Book Image

Learning Android Game Development

By : Nikhil Malankar
Book Image

Learning Android Game Development

By: Nikhil Malankar

Overview of this book

In this book, we’ll start with installing Android studio and its components, and setting it up ready for Android N. We teach you how to take inputs from users, create images and interact with them, and work with sprites to create animations. You’ll then explore the various collision detection methods and use sprites to create an explosion. Moving on, you’ll go through the process of UI creation and see how to create buttons as well as display the score and other parameters on screen. By the end of the book, you will have a working example and an understanding of a 2D platform game like Super Mario and know how to convert your 2D games to 3D games.
Table of Contents (17 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface
4
Creating Sprites and Interactive Objects

Summary


In this chapter, we learned how to create 3D objects and render them on the screen. We also learned how to add colors to objects as well as rotate them in a 3D direction. With this chapter, we conclude this book.

We have learned how to create games in 2D and 3D using native Android. With the knowledge gained from this chapter, you can get started on your journey into game development and start creating your own games for Android.

This concludes this book for creating your games with Android. The knowledge gained through this book will serve as a foundation for the games you make ahead. The advantage of creating games in native Android is that primarily, the file size of games turns out to be quite small, which is what users generally look for. If you were to create any game using an engine, you would end up creating a game, which would have a comparatively larger file size by the end of the development process; you'd need to optimize it even further, but yet there's only so much you...