Download Android Game Recipes by Jerome DiMarzio PDF

By Jerome DiMarzio

Android video game apps tend to be the preferred kind of Android apps within the quite a few Google Play, Amazon Appstore and different Android app shops. So, past the Android video game tutorials available in the market, what a few day by day convenient and whole code reference for Android online game builders?

Android online game Recipes is your first, trustworthy online game coding reference for modern-day Android video game apps. This publication presents effortless to stick to actual global video game code difficulties and ideas, together with resource code.

This e-book covers code recipe recommendations which are universal to second online game improvement difficulties corresponding to designing a video game menu, collision detection, relocating characters, relocating backgrounds and extra. This publication additionally contains the best way to paintings with participant enter, the way to upload a number of degrees, tips to create video game images for various display answer, and the way to paintings with equipment sensors.

After studying and utilizing this booklet, you will have the templated code snippets, strategies and frameworks to use for your online game app layout to construct your online game, customise it, after which promote it at the Android app shops.

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Additional info for Android Game Recipes

Sample text

Create the Renderer Create a new class, SBGGameRenderer. public class SBGGameRenderer{ } Now you need to implement the GLSurfaceView’s Renderer. Renderer; public class SBGGameRenderer implements Renderer{ } Be sure to add in the unimplemented methods. Listing 2-11. Renderer; public class SBGGameRenderer implements Renderer{ @Override public void onDrawFrame(GL10 gl) { //TODO Auto-generated method stub } 30 CHAPTER 2: Loading an Image @Override public void onSurfaceChanged(GL10 gl, int width, int height) { } @Override public void onSurfaceCreated(GL10 gl, EGLConfigconfig) { } } The function of these methods should be fairly self-explanatory.

Listing 4-2. main_menu); }} You now have a main menu that is displayed by an Activity, but where does it fit in with your game project? You have two choices here. The first choice is to set SBGMenuScreen as the entry point for your game. The second is to use a splash screen to fade into the menu. If you go with the first option, and set SBGMenuScreen as the main entry point for your game, then this will be the first screen seen by your player. In many cases, this could be a very valid solution and the example stops here for you.

This first line of this method binds the texture to your target. The texture is loaded up and ready to be used. GL_TEXTURE_2D, textures[0]); The next three lines in the draw() method tell OpenGL ES to enable culling and basically not deal with any vertices that are not on the front face. Because you are rendering the game in 2D orthogonal view, you don’t want OpenGL ES to spend precious processor time dealing with vertices that the player will never see. Right now, all of your vertices are front facing, but this is good code to have in there anyway.

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