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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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