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Book Description

Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more.

The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guide—the first Android book approved by Google—recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited for teaching complex technologies like the Java-based Android.

From 2D-based casual games to 3D OpenGL-based first-person shooters, you find that learning how to create games on the fastest growing mobile platform has never been easier.

  • Create 2D and 3D games for Android 4.0 phones and tablets such and the Motorola Xoom

  • Build your own reusable "black box" for game development

  • Easy-to-follow examples make creating the sample games a hands-on experience

What you'll learn

  • How to design and develop compelling 2D and 3D games

  • How to create rich environments and characters

  • How to do collision detection

  • How to add realism to your games with basic game physics

  • How to create a gaming "black box" that can be reused

  • How to play your games on Android phones and tablets

Who this book is for

This book is for aspiring Android game app developers who are ready to move beyond beginning level books or tutorials on Android game building.

Table of Contents

  1. Title
  2. Dedication
  3. Contents at a Glance
  4. Contents
  5. Foreword
  6. About the Author
  7. About the Technical Reviewers
  8. About the Game Graphics Designer
  9. Acknowledgments
  10. Preface
  11. Part I: Planning and Creating 2D Games
    1. Chapter 1: Welcome to Android Gaming
      1. Programming Android Games
      2. Starting with a Good Story
      3. The Road You’ll Travel
      4. Gathering Your Android Development Tools
      5. Choosing an Android Version
      6. Summary
    2. Chapter 2: Star Fighter: A 2-D Shooter
      1. Telling the Star Fighter Story
      2. What Makes a Game?
      3. Creating the Star Fighter Project
      4. Summary
    3. Chapter 3: Press Start: Making a Menu
      1. Building the Splash Screen
      2. Creating the Main Menu
      3. Adding Music
      4. Summary
    4. Chapter 4: Drawing The Environment
      1. Rendering the Background
      2. Adding a Second Layer
      3. Running at 60 Frames per Second
      4. Modify the Main Menu
      5. Summary
    5. Chapter 5: Creating Your Character
      1. Animating Sprites
      2. Loading Your Character
      3. Moving the Character
      4. Moving Your Character Using a Touch Event
      5. Adjusting the FPS Delay
      6. Summary
    6. Chapter 6: Adding the Enemies
      1. Midgame Housekeeping
      2. Creating a Texture Class
      3. Creating the Enemy Class
      4. Summary
    7. Chapter 7: Adding Basic Enemy Artificial Intelligence
      1. Getting the Enemies Ready for AI
      2. Reviewing the AI
      3. Creating the Interceptor AI
      4. Creating the Scout AI
      5. Creating the Warship AI
      6. Summary
    8. Chapter 8: Defend Yourself!
      1. Creating a Weapon Sprite Sheet
      2. Giving Your Weapon a Trajectory
      3. Implementing Collision Detection
      4. Expanding on What You Learned
      5. Summary
      6. Reviewing the Key 2-D Code
    9. Chapter 9: Publishing Your Game
      1. Preparing Your Manifest
      2. Preparing to Sign, Align, and Release
      3. Summary
  12. Part II: Creating 3D Games
    1. Chapter 10: Blob Hunter: Creating 3-D Games
      1. Comparing 2-D and 3-D Games
      2. Creating Your 3-D Project
      3. Creating a 3-D Object Test
      4. Summary
    2. Chapter 11: Creating an Immersive Environment
      1. Using the BHWalls class
      2. Using the BHCorridor Class
      3. Calling BHCorridor
      4. Summary
    3. Chapter 12: Navigating the 3-D Environment
      1. Creating the Control Interface
      2. Moving Through the Corridor
      3. Summary
      4. Reviewing the Key 3-D Code
  13. Index
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