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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

Chapter 6. Platformer – Bob, Beeps, and Bumps

Now that our basic game engine is set up, we can start making some fast progress. In this chapter, we will quickly add a SoundManager class that we will use to make a noise wherever and whenever we please. After that, we will put some meat on the bones of Bob and implement the core functionality we require in the Player class. Then, we can handle the second phase (after clipping) of our multiphase collision detection and give Bob the useful skill of being able to stand on a platform.

After we have achieved this significant feat, we will hand over control of Bob to the player by implementing the InputController class. Bob will at last be able to run around and jump. At the end of this chapter, we will animate Bob's sprite sheet so he actually appears to run, rather than slide everywhere.

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