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Jeremy Kerfs - Beginning Android Tablet Games Programming (Beginning Apress)

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Jeremy Kerfs Beginning Android Tablet Games Programming (Beginning Apress)
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Android games programmers now have the power to write games for Android tablets. Beginning Android Tablet Games Programming explains how to enhance your Android games using the new tablet interface and the additional screen estate. Youll learn how to bring your programming skills up to date and into a world where touch screens, games physics, and artificial intelligence come together in new and surprising ways. Beginning Android Tablet Games Programming shows how to quickly and easily set up an Android development environmentin no time at all, youll be programming away. Youll begin with some simple games using sprites and choreographed movement. Next, youll learn how to handle user input in the modern age of touch screens and motion. Along the way, youll discover how to use that extra screen space on a tablet to provide more relaxed and more interesting user interactions in your games. Youll learn how to use sound and music, for instance, to make your application menus more user-friendly. The Android operating system has recently acquired multicore functionality to meet the demands of multicore devices now entering the tablet market. With Beginning Android Tablet Games Programming, youll discover how to harness that new power with your games programming through more process-demanding and fun techniques, including physics modeling, rich game world representation, artificial intelligence, and multiplayer interactions. Throughout each chapter of Beginning Android Tablet Games Programming, youll find code that you can add or adapt to your own games to create the components you want. You can also work up to wrapping everything together into a complete Mario-type example game. Finally, when you have your first games ready, learn how developers have released their games and made a profit. Youll find tips on how to present your games in the Android and other application markets, and a solid approach to games marketing and monetization. What youll learn How to set up an Android tablet programming environment How to program for touchscreens and other input devices Techniques to take advantage of the extra screen size of a tablet How to take advantage of multicore processing power in your games How to program a multiplayer game How to add artificial intelligence to in-game opponents How to program game modes, game states, and game worlds How to program a complete game About in-app marketing and games monetization Who this book is for This is a book for Java programmers new to Honeycomb, tablets and games programming. An experienced games programmer can also use this book to migrate their existing expertise to the Android and the tablet environment. Table of Contents Setting Up for Android 3.0 Java Development Creating Simple Games with Sprites and Movement Creating Gathering User Input Adding Sounds Effects, Music, and Video One-Player Game with Obstacles A Ball and Paddle Game Building a Two-Player Game A One-Player Strategy Game Part I A One-Player Strategy Game Part II Publishing the Game Testing Android Games on a Real Device

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Beginning Android Tablet Games Programming Copyright 2011 by Jeremy Kerfs This - photo 1

Beginning Android Tablet Games Programming

Copyright 2011 by Jeremy Kerfs

This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher's location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law.

ISBN-13 (pbk): 978-1-4302-3852-2

ISBN-13 (electronic): 978-1-4302-3853-9

Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.

While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.

President and Publisher: Paul Manning
Lead Editor: Steve Anglin and Michelle Lowman
Technical Reviewer: Jelani John
Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Morgan Ertel, Jonathan Gennick,
Jonathan Hassell, Robert Hutchinson, Michelle Lowman, James Markham, Matthew Moodie, Jeff Olson,
Jeffrey Pepper, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Gwenan Spearing, Matt Wade,
Tom Welsh
Coordinating Editor: Anita Castro
Copy Editor: Tiffany Taylor
Compositor: Bytheway Publishing Services
Indexer: SPI Global
Artist: SPI Global
Cover Designer: Anna Ishchenko

Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail .

For information on translations, please e-mail .

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/bulk-sales.

Any source code or other supplementary materials referenced by the author in this text is available to readers at www.apress.com. For detailed information about how to locate your book's source code, go to www.apress.com/source-code/.

Contents at a Glance

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Contents

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About the Author - photo 29

About the Author Jeremy Kerfs is a technical writer for various rob - photo 30

About the Author Jeremy Kerfs is a technical writer for various robotics and - photo 31

About the Author

Jeremy Kerfs is a technical writer for various robotics and consumer-technology - photo 32Picture 33Jeremy Kerfs is a technical writer for various robotics and consumer-technology magazines. He has taught basic computer science classes for children, and he continues to work as a web development consultant. His passion for entrepreneurship and programming led him to recently create Laughing Studios with the goal of developing mobile games and applications.

He keeps his sanity by playing the piano and running. When there is a strong enough breeze, he will be windsurfing on the San Francisco bay.

About the Technical Reviewer

Jelani John is a freelance developer and animator from Brooklyn He enjoys - photo 34Picture 35Jelani John is a freelance developer and animator from Brooklyn. He enjoys making games and playing with new technologies. You can find him at

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