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The gamepad f310 game controller of Logitech needs to be transplanted to the Android system, so it took two days to detail the main development logic process.
1. First test on PC and Linux:
Install the Logitech driver on the PC.
For general Linux platform installation:
Use the gamepad in Ubuntu:1. Install the handle DRIVER:# Modprobe joydev2. Install the handle t
Document directory
Abstract
Build a project
Encoding
Deployment
Summary
Abstract
With the previous learning foundation, we can start to develop games. Of course, at this stage, we only focus on learning.
The following is a game called Star guard, a great standalone game. The screen is very loving and difficult, but you can play with unlimited life.
The upper, lower, left, and right mouse of the keybo
I have been reading android game programming from scratch recently,ArticleI wrote well. I felt that the author told me about the knowledge and problems I learned, and I learned a lot after reading it. In this article, I will take a note of the fifth chapter-game development practices to learn and consolidate the overall process of
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Note the following problems that may occur to children's shoes:
1. About cocos2dx v1.x running on the iPhone and
better fonts, new user interfaces and user experience (UI/UX) APIs, multi-touch features, multi-task, and faster performance.DirectoryAndroid 4 advanced game programming (version 2nd)Chapter 1 Welcome to Android world 11.1 configure developer 11.2 download and install sdk21.3 configure eclipse21.4 install Native Development Kit 51.4.1 install ndk 61.4.2 install cygwin 61.5 create
architectureGraphics Engine cocos2d GraphicSound Engine cocosdenshion AudioPhysics engineBox2dChipmunkScript Library LuaFour, graphics engine cocos2d GraphicUnified Manager of Ccdirector interfaceⅠ, Image engine descriptionGraphics Engine DescriptionCcdirector (director)Engine controller, Control scene switch, game engine properties settingsCcscene (Scene)The scene class, such as the
-generated method stub
}
Public VoidSurfacecreated (surfaceholder arg0 ){
//TodoAuto-generated method stub
}
Public VoidSurfacedestroyed (surfaceholder arg0 ){
//TodoAuto-generated method stub
}
}
Here we see a new class surfaceholder. We can use it as a surface controller to operate the surface. Because we do not need to directly operate the surface, we will not explain it in detail. The only thing that needs to be used is surfaceholder. addcallback,
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