Thank you guys and especially Robert,

But the question would be, how do I make that the bullet is fired on a
single SPACE key press from the turret to the end of the screen?

That's my problem.

Nick



On Wed, Jan 19, 2011 at 7:16 AM, Kevin Duffey <andjar...@gmail.com> wrote:

> 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 <zvasv...@gmail.com> 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 <niksa.lovri...@gmail.com> 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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