Implementing Super Jumper

Implementing Super Jumper will be pretty easy. We can reuse our complete framework from the previous chapter and follow the architecture we had in Mr. Nom on a high level. This means we'll have a class for each screen, and each of these classes will implement the logic and presentation expected from that screen. Besides that, we'll also have our standard project setup with a proper manifest file, all our assets in the assets/ folder, an icon for our application, and so on. Let's start with our main Assets class.

The Assets Class

In Mr. Nom, we already had an Assets class that consisted only of a metric ton of Pixmap and Sound references held in static member variables. We'll do the same in Super Jumper. This time, we'll ...

Get Beginning Android 4 Games Development now with O’Reilly online learning.

O’Reilly members experience live online training, plus books, videos, and digital content from 200+ publishers.