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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

Displaying a HUD


We need to start making our game a bit more rounded. Games have a score or, in our case, a time, and other rules as well. For the player to keep check on their progress we need to display the stats of the game.

Here, we will quickly set up a HUD that will show the player everything they need to know on screen while he is dodging enemies. We will also declare and initialize the variables required to supply data to the HUD. In the next section, Implementing the rules, we can begin to manipulate variables such as, shields, time, fastest time, and so on.

We can start by adding some member variables to the TDView class. We use a float value for the distanceRemaining variable because we will be using pseudo-kilometers and fractions of kilometers to represent the distance remaining until our hero makes it to her home planet. For the timeTaken, timeStarted, and fastestTime variables, we will use the long type because time is represented in milliseconds and the values get really big...

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