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Sams teach yourself Android game programming in 24 hours / by Jonathan S. Harbour.

By: Harbour, Jonathan S.
Material type: materialTypeLabelBookSeries: Sams teach yourself. Publisher: Indianapolis, Ind. : Sams, 2012Description: xviii, 410 p. : ill. ; 24 cm.ISBN: 9780672336041 (pbk.); 9780672336041 (pbk.).Other title: Android game programming in 24 hours.Subject(s): Android (Electronic resource) | Mobile computing | Application software -- Development | Computer games -- ProgrammingDDC classification: 794.815268
Contents:
Machine generated contents note: pt. I Introduction -- Hour 1 Introducing Android 4 -- Hello, Android 4 -- About the Android SDK -- About the Android NDK -- Android Dev System Requirements -- History of the Platform -- Android Hardware Specifications -- Summary -- Q&A -- Workshop -- Hour 2 Installing the Development Tools -- Installing the JDK -- Downloading the NetBeans Package -- Installing the Package -- Installing the Android SDK -- Downloading the SDK -- Installing the SDK -- Running the Android SDK Manager -- Installing the ADT Plug-in for Eclipse -- Summary -- Q&A -- Workshop -- Hour 3 Configuring NetBeans and Eclipse with the Android SDK -- Creating an Android Emulator Device -- Plugging Android SDK into NetBeans -- Adding Android SDK Support to Eclipse -- Summary -- Q&A -- Workshop -- Hour 4 Creating Your First Android Program -- Creating a New Android Project -- Building the New Project -- Editing the "Hello, Android!" Program --
Contents note continued: Comparing the Emulator to an Android Device -- Summary -- Q&A -- Workshop -- pt. II Android Hardware -- Hour 5 Getting Started with Graphics -- Understanding the Activity Class -- Testing the Activity States -- World's Simplest Android Graphics Demo -- Summary -- Q&A -- Workshop -- Hour 6 Drawing Basic Shapes and Text -- Drawing Basic Vector Shapes -- Drawing Text -- Writing Code for Javadoc -- Android Screen Densities and Resolutions -- Summary -- Q&A -- Workshop -- Hour 7 Loading and Drawing Images -- Double-Buffered Drawing -- Loading a Bitmap File -- Drawing a Bitmap -- Summary -- Q&A -- Workshop -- Hour 8 Bringing Your Game to Life with Looping -- Creating a Threaded Game Loop -- Drawing Without onDraw () -- The Runnable Animation Demo -- Summary -- Q&A -- Workshop -- Hour 9 Multi-Touch User Input -- Single-Touch Input -- Multi-Touch Input -- Summary -- Q&A -- Workshop -- Hour 10 Using the Accelerometer -- Android Sensors -- Summary -- Q&A --
Contents note continued: Workshop -- Hour 11 Using the Linear Acceleration and Proximity Sensors -- Accessing the Linear Acceleration Sensor -- Accessing the Proximity Sensor -- Summary -- Q&A -- Workshop -- Hour 12 Using the Gravity and Pressure Sensors -- Using the Gravity Sensor -- Using the Pressure Sensor -- Summary -- Q&A -- Workshop -- Hour 13 Creating Your Own "Tricorder" -- Encapsulating the Android Sensors -- Creating the Tricorder Project -- Summary -- Q&A -- Workshop -- Hour 14 Playing with the Audio System -- Playing Audio Using MediaPlayer -- Playing Audio Using SoundPool -- Summary -- Q&A -- Workshop -- pt. III Android Gameplay -- Hour 15 Building an Android Game Engine -- Designing an Android Game Engine -- Creating an Android Library Project -- Writing the Core Engine Classes -- Engine Test Demo Project -- Summary -- Q&A -- Workshop -- Hour 16 Creating a Sprite/Actor Class -- Static Sprite as a "Prop" -- Dynamic Sprite as an "Actor" --
Contents note continued: Encapsulating Basic Sprite Functionality -- Testing the Sprite Class -- Summary -- Q&A -- Workshop -- Hour 17 Frame Animation Using a Sprite Sheet/Atlas -- Animating with a Single Strip -- Animating with a Sprite Sheet (Texture Atlas) -- The Animation Demo -- Summary -- Q&A -- Workshop -- Hour 18 Advanced Multi-Animation Techniques -- Creating an Animation System -- Animation System Demo -- Summary -- Q&A -- Workshop -- Hour 19 Manipulating Sprites with Matrix Transforms -- Matrix Translation -- Matrix Rotation -- Matrix Scaling -- Matrix Transforms Demo -- Summary -- Q&A -- Workshop -- Hour 20 Entity Grouping -- Entity Grouping -- Summary -- Q&A -- Workshop -- Hour 21 Collision Detection -- Collision Detection Techniques -- Demonstrating Collisions -- Summary -- Q&A -- Workshop -- Hour 22 Using Linear Velocity for Realistic Movement -- Calculating Velocity from a Direction -- "Pointing" a Sprite in the Direction of Movement -- Enhancing the Engine --
Contents note continued: Summary -- Q&A -- Workshop -- Hour 23 Scrolling the Background -- Background Scrolling Overview -- The Shoot-'Em-Up Game -- Summary -- Q&A -- Workshop -- Hour 24 Ball and Paddle Game -- Creating the Ball and Paddle Game -- Summary -- Q&A -- Workshop.
Item type Current location Collection Call number Status Date due Barcode Item reserves
Default Deer Park Library (DIY)
Arts, Sports & Hobbies
Non-fiction 794.8152 HARB Available I7721534
Default Sydenham Library (DIY)
Arts, Sports & Hobbies
Non-fiction 794.8152 HARB Available I7721974
Total reserves: 0

Includes index.

