Activity life cycle
LifeCycleTest activity
LogCat
onCreate() method
onPause() method
onResume() method
paused
protected methods
run the application
sole UI component
stopped
TextView
Abstract Window Toolkit (AWT)
Accelerometer state
comments
onAccuracyChanged() method
onSensorChanged() method
SensorEvent
SensorEventListener
SensorManager
test activity
Action games
Action Mask
Activity class
Activity life cycle
running
StringBuilder
Advanced Emulator Features
Advertising
Ad aggregation services
Ad providers
game advertising tips
Alpha blending
BlendingScreen implementation
glColor4f()
GLUtils.texImage2D()
methods
per-vertex colors
present() method
vertex and texel colors
vertex color and texture blended
Android
architecture
application framework
components
Dalvik VM
Kernel
Runtime and Dalvik
system libraries
Compatibility Definition Document (CDD)
developer community
devices
hardware
minimum practical target
features
fragmentation
Android Open Source Project
Google I/O
Google Play
history
mobile gaming
casual and hardcore games
connectivity
description
games market
gaming machine
project butter
SDK
version distributions
Android APIs
Activity life cycle
AndroidBasicsStarter Activity
audio programming
file handling
graphics programming
input device handling
accelerometer state
key events
multi-touch events
single-touch events
Android application
APIs
Google Play filters
icon
Manifest File
AndroidBasicsStarter activity
ArrayAdapter constructor
ListActivity
onCreate() method
onListItemClick() method
setListAdapter() method
test activity
Android event-logging system
Android game development framework
AccelerometerHandler
Activity class
AndroidAudio class
AndroidFastRenderView
AndroidFileIO class
AndroidGame.setScreen() method
AndroidMusic class, MediaPlayer
constructor
dispose() method
implementation
isLooping(), isPlaying(), and isStopped()
OnCompletionListener.onCompletion()
pause() method
play() method
setLooping() and setVolume() methods
stop() method
AndroidSound class
commentary
CompassHandler
getInput(), getFileIO(), getGraphics(), and getAudio() methods
getStartScreen() method
graphics
KeyboardHandler
onCreate() method
onPause() method
onResume() method
plan of attack
Pool class
responsibilities
setScreen() method
AndroidGraphics
AndroidFastRenderView
AndroidGraphics.drawPixmap()
AndroidPixmap
artificial framebuffer
aspect ratio
clear() method
constructor
density
drawPixel() method
drawPixmap() method
drawRect() method
implementation, graphics interface
newPixmap() method
Replica Island
screen sizes and resolutions
target resolution
Android NDK
C/C++ header and implementation
defined
Java Native Methods, creation
settings
shared library
testing, native method
Android Robot
Android Software Development Kit (SDK)
components types
debugging and profiling
breakpoint setting
logcat
implementation
advanced emulator features installation
android virtual device creation
AVD manager window
device connection
HAXM
real device vs. emulator
JDK set up
set up
softwares
Android Studio
breakpoint
code completion
debugging
installation
project
application code
creation
exploration
Android Studio
Android Studio version 2
Android virtual devices (AVDs)
Application programming interfaces (APIs)
Arcade games
ARGB4444 format
ARGB8888 format
ASCII bitmap font
ASCII characters
Assets class
Audio programming
music stream
sound effects
volume controls
Audio quality
Beginning Android Games
Bejeweled
Bithack Apparatus
Bitmap font
Blending equations
Blogs and Conventional Web Media
Building blocks
Casual games
accessibility
definition
Gem Miner : Dig Deeper
Temple Run
Cathode ray tube (CRT)
Code
application
file I/O
game programming
input module
acceleration
accelerometer
axes
event-based handling
helper classes
keyboard
key-down events
KeyEvent
operating systems
polling access
TouchEvent classes
touchscreen
USB hardware
modules
pseudocode
window management
Codehead’s Bitmap Font Generator (CBFG)
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
Super Mario Brothers scene
collision response
CollisionTest class
members and constructor
present() method
update() method
narrow phase
circle collision
circle/rectangle collision
overlapTester
rectangle collision
Color cube
Compatibility Definition Document (CDD)
Compression
Crate solar system
createCube() method
Cupcake
Cyanogen
Dalvik Executable (DEX) bytecode format
Dalvik virtual machine
Defender
2D graphics programming
camera
Camera2D class
Camera2DScreen class
view frustum
zooming
collision
GameDev2DStarter
physics
CannonTest
force and mass
getDeltaTime()
numerical Euler integration
point masses
present() method
triangle cannon
update() method
sprite animation
animation class
cavemen walking
keyframes
looping animation
present() method
resume() method
update() method
SpriteBatcher Class
sprite batchers
batcher.endBatch()
beginBatch() method
definition
drawSprite() method
endBatch() method
offerings
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
usage
vertex-creation
texture regions
trignometry
atan2 function
cosine and sine
vectors
add() and sub() methods
ad hoc representation
angle() method
cannon touch event
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
Digital encoding colors
Discoverable by design
Discovery Services
3D meshes
cube and corner points
Donut
Double-buffering
3D programming
cameras
handcrafted matrix
instances
LookAtCamera
collision detection and object representation
bounding shapes
DynamicGameObject3D
real time collision
sphere class
sphere overlap testing
testing methods
first-person camera
initialising
loading models
exception handling
implementing OBJ loader
normals and texture coordinates
ObjLoader
plethora
subset
syntax
texture triangle
WaveFront OBJ format
mipmapping
aliasing effects
canvas class
chain
define
texture class
in OpenGL ES, lighting
Ambient lights
color specification, source
cube, vertex
directional lights
enabling and disabling
gathering performances
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
working process
in physics
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
Dragon, Fly!
