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by Robert Green, Mario Zechner
Beginning Android 4 Games Development
Title
Dedication
Contents at a Glance
Contents
About the Authors
Acknowledgments
Introduction
A Word About the Target Audience
How This Book Is Organized
Getting the Source Code
Chapter 1: Android, the New Kid on the Block
A Brief History of Android
Fragmentation
The Role of Google
Android's Features and Architecture
The Software Development Kit
The Developer Community
Devices, Devices, Devices!
Compatibility Across All Devices
Mobile Gaming Is Different
Summary
Chapter 2: First Steps with the Android SDK
Setting Up the Development Environment
Hello World, Android Style
Running and Debugging Android Applications
Summary
Chapter 3: Game Development 101
Genres: To Each One's Taste
Game Design: The Pen Is Mightier Than the Code
Code: The Nitty-Gritty Details
Summary
Chapter 4: Android for Game Developers
Defining an Android Application: The Manifest File
Android API Basics
Best Practices
Summary
Chapter 5: An Android Game Development Framework
Plan of Attack
The AndroidFileIO Class
AndroidAudio, AndroidSound, and AndroidMusic: Crash, Bang, Boom!
AndroidInput and AccelerometerHandler
CompassHandler
AndroidGraphics and AndroidPixmap: Double Rainbow
AndroidGame: Tying Everything Together
Summary
Chapter 6: Mr. Nom Invades Android
Creating the Assets
Setting Up the Project
MrNomGame: The Main Activity
The Main Menu Screen
The HelpScreenClass(es)
The High-Scores Screen
Abstracting…
Summary
Chapter 7: OpenGL ES: A Gentle Introduction
What is OpenGL ES and Why Should I Care?
Before We Begin
GLSurfaceView: Making Things Easy Since 2008
GLGame: Implementing the Game Interface
Look Mom, I Got a Red Triangle!
Specifying Per Vertex Color
Texture Mapping: Wallpapering Made Easy
Indexed Vertices: Because Re-use is Good for You
Alpha Blending: I Can See Through You
More Primitives: Points, Lines, Strips, and Fans
2D Transformations: Fun with the Model-View Matrix
Optimizing for Performance
Summary
Chapter 8: 2D Game Programming Tricks
Before We Begin
In the Beginning ... There Was the Vector
A Little Physics in 2D
Collision Detection and Object Representation in 2D
A Camera in 2D
Texture Atlas: Because Sharing Is Caring
Texture Regions, Sprites, and Batches: Hiding OpenGL ES
Sprite Animation
Summary
Chapter 9: Super Jumper: A 2D OpenGL ES Game
Core Game Mechanics
A Backstory and Art Style
Screens and Transitions
Defining the Game World
Creating the Assets
Implementing Super Jumper
To Optimize or Not to Optimize
Summary
Chapter 10: OpenGL ES: Going 3D
Before We Begin
Vertices in 3D
Perspective Projection: The Closer, the Bigger
Z-buffer: Bringing Order into Chaos
Defining 3D Meshes
Matrices and Transformations Again
Summary
Chapter 11: 3D Programming Tricks
Before We Begin
Vectors in 3D
Lighting in OpenGL ES
Mipmapping
Simple Cameras
A Little Physics in 3D
Collision Detection and Object Representation in 3D
Summary
Chapter 12: Droid Invaders: The Grand Finale
Core Game Mechanics
A Backstory and Art Style
Screens and Transitions
Defining the Game World
Creating the Assets
Plan of Attack
The Assets Class
The Settings Class
The Main Activity
The Main Menu Screen
The Settings Screen
The Simulation Classes
The GameScreen Class
The WorldRender Class
Optimizations
Summary
Chapter 13: Publishing Your Game
A Word on Testing
Becoming a Registered Developer
Signing Your Game's APK
Putting Your Game on the Market
The Developer Console
Summary
Chapter 14: What's Next?
Getting Social
Location Awareness
Multiplayer Functionality
OpenGL ES 2.0 and More
Frameworks and Engines
Resources on the Web
Closing Words
Index
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