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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

Precise collision detection with an asteroid


We did this last because there is a more complicated final step. As in the border detection, we will need to translate and rotate our object's vertices. However this time, we will need to do it for two objects.

Furthermore, once we rotated and translated the asteroid's vertices, we will need to handle them in pairs of vertices that form a line. These are lines that we will test against each and every vertex from the other object. This test is of course our crossing number method that we discussed.

We need to do all of this within the body of the if (distance < cp1.radius + cp2.radius) { ...}, where we previously just set the collided Boolean to true.

There is quite a lot of code, so we will split it into chunks and see what is going on at each stage. Also, the code indentation will not always be consistent from block to block in order to format it in the most readable way possible.

The next few blocks of code are the entire contents of the aforementioned...

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