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2012 | Buch

Android Arcade Game App

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Über dieses Buch

Apress, the leading Android books publisher, continues to provide you with very hands-on, practical books for teaching and showing app developers how to build and design apps, including game apps, that can be built and deployed in the various Android app stores out there.

Android Arcade Game App: A Real World Project - Case Study Approach is no different in that it walks you through creating an arcade style Prison Break game app—top to bottom—for an Android smartphone or tablet. This book teaches you the unique characteristics and challenges of creating an Arcade style game And it provides you with the full source code for this sample game app.

After working through this book, you can re-use its Prison Break app as your very own personal template, then customize for your specific variables, design and build your own Android game app - top to bottom. Then, deploy in one or more of the available Android app stores. Have fun and get coding.

Inhaltsverzeichnis

Frontmatter
Chapter 1. Introduction to Android Gaming
Abstract
Welcome to Android Arcade Game App. In this book, you will learn how to create an Android arcade-style game “from project to publish.” While I will walk you through solutions to some gaming development problems, this book is not necessarily for beginner developers.
J. F. DiMarzio
Chapter 2. What Is an Arcade Game?
Abstract
In this chapter, you will learn what defines a game as an arcade-style game. You will also form an operational definition of arcade-style gaming.
J. F. DiMarzio
Chapter 3. Creating a Menu
Abstract
In this chapter, you will create a two-part menu screen for your Prison Break game. The menu screen, shown in Figure 3-1, is made up of two different “screens” containing a total of five different images.
J. F. DiMarzio
Chapter 4. Drawing the Background
Abstract
In the last chapter, you created and finalized the main menu to Prison Break. You should have compiled and run your code on either the Android emulator or an Android-based phone in debug mode, and seen a functioning main menu screen. The Exit button of the main menu is wired to kill the game process. As of right now, however, the Start button is not wired to any code.
J. F. DiMarzio
Chapter 5. Creating the Player Character and Obstacles
Abstract
In the previous chapter, you learned how to add a background image to your game, Prison Break. You created a class that, when instantiated, gave you all of the resources you needed to add your background.
J. F. DiMarzio
Chapter 6. Collision Detection
Abstract
In the last chapter, you added all of the game elements to the game world: bricks, a player paddle, and the ball. After running your code, however, you found that although you could move the player paddle, it had no effect on the gameplay. The ball starts in a random position and ends up falling off the bottom of the screen. The reason for this is the distinct lack of collision detection in your game.
J. F. DiMarzio
Chapter 7. Keeping Score
Abstract
In the last chapter, you learned how to implement a basic collision detection system in your Prison Break game. This collision detection system allowed you to test for any collisions between the game ball and the bricks or the paddle. It is now time to add the finishing touch to the game.
J. F. DiMarzio
Chapter 8. Adding New Levels
Abstract
At this point in the book, you have created a functional arcade game. Prison Break can be used as a template for many other games, and the knowledge that you built in this short case study will help you create compelling arcade-style games.
J. F. DiMarzio
Backmatter
Metadaten
Titel
Android Arcade Game App
verfasst von
J. F. DiMarzio
Copyright-Jahr
2012
Verlag
Apress
Electronic ISBN
978-1-4302-4546-9
Print ISBN
978-1-4302-4545-2
DOI
https://doi.org/10.1007/978-1-4302-4546-9