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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

Performing the checks


We are really close to being able to play our game, albeit with simplified collision detection. First add some methods that handle what happens when certain collisions are detected and then see how we actually use our CD class.

Helper methods

First of all, we need a couple of helper methods to respond, when we detect various types of collisions.

We need a method for when the ship is destroyed and a method for when an asteroid is destroyed. The next two subsections cover this.

Destroying a ship

The death of a ship can be detected in two places, so it makes sense to add a method to handle the events that follow. In this next method, we reset the ship's location to the center of the map, play a sound, and decrement numLives.

If numLives is equal to zero, set levelNumber back to one, numLives to three, call createObjects() to redraw a level, pause the game, and then play a sound suitable to let the player know that he is starting again.

Now, add the lifeLost method to the AsteroidsRenderer...

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