Android Game Recipes: A Problem-Solution Approach

Android Game Recipes: A Problem-Solution Approach

Language: English

Pages: 256

ISBN: 1430257644

Format: PDF / Kindle (mobi) / ePub

Android Game Recipes: A Problem-Solution Approach

Language: English

Pages: 256

ISBN: 1430257644

Format: PDF / Kindle (mobi) / ePub


Android game apps are typically the most popular type of Android apps in the various Google Play, Amazon Appstore and other Android app stores. So, beyond the Android game tutorials out there, what about a day-to-day handy and complete code reference for Android game developers?

Android Game Recipes is your first, reliable game coding reference for today's Android game apps. This book provides easy to follow real world game code problems and solutions, including source code.

This book covers code recipe solutions that are common to 2D game development problems such as designing a game menu, collision detection, moving characters, moving backgrounds and more. This book also includes how to work with player input, how to add multiple levels, how to create game graphics for different screen resolution, and how to work with device sensors.

After reading and using this book, you'll have the templated code snippets, solutions and frameworks to apply to your game app design to build your game, customize it, and then sell it on the Android app stores.

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Cloud Computing and Software Services: Theory and Techniques

Beginning Lua Programming (Programmer to Programmer)

 

 

 

 

 

 

 

 

 

 

 

pixels. gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); ... GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); Finally, in the last two lines of the loadTexture() method, you associate the bitmap input stream that you created with

fall outside of the clipping planes will not be picked up by glOrthof(). The six clipping planes are the left, right, bottom, top, near, and far. These represent points on the x, y, and z axes. Now let’s set up the onDraw() method. The onDrawFrame() MethodThis method will contain calls to methods that you have already used in this solution, so it should be easy to understand. However, it will also contain a call to the draw() method of the SBGSplash class. See Listing 2-22. Listing

COORDS_PER_TEXTURE, GLES20.GL_FLOAT, false, textureStride, textureBuffer); GLES20.glEnableVertexAttribArray(vsTextureCoord); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]); intfsTexture = GLES20.glGetUniformLocation(mProgram, "TexCoordOut"); intfsPosX = GLES20.glGetUniformLocation(mProgram, "posX"); intfsPosY = GLES20.glGetUniformLocation(mProgram, "posY"); GLES20.glUniform1i(fsTexture, 0); GLES20.glUniform1f(fsPosX, posX);

TexCoordIn;" + "}"; private final String fragmentShaderCode = "precision mediump float;" + "uniform vec4 vColor;" + "uniform sampler2D TexCoordIn;" + "uniform float texX;" + "uniform float texY;" + "varying vec2 TexCoordOut;" + "void main() {" + " gl_FragColor = texture2D(TexCoordIn, vec2(TexCoordOut.x + texX,TexCoordOut.y + texY));"+ "}"; private float texture[] = { 0f, 0f, .25f, 0f, .25f, .25f, 0f, .25f, }; private int[] textures = new int[1]; private

PLAYER_RUN_SPEED; Matrix.translateM(RotationMatrix, 0, goodguy. posX, goodguy. posY, 0); The bolded code in Listings 15-1 and 15-2 illustrates how, in testing that the y position of the character has reached the level of the ground, a constant of .75 is used. Since we know that the ground of the game will always be at .75 on the y axis, this simple form of collision detection can be effective. What about running off the edge of the screen? If the action of your game needs to be contained to

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