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by J. F. DiMarzio
Android Game Recipes: A Problem-Solution Approach
Title Page
Dedication
Contents at a Glance
Contents
About the Author
About the Technical Reviewer
Acknowledgments
Introduction
Chapter 1: Getting Started
What You Will Need
Skills and Experience
Software Versions
OpenGL ES at a Glance
How Games Work
Summary
Chapter 2: Loading an Image
2.1 Loading an Image Using Core Android Methods
2.2 Loading an Image Using OpenGL ES
2.3 Storing Images for Different Screen Resolutions
Chapter 3: The Splash Screen
3.1 Creating a Splash Screen
3.2 Loading Multiple Images During a Splash Screen
3.3 Fading In to and Out of a Splash Screen
Chapter 4: The Menu Screen
4.1 Create a Two-Button Menu Screen
4.2 Wire Menu Buttons
4.3 Launch a Game Thread
4.4 Exit a Game Thread Cleanly
4.5 Swap Menu Button Images
4.6 Lock the Screen Orientation
Chapter 5: Reading Player Input
5.1 Detect a Screen Touch
5.2 Detect a Screen Multi-touch
5.3 Divide the Screen into Touch Zones
5.4 Detect a Screen Swipe
5.5 Use the Device Accelerometer
Chapter 6: Loading a SpriteSheet
6.1 Use a Sprite Sheet
6.2 Access Images in the Sprite Sheet
6.3 Change Sprite Sheet Frames
6.4 Animate Images from a Sprite Sheet
Chapter 7: Scrolling a Background
7.1 Load the Background Image
7.2 Scroll the Background Horizontally
7.3 Scroll the Background Vertically
Chapter 8: Scrolling Multiple Backgrounds
8.1 Load Two Background Images
8.2 Scroll Two Background Images
8.3 Scroll Two Background Images at Different Speeds
Chapter 9: Syncing the Background to Character Movement
9.1 Scroll the Background in Two Directions
9.2 Move the Background in Response to User Input
Chapter 10: Building a Level Using Tiles
10.1 Load Tiles from a Sprite Sheet
10.2 Create a Level from Tiles
Chapter 11: Moving a Character
11.1 Move a Character in Four Directions
11.2 Move a Character at Different Speeds
11.3 Animate a Character When It Moves
Chapter 12: Moving an Enemy
12.1 Load Enemies to Predetermined Locations
12.2 Load Enemies to Random Locations
12.3 Move Enemies Along a Path
Chapter 13: Moving a Character with Obstacles
13.1 Jump Between Platforms
13.2 Move up Steps
Chapter 14: Firing Weapons
14.1 Wire a “Fire” Button
14.2 Animate a Missile
14.3 Animate a Thrown Weapon
Summary
Chapter 15: Collision Detection
15.1 Detect Obstacles
15.2 Detect Collisions Between Multiple Moving Objects
15.3 Change Object Trajectory
15.4 Damage Objects upon Collision and Remove Destroyed Objects
Chapter 16: Keeping Score
16.1 Assign Point Values to Objects
16.2 Add and Track the Score
16.3 Write the Score to the Screen
Chapter 17: Keeping Time
17.1 Track Time Within the Game
17.2 Stop the Action When the Time Expires
17.3 Stop the Timer When a Task Completes
Index
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