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Index
Cover
Title
Copyright
Dedication
Contents at a Glance
Contents
Foreword
About the Author
About the Technical Reviewers
About the Game Graphics Designer
Acknowledgments
Preface
Part I: Planning and Creating 2D Games
Chapter 1: Welcome to Android Gaming
Programming Android Games
Starting with a Good Story
Why Story Matters
Writing Your Story
The Road You’ll Travel
Gathering Your Android Development Tools
Installing OpenGL ES
Choosing an Android Version
Summary
Chapter 2: Star Fighter: A 2-D Shooter
Telling the Star Fighter Story
What Makes a Game?
Understanding the Game Engine
Understanding Game-Specific Code
Exploring the Star Fighter Engine
Creating the Star Fighter Project
Summary
Chapter 3: Press Start: Making a Menu
Building the Splash Screen
Creating an Activity
Creating Your Splash Screen Image
Working with the R.java File
Creating a Layout File
Creating Fade Effects
Threading Your Game
Creating the Main Menu
Adding the Button Images
Setting the Layouts
Wiring the Buttons
Adding onClickListeners
Adding Music
Creating a Music Service
Playing Your Music
Summary
Chapter 4: Drawing The Environment
Rendering the Background
Creating the Creating the Creating the
Creating a Renderer
Loading an Image Using OpenGL
Scrolling the Background
Adding a Second Layer
Loading a Second Texture
Scrolling Layer Two
Working with the Matrices
Finishing the scrollBackground2() Method
Running at 60 Frames per Second
Pausing the Game Loop
Clearing the OpenGL Buffers
Modify the Main Menu
Summary
Chapter 5: Creating Your Character
Animating Sprites
Loading Your Character
Creating Texture Mapping Arrays
Loading a Texture onto Your Character
Setting Up the Game Loop
Moving the Character
Drawing the Default State of the Character
Coding the PLAYER_RELEASE Action
Moving the Character to the Left
Loading the Correct Sprite
Loading the Second Frame of Animation
Moving the Character to the Right
Loading the Right-Banking Animation
Moving Your Character Using a Touch Event
Parsing MotionEvent
Trapping ACTION_UP and ACTION_DOWN
Adjusting the FPS Delay
Summary
Chapter 6: Adding the Enemies
Midgame Housekeeping
Creating a Texture Class
Creating the Enemy Class
Adding a New Sprite Sheet
Creating the SFEnemy Class
The Bezier Curve
Summary
Chapter 7: Adding Basic Enemy Artificial Intelligence
Getting the Enemies Ready for AI
Creating Each Enemy's Logic
Initializing the Enemies
Loading the Sprite Sheet
Reviewing the AI
Creating the moveEnemy() Method
Creating an enemies[] Array Loop
Moving Each Enemy Using Its AI Logic
Creating the Interceptor AI
Adjusting the Vertices
Locking on to the Player's Position
Implementing a Slope Formula
Creating the Scout AI
Setting a Random Point to Move the Scout
Moving Along a Bezier Curve
Creating the Warship AI
Summary
Chapter 8: Defend Yourself!
Creating a Weapon Sprite Sheet
Creating a Weapon Class
Giving Your Weapon a Trajectory
Creating a Weapon Array
Adding a Second Sprite Sheet
Initializing the Weapons
Moving the Weapon Shots
Detecting the Edge of the Screen
Calling the firePlayerWeapons() Method
Implementing Collision Detection
Applying Collision Damage
Creating the detectCollisions() Method
Detecting the Specific Collisions
Removing Void Shots
Expanding on What You Learned
Summary
Reviewing the Key 2-D Code
Chapter 9: Publishing Your Game
Preparing Your Manifest
Preparing to Sign, Align, and Release
Checking the Readiness of AndroidManifest
Creating the Keystore
Summary
Part II: Creating 3D Games
Chapter 10: Blob Hunter: Creating 3-D Games
Comparing 2-D and 3-D Games
Creating Your 3-D Project
BlobhunterActivity.java
BHGameView
BHGameRenderer
BHEngine
Creating a 3-D Object Test
Creating a Constant
Creating the BHWalls Class
Instantiating the BHWalls Class
Mapping the Image
Using gluPerspective()
Creating the drawBackground() Method
Adding the Finishing Touches
Summary
Chapter 11: Creating an Immersive Environment
Using the BHWalls class
Creating a Corridor from Multiple BHWalls Instances
Using the BHCorridor Class
Building the BHCorridorClass
Adding a Wall Texture
Calling BHCorridor
Summary
Chapter 12: Navigating the 3-D Environment
Creating the Control Interface
Editing BHEngine
Editing BlobhunterActivity
Moving Through the Corridor
Adjusting the View of the Player
Summary
Reviewing the Key 3-D Code
Index
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