Beginning Android games
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...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
[Berkeley, Calif.] :
Apress
2011.
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Edición: | 1st ed. 2011. |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629055206719 |
Tabla de Contenidos:
- Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; A Word About the Target Audience; How This Book Is Organized; Getting the Source Code; Chapter 1 Android, the New Kid on the Block; A Brief History of Android; Fragmentation; The Role of Google; The Android Open Source Project; The Android Market; Challenges, Device Seeding, and Google I/O; Android's Features and Architecture; The Kernel; The Runtime and Dalvik; System Libraries; The Application Framework; The Software Development Kit
- The Developer CommunityDevices, Devices, Devices!; Hardware; First Gen, Second Gen, Next Gen; In the Beginning: First Generation; More Power: Second Generation; The Future: Next Generation; Game Controllers; Mobile Gaming Is Different; A Gaming Machine in Every Pocket; Always Connected; Casual and Hardcore; Big Market, Small Developers; Summary; Chapter 2 First Steps with theAndroid SDK; Setting Up the Development Environment; Setting Up the JDK; Setting Up the Android SDK; Installing Eclipse; Installing the ADT Eclipse Plug-In; A Quick Tour of Eclipse; Hello World, Android Style
- Creating the ProjectExploring the Project; Writing the Application Code; Running and Debugging Android Applications; Connecting a Device; Creating an Android Virtual Device; Running an Application; Debugging an Application; LogCat and DDMS; Using ADB; Summary; Chapter 3 Game Development 101; Genres: To Each One's Taste; Causal Games; Puzzle Games; Action and Arcade Games; Tower-Defense Games; Innovation; Game Design: The Pen Is Mightier Than the Code; Core Game Mechanics; A Story and an Art Style; Screens and Transitions; Code: The Nitty-Gritty Details; Application and Window Management
- InputFile I/O; Audio; The Physics of Sound; Recording and Playback; Audio Quality and Compression; In Practice; Graphics; Of Rasters, Pixels, and Framebuffers; Vsync and Double-Buffering; What Is Color?; Color Models; Encoding Colors Digitally; Image Formats and Compression; Alpha Compositing and Blending; In Practice; The Game Framework; The Game and Screen Interfaces; A Simple Example; Frame Rate-Independent Movement; Summary; Chapter 4 Android for Game Developers; Defining an Android Application: The Manifest File; The Element; The Element; The Element
- The ElementThe Element; The Element; Android Game Project Setup in Ten Easy Steps; Defining the Icon of Your Game; Android API Basics; Creating a Test Project; The AndroidBasicsStarter Activity; Starting Activities Programmatically; Creating the Test Activities; The Activity Life Cycle; In Theory; In Practice; Input Device Handling; Getting (Multi-)Touch Events; Processing Single-Touch Events; Processing Multitouch Events; Pointer IDs and Indices; The Action Mask and More Event Types; In Practice; Processing Key Events
- Reading the Accelerometer State