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Tiêu đề Setting Up Android 3.0 Java Development
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If you’ve done some game development in the past, you may be pleasantly surprised to learn how simple the Android system makes this process when compared to traditional PC and console ga

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For your convenience Apress has placed some of the front matter material after the index Please use the Bookmarks and Contents at a Glance links to access them

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iii

Contents at a Glance

About the Author ix

About the Technical Reviewer x

Acknowledgments xi

 Chapter 1: Setting Up Android 3.0 Java Development 1

 Chapter 2: Creating Simple Games with Sprites and Movement 27

 Chapter 3: Creating Gathering User Input 47

 Chapter 4: Adding Sound Effects, Music, and Video 69

 Chapter 5: One-Player Game with Obstacles 87

 Chapter 6: A Ball and Paddle Game 103

 Chapter 7: Building a Two-Player Game 121

 Chapter 8: A One-Player Strategy Game Part I 137

 Chapter 9: A One-Player Strategy Game Part II 151

 Chapter 10: Publishing the Game 167

 Appendix A: Testing Android Games on a Real Device 179

Index 181

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C H A P T E R 1



Setting Up Android 3.0 Java

Development

This book teaches you to create your own games for Android 3.0 tablets After reading and working

through its examples, you’ll have gained command over the sensors, touchscreen, network capabilities, and processing power of the many new tablet computers Does that sound daunting? It isn’t Instead of going through the drudgery of developing stodgy corporate apps that locate a store or present a coupon, you’ll know how to make fun and intriguing games If you’ve done some game development in the past, you may be pleasantly surprised to learn how simple the Android system makes this process when

compared to traditional PC and console game development

Although no book ever written can take you from newbie to game programming guru, the

foundation presented in this book will let you make any of your 2D game ideas into a reality This book makes the programming as simple as possible in order to concentrate on the more creative aspects of

game development

What Is Android?

Android is very special, and you’ll gain much more appreciation for it as you get into the programming The movement of many handset makers to create tablets running the Android OS created a huge market for the games you’ll make This section gives you a rundown of Android’s features and history

The Beginnings of Android

In 2003, Android began as a small Silicon Valley startup company with the aim to create a more

interactive and helpful interface for smartphones Google quickly snatched up the company in 2005 as part of its push to enter the mobile phone market After Google acquired it, the first Android OS was

soon released during 2007 In subsequent years, Android went through many revisions (more than seven major changes) that made it one of the leading operating systems for smartphones, with some saying

that Android has nearly 50% of mobile devices

The revisions to Android are very important to understanding how development works Google

worked hard to ensure backward compatibility in its version of Android; however, applications generally are designed to work for a select couple of Android editions to guarantee the best performance and user experience The version called Froyo is still the most popular for developers, but the later versions are

gaining steam as more modern devices like tablets require more powerful operating systems

The following list of Android versions, along with their current market share, illustrates which

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CHAPTER 1  SETTING UP ANDROID 3.0 JAVA DEVELOPMENT

2

the numbers Keep in mind that with the exception of Android 3.0, all versions of the OS were designed for phones exclusively:

• Android 1.5 Cupcake (2.3%)

• Android 1.6 Donut (3.0%)

• Android 2.1 Éclair (24.5%)

• Android 2.2 Froyo (65.9%)

• Android 2.3 Gingerbread (1.0%)

• Android 2.3.3 Gingerbread (3.0%)

• Android 3.0 Honeycomb (0.3%)

If you’re interested in checking the current market share of the various versions, go to

http://developer.android.com/resources/dashboard/platform-versions.html

After examining this list, many would say that you should be making games for Froyo because it has

a huge lead in market share over other versions The reason for Froyo’s prevalence is that it’s installed on many simpler older phones that can only get updated versions through a complicated process These devices will slowly become inconsequential as the newer versions take center stage To some extent, making games for the majority of users makes sense; however, every day new users are buying more modern phones that use the later versions Also, perhaps the most important point is that hundreds of thousands of apps are playable on the Froyo version, and it’s increasingly difficult to stand out

With that being said, this book teaches you to designs games for the latest edition (Honeycomb) for two reasons First, Honeycomb is the only version optimized for tablets, which are much more

immersive and fun than any smartphone Second, Android tablet computing is growing at a huge rate as more companies release tablets that can compete with Apple’s iPad With the failure of webOS, Android and iOS are the only contenders in the tablet market Microsoft has also come out with its own operating system, but it has not yet garnered significant market share Google’s often-quoted statement about 500,000 Android devices being registered each day gives you a sense of how fast this market is

expanding

Android 3.0 Features

Honeycomb is a huge advance from the previous Android versions Designed to utilize a much larger screen and more powerful processor, Android 3.0 lets developers expand their usually modest

smartphone games Many of the new features are user-interface changes that make the desktop

accessible to users with a screen that is several times bigger than a smartphone screen For example, typical phones have two- to three-inch screens, whereas tablets boast impressive nine- to ten-inch screens These updates are convenient; however, game developers concentrate more on the updates to speedier graphics rendering and the new sensors and network abilities of the operating system

Not all games use all of these features, but it’s crucial to consider their importance in designing unique games The larger screen is in itself an update worth noting The high-resolution screens demand artwork that is scalable and visually appealing Many Android tablets have landed on 1280 × 800 as their screen size This is comparable to the resolution that many computer screens still use In this case, the graphics must approximate the images used in computer games

Table 1-1 list major changes to Android 3.0 of particular interest to game developers

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About the Technical Reviewer

Jelani John is a freelance developer and animator from Brooklyn He enjoys

making games and playing with new technologies You can find him at www.jelanijohn.com

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xi

Acknowledgments

Frank Pohlmann, Editorial Director at Apress, gave me the tremendous opportunity to write this book I

am very grateful for your advice and coaching as we hashed out what the book would look like

A very special thanks to Anita Castro, the coordinating editor, who pushed me through the

sometimes arduous task of completing the chapters, graphics, and code for this book You gave me some incredible advice and were very patient with me throughout the process

Thank you to all of the editors and reviewers who worked on the project with me Your

technical advice, wordsmithing, and organizational ideas made this book immeasurably better

I have also had many great mentors and colleagues who prompted me to do what I thought was impossible Thank you to Dave Briccetti for introducing me to the art of teaching computer science Paul

Spinrad was an amazing editor for Make Magazine who inspired me to take on this project after I read

his two stunning books Paul gave me good pointers, was patient with me, and refused to get angry

despite my fickleness I am very grateful to you

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