Book Image

Android NDK Game Development Cookbook

Book Image

Android NDK Game Development Cookbook

Overview of this book

Android NDK is used for multimedia applications which require direct access to a system's resources. Android NDK is also the key for portability, which in turn provides a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. If your wish to build Android games using this amazing framework, then this book is a must-have.This book provides you with a number of clear step-by-step recipes which will help you to start developing mobile games with Android NDK and boost your productivity debugging them on your computer. This book will also provide you with new ways of working as well as some useful tips and tricks that will demonstrably increase your development speed and efficiency.This book will take you through a number of easy-to-follow recipes that will help you to take advantage of the Android NDK as well as some popular C++ libraries. It presents Android application development in C++ and shows you how to create a complete gaming application. You will learn how to write portable multithreaded C++ code, use HTTP networking, play audio files, use OpenGL ES, to render high-quality text, and how to recognize user gestures on multi-touch devices. If you want to leverage your C++ skills in mobile development and add performance to your Android applications, then this is the book for you.
Table of Contents (16 chapters)
Android NDK Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Managing shapes


In the previous recipe, we learned how to render the game screen. Some classes remained unimplemented. In this recipe, we will implement the clBricksShape class responsible for the storage and manipulation of each of the shapes that appear in the game.

Getting ready

Take a look at how many different pentomino shapes can exist. Wikipedia provides a comprehensive overview: http://en.wikipedia.org/wiki/Pentomino.

How to do it…

  1. The interface of our clBricksShape class looks as follows:

    class clBricksShape
    {
    public:
  2. The size of shapes used in our game. We use 5x5 shapes.

      static const int FWidth  = SHAPES_X;
      static const int FHeight = SHAPES_Y;
  3. Store the colors of the cells this shape consists of. The colors are stored as indices:

    private:
      int FColor[NUM_COLORS];
  4. The figure index defines the shape type:

      int FFigureIndex;
  5. The rotation index corresponds to the rotation angle of the figure: 0, 1, 2, and 3 stand for 0, 90, 180, and 270 degrees:

      int FRotationIndex;
  6. The methods are very...