Learning Android Game Programming: A Ha... | WHSmith Books
Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game

Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game

By: Richard A. Rogers (author)Paperback

Up to 2 WeeksUsually despatched within 2 weeks


Build the Next Great Android Game! Learning Android Game Programming is your hands-on, start-to-finish guide to creating winning games for today's rapidly growing Android mobile device marketplace. If you have even basic Android development experience, Rick Rogers will help you build on your knowledge to quickly create low-budget 2D mobile games that sell. The book starts with an up-to-the-minute overview of today's Android mobile games marketplace, reviews each leading genre, and teaches you the foundational concepts of game development. You'll design a simple game, then master every step of game development with AndEngine-the powerful, open source, free game-development engine. Every chapter teaches with sample code you can actually use, including many examples drawn from the published game, Virgins Versus Vampires (V3). With this book you'll learn how to Use free Android tools for creating code, artwork, and soundImplement the "game loop" that is at the heart of Android gamesBring your game to life with scene transitions and entity modifiersMake the most of bitmap and vector graphics, sprites, and animationIntegrate user input via touch, multitouch, keyboard, voice recognition, accelerometer, location, and compassBuild infinite virtual worlds with tile mapsCreate, save, and reuse powerful particle effectsFind, acquire, modify, and use background music and sound effectsImplement highly realistic physics effects with Box2DUse AI techniques to make your games smarter and more funBuild a scoring framework based on collisions between your game elementsDownload the free version of Virgins Versus Vampires (V3) from Android Market today, as you learn how to build the game in this book

About Author

Rick Rogers has been developing software for more than thirty years and has been focused on software for mobile devices for the last twelve years. He is the author of numerous technical magazine articles and a previous book on introductory Android application development. He has developed mobile device software for large and small companies, and participated in international consortia that have shaped the evolution of mobile devices.


Foreword xixPreface xxiAcknowledgments xxiiiAbout the Author xxv Chapter 1: Mobile Games 1The Mobile Game Market 1The World of Computer Games 2AndEngine Examples 10Summary 12Exercises 12 Chapter 2: Game Elements and Tools 15Software Development Tools 15Graphics Tools 20Audio Tools 24Getting Our Feet Wet: The Splash Screen 26Summary 31Exercises 32 Chapter 3: The Game Loop and Menus 33Game Loops in General 33The Game Loop in AndEngine 34Adding a Menu Screen to V3 37Memory Usage 50The Quit Option 51Summary 51Exercises 52 Chapter 4: Scenes, Layers, Transitions, and Modifiers 53Scenes in AndEngine 53Creating the Game Level 1 Scene 79Summary 85Exercises 85 Chapter 5: Drawing and Sprites 87Quick Look Back at Entity 87Drawing Lines and Rectangles 88Sprites 89Summary 106Exercises 107 Chapter 6: Animation 109Requirements for Animation 109Animation Tiled Textures 110Animation in AndEngine 111Animation Example 113Adding Animation to Level1Activity 118Animation Problems 126Advanced Topic: 2D Animations from 3D Models 127Summary 127Exercises 128 Chapter 7: Text 129Fonts and Typefaces 129Loading Fonts 130Text in AndEngine 133Custom Fonts 137Adding Custom Fonts to V3 139Summary 146Exercises 146 Chapter 8: User Input 149Android and AndEngine Input Methods 149Adding User Input to V3 167Summary 171Exercises 172 Chapter 9: Tile Maps 173Why Tile Maps? 173Types of Tile Maps 173Structure of Tile Maps 176Tile Maps in AndEngine 176The Tile Editor: Tiled 179TMX Files 180Orthogonal Game: Whack-A-Vampire 181Isometric Tile Maps 196Summary 197Exercises 197 Chapter 10: Particle Systems 199What Is a Particle Emitter? 200How Do Particle Systems Work? 200The AndEngine Particle System 201Creating Particle Systems 206Particle Emitters in V3 211Summary 216Exercises 217 Chapter 11: Sound 219How Sound Is Used in Games 219Sources of Music and Effects 220Tools for Music and Effects 221Sound Codec Considerations 221Sound in AndEngine 222Adding Sound to V3 225Summary 241Exercises 241 Chapter 12: Physics 243Box2D Physics Engine 244Building Levels for Physics Games 246AndEngine and Box2D 248Irate Villagers: A Physics Gamelet for V3 261Implementing IV 261Summary 276Exercises 277 Chapter 13: Artificial Intelligence 279Game AI Topics 279Implementing AI in V3 287Summary 297Exercises 297 Chapter 14: Scoring and Collisions 299Scoring Design 300Collisions in AndEngine 306Letting the Player Score 308Graveyard (Level 1) 308Whack-A-Vampire 315Irate Villagers 318Summary 322Exercises 322 Chapter 15: Multimedia Extensions 325Downloading Extensions 325Live Wallpapers 326MOD Music 332Multiplayer Games 336Multi-Touch in AndEngine 337Augmented Reality 339Summary 343Exercises 344 Chapter 16: Game Integration 347Difficulty Balancing 348Completion 350Level 1: The Main Game 352Whack-A-Vampire 358Irate Villagers 360Options Menu 363Summary 363Exercises 363 Chapter 17: Testing and Publishing 365Application Business Models 365Testing and Getting Ready 366Publishing 373Promoting Your Game 376Summary 380 Appendix: Exercise Solutions 381 Index 429

Product Details

  • ISBN13: 9780321769626
  • Format: Paperback
  • Number Of Pages: 480
  • ID: 9780321769626
  • weight: 728
  • ISBN10: 0321769627

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  • Saver Delivery: Yes
  • 1st Class Delivery: Yes
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