معرفی کتاب «Beginning Android Tablet Games Programming» نوشتهٔ Jeremy Kerfs، منتشرشده توسط نشر Apress; Distributed to the book trade worldwide by Springer Science+Business Media در سال 2011. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است. «Beginning Android Tablet Games Programming» در دستهٔ بدون دستهبندی قرار دارد.
Android games programmers now have the power to write games for Android tablets. Beginning Android Tablet Games Programming explains how to enhance your Android games using the new tablet interface and the additional screen estate. You'll learn how to bring your programming skills up to date and into a world where touch screens, games physics, and artificial intelligence come together in new and surprising ways. Beginning Android Tablet Games Programming shows how to quickly and easily set up an Android development environment―in no time at all, you'll be programming away. You'll begin with some simple games using sprites and choreographed movement. Next, you'll learn how to handle user input in the modern age of touch screens and motion. Along the way, you'll discover how to use that extra screen space on a tablet to provide more relaxed and more interesting user interactions in your games. You'll learn how to use sound and music, for instance, to make your application menus more user-friendly. The Android operating system has recently acquired multicore functionality to meet the demands of multicore devices now entering the tablet market. With Beginning Android Tablet Games Programming , you'll discover how to harness that new power with your games programming through more process-demanding and fun techniques, including physics modeling, rich game world representation, artificial intelligence, and multiplayer interactions. Throughout each chapter of Beginning Android Tablet Games Programming, you'll find code that you can add or adapt to your own games to create the components you want. You can also work up to wrapping everything together into a complete Mario-type example game. Finally, when you have your first games ready, learn how developers have released their games and made a profit. You'll find tips on how to present your games in the Android and other application markets, and a solid approach to games marketing and monetization. Title Page Copyright Page Contents at a Glance Table of Contents About the Author About the Technical Reviewer Acknowledgments CHAPER 1 Setting Up Android 3.0 Java Development What Is Android? The Beginnings of Android Android 3.0 Features What You Need to Create Android Games What You Need to Know What You Need for a Platform Setting Up Your Android Tablet Programming Environment Installing the Java JDK Installing the Eclipse IDE Installing the Android SDK Adding Android Tools and a Virtual Device to Eclipse Putting Your Tools to the Test Creating an Android Project Exploring the Android Project in Eclipse Creating a Virtual Android Device Running the App Making Your First Changes to the App Summary CHAPTER 2 Creating Simple Games with Sprites and Movement Working with Images Creating a Image Display Surface How the Android View Class Works How Android Renders Images Rendering an Image Working with Sprites Rendering Sprites Building a Game Loop Creating a Sprite Running a Game Getting a Professional Look Implementing Timing and Complex Motion Detecting Collisions Summary CHAPTER 3 Gathering User Input Understanding Tablet Input Options Understanding Tablet Input Responding to Touch Responding to Gestures Using Input Queues Responding to Sensor Data Using Sensor Data Summary CHAPTER 4 Adding Sound Effects, Music, andVideo Getting Ready for Sounds Finding and Adding Sound Effects Playing a Sound Effect Managing Multiple Sound Effects Matching Sound Effects to Events Adding Music Adding Video Managing Music Summary CHAPTER 5 One-Player Game with Obstacles Planning a One-Player Game: AllTogether Building the One-Player Game Upgrading the Game Sprites Adding Finer Motion Control Detecting Collisions Between Sprites Adding Multiple Sprites Adding Images for the Sprites Adding a Reward for Winning the Game Tracking the State of Game Sprites Summary CHAPTER 6 A Ball and Paddle Game Getting Started Gathering Game Resources Creating a New Project Preparing the Game Environment Modifying SpriteObject.java Modifying GameView.java Adding Collision Detection and Event Handling Adding Touch, Sound, and Rewards Adding Touch Control of the Paddle Adding Sound Instantiating the Blocks Removing Dead Blocks Summary CHAPTER 7 Building a Two-Player Game Understanding Multiplayer Games Multiplayer Games through a Server Multiplayer Games with Peer-to-Peer Choosing a Multiplayer Method Building a Two-Player Peer-to-Peer Game Adding Bluetooth Connections Managing Bluetooth Connections Adapting the Game Code for Two Players Testing the Game Summary CHAPTER 8 A One-Player Strategy Game Part I: Building the Game Introducing Harbor Defender Assembling Harbor Defender Constructing the Pier Adding the Ground and Castle Creating the Boats Adding Cannons Adding Images Debugging Harbor Defender Summary CHAPTER 9 A One-Player Strategy Game Part 2: Coding the Game Enhancing the Game Sprites Creating the User Controls Putting Everything on the Screen Deploying and Managing the Attack Boats Firing the Cannons Managing Game Outcomes Analyzing the Game Summary CHAPTER 10 Publishing the Game Polishing the Application Adding an Splash Screen Responding to a Start Game Button Press Packaging the Game Deploying the Game Opening a Google Developer Account Uploading a Game to Google Market Marketing Your Game Summary APPENDIX A Testing Android Games on a Real Device Index
Android games programmers now havethe power to write games for Android tablets. Beginning Android Tablet Games Programmingexplains how to enhance your Android games using the new tablet interface and the additional screen estate. You'll learn how to bring yourprogramming skillsup to date and intoa world where touch screens, games physics, andartificial intelligencecome together in new and surprising ways.
