Mastering Android Game Development

Master game development with the Android SDK to develop highly interactive and amazing games

Mastering Android Game Development

Raul Portales

1 customer reviews
Master game development with the Android SDK to develop highly interactive and amazing games
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Book Details

ISBN 139781783551774
Paperback372 pages

Book Description

Gaming has historically been a strong driver of technology, whether we're talking about hardware or software performance, the variety of input methods, or graphics support, and the Android game platform is no different. Android is a mature, yet still growing, platform that many game developers have embraced as it provides tools, APIs, and services to help bootstrap Android projects and ensure their success, many of which are specially designed to help game developers.

This book is a progressive, hands-on guide to developing highly interactive and complex Android games from scratch. You will learn all the aspects of developing a game using a space shooter game as the example that will evolve with you through the chapters. You will learn all about frame-by-frame animations and resource animations. You will also create beautiful and responsive menus and dialogs and explore the different options for playing sound effects and music in Android.

You will then learn the basics of creating a particle system and how to use the Leonids library. Finally, we will configure and use Google Play Services on the developer console and port our game to the big screen.

Table of Contents

Chapter 1: Setting Up the Project
The right tool for the right game
The project – YASS (Yet Another Space Shooter)
Game architecture
Putting everything together
Moving forward with the example
Good practices for game developers
Summary
Chapter 2: Managing User Input
The InputController base class
The most basic virtual keypad
Creating a virtual joystick
Physical controllers
Sensors and InputControllers
Selecting control modes
Summary
Chapter 3: Into the Draw Thread
Using GameView
Improving DrawThread
Sprites
Adding a frames-per-second (fps) counter
Spawning enemies – the GameController
Occlusion culling
Parallax backgrounds
Layers
Summary
Chapter 4: Collision Detection
Detecting collisions
Rectangular bodies
Circular bodies
Mixed collision detection
Summary
Chapter 5: Particle Systems
General concepts
Making good particle systems
One shot
Emitters
Summary
Chapter 6: Sound FX and Music
SoundManager
Sound FX
Playing music
Enabling and disabling music and sound FX
Disabling system sounds
Summary
Chapter 7: Menus and Dialogs
Custom fonts
Working with backgrounds
The GameFragment
Custom dialogs
Designing for multiple screen sizes
Summary
Chapter 8: The Animation Framework
Updating BaseFragment
AnimationDrawable
View animation
Property animation
Summary
Chapter 9: Integrating Google Play Services
Setting up the developer console
Setting up the code
Achievements
Leaderboards
Opening the Play Games UI
Other features of Google Play services
Summary
Chapter 10: To the Big Screen
Project configuration
Testing for Android TV
Declaring a TV Activity
Providing a home screen banner
Declaring it as a game
Reviewing the manifest
Showing controller instructions
Beyond this book
Summary

What You Will Learn

  • Understand the internals of a game engine and the reasoning behind each of the components
  • Decide when to use each of the different ways of drawing on Android
  • Handle user inputs, from virtual joysticks to gamepads
  • Implement collision detection using different techniques and discover how to optimize it for complex games
  • Use animations and particle systems to provide a rich experience
  • Create beautiful, responsive, and reusable UIs by taking advantage of the Android SDK
  • Integrate Google Play Services to provide achievements and leaderboards to the players

Authors

Table of Contents

Chapter 1: Setting Up the Project
The right tool for the right game
The project – YASS (Yet Another Space Shooter)
Game architecture
Putting everything together
Moving forward with the example
Good practices for game developers
Summary
Chapter 2: Managing User Input
The InputController base class
The most basic virtual keypad
Creating a virtual joystick
Physical controllers
Sensors and InputControllers
Selecting control modes
Summary
Chapter 3: Into the Draw Thread
Using GameView
Improving DrawThread
Sprites
Adding a frames-per-second (fps) counter
Spawning enemies – the GameController
Occlusion culling
Parallax backgrounds
Layers
Summary
Chapter 4: Collision Detection
Detecting collisions
Rectangular bodies
Circular bodies
Mixed collision detection
Summary
Chapter 5: Particle Systems
General concepts
Making good particle systems
One shot
Emitters
Summary
Chapter 6: Sound FX and Music
SoundManager
Sound FX
Playing music
Enabling and disabling music and sound FX
Disabling system sounds
Summary
Chapter 7: Menus and Dialogs
Custom fonts
Working with backgrounds
The GameFragment
Custom dialogs
Designing for multiple screen sizes
Summary
Chapter 8: The Animation Framework
Updating BaseFragment
AnimationDrawable
View animation
Property animation
Summary
Chapter 9: Integrating Google Play Services
Setting up the developer console
Setting up the code
Achievements
Leaderboards
Opening the Play Games UI
Other features of Google Play services
Summary
Chapter 10: To the Big Screen
Project configuration
Testing for Android TV
Declaring a TV Activity
Providing a home screen banner
Declaring it as a game
Reviewing the manifest
Showing controller instructions
Beyond this book
Summary

Book Details

ISBN 139781783551774
Paperback372 pages
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