- Used Books
- Staff Picks
- Gifts & Gift Cards
- Sell Books
- Stores & Events
- Let's Talk Books
Special Offers see all
More at Powell's
Recently Viewed clear list
New Trade Paper
Ships in 1 to 3 days
Other titles in the Sams Teach Yourself...in 24 Hours series:
Sams Teach Yourself Android Game Programming in 24 Hours (Sams Teach Yourself...in 24 Hours)by Jonathan Harbour
Synopses & Reviews
In just 24 sessions of one hour or less, Sams Teach Yourself Android Game Programming in 24 Hours will help you master mobile game development for Android 4. Using a straightforward, step-by-step approach, you’ll gain hands-on expertise with the entire process: from getting access to the hardware via the Android SDK to finishing a complete example game. You’ll learn to use the Android SDK and open source software to design and build fast, highly playable games for the newest Android smartphones and tablets. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success!
Step-by-step instructions carefully walk you through the most common Android game programming tasks.
Quizzes and exercises at the end of each chapter help you test your knowledge.
By the Way notes present interesting information related to the discussion.
Did You Know? tips offer advice or show you easier ways to perform tasks.
Watch Out! cautions alert you to possible problems and give you advice on how to avoid them.
Jonathan Harbour is a writer and instructor whose love for computers and video games dates back to the Commodore PET and Atari 2600 era. He has a Master’s in Information Systems Management. His portfolio site at http://www.jharbour.com includes a discussion forum. He also authored Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours. His love of science fiction led to the remake of a beloved classic video game with some friends, resulting in Starflight—The Lost Colony (http://www.starflightgame.com).
Learn how to…
Now, there's a practical, hands-on guide to mastering 2D and 3D game development for Android 3.0 with the Android SDK and Eclipse IDE. One step at a time, this book teaches all facets of mobile game development, from game design and handling user input through publishing via Google's Android Market. Top game development author Jonathan S. Harbour starts with the absolute basics, making Android game development accessible even to programmers who've never written a game before. In just 24 sessions of one hour or less, he shows how to use free Android development tools to design and construct high-performance, highly-playable games for the newest Android smartphones and tablets. Among the topics covered in this book: * Getting started with the Android SDK, display system, and touch screen * Writing efficient object-oriented game code * Building superior game user interfaces * Integrating audio and GPS into your games * Controlling external applications and leveraging Java libraries * Storing game data, and much more Friendly, accessible, and conversational, this book delivers a practical grounding in Android game development without ever becoming overwhelming or intimidating. Each lesson builds on everything that's come before, helping readers learn core techniques from the ground up. Readers learn key concepts, syntax, and techniques through short, practical examples that reflect the realities of modern mobile game development.
About the Author
Jonathan Harbour is a writer and instructor whose love for computers and video games dates back to the Commodore PET and Atari 2600 era. He has a Master’s in Information Systems Management. His portfolio site at www.jharbour.com includes a discussion forum. He also authored Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours. His love of science fiction led to the remake of a beloved classic video game with some friends, resulting in Starflight–The Lost Colony (www.starflightgame.com).
Table of Contents
Part I. Introduction
1. Introduction to Android
2. Getting Started with the Android SDK
3. Tapping Into the Display System
4. Getting Input with the Touch Screen
Part II. Graphics
5. Loading and Drawing Bitmaps
6. Building a Better Sprite
7. Drawing with Z-Index Sorting
8. Sprite Transformations
9. Sprite Color and Alpha Animation
10. Sprite Transform Animation
11. Sprite Frame Animation
12. Transforming Frame Animations
13. Versatile Particle Emitters
Part III. Gameplay
14. Linear and Angular Velocity
15. Collision Detection and Response
16. Doing Physics with Box2d
17. Managing Lists of Entities
18. Behavioral Entity A.I.
19. Creating a Graphical User Interface
20. Using the Audio System
21. Location Tracking Using GPS
22. Accessing File Storage for Game Data
23. Taking Advantage of Java Libraries
24. Publishing Your Game on the Android Market
What Our Readers Are Saying
Other books you might like
Computers and Internet » Computers Reference » General