Learning Android game development Android game development simplified!

Learn the art of making Android games and turn your game development dreams into reality About This Book Leverage the latest features of Android N to create real-world 2D games Architect a 2D game from scratch and level up your Android game development skill Transition from developing simple 2D game...

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Detalles Bibliográficos
Otros Autores: Malankar, Nikhil, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England ; Mumbai, [India] : Packt Publishing 2017.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630187906719
Tabla de Contenidos:
  • Cover
  • Copyright
  • Credits
  • About the Author
  • About the Reviewer
  • www.PacktPub.com
  • Customer Feedback
  • Table of Contents
  • Preface
  • Chapter 1: Introduction to Android N and Installation of Android SDK
  • Introduction to Android N
  • Software requirements
  • The nuts and bolts of Android
  • Package names
  • Layouts
  • Android Manifest file
  • Summary
  • Chapter 2: Getting Familiar with Android Studio
  • Understanding the Android project structure
  • Creating your first Android Studio project
  • Project Structure of an Android Project
  • Creating our Hello World! program
  • Setting up the emulator
  • Summary
  • Chapter 3: Managing Inputs
  • Resource folder in detail
  • Taking user inputs
  • Button input
  • Hardware button input
  • Touch input
  • The Accelerometer input
  • Building and deploying through USB
  • Building an apk and installing on device
  • Summary
  • Chapter 4: Creating Sprites and Interactive Objects
  • Game Theory
  • Illusions
  • Game loop
  • Game Design Document
  • Prototyping
  • Surface and Canvas
  • Working with colors and images
  • Creating colors
  • Creating images
  • Summary
  • Chapter 5: Adding Animation to Your Game
  • Adding animations to make your game more awesome
  • Making our player character
  • Summary
  • Chapter 6: Collision Detection and Basic Artificial Intelligence
  • Collision detection
  • Algorithms for collision detection techniques
  • Bounding Box Collision
  • Circle Collision
  • Detecting collisions in our game
  • Making our player jump
  • Dodging incoming rocks
  • Defining our variables
  • Tackling the infinite loop situation
  • Initializing our variables
  • Collision behavior
  • Collision function
  • Drawing our objects on the screen
  • Artificial Intelligence
  • History of Artificial Intelligence
  • Artificial Intelligence Algorithms
  • Breadth-First Search
  • Depth-First Search.
  • Bidirectional search
  • Uniform cost search
  • Iterative deepening Depth-First Search
  • Comparison of preceding algorithms complexities
  • A * search
  • Creating your own Artificial Intelligence
  • Summary
  • Chapter 7: Adding Boundaries and Using Sprites to Create Explosions
  • Adding boundaries
  • Creating the classes for our boundaries
  • Creating boundaries in our game
  • Creating the variables required
  • Referencing our boundaries
  • Updating our boundaries
  • Drawing our boundaries on the screen
  • Detecting a collision between the ground and player
  • Maximum and minimum boundary heights
  • Creating a new game
  • Creating explosions
  • Summary
  • Chapter 8: Adding an Explosion and Creating a UI
  • Adding an explosion to our game
  • Creating variables
  • Some optimizations and improvements
  • Spawning our explosion
  • Drawing the explosion on the screen
  • Creating the UI for our game
  • Summary
  • Chapter 9: Converting Your Game from 2D to 3D
  • Introduction to OpenGL ES
  • Learning about the 3D coordinate system
  • Creating a 3D scene with OpenGL ES
  • Creating our project folder
  • Creating a render class and defining a main activity
  • Defining shapes
  • Summary
  • Chapter 10: Working Further on 3D Game
  • Rendering our object on screen
  • Adding colors to our object
  • Rotating our object
  • Creating a pyramid 3D object
  • Defining the shape
  • Rendering our 3D object
  • Summary
  • Index.