Index

images A, B

Android

    architecture

        application framework

        components

        Dalvik VM

        Kernel

        Runtime and Dalvik

        system libraries

    Compatibility Definition Document (CDD)

    developer community

    devices

        cutting-edge devices

        hardware

        minimum practical target

        Next Generation

    features

    fragmentation

    Google

        Android Open Source Project

        Google I/O

        Google Play

    history

    mobile gaming

        casual and hardcore games

        connectivity

        description

        games market

        gaming machine

    Motorola Droid

    Project Butter

    Samsung Galaxy Tab 2 10.1

    SDK

        ADT plug-in

        description

        features

Android application

    APIs

    in Eclipse

    Google Play filters

    icon

    vs. iOS/code

        Eclipse/ADT vs. Xcode

        targets

    manifest file

        <activity> element

        <application> element

        components

        <manifest> element

        <uses-feature> element

        <uses-permission> element

        <uses-sdk> element

AndroidBasicsStarter activity

    activity life cycle

        LifeCycleTest activity

        LogCat

        onCreate() method

        onPause() method

        onResume() method

        paused

        protected methods

        run the application

        sole UI component

        stopped

        StringBuilder

        TextView

    ArrayAdapter constructor

    ListActivity

    onCreate() method

    onListItemClick() method

    setListAdapter() method

    test activity

Android Software Development Kit (SDK)

    components types

    debugging and profiling

        breakpoint setting

        debug perspective

        LogCat and DDMS

        using ADB

    Eclipse

        ADT plug-in

        description

        installation

        Java perspective

        shortcuts

        toolbars

        user interface (UI)

    implementation

        advanced emulator features installation

        android virtual device creation

        AVD manager window

        device connection

        HAXM

        real device vs. emulator

        run configuration

    JDK set up

    project

        application code

        compatible application

        creation

        exploration

    set up

    softwares

    third-party tools

images C

Collision detection

    bounding shapes

        axis-aligned bounding box

        bounding circle

        construction

        game object attributes

        oriented bounding shape

        rotation

        scaling

        triangle mesh

    broad phase

        cannon

        DynamicGameObject

        GameObject

        spatial hash grid

    narrow phase

        circle collision

        circle/rectangle collision

        overlapTester

        rectangle collision

images D

images E

Eclipse

    ADT plug-in

        description

        installation

        toolbar buttons

    description

    installation

    Java perspective

    shortcuts

    toolbars

    user interface (UI)

images F

images G

Game development framework

    AccelerometerHandler

        onAccuracyChanged() method

        onSensorChanged() method

    AndroidAudio implementation

        AssetManager instance

        SoundPool instance

    AndroidGraphics and AndroidPixmap

        AndroidFastRenderView

        aspect ratio

        density

        Graphics interface

        Pixmap interface

        Replica Island

        screen sizes and resolutions

    AndroidMusic implementation

        AssetFileDescriptor

        constructor

        isStopped() methods

        Looping() methods

        OnCompletionListener interface

        Playing() methods

        stop() method

    AndroidSound implementation

        play() and dispose() methods

        Sound interface

    CompassHandler

        AndroidInput

        instance pooling

        KeyboardHandler

        Pool class

        TouchHandler

    FileIO interface implementation

    plan of attack

    responsibilities

Google

    Android

        Android Open Source Project

        Google I/O

        Google Play

Google Play

    action and arcade games

        Dragon, Fly!

