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Learning Android Game Programming PDF

476 Pages·2011·10.95 MB·English
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Learning Android Game Programming Addison-Wesley Learning Series Visit informit.com/learningseries for a complete list of available publications. The Addison-Wesley Learning Series is a collection of hands-on programming guides that help you quickly learn a new technology or language so you can apply what you’ve learned right away. Each title comes with sample code for the application or applications built in the text. This code is fully annotated and can be reused in your own projects with no strings attached. Many chapters end with a series of exercises to encourage you to reexamine what you have just learned, and to tweak or adjust the code as a way of learning. Titles in this series take a simple approach: they get you going right away and leave you with the ability to walk off and build your own application and apply the language or technology to whatever you are working on. Addison-Wesley Learning Series Learning Android Game Programming A Hands-On Guide to Building Visit informit.com/learningseries for a complete list of available publications. Your First Android Game Rick Rogers Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their products Editor-in-Chief are claimed as trademarks. Where those designations appear in this book, and the Mark L. Taub publisher was aware of a trademark claim, the designations have been printed with initial Acquisitions Editor capital letters or in all capitals. Trina MacDonald The author and publisher have taken care in the preparation of this book, but make no Development Editor expressed or implied warranty of any kind and assume no responsibility for errors or Songlin Qiu omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein. Managing Editor John Fuller The publisher offers excellent discounts on this book when ordered in quantity for bulk purchases or special sales, which may include electronic versions and/or custom covers Full-Service and content particular to your business, training goals, marketing focus, and branding Production interests. For more information, please contact: Manager Julie B. Nahil U.S. Corporate and Government Sales (800) 382-3419 Copy Editor [email protected] Jill E. Hobbs For sales outside the United States, please contact: Indexer Ted Laux International Sales [email protected] Proofreader Rebecca Rider Visit us on the Web: informit.com/aw Technical Reviewers Library of Congress Cataloging-in-Publication data is on file. James Becwar Stephan Branczyk Copyright © 2012 Pearson Education, Inc. Jason Wei All rights reserved. Printed in the United States of America. This publication is protected Cover Designer by copyright, and permission must be obtained from the publisher prior to any prohibited Chuti Prasertsith reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission to use Compositor material from this work, please submit a written request to Pearson Education, Inc., LaurelTech Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to (201) 236-3290. ISBN-13: 978-0-321-76962-6 ISBN-10: 0-321-76962-7 Text printed in the United States on recycled paper at RR Donnelley in Crawfordsville, Indiana. First printing, December 2011 v For Susie, my muse and my partner “Let us be grateful to people who make us happy, they are the charming gardeners who make our souls blossom.” —Marcel Proust v This page intentionally left blank Contents at a Glance Foreword xix Preface xxi Acknowledgments xxiii About the Author xxv 1 Mobile Games 1 2 Game Elements and Tools 15 3 The Game Loop and Menus 33 4 Scenes, Layers, Transitions, and Modifiers 53 5 Drawing and Sprites 87 6 Animation 109 7 Text 129 8 User Input 149 9 Tile Maps 173 10 Particle Systems 199 11 Sound 219 12 Physics 243 13 Artificial Intelligence 279 14 Scoring and Collisions 299 15 Multimedia Extensions 325 16 Game Integration 347 17 Testing and Publishing 365 A Exercise Solutions 381 Index 429 This page intentionally left blank Contents Foreword xix Preface xxi Acknowledgments xxiii About the Author xxv 1 Mobile Games 1 The Mobile Game Market 1 The World of Computer Games 2 Game Genres 2 Games for Mobile Phones 4 Components of a Typical Game 5 Virgins Versus Vampires 7 Design of V3 8 AndEngine Examples 10 Summary 12 Exercises 12 2 Game Elements and Tools 15 Software Development Tools 15 Android Software Development Kit 16 AndEngine Game Engine Library 17 AndEngine Game Concepts 18 Box2D Physics Engine 19 Graphics Tools 20 Vector Graphics: Inkscape 20 Bitmap Graphics: GIMP 22 Animation Capture: AnimGet 22 TileMap Creation: Tiled 23 TrueType Font Creation and Editing: FontStruct 24 Audio Tools 24 Sound Effects: Audacity 25 Background Music: MuseScore 25

Description:
Each title comes with sample code for the application or applications built in the text. books are also available, including Sam's Teach Yourself Android Application. Development in 24 Hours by Lauren Darcey and Shane Conder.
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.