Android Game Development Practice Guide (Chapter Hua programmer Library)

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Author: User

Android Game Development Practice Guide (Chapter Hua programmer Library)
Basic Information
Original Title: Learning android game programming: a hands-on Guide to building your first android game
Author: (US) ROGERS (R.) [Translator's introduction]
Translator: love flying
Press: Machinery Industry Press
ISBN: 9787111391548
Mounting time:
Published on: February 1, August 2012
Start: 16
Page number: 1
Version: 1-1
Category: Computer> Software and programming> mobile development> android

 
 

For more information, see android game development practice guide (Chapter Hua programmer Library)
Introduction
Books
Computer books
Android Game Development Practice Guide (huazhan programmer Library) is a classic android game development tutorial, written by senior software development experts, and recommended by the andengine engine creator.
The android game development practice guide (Chapter Hua programmer Library) is based on the Open Source engine andengine, not only are the key technologies required for Android game development in the form of special topics, such as scenes, layers, drawing, Genie, animation, physical effects, particle system, collision detection, and level design, artist, voice ......) In a series, android game developers systematically explain the theoretical knowledge they should learn, and use a complete case to integrate the various elements of game development throughout the book, a panoramic presentation of android game development methods and processes is provided, which is highly operable.
The book consists of 17 chapters: Chapter 1 describes the overview and types of mobile games; chapter 2 ~ Chapter 4 describes a topic related to game development, including the game elements and game development tools, the concept of game logic loop, and the method for starting game development with andengine, scene, layer, scene switching and object modifier, how to draw Genie and animation genie, text and user input, tile map, particle system, sound, physical effect, AI, scoring and collision and multimedia extension packages; chapter 16th describes how to make the game more interesting by improving existing functions; Chapter 17th describes the testing and release of the game. Each chapter has exercise questions at the end, which can help readers learn and practice while quickly improving their skills. At last, the book provides answers to exercises.
Directory
Android Game Development Practice Guide (Chapter Hua programmer Library)
Translator's preface
Collation
Preface
Chapter 2 mobile games/1
1.1 mobile game market/2
1.2 world of computer games/3
1.2.1 game type/3
1.2.2 applicable to mobile games/5
1.2.3 typical game components/6
1.2.4 girl vs. vampire/8
1.2.5 V3 design/9
1.3 andengine example/11
1.4 Summary/12
1.5 exercise/12
Chapter 14 game elements and tools/14
2.1 software development tools/15
2.1.1 Android SDK/15
2.1.2 andengine game engine Library/16
2.1.3 andengine game concept/17
2.1.4 box2d physical engine/19
2.2 graphics tools/19
2.2.1 vector graph tool: inkscape/20
2.2.2 bitmap tool: gimp/21
2.2.3 animation capturing: animget/22
2.2.4 tile map creation tool: tiled/23
2.2.5 TrueType font creation and editing tool: fontstruct/23
2.3 sound tools/24
2.3.1 sound tool: audacity/24
2.3.2 background music tool: musescore/25
2.4 first try: Create a boot screen/26
2.4.1 create a game project/27
2.4.2 Add the andengine database/27
2.4.3 Add the startup screen code/28
2.4.4 use a simulator to run a game/30
2.4.5 use Android devices to run games/31
2.5 Summary/31
2.6 exercise/32
Chapter 2 game loop and menu/33
3.1 game loop Overview/34
3.2 andengine game cycle/35
3.2.1 initialize the engine object/35
3.2.2 other engine classes/36
3.3 Add a menu screen for V3/37
3.3.1 andengine menu/37
3.3.2 build the V3 Start Menu/40
3.3.3 create a menu/40
3.3.4 mainmenuactivity class/45