        Max Payne

        SHADOWGUN

        Tank Hero

        Tiny Tower

    application and window management module

    audio module

        amplitude

        audio interface

        music interface

        physics of

        quality and compression

        recording and playback

        requirements

        sampling

        sound interface

        stereo sound

    casual games

        Gem Miner

        Temple Run

    difficulties

    file I/O module

    game design

        core game mechanics

        screens and transitions

        Snake

        story and art style

    game framework module

        delta time

        frame rate-independent movement

        game and screen interface

        MySuperAwesomeStartScreen class

        UI thread

    graphics module

        additive color model

        alpha compositing and blending

        color cube

        color definition

        discrete

        double-buffering

        encoding colors

        framebuffer

        image formats and compression

        interface design

        pixels

        PixmapFormat interface

        raster

        vsync

    input module

        accelerometer method

        event-based handling

        keyboard method

        KeyEvent and TouchEvent

        polling

        touchscreen method

    puzzle games

        Apparatus

        Cut the Rope

        Tetris and Bejeweled

    social games

        Draw Something

        Words with Friends

    tower-defence games

        concept

        Defender

Graphics programming

    continuous rendering, surface view

        motivation

        SurfaceCreation and validity

        SurfaceHolder and locking

        test activity

    coordinate systems

    drawing methods

        blending

        circles

        lines

        pixels

        rectangles

        testing

    going fullscreen

    hardware-accelerated rendering

    rendering text

        alignment and boundaries

        drawing text, fonts

        loading fonts

        test activity

    RenderView

    screen resolution

    using bitmaps

        Canvas.drawBitmap

        dispose

        loading and examining

        test activity

    wave locks

2D graphics programming

    camera

        Camera2D class

        cannon example

        view frustum

    collision detection

        bounding shapes

        broad phase

        CollisionTest class

        game object attributes

        narrow phase

    GameDev2DStarter

    physics

        force and mass

        Newton and Euler

        playing around, practically

        playing around, theoretically

    sprite animation

        Animation class

        AnimationTest

        cavemen walking

        keyframes

        looping animation

        present() method

        resume() method

        update() method

    sprite batchers

        beginBatch() method

        definition

        drawSprite() method

        endBatch() method

        FloatBuffer method

        offerings

        performance measurement

        scaling

        SpriteBatcher.drawSprite() method

        SpriteBatcherTest

        usage pattern

        Vertices instance

    sprites

    texture atlas

        arbitrarily sized images

        bitmap font

        face-lifting operation

        GL_LINEAR

        objects

        resume() method

        use of

    texture regions

    trignometry

        atan2 function

        cosine and sine

    vectors

        add() and sub() methods

        ad hoc representation

        angle() method

        cannon triangle test

        class implementation

        cpy() method

        direction and distance

        len() method

        mul() method

        normalizing

        nor() method

        position

        present() method

        rotate() method

        scalars

        semi-mathematical representaion

        set() method

        static constants

        unit vectors

        update() method

        velocity and acceleration

images H

images I

Input devices

    accelerometer state

        comments

        onAccuracyChanged() method

        onSensorChanged() method

        SensorEvent

        SensorEventListener

        SensorManager

        test activity

    compass state

    key events

    multitouch events

        action mask and types

        pointer identifier

        pointer index

        test activity

    singletouch events

images J

images K

images L

images M

Monetization

    advertising

        ad aggregation services

        ad providers

        tips

    Banner ads

    blogs and conventional web media

    by design

    direct sales

    discovery services

    full-screen ads

    IAPs

        In-app Billing

        managed items

        unmanaged items

    in-app purchases

    licensing

    social network integration

    virtual currency incentives

    virtual currency (VC)

