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Learning Java by Building Android Games

You're reading from   Learning Java by Building Android Games Extend your game development skills while learning Java – follow this book and learn Java for Android to enter the world of Android games development with greater confidence

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784398859
Length 392 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 (12) Chapters Close

Preface 1. Why Java, Android, and Games? FREE CHAPTER 2. Getting Started with Android 3. Speaking Java – Your First Game 4. Discovering Loops and Methods 5. Gaming and Java Essentials 6. OOP – Using Other People's Hard Work 7. Retro Squash Game 8. The Snake Game 9. Making Your Game the Next Big Thing A. Self-test Questions and Answers Index

Chapter 7

Q1) The speed of the ball is calculated in pixels. Different devices have different numbers of pixels. Can you explain how to make the ball speed approximately the same on different screen resolutions?

A) A simple way to accommodate different screen resolutions would be to devise a system that that takes into account the number of pixels the screen has. We have already done this for the racket and ball sizes. We could declare a member variable like this:

int pixelsPerFrameX;
int pixelsPerFrameY;

We could then initialize these variables in onCreate after we have obtained the screen dimensions:

pixelsPerFrameX = screenWidth/50;
pixelsPerFrameY = screenHeight/50;

Then we can move our ball a bit, like this:

//moving in adjust our x any positions
            if (ballIsMovingDown) {
                ballPosition.y += pixelsPerFrameX;
            }

            //etc...
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