By Jerome DiMarzio
Android Arcade video game App: a true global venture - Case learn procedure isn't any varied in that it walks you thru growing an arcade kind felony holiday online game app-top to backside - for an Android telephone or capsule. This e-book teaches you the original features and demanding situations of constructing an Arcade type online game And it will give you the entire resource code for this pattern video game app. This booklet is for Android app builders with at the least a few event, ideally with Android online game apps.
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Additional info for Android Arcade Game App: A Real World Project - Case Study Approach
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. Create a new class called PBTextures. The PBTextures class holds an array of textures, and serves up the correct one to the proper class that needs it. You should recognize the code in PBTextures as being from the loadTexture() method. The code for the PBTexture class is shown in Listing 5-3. Listing 5-3. recycle(); return textures; } } With the PBTextures class out of the way, it is time to create the ﬁnal object class, PBBall.
The code doesn’t have to be written this way; rather, because this book is a teaching tool, I am trying to show you different ways to do things. This is simply a good place to take a look at a different way of getting something done. Feel free, after you learn the differences, to use whichever method of texture loading you feel is best for your situation. 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.
If you call glPushMatrix() after you call glLoadIdentity(), however, then you would get a copy of the matrix with a red texture. Once you are done working with the copy of the matrix that you created using glPushMatrix(), use glPopMatrix() to write that copy back to the OpenGL pipeline. This is useful if you have multiple transformations that you want to make on a matrix and you do not want to cause any inadvertent problems to the main matrix. Finally, there are three commands that you can use to transform your matrices: glScale, glTranslate, and glRotate.