Éclair
Euler camera
angles
attributes
disabling states
EUlerCameraScreen
first person shooter
gesture processing
grid formation
initial setup
operational methods
point light
projection and model view matrix
SetMatrices() method
SpriteBatcher
stub methods
transformation matrix
UI rendering
File handling
assets/directory
external storage
SharedPreferences
Firmware
Fixed-time-step simulation
Font class
Fragmentation
Framebuffer memory
Frame rate–independent movement
FreeType
Froyo
Game design
building blocks
core mechanics
mechanics
screens
sketching
snake
story and art style
transitions
Game development
alpha compositing
Android
audio interface
audio quality
be-all and end-all solution
blending
color models
compression
entertainment factor
framebuffer
framework
Google Play application
graphics
mechanics
music interface
pixmap
primary colors
requirements
RGB color cube
simulation code
sound interface
tablet
three-minute songs
WASD keys
Game-mechanics item
Garbage collector (GC)
Gem Miner : Dig Deeper
General Public License (GPL)
generateLevel() method
Gingerbread
GL3DBasicsStarter
glFrustumf()
Global Positioning System (GPS)
glPopMatrix() method
glPushMatrix() method
GLScreen Class
GLScreen.update() method
gluPerspective()
Glyph
Android
Google I/O
Google Play
Open Source Project
Google I/O
Google Play filters
Graphics
Graphics.drawPixmap() method
Graphics.newPixmap() method
Graphics processing units (GPUs)
Graphics programming
bitmaps
Canvas.drawBitmap
dispose
loading and examining
test activity
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
Graphics software program
Half-size VGA (HVGA) screens
Hardware Accelerated Execution Manager (HAXM)
HelloWorldActivity.java
Help screens
Hierarchical systems, matrix stack
crate solar system
glTranslatef()
HierarchicalObject Class
parent-child relationships
render() method
High-scores screen
hitPlatform() method
hitSquirrel()
Honeycomb
Human computer interfaces (HCI)
Ice Cream Sandwich (ICS)
Image formats
Imangi Studios
In-app products (IAPs)
Indexed Vertices
class
constructor
glDrawElements()/glDrawArrays()
glEnableClientState()
glVertexPointer()/glTexCoordPointer()
implementation
indexed bob
rectangle rendering
setVertices() and setIndices() methods
vertices definition
Input devices
multitouch events
action mask and types
Input.getAccelX()
Input.getAccelY()
Input.getAccelZ()
Integrated development environment (IDE)
Java Development Kit (JDK)
set up
Java Micro Edition (ME)
Java Native Interface (JNI)
Java Standard Edition (SE)
Jelly Bean
Kerning
KeyboardHandler
AndroidInput
Android KeyEvent type
constructor
game thread
getKeyEvents()
implementation
isKeyPressed() method
KeyEvent class
keyEventsBuffer
MultiTouchHandler
onKey() method
OnKeyEventListener.onKeyEvent() method
OnKeyListener.onKey() interface method
Pool class
SingleTouchHandler Class
TouchHandler
KeyEvent
KitKat
Licensing
Liquid-crystal display (LCD)
load() method
logcat
LogCat
Lollipop
Main menu screen
Manifest File
components
<activity> element
<application> element
<uses-feature> element
<uses-permission> element
Marshmallow
Matrix stack
glPushMatrix() method
glTranslatef()
hierarchical system
manipulation
model-view matrix
TOS
Max Payne
Mipmapping
aliasing effects
createMipmaps()
define
texture
Mobile gaming
casual and hardcore games
connectivity
description
games market
gaming machine
Model-View-Controller (MVC)
Monetization
Mr. Nom AndroidGame
abstract representation
accelerometer
Audacity
audio assets
benefits
convenient asset store
coordinate system
determination, game over
GameScreen class
coding
constructor
defined
drawReadUI(), drawRunningUI(), drawPausedUI() and drawGameOverUI()
drawText()
drawWorld()
GameState
garbage collector
paused()
present()
ready, running, paused and game over
rendering methods
stain images
update() method
updateGameOver()
updatePaused()
updateReady()
updateRunning()
graphical assets
background.png
buttons.png
filenames and sizes, pixels
headdown.png
help1.png
logo.png
mainmenu.png
numbers.png
PNG format
ready.png
stain1.png
tail.png
target resolution
HelpScreen classes
High-scores screen
images
implementation
rendering numbers
integer coordinates
loading screen
main activity
main menu screen
model classes
Model-View-Controller (MVC)
placing Stains
Snake and SnakePart classes
advance()
checkBitten()
constants
direction
eat() method
head’s position
initial configuration
overlapping
representation
tail parts
turnLeft() and turnRight()
stain class
time-based movement
user settings and high scores
World class
Multitouch events
Action Mask and More Event Types
