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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 3. Tappy Defender – Taking Flight

We are now ready to quickly add a lot of new objects and some features as well. By the end of this chapter, we will be really close to a playable game. We will detect the player touching the screen, so he can control the spaceship. We will add virtual boosters to our SpaceShip class to move the ship up and down and increase the speed.

We will then detect the resolution of the Android device and use it to do things like prevent the player boosting off the screen, and to detect when our enemies need to respawn.

We will create a new EnemyShip class, which will represent the suicidal enemies. We will also see how we can easily spawn and then control them without changing any of the logic from the control part of our code.

We will add a scrolling effect by adding a SpaceDust class and spawning dozens of them to make it look like the player is whizzing through space.

Finally, we will learn about, and implement, collision detection so we know...

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