Sunday, April 1, 2012
Game Progress
I have added a font class and a sprite sheet that contains the bitmapped digits for the game. It was a little bit tricky since I had to turn off the default scaling that normally occurs when reading in bitmaps. I created some simple 8x8 bitmaps in gimp and used decodeResource and createBitmap to load them into my game. Now I have a score displayed in my game.
Sunday, February 19, 2012
Game progress
I have added bricks and an input component to handle touch events. The InputComponent gets the x and y values scales them from the screen values to world coordinates and adds them to a queue. This queue gets checked during the game loop and the Point object gets sent to the World class to be handled.
Wednesday, February 1, 2012
Strange Behavior Fixed
I found that by remembering the ball's last position and moving it back after a collision and making sure I only change the ball's direction once that now the ball bounces as expected, no more u-turns or strange behavior. I also ignore the ball hitting the back of the paddle so no more getting stuck.
Wednesday, January 18, 2012
Android Breakout Clone update
I have the ball and paddle displaying on the screen and the ball bounces off the wall boundaries OK. I just have a problem of the ball hitting the paddle, bouncing off and then doing a u-turn to hit the paddle again! The ball also sometimes gets stuck between the paddle and the bottom of the screen. Any suggestions?
It Lives!!!
I took the gamethread class from the Replica Island code and added it to my project. I also took the GLSurfaceView class from the Sprite Method Test code and am using it to call a simple renderer that does nothing but render a gray background. This is going to be the guts of my Breakout clone. I am going to follow the Jayway Team OpenGL ES Tutorial to learn the basics of drawing with OpenGLES.
Labels:
game loop,
openGLES,
replica island,
SpriteMethodTest
Tuesday, January 3, 2012
Check Out Replica Island
While cruising around the internet looking for Android game examples, I came across Replica Island a game designed by Chris Pruett. He has a couple of youtube videos: Google I/O 2009 – Writing Real-Time Games for Android and Google I/O 2010 – Writing real-time games for Android redux. I highly recommend aspiring game developers to watch these. He is an experienced game developer and you can learn a lot from what he has to say. He talks about Game Engine Architecture, which I found particularly interesting. He also talks about using three threads to run your game, an input thread, a rendering thread, and a game thread. I think this is key to getting good performance on a mobile device. Chris also has a Replica Island blog, check it out, especially some of the older articles.
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