Machine generated contents note: pt. I Introduction -- Hour 1 Introducing Android 4 -- Hello, Android 4 -- About the Android SDK -- About the Android NDK -- Android Dev System Requirements -- History of the Platform -- Android Hardware Specifications -- Summary -- Q&A -- Workshop -- Hour 2 Installing the Development Tools -- Installing the JDK -- Downloading the NetBeans Package -- Installing the Package -- Installing the Android SDK -- Downloading the SDK -- Installing the SDK -- Running the Android SDK Manager -- Installing the ADT Plug-in for Eclipse -- Summary -- Q&A -- Workshop -- Hour 3 Configuring NetBeans and Eclipse with the Android SDK -- Creating an Android Emulator Device -- Plugging Android SDK into NetBeans -- Adding Android SDK Support to Eclipse -- Summary -- Q&A -- Workshop -- Hour 4 Creating Your First Android Program -- Creating a New Android Project -- Building the New Project -- Editing the "Hello, Android!" Program --

Contents note continued: Comparing the Emulator to an Android Device -- Summary -- Q&A -- Workshop -- pt. II Android Hardware -- Hour 5 Getting Started with Graphics -- Understanding the Activity Class -- Testing the Activity States -- World's Simplest Android Graphics Demo -- Summary -- Q&A -- Workshop -- Hour 6 Drawing Basic Shapes and Text -- Drawing Basic Vector Shapes -- Drawing Text -- Writing Code for Javadoc -- Android Screen Densities and Resolutions -- Summary -- Q&A -- Workshop -- Hour 7 Loading and Drawing Images -- Double-Buffered Drawing -- Loading a Bitmap File -- Drawing a Bitmap -- Summary -- Q&A -- Workshop -- Hour 8 Bringing Your Game to Life with Looping -- Creating a Threaded Game Loop -- Drawing Without onDraw () -- The Runnable Animation Demo -- Summary -- Q&A -- Workshop -- Hour 9 Multi-Touch User Input -- Single-Touch Input -- Multi-Touch Input -- Summary -- Q&A -- Workshop -- Hour 10 Using the Accelerometer -- Android Sensors -- Summary -- Q&A --

Contents note continued: Workshop -- Hour 11 Using the Linear Acceleration and Proximity Sensors -- Accessing the Linear Acceleration Sensor -- Accessing the Proximity Sensor -- Summary -- Q&A -- Workshop -- Hour 12 Using the Gravity and Pressure Sensors -- Using the Gravity Sensor -- Using the Pressure Sensor -- Summary -- Q&A -- Workshop -- Hour 13 Creating Your Own "Tricorder" -- Encapsulating the Android Sensors -- Creating the Tricorder Project -- Summary -- Q&A -- Workshop -- Hour 14 Playing with the Audio System -- Playing Audio Using MediaPlayer -- Playing Audio Using SoundPool -- Summary -- Q&A -- Workshop -- pt. III Android Gameplay -- Hour 15 Building an Android Game Engine -- Designing an Android Game Engine -- Creating an Android Library Project -- Writing the Core Engine Classes -- Engine Test Demo Project -- Summary -- Q&A -- Workshop -- Hour 16 Creating a Sprite/Actor Class -- Static Sprite as a "Prop" -- Dynamic Sprite as an "Actor" --

Contents note continued: Encapsulating Basic Sprite Functionality -- Testing the Sprite Class -- Summary -- Q&A -- Workshop -- Hour 17 Frame Animation Using a Sprite Sheet/Atlas -- Animating with a Single Strip -- Animating with a Sprite Sheet (Texture Atlas) -- The Animation Demo -- Summary -- Q&A -- Workshop -- Hour 18 Advanced Multi-Animation Techniques -- Creating an Animation System -- Animation System Demo -- Summary -- Q&A -- Workshop -- Hour 19 Manipulating Sprites with Matrix Transforms -- Matrix Translation -- Matrix Rotation -- Matrix Scaling -- Matrix Transforms Demo -- Summary -- Q&A -- Workshop -- Hour 20 Entity Grouping -- Entity Grouping -- Summary -- Q&A -- Workshop -- Hour 21 Collision Detection -- Collision Detection Techniques -- Demonstrating Collisions -- Summary -- Q&A -- Workshop -- Hour 22 Using Linear Velocity for Realistic Movement -- Calculating Velocity from a Direction -- "Pointing" a Sprite in the Direction of Movement -- Enhancing the Engine --

Contents note continued: Summary -- Q&A -- Workshop -- Hour 23 Scrolling the Background -- Background Scrolling Overview -- The Shoot-'Em-Up Game -- Summary -- Q&A -- Workshop -- Hour 24 Ball and Paddle Game -- Creating the Ball and Paddle Game -- Summary -- Q&A -- Workshop.

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