onTouch() method
pointer identifier
pointer index
process
test activity
Music stream
MySuperAwesomeGame
Nougat
OpenCore
OpenGL ES
2D transformations
Bob class
combining transformations
matrices
moving bobs
rotation
scaling
translation
world and model space
3D meshes
createCube() method
cube and corner points
CubeTest class
present() method
resume() method
spinning texture cube
texture coordinates
update() method
3D vertices
coordinate systems
positions
present() method
right-hand rule
Vertices3Test
camera system
attributes
Euler rotation camera
gimbal lock
GLU.glLookAt() method
present() method
C header files
coordinate system
frame rate measurement
Game.getStartScreen()
GLGame
getGLGraphics() method
getters and setters
GLGraphics.java
onCreate() method
onPause()
onResume() method
onSurfaceChanged()
onSurfaceCreate()
Screen implementation
synchronization
GLGraphics and FloatBuffer
GLSurfaceView
color buffer
EGLConfig
glClearColor()
GLSurfaceViewTest.java
onCreate() method
onDrawFrame()
onPause()/onResume()
onResume() and onPause() methods
onSurfaceChanged()
onSurfaceCreated() method
matrices
identity
model-view
projection
texture
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
NIO buffers
normalized device space
optimization
batching
binding vertices
issues
rendering
state modifications
orthographic projection matrix
perspective projection
glFrustumf() method
GLU.gluPerspective()
vs. orthographic projection
parameters
per-vertex color
primitives
programming model
projection matrix
projections
rendering pipeline
sending vertices
snippet
triangles specification
versions
viewport
z-buffer
blending
depth test or z-test
depth value
precision and fighting
ZBufferTest
Open Handset Alliance (OHA)
Perspective projection
Per-vertex color
Pixels
Playback
pointerIndex
presentLevelEnd() method
presentPaused() method
presentRunning() method
Procedural generation
Projections
Pseudocode
Psym Mobile
Publishing, game
developer console
registered developer
signing APK file
testing
uploading on Google Play
Puzzle games
building blocks
iOS App Store
match-three formula
physics puzzler
Quarter Video Graphics Array (QVGA)
Rasters
Recording
render() method
RGB color model
Screen interfaces
SDK
SDK Manager
Secure Digital (SD) cards
Settings class
SHADOWGUN
SharedPreferences
Simulation classes, Super Jumper game
Bob class
Castle class
Coin class
Platform class
Spring class
Squirrel class
World class
Bob.hitPlatform()
checkCollisions() method
checkItemCollisions() method
checkPlatformCollisions() method
checkSquirrelCollisions()
generateLevel() method
method update()
Random.nextFloat()
updateBob() method
update methods
updateSquirrels() method
World.update() method
game over–checking method
Single system on chip (SoC)
Single-touch events
coordinate system
first-generation devices
MotionEvent
onTouch() method
test activity
Skia Graphics Library (Skia)
Snake game
Social games
Social Network Integration
Software Development Kit (SDK)
Space Invaders
assets
class
game
sound and music
UI assets
backstory
game mechanics
GameScreen class
calculateInputAcceleration() method
constructor
presentGameOver() method
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
renderExplosion() method
renderInvaders() method
render() method
renderShields() method
renderShip() method
Spatial hash grid
cellIds array
clearDynamicCells() method
GameObjects
game world
getPotentialColliders() method
insertDynamicObject() method
insertStaticObject() method
object overlap
removeObject() 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
game screen
members and constructors
rendering methods
update methods
implementation
assets class
font class
GLScreen class
help screen
high-scores screen
main activity
main menu screen
settings class
mechanics
mock-up and grid
screens and transitions
simulationc lasses
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
Tank Hero
Temple Run
Tetris
Texture mapping
Class
coordinates
enable and disable
GL10.GL_NEAREST vs. GL_LINEAR
glDrawArrays()
glEnableClientState()
glGenTextures()
GLUtils.texImage2D()
loadTexture()
magnification
minification
snippet
texture filtering
texturing triangle
uploading bitmaps
vertex, triangle
Thin-film transistor liquid crystal display (TFT-LCD)
Three-dimensional Euclidian space
Top of the stack (TOS)
TouchEvent code
Tower-defense games
updateGameOver() method
updateLevelEnd() method
updatePaused() method
updateReady() method
updateRunning() method
User interfaces (UIs)
User interface (UI) elements
Virtual currency (VC)
Vsync
WorldListener
Z-buffer
ZeptoLab
Z-fighting