3.3.5 constant and field/46
3.3.6 onloadresources () method/46
3.3.7 onloadscene () method/46
3.3.8 createstaticmenuscene () and createpopupscene () methods/46
3.3.9 onkeydown () method and onmenuitemclicked () method/47
3.3.10 switch from the boot screen to the menu/47
3.4 memory usage/50
3.5 "exit" option/50
3.6 Summary/50
3.7 exercise/51
Chapter 4 scenario, layer, scenario switching and object modifier/52
4.1 andengine scenario/53
4.1.1 entity/component model/53
4.1.2 entity class/54
4.1.3 constructor/54
4.1.4 location-related methods of entity classes/55
4.1.5 scaling method of entity class/55
4.1.6 entity color-related method/56
4.1.7 entity rotation method/57
4.1.8 Manage Sub-objects/57
4.1.9 modifier/58
4.1.10 other useful entity methods/58
4.1.11 layer class/59
4.1.12 scene/59
4.1.13 background management/60
4.1.14 SubScene Object Management/60
4.1.15 layer Object Management/61
4.1.16 upper-level scene object management/61
4.1.17 Management of touch areas/61
4.1.18 special scene/61
4.1.19 modifier class for entity/62
4.1.20 general methods of entitymodifier class/63
4.1.21 location-related entitymodifier class/63
4.1.22 scaling-related entitymodifier class/66
4.1.23 color-related entitymodifier class/67
4.1.24 entitymodifier class related to rotation/67
4.1.25 entitymodifier class related to transparency/68
4.1.26 latency-related entitymodifier class/69
4.1.27 modifier combination/69
4.1.28 easefunction/71
4.2 create game 1st off scenario/79
4.3 Summary/84
4.4 exercise/85
Chapter 2 plotting and genie/86
5.1 quick review entity/87
5.2 draw lines and rectangles/88
5.2.1 line/88
5.2.2 rectangle/88
5.3 genie/88
5.3.1 texture/89
5.3.2 efficiency problem/99
5.3.3 compound genie/100
5.4 Summary/104
5.5 exercise/105
Chapter 5 animation/6th
6.1 materials required for animation/107
6.2 animated tile textures/108
6.3 andengine animation/108
6.4 animation examples/110
6.5 add an animation to the level1activity class/114
6.6 animation production problems/122
6.7 advanced topic: Create 2D animations from 3D models/123
6.8 Summary/123
6.9 exercise/123
Chapter 2 text/7th
7.1 font and Font/126
7.2 load Font/127
7.2.1 font type/127
7.2.2 strokefont class/127
7.2.3 fontfactory class/128
7.2.4 fontmanager class/128
7.2.5 typeface class/128
7.3 text in andengine/129
7.3.1 text API in andengine/129
7.3.2 desktop notification/132
7.4 custom fonts/133
7.5 add custom fonts to V3/135
7.6 Summary/142
7.7 exercise/142
Chapter 4 user input/8th
8.1 Android and Android engine input method/145
8.1.1 letter keyboard and pocket keyboard/146
8.1.2 touch/146
8.1.3 custom gesture/152
8.1.4 on-screen game handle/152
8.1.5 accelerator/153
8.1.6 location and direction/153
8.1.7 voice/158
8.2 add user input to V3/161
8.3 Summary/166
8.4 exercise/166
Chapter 4 tile MAP/9th
9.1 why do I use a tile MAP/169
9.2 tile map type/169
9.2.1 orthogonal tile MAP/171
9.2.2 equidistance projection tile MAP/171
9.3 tile map structure/172
9.4 tile MAP/172 in andengine
9.4.1 tmx and TSX files/172
9.4.2 tmxloader class/172
9.4.3 tmxtiledmap class/173
9.4.4 tmxlayer class/174
9.4.5 tmxtile class/174
9.5 tile Editor: tiled/175
9.6 tmx file/176
9.7 orthogonal tile map game: Create a vampire/177
9.7.1 WAV tile MAP/177
9.7.2 create a WAV tile set/178
9.7.3 create a WAV tile MAP/179
9.7.4 code of the Vampire game/181
9.8 equidistance projection tile MAP/191
9.9 Summary/191
9.10 exercise/192
Chapter 4 Particle System/10th
10.1 what is a particle transmitter/194
10.2 how the particle system works/195
10.3 andengine Particle System/195
10.3.1 participant system class/196
10.3.2 participant/197
10.3.3 participant initializer class/198
10.3.4 participant modifier class/199
10.3.5 useful methods of the participant system class/200
10.4 create a particle system/201
10.4.1 create a Particle System in the traditional mode/201
10.4.2 create a Particle System in XML file/202
10.5 Add the particle transmitter to V3 game/206
10.5.1 create the V3 explosion effect in a traditional way/206
