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Sams Teach Yourself Android Game Programming in 24 Hours
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Table of Contents

Introduction xvii

Part I: Introduction HOUR 1: Introducing Android 4 3

Hello, Android 4 3

About the Android SDK 7

About the Android NDK 8

Android Dev System Requirements 8

History of the Platform 9

Android Hardware Specifications 11

Summary 13

Q&A 13

Workshop 14

HOUR 2: Installing the Development Tools 15

Installing the JDK 16

Downloading the NetBeans Package 17

Installing the Package 17

Installing the Android SDK 19

Downloading the SDK 20

Installing the SDK 20

Running the Android SDK Manager 23

Installing the ADT Plug-in for Eclipse 25

Summary 28

Q&A 29

Workshop 29

HOUR 3: Configuring NetBeans and Eclipse with the Android SDK 31

Creating an Android Emulator Device 31

Plugging Android SDK into NetBeans 35

Adding Android SDK Support to Eclipse 40

Summary 45

Q&A 46

Workshop 46

Hour 4: Creating Your First Android Program 47

Creating a New Android Project 47

Building the New Project 52

Editing the "Hello, Android!" Program 60

Comparing the Emulator to an Android Device 63

Summary 72

Q&A 72

Workshop 72

Part II: Android Hardware HOUR 5: Getting Started with Graphics 77

Understanding the Activity Class 77

Testing the Activity States 79

World's Simplest Android Graphics Demo 86

Summary 90

Q&A 91

Workshop 91

HOUR 6: Drawing Basic Shapes and Text 93

Drawing Basic Vector Shapes 93

Drawing Text 99

Writing Code for Javadoc 103

Android Screen Densities and Resolutions 104

Summary 109

Q&A 110

Workshop 110

HOUR 7: Loading and Drawing Images 111

Double-Buffered Drawing 111

Loading a Bitmap File 115

Drawing a Bitmap 120

Summary 126

Q&A 126

Workshop 127

HOUR 8: Bringing Your Game to Life with Looping 129

Creating a Threaded Game Loop 129

Drawing Without onDraw() 132

The Runnable Animation Demo 134

Summary 140

Q&A 141

Workshop. 141

HOUR 9: Multi-Touch User Input 143

Single-Touch Input 143

Multi-Touch Input 148

Summary 155

Q&A 155

Workshop 156

HOUR 10: Using the Accelerometer 157

Android Sensors 157

Summary 168

Q&A 168

Workshop 168

HOUR 11: Using the Linear Acceleration and Proximity Sensors 169

Accessing the Linear Acceleration Sensor 169

Accessing the Proximity Sensor 177

Summary 178

Q&A 178

Workshop 178

HOUR 12: Using the Gravity and Pressure Sensors 181

Using the Gravity Sensor 181

Using the Pressure Sensor 188

Summary 189

Q&A 190

Workshop 190

HOUR 13: Creating Your Own "Tricorder" 191

Encapsulating the Android Sensors 191

Creating the Tricorder Project 195

Summary 211

Q&A 211

Workshop. 211

HOUR 14: Playing with the Audio System 213

Playing Audio Using MediaPlayer 213

Playing Audio Using SoundPool 218

Summary 221

Q&A 221

Workshop 221

Part III: Android Gameplay HOUR 15: Building an Android Game Engine 225

Designing an Android Game Engine 226

Creating an Android Library Project 229

Writing the Core Engine Classes 234

Engine Test Demo Project 247

Summary 253

Q&A 253

Workshop 254

HOUR 16: Creating a Sprite/Actor Class 255

Static Sprite as a "Prop" 255

Dynamic Sprite as an "Actor" 257

Encapsulating Basic Sprite Functionality 258

Testing the Sprite Class 261

Summary 266

Q&A 266

Workshop 267

HOUR 17: Frame Animation Using a Sprite Sheet/Atlas 269

Animating with a Single Strip 269

Animating with a Sprite Sheet (Texture Atlas) 272

The Animation Demo 273

Summary 278

Q&A 279

Workshop 279

HOUR 18: Advanced Multi-Animation Techniques 281

Creating an Animation System 281

Animation System Demo 293

Summary 297

Q&A 297

Workshop 298

HOUR 19: Manipulating Sprites with Matrix Transforms 299

Matrix Translation 299

Matrix Rotation 305

Matrix Scaling 306

Matrix Transforms Demo 307

Summary 319

Q&A 320

Workshop 320

HOUR 20: Entity Grouping 321

Entity Grouping 321

Summary 332

Q&A 332

Workshop 332

HOUR 21: Collision Detection 333

Collision Detection Techniques 333

Demonstrating Collisions 337

Summary 347

Q&A 348

Workshop 348

HOUR 22: Using Linear Velocity for Realistic Movement 349

Calculating Velocity from a Direction 349

"Pointing" a Sprite in the Direction of Movement 352

Enhancing the Engine 355

Summary 368

Q&A 369

Workshop 369

HOUR 23: Scrolling the Background 371

Background Scrolling Overview 371

The Shoot-'Em-Up Game 374

Summary 382

Q&A 382

Workshop. 382

HOUR 24: Ball and Paddle Game 385

Creating the Ball and Paddle Game 385

Summary 394

Q&A 395

Workshop 395

Index 397

About the Author

Jonathan Harbour is a writer and instructor whose love for computers and video games dates back to the Commodore PET and Atari 2600 era. He has a Master's in Information Systems Management. His portfolio site at www.jharbour.com includes a discussion forum. He also authored Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours. His love of science fiction led to the remake of a beloved classic video game with some friends, resulting in Starflight-The Lost Colony (www.starflightgame.com).

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