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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

Things that go bump – collision detection

Collision detection is quite a broad subject. Throughout the three projects in this book, we will use a whole range of different ways to detect when things collide.

So, here is a quick look at our options for collision detection, and in which circumstances different methods may be appropriate.

Essentially, we just need to know when certain objects from our game touch other objects. We can then respond to that event by exploding, reducing shields, playing a sound, or whatever is appropriate. We need a broad understanding of our different options so we can make the right decisions in any particular game.

Collision detection options

First of all, here are a few of the different mathematical calculations we can utilize and when they may be useful.

Rectangle intersection

This type of collision detection is really straightforward. We draw an imaginary rectangle; we can call it a hitbox or bounding rectangle, around the objects we want to test for collision...

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