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John Horton - Android game programming by example

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John Horton Android game programming by example
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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.What you will learn Build simple to advanced game engines for different types of game, with cool features such as sprite sheet character animation and scrolling parallax backgrounds Design and implement genuinely challenging and playable levels Implement the critical main game loop Implement basic and advanced collision detection mechanics Bring to life a challenging enemy AI Make the math behind 2D rotation, velocity, and collisions simple Run your game designs at 60 frames per second or better Process multitouch screen input effectively and efficiently Implement a multitude of other game features such as pickups, firing weapons, HUDs, generating and playing sound FX, scenery, level transition, high scores, and more Implement a flexible and advanced game engine that uses OpenGL ES 2 for fast, smooth frame rates

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Android Game Programming by Example

Android Game Programming by Example

Copyright 2015 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2015

Production reference: 1250615

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78528-012-2

www.packtpub.com

Credits

Author

John Horton

Reviewers

Hvard Kindem

Jos Rodriguez-Rivas

Commissioning Editor

Nadeem N. Bagban

Acquisition Editor

Tushar Gupta

Content Development Editor

Siddhesh Salvi

Technical Editor

Prajakta Mhatre

Copy Editor

Charlotte Carneiro

Project Coordinator

Nidhi Joshi

Proofreader

Safis Editing

Indexer

Tejal Soni

Production Coordinator

Melwyn D'sa

Cover Work

Melwyn D'sa

About the Author

John Horton is a technology enthusiast based in the UK. When he is not creating apps and writing books or blog articles for http://www.gamecodeschool.com, he can be found playing or making video games with his two sons.

About the Reviewers

Hvard Kindem is a game developer from Norway who has a long-lived passion for games and game development. He started programming at an early age, which later resulted in an MSc in game technology. During his studies, Hvard became the founding member and CEO of Fallen Leaves Interactive, a group focusing on PC, Xbox, and Android development. The company made games for clients such as KLM Royal Dutch Airlines and contributed to Games4Health.

Currently, Hvard is employed at the National Lottery Association in Norway, where he works as a concept developer. In order to find new exciting products for its about 2.8 million customers, he has, among other things, worked on and published multiple mobile games. Hvard remains an avid gamer, and when he is not busy releasing a new project, he loves to return to the old classics or spend the evenings playing his bass guitar.

I would like to thank my mentor, Simon McCallum, for always challenging me and pushing me toward new technologies. I would also like to thank my nephew and niece for being my motivation and allowing me to stay a kid forever; I love you guys! Last but not least, I would like to thank my partner in crime, Sara, for her support and striving for perfection.

Jos Rodriguez-Rivas is a young game developer. He loves to dream big about his future, often picturing himself as a head developer for a huge game company that he started. He first started developing games using RPG Maker VX Ace when he was in the eighth grade. As soon as he got into high school, he wanted to learn how to actually program a video game. He first learned Java with the libGDX framework, which allows him to port his games to both PC and Android. He is really into web design as well, and has designed two websites, one for his own company, Tiny Country Games (https://tinycountrygames.com/), and another for the Young Entrepreneurs Association of California, YEACAL (http://yeacal.org/). He enjoys learning new things, even if they don't directly relate to game development. For example, he likes to practice instruments such as the guitar, ukulele, and electric bass.

First of all, I would thank my computer science teacher, Mark Sheinberg, for always pushing me to improve my coding skills and learn new things. I would like to thank my best friend, Charli-Anne Hanna-Baker, for always supporting my work and keeping my morale high with her amazing attitude. Annika Paeta, thank you for giving me the opportunity of being the webmaster of YEACAL, which inspired me to learn ASP.NET and C#. Last but not least, I would like to thank my family for their constant support and love.

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Preface

Making games is addictive and very rewarding, it can be hard to stop once you get started. The problem comes when we reach a stumbling block because we don't know how to implement a feature, or perhaps integrate it into our game. This book is a whirlwind tour of as many Android 2D gaming features that can possibly be squeezed into 11 chapters.

Every line of the code used to build three games of increasing difficulty is shown in the text of the book and explained in a straightforward manner.

Steadily build up to implement 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.

Implement cool features like sprite sheet character animation and scrolling parallax backgrounds. Design and implement genuinely challenging and playable platform game levels.

Learn to code both basic and advanced collision detection. Make simple the math behind 2D rotation, velocity, and collision. Run your game designs at 60 frames per second or better.

Process multi-touch screen input. Implement a multitude of other game features like pickups, firing weapons, HUDs, generating and playing sound FX, scenery, level transition, high scores, and more.

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