images N

Mr. Nom game

    abstracting

        controller, MVC

        ending game

        fixed-time-step simulation

        placeStain() method

        placing stains

        Snake and SnakePart class

        stain class

        tick

        time-based movement

        view, MVC

        World class

    audio assets

    GameScreen class

        drawWorld() method

        game-over state

        paused state

        pause() method

        present() method

        ready state

        running state

        updateGameOver() method

        update() method

        updatePaused() method

        updateReady() method

        updateRunning() method

    graphical assets

    HelpScreen classes

    HighScores screen classes

        rendering numbers

        screen implementation

    main activity

        asset store

        loading screen

        user settings and high scores

    main menu screen

        inBounds() method

        pause() method

        present() method

        update() method

    project setup

images O

OpenGL ES

    alpha blending

    camera system

        attributes

        Euler rotation camera

        gimbal lock

        GLU.glLookAt() method

        present() method

    coordinate system

    definition

    2D transformations

        glRotatef() method

        glScalef() method

        matrices

        translation

        world and model space

    3D meshes

        createCube() method

        CubeTest class

        present() method

        resume() method

        texture coordinates

        update() method

    3D vertices

        coordinate systems

        positions

        present() method

        right-hand rule

        Vertices3Test

    fixed-function pipeline

    GLBasicsStarter

    GLGame class

        getGLGraphics() method

        getters and setters

        onCreate() method

        onDrawFrame() method

        onResume() method

        onSurfaceCreate() method

    GLSurfaceView

        color buffer

        context loss

        EGLConfig

        glClearColor() method

        interface methods

        onCreate() method

        onDrawFrame() method

        onResume() and onPause() methods

        onSurfaceCreated() method

    indexed vertices

    lights

    matrices

        executive summary

        model-view matrix

        projection matrix

        texture matrix

    matrices and transformations

        crate solar system

        createCube() method

        HierarchicalObject class

        hierarchical systems

        matrix stack

        model-view matrix

        projection matrix

        render() method

        texture matrix

        update() method

    matrix modes and active matrices

    normalized device space

    objects

    optimization

        on Android 1.5

        binding vertices

        call reduction

        frame rate measurement

        implications

        instancing

        issues

        state modifications

        texture size reduction

    orthographic projection matrix

    perspective projection

        glFrustumf() method

        GLU

        vs. orthographic projection

        parameters

    per-vertex color

    primitives types

    programming model

    projection matrix

    projections

        far clipping plane

        near clipping plane

        parallel/orthographic

        perspective

        projection plane

    rendering pipeline

    shaders

    snippet

    standards

    texture mapping

        coordinates

        dispose

        enable and disable

        filtering

        magnification

        minification

        snippet

        texture class

        TexturedTriangleTest

        uploading bitmaps

    triangles

        direct NIO buffers

        FirstTriangleTest class

        vertices

    viewport

    view volume/frustum

    z-buffer

        blending

        depth test or z-test

        depth value

        precision and fighting

        ZBufferTest

images P, Q

3D Programming

    cameras

        attributes

        Euler camera

        EulerCamera class

        Euler’s

        first-person

        handcrafted matrix

        instances

        look at

        LookAtCamera

        SetMatrices() method

        transformation matrix

    collision detection and object representation

        bounding shapes

        DynamicGameObject3D

        GameObject3D

        position and bounds

        real time collision

        shapes

        sphere class

        sphere overlap testing

        sphere smaller bounding

        testing methods

    initialising

    loading models

        from asset

        implementing OBJ loader

        plethora

        processes

        subset, OBJ

        syntax

        texture triangle

        using OBJ loader

        vertices and indices

        WaveFront OBJ format

    mipmapping

        aliasing effects

        canvas class

        chain

        define

        texture

        texture class

    in OpenGL ES, lighting

        Ambient light

        changes

        color specification, source

        cube, vertex

        directional lights

        enabling

        enabling and disabling

        gathering performances

        light specification

        materials

        material specification

        normal specification

        notifications

        point lights

        reflections

        render object

        source, material

        specular reflection

        sphere, vertex

        spotlights

        syntax, source enabling

        types, material/light

        version, normals

        vertex normals

        works

    in physics

        instances

        JNI

        mass based model

        pseudocode

    vectors

        components

        constructors and setters

        coordinates

        dist() method

        distSquared() method

        implementation

        interpretations

        java coding

        methods

        OpenGL ES

        Pythagorean equation

        rotate() method

        statements

Publishing

    APK file, signing

        double-check

        keystore

        laundry list

    Google Play

        APK files management

        error reports

        product details

        publishing options

        uploading assets

    registered developer

    testing

images R

images S

Space Invaders

    assets

        assets class

        game assets

        sound and music

        UI assets

    backstory

    game mechanics

    GameScreen class

        calculateInputAcceleration() method

        constructor

        present() method

        presentPaused() method

        presentRunning() method

        updateGameOver() method

        update() method

        updatePaused() method

        updateRunning() method

    main activity

    main menu screen

        present() method

        update() method

    optimizations

    plan of attack

    playing field

    screens and transitions

    settings class

    settings screen

        present() method

        update() method

    simulation classes

        invaders

        shield blocks

        ship

        shots

    world class

        checkInvaderCollisions() method

        checkShotCollisions() method

        constructor

        generateInvaders() method

        generateShields() method

        shoot() method

        updateInvaders() method

        update() method

        updateShots() method

    WorldRender class

        render() method

        renderExplosion() method

        renderInvaders() method

        renderShields() method

        renderShip() method

Super Jumper game

    assets

        bitmap fonts, handling text

        game elements

        music and sound

        texture atlas

        UI elements

    backstory development

    Bob’s horizontal movement

    bounding rectangles

    definition

    FPSCounter.logFrame() method

    game screen

        members and constructors

        rendering methods

        update methods

    implementation

        assets class

        Bob class

        castle class

        coin class

        font class

        GLScreen class

        help screen

        high-scores screen

        main activity

        main menu screen

        platform class

        settings class

        simulation class

        spring class

        squirrel class

    mechanics

    mock-up and grid

    screens and transitions

    velocities and accelerations

    world class implementation

        collision detection and response

        game over-checking method

        procedural generation

        update methods

        WorldListener

        WORLD_WIDTH and WORLD_HEIGHT

    WorldRenderer class

        renderBackground() method

        renderBob() method

        renderCastle() method

        rendering code

        renderItems() method

        renderObjects() method

        renderPlatforms() method

        renderSquirrels() method

images T

images U, V, W, X, Y

images Z

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