10.5.2 create V3 explosion effect as an XML file/210
10.6 Summary/211
10.7 exercise/211
Chapter 5 voice/11th
11.1 how to use sound in the game/214
11.1.1 audio/214
11.1.2 audio/214
11.2 sources of music and sound effects/215
11.3 music and sound production tools/216
11.4 audio decoder/216
11.5 use andengine to play the sound/217
11.5.1 music/218
11.5.2 sound class/218
11.5.3 musicfactory class/219
11.5.4 soundfactory class/219
11.6 Add sound to V3 games/220
11.6.1 create a sound effect/220
11.6.2 create background music/223
11.6.3 modify the V3 game code/225
11.7 Summary/235
11.8 exercise/236
Chapter 2 physical effects/12th
12.1 box2d physical engine/238
12.1.1 box2d concept/238
12.1.2 set box2d/240
12.2 build physics game levels/241
12.3 andengine and box2d/242
12.3.1 download andenginephysicsbox2dextension and add it to the game project/242
12.3.2 box2d API/244
12.3.3 simple physical effect example/247
12.3.4 level loading/252
12.4 angry villagers: physics games in V3/255
12.5 implement IV game/255
12.5.1 create a level/256
12.5.2 write ivactivity. Java/260
12.6 Summary/270
12.7 exercise/270
Chapter 2 artificial intelligence/13th
13.1 game AI topics/273
13.1.1 simple script/273
13.1.2 decision tree, Minimax tree, and state machine/273
13.1.3 expert system or rule-based decision making system/276
13.1.4 Neural Network/277
13.1.5 genetic algorithm/278
13.1.6 path lookup/279
13.1.7 adjust dynamic difficulty/280
13.1.8 procedural music generation/280
13.2 implement AI for V3 games/281
13.3 Summary/290
13.4 exercise/290
Chapter 4 scoring and collision/14th
14.1 Scoring System Design/292
14.1.1 updated the score of the game/293
14.1.2 record 5 highest score/293
14.1.3 show score/294 in a small game scenario
14.1.4 display on the score page/295
14.2 andengine collision/298
14.2.1 shape collision of andengine/298
14.2.2 box2d collision/299
Start from 14.3 to calculate the player's score/300
14.4 Cemetery (1st off) scenario/300
14.4.1 constants and fields/300
14.4.2 onloadengine method and onloadresources method/303
14.4.3 onloadscene method/304
14.4.4 mstartvamp task/306
14.5 "Create a vampire"/307
14.5.1 constants and fields/307
14.5.2 onloadscene method/308
14.5.3 opencoffin and closecoffin methods/309
14.6 angry villagers/310
14.6.1 constants and fields/310
14.6.2 onloadscene method/311
14.6.3 onloadcomplete method/312
14.6.4 addstake method/313
14.7 Summary/314
14.8 exercise/314
Chapter 4 multimedia extension package/15th
15.1 download multimedia extension package/316
15.2 live wallpapers/317
15.2.1 Android live wallpaper/317
15.2.2 create Android live wallpaper for V3/318
15.3 mod music/322
15.3.1 search for MOD music/322
15.3.2 XMP mod player/323
15.4 multiplayer games/324
15.5 andengine multi-touch/326
15.6 Augmented Reality games/328
15.7 Summary/332
15.8 exercise/332
Chapter 4 game integration/16th
16.1 difficulty adjustment/336
16.1.1 saving of difficult parameters/336
16.1.2 difficulty parameter setting/337
16.2 game end screen code/337
16.3 1st off: Main game/340
16.4 "Create a vampire"/345
16.5 angry villagers/347
16.6 option menu/350
16.7 Summary/350
16.8 exercise/350
Chapter 2 testing and release/17th
17.1 application business model/353
17.2 test and release preparation/354
17.2.1 test the game on the actual device/354
17.2.2 consider joining the End User License Agreement/355
17.2.3 add icons and labels to the manifest file/357
17.2.4 disable record and debugging/357
17.2.5 add version/357 to the game
17.2.6 get key/358
17.2.7 final. APK file for compilation and signing/359
17.2.8 test the final. APK file/359
17.3 game releases/360
17.3.1 Android Market/360
17.3.2 Amazon App Store/362
17.4 game promotion/363
17.4.1 app store promotion/364
17.4.2 promotion of game comments website/366
17.4.3 mobile phone ADS/366
17.4.4 koubei marketing/367
17.4.5 social network promotion/367
17.5 Summary/367
Appendix Exercise answers/369

This book is from: China Interactive publishing network

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