Android Arcade Game App: A Real World Project - Case Study by Jerome DiMarzio PDF

By Jerome DiMarzio

ISBN-10: 143024545X

ISBN-13: 9781430245452

Android Arcade online game App: a true international venture - Case research process is not any assorted in that it walks you thru developing an arcade kind legal holiday online game app-top to backside - for an Android cellphone or capsule. This e-book teaches you the original features and demanding situations of constructing an Arcade sort video game And it offers you the complete resource code for this pattern video game app. This publication is for Android app builders with a minimum of a few event, ideally with Android online game apps.

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Extra resources for Android Arcade Game App: A Real World Project - Case Study Approach

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First, create a new class called PBBricks. The code for PBBricks is shown in Listing 5-2. Listing 5-2. info 46 CHAPTER 5: Creating the Player Character and Obstacles Caution Pay close attention to the code in bold. It is different from the other draw() methods that you have created and it is important for loading the correct texture later in the chapter. Since the PBBrick is using a spritesheet for its texture—as is the PBBall, which you will create later in the chapter—you need to make a new class that handles the texture loading for you.

Placing OpenGL into ModelView mode loads the ModelView matrix. The ModelView matrix controls every set of polygons in your OpenGL world. The Texture mode, on the other hand, loads up the matrix for all of the textures in your world. Keep in mind, while you associate a texture with a set of vertices, in the OpenGL world, they are still contained within two different matrices. The wording here is important. If there are 50 objects on your screen, each with a texture, placing OpenGL in Texture mode gives you access to all 50 textures— not just the one you think you want to work on.

Create a new class called PBWall. The code for PBWall is shown in Listing 5-5Listing 5-5. jfdimarzio; public class PBWall { public PBRow[] rows; public PBWall(int numberOfRows){ rows = new PBRow[numberOfRows]; for(int x = 0; x < = numberOfRows - 1; x ++) { rows[x] = new PBRow(x); } } } Next, create a new class called PBRow in your project. The code for PBRow is shown in Listing 5-6. Listing 5-6. 25f) + 1 ; } } } } I bolded one piece of code from PBRow to pay special attention to. This line creates a random number and assigns it to the brickType.

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Android Arcade Game App: A Real World Project - Case Study Approach by Jerome DiMarzio


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