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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

Bringing the spaceship to life


First, we need to add a bit more functionality to our GameObject class. We do so in GameObject because bullets and asteroids share a surprising amount of similarities with a spaceship.

We need a bunch of getters and setters to get and set the rotation rate, traveling angle, and facing angle. Add the following methods to the GameObject class:

public void setRotationRate(float rotationRate) {
  this.rotationRate = rotationRate;
}

public float getTravellingAngle() {
  return travellingAngle;
}

public void setTravellingAngle(float travellingAngle) {
  this.travellingAngle = travellingAngle;
}

public float getFacingAngle() {
  return facingAngle;
}

public void setFacingAngle(float facingAngle) {
  this.facingAngle = facingAngle;
}

Now, we add a move method, which adjusts the x and y coordinates as well as the facingAngle of the object based on the current frames per second. Add the move method:

void move(float fps){
  if(xVelocity != 0) {
       worldLocation.x...
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