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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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Toc

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

The coordinate system


In the previous chapter, we drew all our game objects directly to points on the screen, and we used real screen coordinates to detect collisions, bounces, and so on. This time, we will be doing things slightly differently. This is partly out of necessity, but as we will see, collision detection and keeping track of our game objects will also get simpler. This might be surprising when we think about the potential of our snake to be many blocks long.

Keeping track of the snake segments

To keep track of all the snake segments, we will first define a block size to define a portion of a grid for the entire game area. Every game object will reside at an (x,y) coordinate, based not on the pixel resolution of the screen but on a position within our virtual grid. In the game, we define a grid that is 40 blocks wide, like this:

//Determine the size of each block/place on the game board
 blockSize = screenWidth/40;

So we know that:

numBlocksWide = 40;

The height of the game screen in...

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