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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 thrill of flight – scrolling the background

Implementing our space dust is going to be really quick and easy. All we will do is create a SpaceDust class with very similar properties to our other game objects. Spawn them into the game at a random location, move them toward the player at a random speed, and respawn them on the far right of the screen, again with a random speed and y coordinate.

Then in our TDView class, we can declare a whole array of these objects, update, and draw them each frame.

Create a new class and call it SpaceDust. Now enter this code:

public class SpaceDust {

    private int x, y;
    private int speed;

    // Detect dust leaving the screen
    private int maxX;
    private int maxY;
    private int minX;
    private int minY;

    // Constructor
    public SpaceDust(int screenX, int screenY){

        maxX = screenX;
        maxY = screenY;
        minX = 0;
        minY = 0;

        // Set a speed between  0 and 9
        Random generator = new Random...
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