Android game programming by example

The book is best suited for existing Android or Java programmers who want to adapt their skills to make exciting Android games. The book is also for determined readers who might have no Android, game programming or even Java experience, but a reasonable understanding of object oriented programming k...

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Detalles Bibliográficos
Autor principal: Horton, John (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2015
Edición:First edition
Colección:Community experience distilled
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628459106719
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Player 1 UP; A closer look at the games; Tappy Defender; Tough retro platformer; Asteroids simulator; Setting up your development environment; Installing the JDK; Installing Android Studio; Summary; Chapter 2: Tappy Defender - First Step; Planning the first game; Backstory; The game mechanics; Rules for the game; The design; Control; Model; View; Design pattern reality check; The game code structure; The Android Activity lifecycle; The Android Studio file structure
  • Building the home screenCreating the project; What we did; Building the home screen UI; What we did; Coding the functionality; Creating GameActivity; What we did; Configuring the AndroidManifest.xml file; What we did; Coding the game loop; Building the view; Creating a new class for the view; What we did; Structuring the class code; The game activity; The PlayerShip object; Drawing the scene; Plotting and drawing; Drawing PlayerShip; The Canvas and Paint objects; Controlling the frame rate; Deploying the game; Debugging on an Android device; Summary; Chapter 3: Tappy Defender - Taking Flight
  • Controlling the spaceshipDetecting touches; Adding boosters to the spaceship; Detecting the screen resolution; Building the enemies; Designing the enemy; Spawning the enemy; Making the enemy think; The thrill of flight - scrolling the background; Things that go bump - collision detection; Collision detection options; Rectangle intersection; Radius overlapping; The crossing number algorithm; Optimizations; Multiple hitboxes; Neighbor checking; Best options for Tappy Defender; Summary; Chapter 4: Tappy Defender - Going Home; Displaying a HUD; Implementing the rules; Ending the game
  • Restarting the gameAdding sound FX; Generating the FX; The SoundPool class; Coding the sound FX; Adding persistence; Iteration; Multiple different enemy graphics; An exercise in balance; Format time; Handle the back button; The finished game; Summary; Chapter 5: Platformer - Upgrading the Game Engine; The game; The backstory; The game mechanics; Rules for the game; Upgrading the game engine; The platform activity; Locking the layout to landscape; The PlatformView class; The basic structure of PlatformView; The GameObject class; The view through a viewport; Creating the levels
  • The enhanced update methodThe enhanced draw method; Summary; Chapter 6: Platformer - Bob, Beeps, and Bumps; The SoundManager class; Introducing Bob; Multiphase collision detection; Player input; Animating Bob; Summary; Chapter 7: Platformer - Guns, Life, Money, and the Enemy; Ready aim fire; Pickups; The drone; The guard; Summary; Chapter 8: Platformer - Putting It All Together; Bullet collision detection; Adding some fire tiles; Eye candy; The new platform tiles; The new scenery objects; Scrolling parallax backgrounds; Pause menu with moveable viewport; Levels and game rules
  • Traveling between levels