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ویرایش: نویسندگان: Mario Zechner, Robert Green سری: ISBN (شابک) : 1430239875, 9781430239871 ناشر: سال نشر: تعداد صفحات: 685 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 12 مگابایت
در صورت تبدیل فایل کتاب Beginning Android 4 Games Development به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب شروع توسعه بازی اندرویدی 4 نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Title Page Copyright Page Contents at a Glance Table of Contents About the Authors Acknowledgments Introduction A Word About the Target Audience How This Book Is Organized Getting the Source Code Chapter 1: Android, the New Kid on the Block A Brief History of Android Fragmentation The Role of Google The Android Open Source Project The Android Market Challenges, Device Seeding, and Google I/O Android\'s Features and Architecture The Kernel The Runtime and Dalvik System Libraries The Application Framework The Software Development Kit The Developer Community Devices, Devices, Devices! Hardware The Range of Devices The Minimum Practical Target Cutting-Edge Devices The Future: Next Generation Game Controllers Compatibility Across All Devices Mobile Gaming Is Different A Gaming Machine in Every Pocket Always Connected Casual and Hardcore Big Market, Small Developers Summary Chapter 2: First Steps with the Android SDK Setting Up the Development Environment Setting Up the JDK Setting Up the Android SDK Installing Eclipse Installing the ADT Eclipse Plug-In A Quick Tour of Eclipse Helpful Eclipse Shortcuts Hello World, Android Style Creating the Project Exploring the Project Writing the Application Code Running and Debugging Android Applications Connecting a Device Creating an Android Virtual Device Running an Application Debugging an Application LogCat and DDMS Using ADB Summary Chapter 3: Game Development 101 Genres: To Each One\'s Taste Casual Games Puzzle Games Action and Arcade Games Tower-Defense Games Innovation Game Design: The Pen Is Mightier Than the Code Core Game Mechanics A Story and an Art Style Screens and Transitions Code: The Nitty-Gritty Details Application and Window Management Input File I/O Audio The Physics of Sound Recording and Playback Audio Quality and Compression In Practice Graphics Of Rasters, Pixels, and Framebuffers Vsync and Double-Buffering What Is Color? Color Models Encoding Colors Digitally Image Formats and Compression Alpha Compositing and Blending In Practice The Game Framework The Game and Screen Interfaces A Simple Example Frame Rate–Independent Movement Summary Chapter 4: Android for Game Developers Defining an Android Application: The Manifest File TheElement The Element The Element The Element The Element The Element Android Game Project Setup in Ten Easy Steps Market Filters Defining the Icon of Your Game Android API Basics Creating aTest Project The AndroidBasicsStarter Activity Starting Activities Programmatically Creating the Test Activities The Activity Life Cycle In Theory In Practice Input Device Handling Getting (Multi-)Touch Events Processing Single-Touch Events Processing Multitouch Events Pointer IDs and Indices The Action Mask and More Event Types In Practice Processing Key Events Reading the Accelerometer State Reading the Compass State File Handling Reading Assets Accessing the External Storage Shared Preferences Audio Programming Setting the Volume Controls Playing Sound Effects Streaming Music Basic Graphics Programming Using Wake Locks Going Full-Screen Continuous Rendering in the UI Thread Getting the Screen Resolution (and Coordinate Systems) Drawing Simple Shapes Drawing Pixels Drawing Lines Drawing Rectangles Drawing Circles Putting It All Together Using Bitmaps Loading and Examining Bitmaps Disposing of Bitmaps Drawing Bitmaps Putting It All Together Rendering Text Loading Fonts Drawing Text with a Font Text Alignment and Boundaries Putting It All Together Continuous Rendering with SurfaceView Motivation SurfaceHolder and Locking Surface Creation and Validity Putting It All Together Hardware Accelerated Rendering with Canvas Best Practices Summary Chapter 5: An Android Game Development Framework Plan of Attack The AndroidFilelO Class AndroidAudio, AndroidSound, and AndroidMusic: Crash, Bang, Boom! Androidlnput and AccelerometerHandler AccelerometerHandler: Which Side Is Up? CompassHandler The Pool Class: Because Reuse Is Good for You! KeyboardHandler: Up, Up, Down, Down, Left, Right Touch Handlers The TouchHandler Interface The SingleTouchHandler Class The MultiTouchHandler Androidlnput: The Great Coordinator AndroidGraphics and AndroidPixmap: Double Rainbow Handling Different Screen Sizes and Resolutions Density Aspect Ratio Coping with Different Aspect Ratios A Simpler Solution The Implementation AndroidPixmap: Pixels for the People AndroidGraphics: Serving Our Drawing Needs AndroidFastRenderView: Loop, Stretch, Loop, Stretch AndroidGame: Tying Everything Together Summary Chapter 6: Mr. Nom Invades Android Creating the Assets Setting Up the Project MrNomGame: The Main Activity Assets: A Convenient Asset Store Settings: Keeping Track of User Choices and High Scores LoadingScreen: Fetching the Assets from Disk The Main Menu Screen The HelpScreen Class(es) The High-Scores Screen Rendering Numbers: An Excursion Implementing the Screen Abstracting Abstracting the World of Mr. Nom: Model, View, Controller The Stain Class The Snake and SnakePart Classes The World Class Time-Based Movement of Mr. Nom Placing Stains Determining When the Game Is Over Implementing the World Class The GameScreen Class Summary Chapter 7: OpenGL ES: A Gentle Introduction What is OpenGL ES and Why Should I Care? The Programming Model: An Analogy Projections Normalized Device Space and the Viewport Matrices The Rendering Pipeline Before We Begin GLSurfaceView: Making Things Easy Since 2008 GLGame: Implementing the Game Interface Look Mom, I Got a Red Triangle! Defining the Viewport Defining the Projection Matrix Matrix Modes and Active Matrices Orthographic Projection with glOrthof A Helpful Snippet Specifying Triangles A Small NIO Buffer Digression Sending Vertices to OpenGL ES Putting It Together Specifying Per Vertex Color Texture Mapping: Wallpapering Made Easy Texture Coordinates Uploading Bitmaps Texture Filtering Disposing of Textures A Helpful Snippet Enabling Texturing Putting It Together A Texture Class Indexed Vertices: Because Re-use is Good for You Putting It Together A Vertices Class Alpha Blending: I Can See Through You More Primitives: Points, Lines, Strips, and Fans 2D Transformations: Fun with the Model-View Matrix World and Model Space Matrices Again An Initial Example Using Translation Bob Becomes a Class Putting It Together More Transformations Rotation Scaling Combining Transformations Optimizing for Performance Measuring Frame Rate The Curious Case of the Hero on Android 1.5 What\'s Making My OpenGL ES Rendering So Slow? Removing Unnecessary State Changes Reducing Texture Size Means Fewer Pixels to be Fetched Reducing Calls to OpenGL ES/JNI Methods The Concept of Binding Vertices In Closing Summary Chapter 8: 2D Game Programming Tricks Before We Begin In the Beginning There Was the Vector Working with Vectors A Little Trigonometry Implementing a Vector Class A Simple Usage Example A Little Physics in 2D Newton and Euler, Best Friends Forever Force and Mass Playing Around, Theoretically Playing Around, Practically Collision Detection and Object Representation in 20 Bounding Shapes Constructing Bounding Shapes Game Object Attributes Broad-Phase and Narrow-Phase Collision Detection Narrow Phase Circle Collision Rectangle Collision Circle/Rectangle Collision Putting It All Together Broad Phase An Elaborate Example GameObject, DynamicGameObject, and Cannon The Spatial Hash Grid Putting It All Together A Camera in 2D The Camera2D Class An Example Texture Atlas: Because Sharing Is Caring An Example Texture Regions, Sprites, and Batches: Hiding OpenGL ES The TextureRegion Class The SpriteBatcher Class Using the SpriteBatcher Class Measuring Performance Working Around a Bug in FloatBuffer Sprite Animation The Animation Class An Example Summary Chapter 9: Super Jumper: A 2D OpenGL ES Game Core Game Mechanics A Backstory and Art Style Screens and Transitions Defining the Game World Creating the Assets The UI Elements Handling Text with Bitmap Fonts The Game Elements Texture Atlas to the Rescue Music and Sound Implementing Super Jumper The Assets Class The Settings Class The Main Activity The Font Class GLScreen The Main Menu Screen The Help Screens The High-Scores Screen The Simulation Classes The Spring Class The Coin Class The Castle Class The Squirrel Class The Platform Class The Bob Class The World Class Generating the World Updating the World Collision Detection and Response Game Over, Buddy! The Game Screen Updating the GameScreen Rendering the GameScreen Finishing Touches The WorldRenderer Class To Optimize or Notto Optimize Summary Chapter 10: OpenGL ES: Going 3D Before We Begin Vertices in 3D Vertices3: Storing 3D Positions An Example Perspective Projection: The Closer, the Bigger Z-buffer: Bringing Order into Chaos Fixing the Last Example Blending: There\'s Nothing Behind You Z-buffer Precision and Z-fighting Defining 3D Meshes A Cube: Hello World in 3D An Example Matrices and Transformations Again The Matrix Stack Hierarchical Systems with the Matrix Stack A Simple Crate Solar System The HierarchicalObject Class Putting It All Together A Simple Camera System Summary Chapter 11: 3D Programming Tricks Before We Begin Vectors in 3D Lighting in OpenGL ES How Lighting Works Light Sources Materials How OpenGL ES Calculates Lighting: Vertex Normals In Practice Enabling and Disabling Lighting Specifying Light Sources Ambient Light Point Lights Directional Lights Specifying Materials Specifying Normals Putting it All Together Some Notes on Lighting in OpenGL ES Mipmapping Simple Cameras The First-Person or Euler Camera A Euler Camera Example A Look-At Camera Loading Models The Wavefront OBJ Format Implementing an OBJ Loader Using the OBJ Loader Some Notes on Loading Models A Little Physics in 3D Collision Detection and Object Representation in 3D Bounding Shapes in 3D Bounding Sphere Overlap Testing GameObject3D and DynamicGameObject3D Summary Chapter 12: Droid Invaders: The Grand Finale Core Game Mechanics A Backstory and Art Style Screens and Transitions Defining the Game World Creating the Assets The UI Assets The Game Assets Sound and Music Plan of Attack The Assets Class The Settings Class The Main Activity The Main Menu Screen The Settings Screen The Simulation Classes The Shield Class The Shot Class The Ship Class The Invader Class The World Class The GameScreen Class The WorldRender Class Optimizations Summary Chapter 13: Publishing Your Game A Word on Testing Becoming a Registered Developer Signing Your Game\'s APK Putting Your Game on the Market Uploading Assets Product Details Publishing Options Publish! Marketing The Developer Console Summary Chapter 14: What\'s Next? Getting Social Location Awareness Multiplayer Functionality OpenGL ES 2.0 and More Frameworks and Engines Resources on the Web Closing Words Index