Beginning Android Tablet Games Programming shows how to quickly and easily set up an Android development environment—in no time at all, you'll beprogramming away. You'll begin with some simple games using sprites and choreographed movement. Next, you'll learn how to handle user input inthe modernage of touch screens and motion.
Along the way, you'll discover how to use that extra screen space on a tablet to provide more relaxed and more interesting userinteractions in your games. You'll learn how to use sound and music, for instance, to make your application menus more user-friendly.
The Android operating system has recently acquired multicore functionality to meet the demands of multicore devices now entering the tablet market.With Beginning Android Tablet Games Programming,you'll discover how toharness thatnew powerwith your games programmingthrough moreprocess-demanding and fun techniques, including physics modeling, rich game world representation, artificial intelligence, and multiplayer interactions.
Throughout each chapter of Beginning Android Tablet Games Programming, you'll find code that you can add or adapt to your own games to create the components you want. You can also work upto wrapping everything together into a complete Mario-type example game.
Finally, when you have your first games ready,learn how developers have released their games and made a profit. You'll find tips on how to presentyour games in the Android and other application markets, anda solidapproach to games marketing and monetization.
What you’ll learn
- How to set up an Android tablet programming environment
- How to program for touchscreens and other input devices
- Techniques to take advantage of the extra screen size of a tablet
- How to take advantage of multicore processing power in your games
- How to program a multiplayer game
- How to add artificial intelligence to in-game opponents
- How to program game modes, game states, and game worlds
- How to program a complete game
- About in-app marketing and games monetization
Who this book is for This is a book for Java programmers new to Honeycomb, tabletsand games programming. An experienced games programmer can also use this book to migratetheir existing expertise to the Android and the tablet environment.
Table of Contents
- Setting Up for Android 3.0 Java Development
- Creating Simple Games with Sprites and Movement
- Creating Gathering User Input
- Adding Sounds Effects, Music, andVideo
- One-Player Gamewith Obstacles
- A Ball and Paddle Game
- Building a Two-Player Game
- A One-PlayerStrategy Game Part I
- A One-Player Strategy Game Part II
- Publishingthe Game
- Testing Android Games on a Real Device
Annotation Android games programmers now havethe power to write games for Android tablets. Beginning Android Tablet Games Programmingexplains how to enhance your Android games using the new tablet interface and the additional screen estate. You'll learn how to bring yourprogramming skillsup to date and intoa world where touch screens, games physics, andartificial intelligencecome together in new and surprising ways. Beginning Android Tablet Games Programmingshows how to quickly and easily set up an Android development environmentin no time at all, you'll beprogramming away. You'll begin with some simple games using sprites and choreographed movement. Next, you'll learn how to handle user input inthe modernage of touch screens and motion. Along the way, you'll discover how to use that extra screen space on a tablet to provide more relaxed and more interesting userinteractions in your games. You'll learn how to use sound and music, for instance, to make your application menus more user-friendly. The Android operating system has recently acquired multicore functionality to meet the demands of multicore devices now entering the tablet market. WithBeginning Android Tablet Games Programming, you'll discover how toharness thatnew powerwith your games programmingthrough moreprocess-demanding and fun techniques, including physics modeling, rich game world representation, artificial intelligence, and multiplayer interactions. Throughout each chapter ofBeginning Android Tablet Games Programming, you'll find code that you can add or adapt to your own games to create the components you want. You can also work upto wrapping everything together into a complete Mario-type example game. Finally, when you have your first games ready, learn how developers have released their games and made a profit. You'll find tips on how to presentyour games in the Android and other application markets, anda solidapproach to games marketing and monetization. What youll learnHow to set up an Android tablet programming environmentHow to program for touchscreens and other input devicesTechniques to take advantage of the extra screen size of a tabletHow to take advantage of multicore processing power in your gamesHow to program a multiplayer gameHow to add artificial intelligence to in-game opponentsHow to program game modes, game states, and game worldsHow to program a complete gameAbout in-app marketing and games monetizationWho this book is forThis is a book for Java programmers new to Honeycomb, tabletsand games programming. An experienced games programmer can also use this book to migratetheir existing expertise to the Android and the tablet environment. Table of ContentsSetting Up for Android 3.0 Java DevelopmentCreating Simple Games with Sprites and MovementCreating Gathering User InputAdding Sounds Effects, Music, andVideoOne-Player Gamewith ObstaclesA Ball and Paddle GameBuilding a Two-Player GameA One-PlayerStrategy Game Part IA One-Player Strategy Game Part IIPublishingthe GameTesting Android Games on a Real Device