Game Development Reference
In-Depth Information
float stateTime;
public Coin( float x, float y) {
super (x, y, COIN _ WIDTH , COIN _ HEIGHT );
stateTime = 0;
}
public void update( float deltaTime) {
stateTime += deltaTime;
}
}
The Coin class is pretty much the same as the Spring class, with only one difference: we keep
track of the duration the coin has been alive already. This information is needed when we want to
render the coin later on using an Animation . We did the same thing for our cavemen in the final
example of Chapter 8. It is a technique we'll use for all our simulation classes. Given a state and
a state time, we can select an Animation , as well as the keyframe of that Animation , to use for
rendering. The coin only has a single state, so we only need to keep track of the state time. For
that we have the update() method, which will increase the state time by the delta time passed to it.
The constants defined at the top of the class specify a coin's width and height, as previously
defined, as well as the number of points Bob earns if he hits a coin.
The Castle Class
Next up, we have a class for the castle at the top of our world. Listing 9-11 shows the code.
Listing 9-11. Castle.java, the Castle Class
package com.badlogic.androidgames.jumper;
import com.badlogic.androidgames.framework.GameObject;
public class Castle extends GameObject {
public static float CASTLE _ WIDTH = 1.7f;
public static float CASTLE _ HEIGHT = 1.7f;
public Castle( float x, float y) {
super (x, y, CASTLE_WIDTH, CASTLE_HEIGHT);
}
}
Not too complex. All we need to store is the position and bounds of the castle. The size of
a castle is defined by the constants CASTLE_WIDTH and CASTLE_HEIGHT , using the values we
discussed earlier.
The Squirrel Class
Next is the Squirrel class, shown in Listing 9-12.
 
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