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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

Summary

We have covered a lot of ground in this chapter, and now have a well fleshed-out game engine.

As we have done much of the setup work, from now on, most of the code we add will also have a visible (or audible) result and be much more satisfying, as we will be able to regularly run our game to see the improvements.

In the next chapter, we will add sound effects and input detection, thus bringing Bob to life. Then, we will see how dangerous his world can be, and will promptly add collision detection so that he can stand on a platform.

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