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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 spaceship


This class is nice and simple, although it will evolve with the project. The constructor receives the starting location within the game world. We set the ship's type and world location using the methods from the GameObject class, and we set a width and height.

We declare and initialize some variables to simplify the initialization of the model space coordinates, and then we go ahead and initialize a float array with three vertices that represent the triangle that is our ship. Note that the values are based around a center of x = 0 and y = 0.

All we do next is, call setVertices(), and GameObject will prepare the ByteBuffer ready for OpenGL:

public class SpaceShip extends GameObject{

  public SpaceShip(float worldLocationX, float worldLocationY){
       super();

        // Make sure we know this object is a ship
        // So the draw() method knows what type
        // of primitive to construct from the vertices

        setType(Type.SHIP);

        setWorldLocation(worldLocationX...
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