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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

The PlayerShip object

We need to keep the model part of our code as separate as possible from the rest. We can do this by creating a class for our player's spaceship. Let's call our new class PlayerShip.

Go ahead and add a new class to the project, and call it PlayerShip. Here are a few quick steps on how to do that. Now, right-click the folder with our .java files in it and navigate to New | Java Class, then enter PlayerShip as the name and click on OK.

What do we need our PlayerShip class to be able to know about itself? As a bare minimum it needs to:

  • Know where it is on the screen
  • What it looks like
  • How fast it is flying

These requirements suggest a few member variables we can declare. Enter the code just after the class declaration that we generated:

private Bitmap bitmap;
private int x, y;
private int speed = 0;

As usual, use the Alt | Enter keyboard combination to import any missing classes. In the previous block of code, we see that we have declared an object of type Bitmap that...

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