Android Game Programming by Example Front Cover

Android Game Programming by Example

  • Length: 378 pages
  • Edition: 1
  • Publisher:
  • Publication Date: 2015-06-30
  • ISBN-10: 1785280120
  • ISBN-13: 9781785280122
  • Sales Rank: #1371849 (See Top 100 Books)
Description

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

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