Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game - Rick Rogers
- Format: Broché Voir le descriptif
Vous en avez un à vendre ?
Vendez-le-vôtreSoyez informé(e) par e-mail dès l'arrivée de cet article
Créer une alerte prix- Payez directement sur Rakuten (CB, PayPal, 4xCB...)
- Récupérez le produit directement chez le vendeur
- Rakuten vous rembourse en cas de problème
Gratuit et sans engagement
Félicitations !
Nous sommes heureux de vous compter parmi nos membres du Club Rakuten !
TROUVER UN MAGASIN
Retour
Avis sur Learning Android Game Programming: A Hands - On Guide To Building Your First Android Game de Rick Rogers Format... - Livre
0 avis sur Learning Android Game Programming: A Hands - On Guide To Building Your First Android Game de Rick Rogers Format... - Livre
Les avis publiés font l'objet d'un contrôle automatisé de Rakuten.
Présentation Learning Android Game Programming: A Hands - On Guide To Building Your First Android Game de Rick Rogers Format...
- Livre
Résumé :
Learning Android Game Programming brings together all the knowledge and sample code that even casual or junior Android developers need to develop low-budget 2D games with Java and XML. For the first time, it makes Android game development practical for thousands of developers who don't have the resources to build highly-complex 3D games. Rather than focusing on difficult, highly-optimized native C libraries, this book relies on the far more accessible AndEngine framework and Java/Dalvik virtual machine. Coverage includes:
Biographie:
Rick Rogers has been developing software for more than thirty years and has been focused on software for mobile devices for the last twelve years. He is the author of numerous technical magazine articles and a previous book on introductory Android application development. He has developed mobile device software for large and small companies, and participated in international consortia that have shaped the evolution of mobile devices.
Sommaire:
Foreword xix Preface xxi Acknowledgments xxiii About the Author xxv Chapter 1: Mobile Games 1 The Mobile Game Market 1 The World of Computer Games 2 AndEngine Examples 10 Summary 12 Exercises 12 Chapter 2: Game Elements and Tools 15 Software Development Tools 15 Graphics Tools 20 Audio Tools 24 Getting Our Feet Wet: The Splash Screen 26 Summary 31 Exercises 32 Chapter 3: The Game Loop and Menus 33 Game Loops in General 33 The Game Loop in AndEngine 34 Adding a Menu Screen to V3 37 Memory Usage 50 The Quit Option 51 Summary 51 Exercises 52 Chapter 4: Scenes, Layers, Transitions, and Modifiers 53 Scenes in AndEngine 53 Creating the Game Level 1 Scene 79 Summary 85 Exercises 85 Chapter 5: Drawing and Sprites 87 Quick Look Back at Entity 87 Drawing Lines and Rectangles 88 Sprites 89 Summary 106 Exercises 107 Chapter 6: Animation 109 Requirements for Animation 109 Animation Tiled Textures 110 Animation in AndEngine 111 Animation Example 113 Adding Animation to Level1Activity 118 Animation Problems 126 Advanced Topic: 2D Animations from 3D Models 127 Summary 127 Exercises 128 Chapter 7: Text 129 Fonts and Typefaces 129 Loading Fonts 130 Text in AndEngine 133 Custom Fonts 137 Adding Custom Fonts to V3 139 Summary 146 Exercises 146 Chapter 8: User Input 149 Android and AndEngine Input Methods 149 Adding User Input to V3 167 Summary 171 Exercises 172 Chapter 9: Tile Maps 173 Why Tile Maps? 173 Types of Tile Maps 173 Structure of Tile Maps 176 Tile Maps in AndEngine 176 The Tile Editor: Tiled 179 TMX Files 180 Orthogonal Game: Whack-A-Vampire 181 Isometric Tile Maps 196 Summary 197 Exercises 197 Chapter 10: Particle Systems 199 What Is a Particle Emitter? 200 How Do Particle Systems Work? 200 The AndEngine Particle System 201 Creating Particle Systems 206 Particle Emitters in V3 211 Summary 216 Exercises 217 Chapter 11: Sound 219 How Sound Is Used in Games 219 Sources of Music and Effects 220 Tools for Music and Effects 221 Sound Codec Considerations 221 Sound in AndEngine 222 Adding Sound to V3 225 Summary 241 Exercises 241 Chapter 12: Physics 243 Box2D Physics Engine 244 Building Levels for Physics Games 246 AndEngine and Box2D 248 Irate Villagers: A Physics Gamelet for V3 261 Implementing IV 261 Summary 276 Exercises 277 Chapter 13: Artificial Intelligence 279 Game AI Topics 279 Implementing AI in V3 287 Summary 297 Exercises 297 Chapter 14: Scoring and Collisions 299 Scoring Design 300 Collisions in AndEngine 306 Letting the Player Score 308 Graveyard (Level 1) 308 Whack-A-Vampire 315 Irate Villagers 318 Summary 322 Exercises 322 Chapter 15: Multimedia Extensions 325 Downloading Extensions 325 Live Wallpapers 326 MOD Music 332 Multiplayer Games 336 Multi-Touch in AndEngine 337 Augmented Reality 339 Summary 343 Exercises 344 Chapter 16: Game Integration 347 Difficulty Balancing 348 Completion 350 Level 1: The Main Game 352 Whack-A-Vampire 358 Irate Villagers 360 Options Menu 363 Summary 363 Exercises 363 Chapter 17: Testing and Publishing 365 Application Business Models 365 Testing and Getting Ready 366 Publishing 373 Promoting Your Game 376 Summary 380 Appendix: Exercise Solutions 381 Index 429