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 the animated 3D image selector


The main UI element of our puzzle game is the animated 3D image selector. In this recipe, we show you how to render the animated carousel-like selector and interact with the user.

Getting ready

Before proceeding with this recipe, you may need to go back to Chapter 7, Cross-platform UI and Input System, and read how the Canvas class works. A bit of mathematics will be required to understand better how the code in this recipe works.

How to do it...

The idea behind the rendering is quite simple. We let the individual quads move in a way that their corners slide along four guiding curves. The following figure shows the same quad in a series of positions:

The four curves show the paths of the quad's corners.

  1. We start with the helper Curve class, which implements the linear interpolation on the set of control points. A curve is represented in a parametric form.

    A parametric equation of a curve is a representation of this curve through equations expressing the...