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Android Game Programming: A Developer’s Guide
book

Android Game Programming: A Developer’s Guide

by John Horton, Raul Portales
September 2016
Beginner to intermediate
1089 pages
23h 8m
English
Packt Publishing
Content preview from Android Game Programming: A Developer’s Guide

The coordinate system

In the previous chapter, we drew all our game objects directly to points on the screen, and we used real screen coordinates to detect collisions, bounces, and so on. This time, we will be doing things slightly differently. This is partly out of necessity, but as we will see, collision detection and keeping track of our game objects will also get simpler. This might be surprising when we think about the potential of our snake to be many blocks long.

Keeping track of the snake segments

To keep track of all the snake segments, we will first define a block size to define a portion of a grid for the entire game area. Every game object will reside at an (x,y) coordinate, based not on the pixel resolution of the screen but on a position ...

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Publisher Resources

ISBN: 9781787128583