文件名称:Android.Game.Programming.by.Example.1785280120
文件大小:4.69MB
文件格式:PDF
更新时间:2018-07-27 04:49:35
Android Game Programming
Harness the power of the Android SDK by building three immersive and captivating games About This Book Implement the critical main game loop and structure your games to enable an array of advanced features Animate your characters with sprite sheets, add multiple scrolling parallax backgrounds, and implement genuinely tough, playable levels in your games Build super-smooth 60 frames per second with the help of this easy-to-follow, projects-based guide Who This Book Is For 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 knowledge is assumed. In Detail Android gaming is a hot topic these days, but one of the few areas of technology that does not have an abundance of clear and useful documentation online. However, there is an ever-increasing demand for Android games. This book will help you get up to speed with the essentials of game development with Android. The book begins by teaching you the setup of a game development environment on a fundamental level. Moving on, the book deals with concepts such as building a home screen UI, implementing game objects, and painting the scene at a fixed resolution. Gradually, it builds up to the implementation of a flexible and advanced game engine that uses OpenGL ES 2 for fast, smooth frame rates. This is achieved by starting with a simple game and gradually increasing the complexity of the three complete games built step by step. By the end of the book, you will have successfully built three exciting games over the course of three engrossing and insightful projects. Table of Contents Chapter 1. Player 1 UP Chapter 2. Tappy Defender – First Step Chapter 3. Tappy Defender – Taking Flight Chapter 4. Tappy Defender – Going Home Chapter 5. Platformer – Upgrading the Game Engine Chapter 6. Platformer – Bob, Beeps, and Bumps Chapter 7. Platformer – Guns, Life, Money, and the Enemy Chapter 8. Platformer – Putting It All Together Chapter 9. Asteroids at 60 FPS with OpenGL ES 2 Chapter 10. Move and Draw with OpenGL ES 2 Chapter 11. Things That Go Bump – Part II