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Android Game Programming by Example
最新章節(jié):
Index
ThebookisbestsuitedforexistingAndroidorJavaprogrammerswhowanttoadapttheirskillstomakeexcitingAndroidgames.ThebookisalsofordeterminedreaderswhomighthavenoAndroid,gameprogrammingorevenJavaexperience,butareasonableunderstandingofobjectorientedprogrammingknowledgeisassumed.
目錄(78章)
倒序
- 封面
- 版權(quán)信息
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Preface
- Chapter 1. Player 1 UP
- A closer look at the games
- Setting up your development environment
- Summary
- Chapter 2. Tappy Defender – First Step
- Planning the first game
- Building the home screen
- Coding the game loop
- The PlayerShip object
- Drawing the scene
- Deploying the game
- Summary
- Chapter 3. Tappy Defender – Taking Flight
- Controlling the spaceship
- Building the enemies
- The thrill of flight – scrolling the background
- Things that go bump – collision detection
- Summary
- Chapter 4. Tappy Defender – Going Home
- Displaying a HUD
- Implementing the rules
- Ending the game
- Adding sound FX
- Adding persistence
- Iteration
- The finished game
- Summary
- Chapter 5. Platformer – Upgrading the Game Engine
- The game
- Upgrading the game engine
- Summary
- Chapter 6. Platformer – Bob Beeps and Bumps
- The SoundManager class
- Introducing Bob
- Multiphase collision detection
- Player input
- Animating Bob
- Summary
- Chapter 7. Platformer – Guns Life Money and the Enemy
- Ready aim fire
- Summary
- Chapter 8. Platformer – Putting It All Together
- Bullet collision detection
- Adding some fire tiles
- Eye candy
- Summary
- Chapter 9. Asteroids at 60 FPS with OpenGL ES 2
- Asteroids simulator
- Introducing OpenGL ES 2
- Preparing OpenGL ES 2
- Building an OpenGL-friendly GameObject super class
- The spaceship
- Drawing at 60 + FPS
- Summary
- Chapter 10. Move and Draw with OpenGL ES 2
- Drawing a static game border
- Twinkling stars
- Bringing the spaceship to life
- Rapid fire bullets
- Reusing existing classes
- Drawing and moving the asteroids
- Scores and the HUD
- Summary
- Chapter 11. Things That Go Bump – Part II
- Planning for collision detection
- Performing the checks
- Precise collision detection with the border
- Precise collision detection with an asteroid
- Finishing touches
- Summary
- Index 更新時(shí)間:2021-07-16 13:50:15
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