Or read Robert's post.. follow his blog, follow the links. He has a ton of
good info on there. As I am finding out, game development is not for the
faint of heart. It takes years to become really good at it and understand
all the ins and outs. Thankfully we have people like Robert and some others
that are willing to share their processes, problems and even code to help us
out!

On Tue, Jan 18, 2011 at 7:00 PM, Zsolt Vasvari <[email protected]> wrote:

> If I recall correctly, LunarLander is not exactly the best example of
> game design for Android.
>
> If I were to create an Android game, I'd start with the source of
> Replica Island.
>
>
>
> On Jan 17, 12:37 am, Niksa Lovrinic <[email protected]> wrote:
> > Hello everybody,
> >
> > I've been playing with the LunarLander example and tried to make my own
> > thing out of it...
> >
> > On the right bottom screen, I've got a tank that is not moving and his
> > turret that's moving up and down. It's supposed to shoot missiles at
> > different angles.
> >
> > I've got a tank, turret and a bullet and they are a Bitmap image.
> >
> > private Bitmap tank;
> > private Bitmap turret;
> > private Bitmap bullet;
> >
> > Turret only rotates from angle 0 to angle 75, and I did that with the
> > update...
> >
> > I managed to get the turret moving but now I'm finding it hard to shoot
> > missiles.
> >
> > *doDraw method*
> > *
> > *
> > private void doDraw(Canvas canvas) {
> >
> >          canvas.drawBitmap(backgroundImage, 0, 0, null);
> >
> >          canvas.drawBitmap(tank, x_tank, y_tank, new Paint());
> >
> > //Rotating the turret
> >          canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth,
> > y_turret);
> >
> >          canvas.drawBitmap(turret, x_turret, y_turret, new Paint());
> >
> > ??? what should I write here for the bullet to be seen shooting out of
> that
> > turret
> >
> >         }
> >
> > *Update method*
> > *
> > *
> > private void updateGame() {
> >
> >             long now = System.currentTimeMillis();
> >
> >             if (mLastTime > now)
> >              return;
> >             double elapsed = (now - mLastTime) / 1000.0;
> >
> >             if (dUp) // UP key
> >              mHeading += 1 * (PHYS_SLEW_SEC * elapsed);
> >
> >             if (mHeading >= 75) mHeading = 75;
> >
> >             if (dDown) // DOWN key
> >               mHeading += (-1) * (PHYS_SLEW_SEC * elapsed);
> >          if (mHeading < 0) mHeading = 0;
> >
> >             i
> > f (dSpace){
> >
> >          // Fire bullet SPACE key
> >                         ??? what should I write here for the bullet to be
> > seen shooting out of that turret
> >                          ??? When is the method doDraw being called??
> >
> >             }
> >
> >          m
> > LastTime = now;
> >
> >         }
> >
> > Thank you so much guys,
> >
> > Nick
> >
> > *
> > *
> > *
> > *
>
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