By Jerome DiMarzio

Android online game apps tend to be the preferred kind of Android apps within the a number of Google Play, Amazon Appstore and different Android app shops. So, past the Android video game tutorials in the market, what a few daily convenient and whole code reference for Android video game developers?

Android online game Recipes is your first, trustworthy online game coding reference for today's Android online game apps. This ebook presents effortless to stick with actual global online game code difficulties and ideas, together with resource code.

This e-book covers code recipe options which are universal to second online game improvement difficulties equivalent to designing a video game menu, collision detection, relocating characters, relocating backgrounds and extra. This booklet additionally comprises easy methods to paintings with participant enter, how one can upload a number of degrees, easy methods to create video game pix for various display solution, and the way to paintings with machine sensors.

After interpreting and utilizing this booklet, you'll have the templated code snippets, suggestions and frameworks to use in your video game app layout to construct your online game, customise it, after which promote it at the Android app shops.

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Additional info for Android Game Recipes: A Problem-Solution Approach

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In your main Activity, create a constant named GAME_THREAD_DELAYand set it to a value of 999000, as shown in Listing 3-3. This will represent a delay of 999 seconds before your game Activity is launched. Listing 3-3. activity_main); } } Now create a new instance of Handler(). Use the postDelayed() method to delay the launch of a new thread after the GAME_THREAD_DELAY has expired, as shown in Listing 3-4. Listing 3-4. postDelayed(new Runnable() { @Override public void run() { } }, GAME_THREAD_DELAY); } } Now place all of the housekeeping code, the code to launch the game Activity, and the code to kill the main Activity in the run() method of the new runnable object (see Listing 3-5).

Listing 2-11. Renderer; public class SBGGameRenderer implements Renderer{ @Override public void onDrawFrame(GL10 gl) { //TODO Auto-generated method stub } 30 CHAPTER 2: Loading an Image @Override public void onSurfaceChanged(GL10 gl, int width, int height) { } @Override public void onSurfaceCreated(GL10 gl, EGLConfigconfig) { } } The function of these methods should be fairly self-explanatory. The onSurfaceCreated() method is called when the GLSurface is created. The onSurfaceChanged() method is called when the size of the View has changed (including the initial load).

GL_CULL_FACE); The SBGSplash class is now finished. All you need to do is create the supporting classes that will aid in displaying SBGSplash to the screen. This is done via the render. Create the Renderer Create a new class, SBGGameRenderer. public class SBGGameRenderer{ } Now you need to implement the GLSurfaceView’s Renderer. Renderer; public class SBGGameRenderer implements Renderer{ } Be sure to add in the unimplemented methods. Listing 2-11. Renderer; public class SBGGameRenderer implements Renderer{ @Override public void onDrawFrame(GL10 gl) { //TODO Auto-generated method stub } 30 CHAPTER 2: Loading an Image @Override public void onSurfaceChanged(GL10 gl, int width, int height) { } @Override public void onSurfaceCreated(GL10 gl, EGLConfigconfig) { } } The function of these methods should be fairly self-explanatory.

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