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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

Player input


First, let's add some methods in the Player class that our input controller will be able to call, then manipulate the variables that the Player class's update method uses to move around.

We already played with the isPressingRight variable, and also have an isPressingLeft variable. Furthermore, we want to be able to jump. If you take a look at the Player class's update method, we already have the code to handle these situations. We just need the player to be able to initiate the movements via touches to the screen.

Our previous button layout design and the code we have written so far, suggests a method for going left, a method for going right, and a method for jumping.

You will also note that we pass a copy of SoundManager into the startJump method, which allows us to play a neat retro jumping sound, if the jump attempt is successful. Add these three new methods to the Player class:

public void setPressingRight(boolean isPressingRight) {
        this.isPressingRight = isPressingRight...
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