Download Advanced Android 4 Games by Vladimir Silva PDF

By Vladimir Silva

"Wolfenstein 3D"-like and "Doom"-like online game apps are a few of the classic Android video games provided within the unique version of this publication. in view that their unencumber, Android has advanced with the debut of Android 4.0, including greater fonts, new consumer Interface and event (UI/UX) APIs, tablet concerns, multi-touch services, multi-tasking, quicker functionality, and masses extra to the Android online game app development repertoire.

Multi-touch code supplies those video games and their avid gamers dynamic enter and trade ability, for a extra reasonable arcade video game experience. Faster and higher functionality bargains online game avid gamers a extra seamless, enjoyable arcade adventure like by no means ahead of on Android. there's additionally more suitable local C/C++ integration with Android's NDK besides, 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 ability of those fresh developments.
* assurance of the new UI, UX, multi-touch and multi-tasking gains on hand with Android 4.0.
* research different innovations for making improvements to the game taking part in adventure together with wireless tethering, larger multi-tasking, new and higher streaming net video utilizing WebM, and extra.
* through combining the stylish object-oriented positive factors of Java and the uncooked energy of C, there is not any restrict to the categories of video games that you should construct for the platform, equivalent to the "Quake 3D"-like game app case examine 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 suggestions utilizing the hot Android SDK 4 to support you earn extra money within the app shops
* find out how to bring together local code (C) in Android utilizing the NDK
* easy methods to upload and combine multi-touch
* How to use Bluetooth controllers (Zeemote)
* extra gaming methods and guidance, akin to hybrid 3D pix with OpenGL and JNI
* the best way to port and increase a 2nd shooter video game app just like "Wolfenstein" for Android
* the right way to port and increase one other second shooter "Doom"-like video game app for Android utilizing OpenGL
* the way to construct a 3D shooter online game like "Quake"
* How and the place to most sensible install those online game apps
Who this booklet is for
This publication is for savvy Android app builders who're trying to find specialist or complex thoughts for porting, augmenting and development second 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 pics with OpenGL and JNI
* effective photos with OpenGL ES 2.0 
* second 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 suggestions

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Listing 2–5. Natives class */ jNativesCls = (*env)->FindClass(env, CB_CLASS); if ( jNativesCls == 0 ) { jni_printf("Unable to find class: %s", CB_CLASS); return -1; } // Invoke the Lib main sub. OnMessage(String, int) if (! ) { va_list argptr; static char string[1024]; va_start (argptr, format); vsprintf (string, format,argptr); va_end (argptr); jni_send_str (string, 0); } /** * Get Java array length */ const int getArrayLen(JNIEnv * env, jobjectArray jarray) { return (*env)->GetArrayLength(env, jarray); } 29 30 CHAPTER 2: Gaming Tricks for Phones or Tablets /** * Library main sub */ int lib_main(int argc, char **argv) { int i; jni_printf("Entering LIB MAIN"); for ( i = 0 ; i < argc ; i++ ) { jni_printf("Lib Main argv[%d]=%s", i, argv[i]); } return 0; } Let’s dissect this file to understand what it does.

Figure 2–2 shows the file system layout of the project. Project) into your workspace to go along with this chapter. java: This file is created by the wizard and should already exist in the project. java: This is a new file that contains native methods to be invoked within the native library and callbacks that the C library will perform within Java. 23 24 CHAPTER 2: Gaming Tricks for Phones or Tablets Figure 2–2. c: This is the main library code. It contains all the necessary JNI system calls to cascade information back and forth between Android and C.

The final result is a Java thread that receives a sequence of audio bytes which in turn are sent to the Android AudioTrack for playback. Listing 2–10. java // engine audio renderer extern int paint_audio (void *unused, void * stream, int len); JNIEXPORT jint JNICALL Java_ NativeAudio_PaintAudio ( JNIEnv* env, jobject thiz, jobject buf ) { void *stream; int len; stream = (*env)->GetDirectBufferAddress(env, buf); len = (*env)->GetDirectBufferCapacity (env, buf); return paint_audio ( NULL, stream, len ); } // Init audio void jni_init_audio(int freq, int channels, int bits) { JNIEnv *env; (*g_VM)->AttachCurrentThread ( g_VM, &env, NULL); jmethodID mid = (*env)->GetStaticMethodID(env , jNativesCls , "OnInitAudio", "(III)V"); if ( mid) { (*env)->CallStaticVoidMethod(env, jNativesCls, mid , freq, channels, bits); } } Listing 2–10 also shows how we can call a Java method within C to initialize the audio.

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