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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

Multiphase collision detection


We have seen that our player character simply falls though the world and into oblivion. Of course we need the player to be able to stand on the platforms. Here is what we will do.

We will provide every object that matters with a hitbox as we can then provide methods in the Player class to test if a hitbox has made contact with the player. Once per frame, we will send all hitboxes that have not been clipped by the viewport to this new method where a collision can be tested for.

We do it like this for two main reasons. Firstly, by sending only unclipped hitboxes for collision testing, we drastically reduce the number of checks, as described in Chapter 3, Tappy Defender – Taking Flight, in the section Things that go bump – collision detection. Secondly, by handling the checks within the Player class, we can give the player multiple different hitboxes and respond slightly differently according to which one is hit.

Let's create our own class for a hitbox, so we can...

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