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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

Upgrading the game engine

All the talk of guards, drones, fire, collectibles, guns, and the implied much larger game world suggests a much more complex system to manage. One of the goals of our game engine will be to make this complexity easily manageable. The other goal will be to separate the level design from the coding. When our game is done, you will be able to sit back and design the most evil, yet rewarding levels, in multiple different environments without touching the code.

The platform activity

First we start off with our Activity class, which is the entry point into our game. There is not much new here, so let's go ahead and get it built quickly. Create a new project, and in the Application Name field, enter C5 Platform Game. Choose Phones and tablets, then Blank Activity when prompted. In the Activity Name field, type PlatformActivity.

Tip

Obviously you don't have to follow my exact naming choices, but just remember to make minor alterations in the code to reflect your...

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