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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

Twinkling stars


We will get a bit more mobile than a static border. Here, we will add an update method to a simple Star class, which can be used to randomly switch the star on and off.

We set the type as normal and create a random location for the star within the confines of the border and call setWorldLocation() as always.

Stars will be drawn as points, so our vertex array will simply contain one vertex at model space 0,0,0. Then, we call setVertices() as usual.

Create a new class, call it Star, and enter the discussed code:

public class Star extends GameObject{

    // Declare a random object here because
    // we will use it in the update() method
    // and we don't want GC to have to keep clearing it up
    Random r;

    public Star(int mapWidth, int mapHeight){
    setType(Type.STAR);
    r = new Random();
    setWorldLocation(r.nextInt(mapWidth),r.nextInt(mapHeight));

    // Define the star
    // as a single point
    // in exactly the coordinates as its world location
    float[...
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