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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

Chapter 8. Platformer – Putting It All Together

Finally, we will make the bullets do some damage. The ricochet sound is very satisfying when the bullets energy is absorbed by a clump of grass. We will add an abundance of new platform types and inanimate scenery objects to make our levels more interesting. We will provide a real sense of motion and immersion by implementing multiple scrolling parallax backgrounds.

We will also add an animated fire tile for the player to avoid, and in addition, a special Teleport class to link levels together into one playable game. Then, we will use all of our game objects and backgrounds to create four, linked, and fully playable levels.

Then, we will add a HUD to keep track of pickups and lives. Finally, we will discuss some of the neat things that couldn't be fitted into this project in just four chapters.

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