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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 5. Platformer – Upgrading the Game Engine

Welcome to the second project of this book. Here, we will build a really tough retro platform game. It is not tough to build, but tough to beat when you play it. At the end of the project, we will also discuss ways to make the game play a little less punishing should you wish.

This chapter will focus entirely on our game engine and essentially lead to an upgraded version of the Tappy Defender code.

First, we will discuss what we want to achieve with this game: the backstory, game mechanics, and rules.

Then, we will quickly create an activity that instantiates a view that will do all the work.

After that, we will flesh out the basic structure of our PlatformView class, which will have some subtle, but important differences to our TDView class. Most notably, PlatformView will have a simple but effective way of managing the timing of all the events of our game.

We will then start the iterative process of building our GameObject...

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