Android Game Recipes: A Problem-Solution Approach by Jerome DiMarzio

By Jerome DiMarzio

Android video game apps are usually the preferred form of Android apps within the a number of Google Play, Amazon Appstore and different Android app shops. So, past the Android online game tutorials in the market, what a few daily convenient and whole code reference for Android video game builders?

Android video game Recipes is your first, trustworthy online game coding reference for present day Android video game apps. This e-book offers effortless to stick with genuine global video game code difficulties and strategies, together with resource code.

This publication covers code recipe ideas which are universal to 2nd video game improvement difficulties resembling designing a video game menu, collision detection, relocating characters, relocating backgrounds and extra. This e-book additionally contains easy methods to paintings with participant enter, tips on how to upload a number of degrees, the right way to create video game pics for various display solution, and the way to paintings with machine sensors.

After studying and utilizing this ebook, you should have the templated code snippets, options and frameworks to use on your video game app layout to construct your online game, customise it, after which promote it at the Android app shops.

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Extra resources for Android Game Recipes: A Problem-Solution Approach

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The exit button image Note The images that I used in the finished solution consist of white text on a transparent background. However, for these images to be displayed properly in this book, the backgrounds were filled with grey. xml. This layout will hold the new background image (in an ImageView) and the two buttons, using ImageButton nodes, as shown in Listing 4-1. CHAPTER 4: The Menu Screen Listing 4-1. SBGMenuScreen" > 53 54 CHAPTER 4: The Menu Screen Now that you have a layout for your menu, you need an Activity to display it.

You can simply set the width and the height of the glViewport() to the corresponding width and height sent in by the GLSurfaceView. See Listing 2-18. CHAPTER 2: Loading an Image 35 Listing 2-18. frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); } @Override public void onSurfaceCreated(GL10 gl, EGLConfigconfig) { ... } } Note The width and height sent in by the GLSurfaceView will represent the width and height of the device minus the notification bar at the top of the screen. If the glViewport() method represents the lens through which your scene is filmed, then the glOrthof() method is the image processor.

You will need to create a layout that displays the image you want to use as your splash screen. Then you will need to create a second Activity within your application that will represent your game. Finally, you will need to create a postDelayed() Handler() that will execute your background code and then start up your game thread when it is finished. The end result is a game flow that follows this path: the main activity is started when the player launches your game, then a splash screen appears while your game does some housekeeping work in the background, and finally, when this housekeeping is complete, the activity launches directly into the game.

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