Before We Begin

As with the previous "theoretical" chapters, we are going to create a couple of examples to get a feel for what's happening. For this chapter we'll reuse what we developed in the last chapter, mainly the GLGame, GLGraphics, Texture, and Vertices classes, along with the rest of the framework classes.

Our demo project consists of a starter called GameDev2DStarter, which presents a list of tests to run. We can reuse the code of the GLBasicsStarter and simply replace the class names of the tests. We also have to add each of the tests to the manifest in the form of <activity> elements.

Each of the tests is again an instance of the Game interface, and the actual test logic is implemented in the form of a Screen contained in the Game implementation of the test, as in the previous chapter. I will only present the relevant portions of the Screen to conserve some pages. The naming conventions are again XXXTest and XXXScreen for the GLGame and Screen implementation of each test.

With that out of our way, let's talk about vectors.

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