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 complete picture-puzzle game


Finally, we have all the parts at hand, and can combine them together into a puzzle game application.

Getting ready

Build and run the example 5_Puzzle from the supplementary materials. This example, like others in this book, runs on Android as well as on Windows.

How to do it…

  1. We start by augmenting our 3_UIPrototype project with a new page, clPage_Gallery. This page delegates rendering and updating to the global g_Flow object:

    class clPage_Gallery: public clGUIPage
    {
    public:
      …
      virtual void Render()
      {
        RenderDirect( g_Flow );
      }
      virtual void Update(float DT)
      {
        g_Flow->FFlinger->Update(DT);
      }
    private:
      void RenderDirect( clPtr<clFlowUI> Control );
    };
  2. The RenderDirect() method is essentially a slightly modified version of RenderDirect() from the Implementing the animated 3D image selector recipe in this chapter. There are only two differences—we replace wireframe quad rendering with the clCanvas::Rect3D() call (to render...