Book Image

Android NDK Game Development Cookbook

Book Image

Android NDK Game Development Cookbook

Overview of this book

Android NDK is used for multimedia applications which require direct access to a system's resources. Android NDK is also the key for portability, which in turn provides a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. If your wish to build Android games using this amazing framework, then this book is a must-have.This book provides you with a number of clear step-by-step recipes which will help you to start developing mobile games with Android NDK and boost your productivity debugging them on your computer. This book will also provide you with new ways of working as well as some useful tips and tricks that will demonstrably increase your development speed and efficiency.This book will take you through a number of easy-to-follow recipes that will help you to take advantage of the Android NDK as well as some popular C++ libraries. It presents Android application development in C++ and shows you how to create a complete gaming application. You will learn how to write portable multithreaded C++ code, use HTTP networking, play audio files, use OpenGL ES, to render high-quality text, and how to recognize user gestures on multi-touch devices. If you want to leverage your C++ skills in mobile development and add performance to your Android applications, then this is the book for you.
Table of Contents (16 chapters)
Android NDK Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Implementing an on-screen joypad


It is time to make use of the multi-touch facilities and emulate a gaming console-like interface on an Android device touch screen.

Getting ready

Learn how to handle multi-touch input from recipes Processing multi-touch events on Android and Processing multi-touch events on Windows before proceeding with this recipe.

How to do it...

We implement a custom multi-touch event handler, which keeps track of all the touch points. The joystick is rendered as a full-screen bitmap shown on the left-hand side. When the user touches the screen, we use the touch coordinates to fetch the pixel color from the mask on the right-hand side of the figure. Then, we find the internal button corresponding to the color and change its Pressed state. The following figure shows the joypad visual representation and the color mask:

  1. Single button of our virtual joystick is determined by its color in the mask and the index in the buttons table:

    struct sBitmapButton
    {
      vec4 FColour;
      int FIndex...