Game Development Reference
In-Depth Information
public boolean isKeyPressed( int keyCode) {
return keyHandler.isKeyPressed(keyCode);
}
public boolean isTouchDown( int pointer) {
return touchHandler.isTouchDown(pointer);
}
public int getTouchX( int pointer) {
return touchHandler.getTouchX(pointer);
}
public int getTouchY( int pointer) {
return touchHandler.getTouchY(pointer);
}
public float getAccelX() {
return accelHandler.getAccelX();
}
public float getAccelY() {
return accelHandler.getAccelY();
}
public float getAccelZ() {
return accelHandler.getAccelZ();
}
public List<TouchEvent>getTouchEvents() {
return touchHandler.getTouchEvents();
}
public List<KeyEvent>getKeyEvents() {
return keyHandler.getKeyEvents();
}
}
The rest of this class is self-explanatory. Each method call is delegated to the appropriate
handler, which does the actual work. With this, we have finished the input API of our game
framework. Next, we'll discuss graphics.
AndroidGraphics and AndroidPixmap: Double Rainbow
It's time to get back to our most beloved topic, graphics programming. In Chapter 3, we defined
two interfaces called Graphics and Pixmap . Now, we're going to implement them based on what
you learned in Chapter 4. However, there's one thing we have yet to consider: how to handle
different screen sizes and resolutions.
 
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