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The Android Game Developer???s Handbook

You're reading from   The Android Game Developer???s Handbook Discover an all in one handbook to developing immersive and cross-platform Android games

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Product type Paperback
Published in Aug 2016
Publisher Packt
ISBN-13 9781785885860
Length 368 pages
Edition 1st Edition
Languages
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Author (1):
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Avisekhar Roy Avisekhar Roy
Author Profile Icon Avisekhar Roy
Avisekhar Roy
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Toc

Table of Contents (15) Chapters Close

Preface 1. Android Game Development FREE CHAPTER 2. Introduction to Different Android Platforms 3. Different Android Development Tools 4. Android Development Style and Standards in the Industry 5. Understanding the Game Loop and Frame Rate 6. Improving Performance of 2D/3D Games 7. Working with Shaders 8. Performance and Memory Optimization 9. Testing Code and Debugging 10. Scope for Android in VR Games 11. Android Game Development Using C++ and OpenGL 12. Polishing Android Games 13. Third-Party Integration, Monetization, and Services Index

Writing custom shaders


A developer has the option to write a customized shader as per their requirements. Android provides the android.graphics.Shader class. It is easy to create your own shader class using the primitive shaders provided.

The custom shader may not include only one shader. It can be a combination of various shaders. For example, consider masking an image with a circular view port with a motion-touch event:

private float touchX;
private float touchY;
private boolean shouldMask = false;

private final float viewRadius;
private Paint customPaint;

@Override
public boolean onTouchEvent(MotionEvent motionEvent) 
{
  int pointerAction = motionEvent.getAction();
  if ( pointerAction == MotionEvent.ACTION_DOWN || 
  pointerAction == MotionEvent.ACTION_MOVE )
    shouldMask = true;
  else
    shouldMask = false;

  touchX = motionEvent.getX();
  touchY = motionEvent.getY();
  invalidate();
  return true;
}

@Override
protected void onDraw(Canvas canvas) 
{
  if (customPaint == null...
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