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Android Game Programming By Example

Android Game Programming By Example

By : John Horton
4.4 (9)
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Android Game Programming By Example

Android Game Programming By Example

4.4 (9)
By: John Horton

Overview of this book

The book is best suited for existing Android or Java programmers who want to adapt their skills to make exciting Android games. The book is also for determined readers who might have no Android, game programming or even Java experience, but a reasonable understanding of object oriented programming knowledge is assumed.
Table of Contents (13 chapters)
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7
7. Platformer – Guns, Life, Money, and the Enemy
12
Index

Multiphase collision detection


We have seen that our player character simply falls though the world and into oblivion. Of course we need the player to be able to stand on the platforms. Here is what we will do.

We will provide every object that matters with a hitbox as we can then provide methods in the Player class to test if a hitbox has made contact with the player. Once per frame, we will send all hitboxes that have not been clipped by the viewport to this new method where a collision can be tested for.

We do it like this for two main reasons. Firstly, by sending only unclipped hitboxes for collision testing, we drastically reduce the number of checks, as described in Chapter 3, Tappy Defender – Taking Flight, in the section Things that go bump – collision detection. Secondly, by handling the checks within the Player class, we can give the player multiple different hitboxes and respond slightly differently according to which one is hit.

Let's create our own class for a hitbox, so we can...

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Android Game Programming By Example
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