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Sams Teach Yourself Android Game Programming in 24 Hours - Jonathan S. Harbour

Sams Teach Yourself Android Game Programming in 24 Hours

Buch | Softcover
432 Seiten
2012
Sams Publishing (Verlag)
978-0-672-33604-1 (ISBN)
CHF 49,30 inkl. MwSt
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In just 24 sessions of one hour or less, Sams Teach Yourself Android Game Programming in 24 Hours will help you master mobile game development for Android 4. Using a straightforward, step-by-step approach, you’ll gain hands-on expertise with the entire process: from getting access to the hardware via the Android SDK to finishing a complete example game. You’ll learn to use the Android SDK and open source software to design and build fast, highly playable games for the newest Android smartphones and tablets. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success!

 

Step-by-step instructions carefully walk you through the most common Android game programming tasks.

Quizzes and exercises at the end of each chapter help you test your knowledge.

By the Way notes present interesting information related to the discussion.

Did You Know? tips offer advice or show you easier ways to perform tasks.

Watch Out! cautions alert you to possible problems and give you advice on how to avoid them.

 

Jonathan Harbour is a writer and instructor whose love for computers and video games dates back to the Commodore PET and Atari 2600 era. He has a Master’s in Information Systems Management. His portfolio site at http://www.jharbour.com includes a discussion forum. He also authored Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours. His love of science fiction led to the remake of a beloved classic video game with some friends, resulting in Starflight—The Lost Colony (http://www.starflightgame.com).

 

Learn how to…



Install and configure the free development tools, including the Android 4 SDK, Java Development Kit, and Eclipse (or NetBeans)
Use the Android graphics system to bring your game characters to life
Load and manage bitmaps, and use double buffering for better performance
Incorporate timing and animation with threaded game loops
Tap into the touch screen for user input
Learn to use Android sensors such as the accelerometer, gyroscope, compass, light detector, and thermometer
Integrate audio into your games using the media player
Build your own game engine library to simplify gameplay code in your projects
Animate games with sprites using atlas images and fast matrix transforms
Employ object-oriented programming techniques using inheritance and data hiding
Create an advanced animation system to add interesting behaviors to game objects
Detect collisions and simulate realistic movement with trigonometry
Experiment with an evolving engine coding technique that more naturally reflects how games are written

Jonathan Harbour is a writer and instructor whose love for computers and video games dates back to the Commodore PET and Atari 2600 era. He has a Master’s in Information Systems Management. His portfolio site at www.jharbour.com includes a discussion forum. He also authored Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours. His love of science fiction led to the remake of a beloved classic video game with some friends, resulting in Starflight–The Lost Colony (www.starflightgame.com).

