目錄(121章)
倒序
- coverpage
- Title Page
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- Customer Feedback
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Errata
- Piracy
- Questions
- Introduction to Android N and Installation of Android SDK
- Introduction to Android N
- Software requirements
- The nuts and bolts of Android
- Package names
- Layouts
- Android Manifest file
- Summary
- Getting Familiar with Android Studio
- Understanding the Android project structure
- Creating your first Android Studio project
- Project Structure of an Android Project
- Creating our Hello World! program
- Setting up the emulator
- Summary
- Managing Inputs
- Resource folder in detail
- Taking user inputs
- Button input
- Hardware button input
- Touch input
- The Accelerometer input
- Building and deploying through USB
- Building an apk and installing on device
- Summary
- Creating Sprites and Interactive Objects
- Game Theory
- Illusions
- Game loop
- Game Design Document
- Prototyping
- Surface and Canvas
- Working with colors and images
- Creating colors
- Creating images
- Summary
- Adding Animation to Your Game
- Adding animations to make your game more awesome
- Making our player character
- Summary
- Collision Detection and Basic Artificial Intelligence
- Collision detection
- Algorithms for collision detection techniques
- Bounding Box Collision
- Circle Collision
- Detecting collisions in our game
- Making our player jump
- Dodging incoming rocks
- Defining our variables
- Tackling the infinite loop situation
- Initializing our variables
- Collision behavior
- Collision function
- Drawing our objects on the screen
- Artificial Intelligence
- History of Artificial Intelligence
- Artificial Intelligence Algorithms
- Breadth-First Search
- Depth-First Search
- Bidirectional search
- Uniform cost search
- Iterative deepening Depth-First Search
- Comparison of preceding algorithms complexities
- A * search
- Creating your own Artificial Intelligence
- Summary
- Adding Boundaries and Using Sprites to Create Explosions
- Adding boundaries
- Creating the classes for our boundaries
- Creating boundaries in our game
- Creating the variables required
- Referencing our boundaries
- Updating our boundaries
- Drawing our boundaries on the screen
- Detecting a collision between the ground and player
- Maximum and minimum boundary heights
- Creating a new game
- Creating explosions
- Summary
- Adding an Explosion and Creating a UI
- Adding an explosion to our game
- Creating variables
- Some optimizations and improvements
- Spawning our explosion
- Drawing the explosion on the screen
- Creating the UI for our game
- Summary
- Converting Your Game from 2D to 3D
- Introduction to OpenGL ES
- Learning about the 3D coordinate system
- Creating a 3D scene with OpenGL ES
- Creating our project folder
- Creating a render class and defining a main activity
- Defining shapes
- Summary
- Working Further on 3D Game
- Rendering our object on screen
- Adding colors to our object
- Rotating our object
- Creating a pyramid 3D object
- Defining the shape
- Rendering our 3D object
- Summary 更新時(shí)間:2021-07-09 20:41:38
推薦閱讀
- 網(wǎng)絡(luò)服務(wù)器配置與管理(第3版)
- 龍芯應(yīng)用開(kāi)發(fā)標(biāo)準(zhǔn)教程
- 數(shù)字道路技術(shù)架構(gòu)與建設(shè)指南
- Manage Partitions with GParted How-to
- Artificial Intelligence Business:How you can profit from AI
- Blender Quick Start Guide
- WebGL Hotshot
- FL Studio Cookbook
- 筆記本電腦芯片級(jí)維修從入門(mén)到精通(圖解版)
- IP網(wǎng)絡(luò)視頻傳輸:技術(shù)、標(biāo)準(zhǔn)和應(yīng)用
- The Artificial Intelligence Infrastructure Workshop
- 計(jì)算機(jī)電路基礎(chǔ)(第2版)
- Corona SDK Mobile Game Development:Beginner's Guide
- Learning Less.js
- UML精粹:標(biāo)準(zhǔn)對(duì)象建模語(yǔ)言簡(jiǎn)明指南(第3版)
- 筆記本電腦的結(jié)構(gòu)、原理與維修
- 分布式存儲(chǔ)系統(tǒng):核心技術(shù)、系統(tǒng)實(shí)現(xiàn)與Go項(xiàng)目實(shí)戰(zhàn)
- 三菱FX2N系列PLC入門(mén)與應(yīng)用實(shí)例
- 系統(tǒng)安裝、維護(hù)及故障排除實(shí)戰(zhàn)
- 現(xiàn)場(chǎng)總線技術(shù)及應(yīng)用
- 物聯(lián)網(wǎng)智能終端設(shè)計(jì)及工程實(shí)例
- MCU工程師煉成記:我和MSP430單片機(jī)
- 主板維修精華秘籍
- 新型電腦顯示器維修數(shù)據(jù)速查寶典
- Arduino圖形化編程進(jìn)階實(shí)戰(zhàn)
- 數(shù)碼辦公設(shè)備檢修技能零基礎(chǔ)成長(zhǎng)
- CXL體系結(jié)構(gòu):高速互連的原理解析與實(shí)踐
- Spring Boot+Spring Cloud微服務(wù)開(kāi)發(fā)實(shí)戰(zhàn)
- 主板芯片級(jí)維修高級(jí)教程
- 數(shù)據(jù)存儲(chǔ)架構(gòu)與技術(shù)(第2版)