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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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Toc

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

Rapid fire bullets


I've been addicted to games since Pong in the '70s, and remember my delight when a friend actually had a Space Invaders machine in his home for about a week. Although what really made asteroids so much better than Space Invaders, was how quickly you could shoot. In that tradition, we will make a satisfying, rapid fire stream of bullets.

Create a new class called Bullet, which has one vertex and will be drawn with a point. Note that we also declare and initialize an inFlight Boolean.

public class Bullet extends GameObject {

  private boolean inFlight = false;

  public Bullet(float shipX, float shipY) {
       super();

       setType(Type.BULLET);

       setWorldLocation(shipX, shipY);

       // Define the bullet
       // as a single point
       // in exactly the coordinates as its world location
       float[] bulletVertices = new float[]{

                0,
                0,
                0

       };
    
    setVertices(bulletVertices);

        
}

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