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LibGDX Game Development By Example

You're reading from   LibGDX Game Development By Example Learn how to create your very own game using the libGDX cross-platform framework

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781785281440
Length 280 pages
Edition 1st Edition
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Author (1):
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James Cook James Cook
Author Profile Icon James Cook
James Cook
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Table of Contents (13) Chapters Close

Preface 1. Getting to Know LibGDX FREE CHAPTER 2. Let's Get These Snakes Out of This Book! 3. Making That Snake Slick 4. What the Flap Is the Hype About? 5. Making Your Bird More Flightworthy 6. Onto the Next Platform...Game 7. Extending the Platform 8. Why Are All the Birds Angry? 9. Even Angrier Birds! 10. Exporting Our Games to the Platforms 11. Third-party Services Index

More on collisions


You might have found while playing our little game that you can make the snake turn back on itself or it even goes through itself. Anyone who remembers the original will know that this results in an immediate game over!

What we are going to look at now can essentially be split into two parts. First, we will fix the snake's ability to slither back on itself, as seen in the following screenshot:

Second, we will look at stopping the game when the snake collides with another part of its body, as seen in the following screenshot:

Stopping the doubleback

With our snake slithering around, if you change the direction of the snake and you tell it to go back the way it is traveling, it will slide right through itself. This isn't how the game should be!

Essentially, what we want to do is, if the player tells the snake to change its direction and move in the exact opposite direction, ignore that input command.

First, we will create a method to do this precise check:

private void updateIfNotOppositeDirection...
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