Android Studio Game Development: Concepts and Design by Jerome DiMarzio

By Jerome DiMarzio

This brief booklet walks you thru the method of making cellular video games utilizing the recent Android Studio IDE. Android Studio video game improvement introduces you to the most important instruments in Android Studio and offers you the information you must boost video games in Android Studio. This e-book takes you from fitting Android Studio, via exploring the IDE to making a brand new venture and constructing GitHub as a VCS. you are going to then be good built to take on the game-development subject matters that make up the remainder of the e-book. you are going to find out about OpenGL ES and the way to accommodate polygons, prior to studying snapshot loading and sprite sheets. the ultimate 3 chapters conceal issues very important to profitable online game improvement: interactivity. you are going to achieve abilities in interpreting consumer enter, responding to that enter with in-game move, and detecting collisions.

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Understanding How OpenGL ES Works with Android Open GL ES communicates with the graphics hardware in a much more direct manner than a core Android call. This means that you are sending data directly to the hardware that is responsible for processing it. info 44 CHAPTER 6: OpenGL ES and Polygons Android call would have to go through the core Android processes, threads, and interpreter before getting to the graphics hardware. Games written for the Android platform can achieve an acceptable level of speed and playability only by communicating directly with the graphics processing unit (GPU).

The Game Loop All of the code necessary to build and draw the screens, move the game objects, tally the score, detect the collisions, and validate or invalidate items is executed within the game loop. A typical game loop can do the following:  Interpret the commands of an input device  Track the characters and/or the background to make sure that no one moves to where they should not be able to move  Test for collisions between objects  Move the background as needed  Draw a background  Draw any number of stationary items  Calculate the physics of any mobile objects  Move any weapons/bullets/items that have been repositioned  Draw weapons/bullets/items  Move the characters independently  Draw the characters  Play sound effects  Spin off threads for continuous background music  Track the player’s score  Track and manage networked or multiple players This may not be a comprehensive list, but it is a fairly good list of all the things that are expected to be done within the game loop.

0f) and Matrix. multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0), and calls the method to draw the Starfield object. Add a new class to your package and name it Starfield. glDisableVertexAttribArray(mPositionHandle); } } The Starfield class creates a square that takes up the full size of the screen. However, right now this square is just an empty framework. In the next chapter, you'll map an image into this square and create a scrolling star field. info Chapter 7 Loading Images and Spritesheets Android games would not be nearly as interesting without images.

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