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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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Toc

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

Ready aim fire


Now, we can give our hero a gun, and later, we can give him enemies to shoot at. We will create a MachineGun class to do all the work and a Bullet class to represent the projectiles that it fires. The Player class will control the MachineGun class, and the MachineGun class will control and keep track of all the Bullet objects that it fires.

Create a new Java class and call it Bullet. Bullets are not complicated. Ours will need a x and y location, a horizontal velocity, and a direction to help calculate the velocity.

This implies the following simple class, constructor, and a bunch of getters and setters:

public class Bullet  {

    private float x;
    private float y;
    private float xVelocity;
    private int direction;

    Bullet(float x, float y, int speed, int direction){
        this.direction = direction;
        this.x = x;
        this.y = y;
        this.xVelocity = speed * direction;
    }

    public int getDirection(){
        return direction;
    }

    public...
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