everything you need to branch out and write your own Android games.

The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Games will help you kick-start your project.

The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics:
* The fundamentals of game development
* The Android platform basics to apply those fundamentals in the context of making a game
* The design of 2D and 3D games and their successful implementation on the Android platform
<h3>What you’ll learn</h3> * How to set up and use the development tools for developing your first Android application
* The fundamentals of game programming in the context of the Android platform
* How to use the Android's APIs for graphics (Canvas, OpenGL ES 1.0/1.1), audio, and user input to reflect those fundamentals
* How to develop two 2D games from scratch, based on the Canvas API and OpenGL ES.
* How to create a full-featured 3D game
* How to publish your games, get crash reports, and support your users
* How to complete your own playable 2D OpenGL games
<h3>Who this book is for</h3>
This book is for people with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform.
<h3>Table of Contents</h3><ol> * Android, the New Kid on the Block
* First Steps with the Android SDK
* Game Development 101
* Android for Game Developers
* An Android Game Development Framework
* Mr. Nom Invades Android
* OpenGL ES: A Gentle Introduction
* 2D Game Programming Tricks
* Super Jumper: A 2D OpenGL ES Game
* OpenGL ES: Going 3D
* 3D Programming Tricks
* Droid Invaders: the Grand Finale
* Publishing Your Game
* What’s Next?
</ol>

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

case of the 16-bit encoding, we can again either use two separate bytes or store the components in a single short value. Note that Java does not have unsigned types. Due to the power of the two’s complement, we can safely use signed integer types to store unsigned values, though. For both 16- and 24-bit integer encodings, we need to also specify the order in which we store the three components in the short or integer value. There are usually two ways that are used: RGB and BGR. Figure 3–23 uses

If our game runs at a constant 60 FPS, the delta time passed to the method will always be 1 / 60 ~ 0.016 seconds. In each frame we therefore advance by 50  0.016 ~ 0.83 pixels. At 60 FPS we advance 60  0.85 ~ 100 pixels! Let’s test this with 30 FPS: 50  1 / 30 ~ 1.66. Multiplied by 30 FPS, we again move 100 pixels total each second. So, no matter how fast the device our game is running on can execute our game, our animation and movement will always be consistent with actual wall clock time. If

for Game Developers Once we have registered the listener, we’ll receive SensorEvents in the SensorEventListener.onSensorChanged() method. The method name implies that it is only called when the sensor state has changed. This is a little bit confusing, as the accelerometer state is changed constantly. When we register the listener, we actually specify the frequency with which we want to get sensor state updates. So how do we process the SensorEvent? That’s rather easy. The SensorEvent has a

color and style of the rectangle. So what can the style be and how do we set it? To set the style of a Paint instance we call the following method: Paint.setStyle(Style style); Style is an enumeration that has the values Style.FILL, Style.STROKE, and Style.FILL_AND_STROKE. If we specify Style.FILL, the rectangle will be filled with the color of the Paint. If we specify Style.STROKE, only the outline of the rectangle will be drawn, again with the color and stroke width of the Paint. If

PoolObjectFactory factory; private final int maxSize; The Pool class has three members: an ArrayList to store pooled objects, a PoolObjectFactory that is used to generate new instances of the type the class holds, and a member that stores the maximum number of objects the Pool can hold. The last bit is needed so that our Pool does not grow indefinitely; otherwise we might run into an out-of-memory exception. public Pool(PoolObjectFactory factory, int maxSize) { this.factory = factory;

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