Introduction    xvii

Part I: Introduction

HOUR 1: Introducing Android 4   3

Hello, Android 4   3

About the Android SDK   7

About the Android NDK   8

Android Dev System Requirements   8

History of the Platform   9

Android Hardware Specifications   11

Summary   13

Q&A   13

Workshop   14

HOUR 2: Installing the Development Tools   15

Installing the JDK   16

Downloading the NetBeans Package   17

Installing the Package   17

Installing the Android SDK   19

Downloading the SDK   20

Installing the SDK   20

Running the Android SDK Manager   23

Installing the ADT Plug-in for Eclipse   25

Summary   28

Q&A   29

Workshop   29

HOUR 3: Configuring NetBeans and Eclipse with the Android SDK   31

Creating an Android Emulator Device   31

Plugging Android SDK into NetBeans   35

Adding Android SDK Support to Eclipse   40

Summary   45

Q&A   46

Workshop   46

Hour 4: Creating Your First Android Program   47

Creating a New Android Project   47

Building the New Project  52

Editing the “Hello, Android!” Program   60

Comparing the Emulator to an Android Device   63

Summary   72

Q&A   72

Workshop   72

Part II: Android Hardware

HOUR 5: Getting Started with Graphics   77

Understanding the Activity Class   77

Testing the Activity States   79

World’s Simplest Android Graphics Demo   86

Summary   90

Q&A   91

Workshop   91

HOUR 6: Drawing Basic Shapes and Text   93

Drawing Basic Vector Shapes   93

Drawing Text   99

Writing Code for Javadoc   103

Android Screen Densities and Resolutions   104

Summary   109

Q&A   110

Workshop   110

HOUR 7: Loading and Drawing Images   111

Double-Buffered Drawing   111

Loading a Bitmap File   115

Drawing a Bitmap   120

Summary   126

Q&A   126

Workshop   127

HOUR 8: Bringing Your Game to Life with Looping   129

Creating a Threaded Game Loop   129

Drawing Without onDraw()   132

The Runnable Animation Demo   134

Summary   140

Q&A   141

Workshop.   141

HOUR 9: Multi-Touch User Input   143

Single-Touch Input   143

Multi-Touch Input    148

Summary   155

Q&A   155

Workshop   156

HOUR 10: Using the Accelerometer   157

Android Sensors   157

Summary   168

Q&A   168

Workshop   168

HOUR 11: Using the Linear Acceleration and Proximity Sensors   169

Accessing the Linear Acceleration Sensor   169

Accessing the Proximity Sensor   177

Summary   178

Q&A   178

Workshop   178

HOUR 12: Using the Gravity and Pressure Sensors   181

Using the Gravity Sensor   181

Using the Pressure Sensor   188

Summary   189

Q&A   190

Workshop   190

HOUR 13: Creating Your Own “Tricorder”   191

Encapsulating the Android Sensors   191

Creating the Tricorder Project   195

Summary   211

Q&A   211

Workshop.   211

HOUR 14: Playing with the Audio System   213

Playing Audio Using MediaPlayer   213

Playing Audio Using SoundPool   218

Summary   221

Q&A   221

Workshop   221

Part III: Android Gameplay

HOUR 15: Building an Android Game Engine   225

Designing an Android Game Engine   226

Creating an Android Library Project   229

Writing the Core Engine Classes   234

Engine Test Demo Project   247

Summary   253

Q&A   253

Workshop   254

HOUR 16: Creating a Sprite/Actor Class   255

Static Sprite as a “Prop”  255

Dynamic Sprite as an “Actor”   257

Encapsulating Basic Sprite Functionality   258

Testing the Sprite Class   261

Summary   266

Q&A   266

Workshop   267

HOUR 17: Frame Animation Using a Sprite Sheet/Atlas   269

Animating with a Single Strip   269

Animating with a Sprite Sheet (Texture Atlas)   272

The Animation Demo   273

Summary   278

Q&A   279

Workshop   279

HOUR 18: Advanced Multi-Animation Techniques   281

Creating an Animation System   281

Animation System Demo   293

Summary   297

Q&A   297

Workshop   298

HOUR 19: Manipulating Sprites with Matrix Transforms   299

Matrix Translation   299

Matrix Rotation   305

Matrix Scaling   306

Matrix Transforms Demo   307

Summary   319

Q&A   320

Workshop   320

HOUR 20: Entity Grouping   321

Entity Grouping   321

Summary   332

Q&A   332

Workshop   332

HOUR 21: Collision Detection   333

Collision Detection Techniques   333

Demonstrating Collisions   337

Summary   347

Q&A   348

Workshop   348

HOUR 22: Using Linear Velocity for Realistic Movement   349

Calculating Velocity from a Direction   349

“Pointing” a Sprite in the Direction of Movement   352

Enhancing the Engine   355

Summary   368

Q&A   369

Workshop   369

HOUR 23: Scrolling the Background   371

Background Scrolling Overview   371

The Shoot-’Em-Up Game   374

Summary   382

Q&A   382

Workshop.   382

HOUR 24: Ball and Paddle Game   385

Creating the Ball and Paddle Game   385

Summary   394

Q&A   395

Workshop   395

Index   397

 

Erscheint lt. Verlag 29.11.2012
Verlagsort Indianapolis
Sprache englisch
Maße 180 x 231 mm
Gewicht 652 g
Themenwelt Kinder- / Jugendbuch Sachbücher
Informatik Software Entwicklung Mobile- / App-Entwicklung
Informatik Software Entwicklung Spieleprogrammierung
Informatik Weitere Themen Smartphones / Tablets
Technik Nachrichtentechnik
ISBN-10 0-672-33604-9 / 0672336049
ISBN-13 978-0-672-33604-1 / 9780672336041
Zustand Neuware
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