Download Advanced Android 4 Games by Vladimir Silva PDF

By Vladimir Silva

"Wolfenstein 3D"-like and "Doom"-like video game apps are many of the classic Android video games awarded within the unique variation of this booklet. due to the fact their unlock, Android has improved with the debut of Android 4.0, including higher fonts, new consumer Interface and adventure (UI/UX) APIs, tablet concerns, multi-touch features, multi-tasking, speedier functionality, and lots more and plenty extra to the Android online game app development repertoire.

Multi-touch code provides those video games and their avid gamers dynamic enter and trade ability, for a extra reasonable arcade online game experience. Faster and higher functionality bargains online game avid gamers a extra seamless, enjoyable arcade adventure like by no means sooner than on Android. there's additionally more advantageous local C/C++ integration with Android's NDK to boot, which makes coding, compiling, and changing both productive and effective with profits in app performance. 

With actionable real-world source, Advanced Android 4 Games shows you ways to construct extra subtle and addictive Android video games, harnessing the facility of those contemporary developments.
* assurance of the new UI, UX, multi-touch and multi-tasking gains to be had with Android 4.0.
* research different innovations for bettering the game taking part in event together with wireless tethering, higher multi-tasking, new and higher streaming net video utilizing WebM, and extra.
* through combining the stylish object-oriented gains of Java and the uncooked energy of C, there is not any restrict to the kinds of video games that you should construct for the platform, comparable to the "Quake 3D"-like game app case learn during this book. 

You’ll certainly rejoice, and maybe you’ll even make a few cash. take pleasure in!

<What you’ll learn> * Key complicated Android gaming concepts utilizing the recent Android SDK 4 to aid you earn extra money within the app shops
* easy methods to collect local code (C) in Android utilizing the NDK
* how you can upload and combine multi-touch
* How to use Bluetooth controllers (Zeemote)
* extra gaming methods and counsel, reminiscent of hybrid 3D pix with OpenGL and JNI
* easy methods to port and increase a second shooter video game app just like "Wolfenstein" for Android
* easy methods to port and increase one other second shooter "Doom"-like online game app for Android utilizing OpenGL
* how you can construct a 3D shooter online game like "Quake"
* How and the place to most sensible installation those online game apps
Who this booklet is for
This ebook is for savvy Android app builders who're trying to find expert or complicated ideas for porting, augmenting and construction 2nd and 3D video game apps which are complicated, enjoyable and profitable.
desk of Contents * Welcome to Android Gaming
* Gaming tips:
* extra Gaming tips: Hybrid 3D images with OpenGL and JNI
* effective pix with OpenGL ES 2.0 
* 2nd Shooters with OpenGL: Doom-like App for Android
* 3D Shooters half I: Quake-like App  
* 3D Shooters half II: Quake II
* Appendix: Deployment and Compilation information

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D(TAG, "Audio thread start. length); } else { // sleep for a while if au locked sleep(50); } } // Audio thread loop done. d(TAG, "NATIVE THREAD::OnInitAudio Au Start -> freq:" + freq + " channels:" + channels + " bits:" + bits); // start audio start(freq, channels, bits); } private static void OnLockAudio() { mAudioLocked = true; } private static void OnUnLockAudio() { 41 42 CHAPTER 2: Gaming Tricks for Phones or Tablets mAudioLocked = false; } private static void OnCloseAudio() { stop(); } } Now we need a C implementation of PaintAudio (see Listing 2–10).

If so, then the gesture is executed. getY(i)); } Finally we can check if the pointer falls within the gesture bounds by looping through each gesture and checking if each pointer XY coordinates falls within the gesture bounding rectangle. execute(action, points[j]); } } } 51 52 CHAPTER 2: Gaming Tricks for Phones or Tablets TestActivity Last thing we need is an Activity that will initialize the multitouch screen, the gesture bounds, and listen for touch events (see Listing 2–15). Listing 2–15. getDefaultDisplay()).

We need to massage this reference to extract the real strings and send them to the native main function. So far so good; it looks very simple but the tricky part comes when you need to extract complex arguments, such as strings or objects, from the JNI arguments. In the next section you will put these concepts to the test by creating an Android native app step by step. Let’s continue. Creating the Android Project with Native Support Here we will create a simple Android project to apply the concepts we learned in the previous section.

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