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Android Game Programming By Example

You're reading from   Android Game Programming By Example Harness the power of the Android SDK by building three immersive and captivating games

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Product type Paperback
Published in Jun 2015
Publisher
ISBN-13 9781785280122
Length 388 pages
Edition 1st Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (13) Chapters Close

Preface 1. Player 1 UP FREE CHAPTER 2. Tappy Defender – First Step 3. Tappy Defender – Taking Flight 4. Tappy Defender – Going Home 5. Platformer – Upgrading the Game Engine 6. Platformer – Bob, Beeps, and Bumps 7. Platformer – Guns, Life, Money, and the Enemy 8. Platformer – Putting It All Together 9. Asteroids at 60 FPS with OpenGL ES 2 10. Move and Draw with OpenGL ES 2 11. Things That Go Bump – Part II Index

Building the enemies

Now that we have the tap controls implemented, it is time to add some enemies that the player can boost to avoid.

This is going to be much easier than when we added our player's spaceship because most of what we need is in place already. All we have to do is code a class to represent our enemy, instantiate as many enemy objects as we need, call their update methods, and then draw them.

As we will see, the update method for our enemy will be quite different to that of PlayerShip. It will need to handle things like simple AI to fly toward the player. It will also need to handle respawning when it leaves the screen.

Designing the enemy

To begin with, create a new Java class and call it EnemyShip. Add these member variables inside the class so your new class will look like this:

public class EnemyShip{
    private Bitmap bitmap;
    private int x, y;
    private int speed = 1;

    // Detect enemies leaving the screen
    private int maxX;
    private int minX;

    //...
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