Things are progressing well now! Here's a little video of things so far. Once my templated vector was fixed game play was working. I needed to scale my input by the ratio of the new screen dimensions relative to the original iPhone dimensions. Then all the inputs lined up.
I wrote a slim sound wrapper that captured all the sound events in the game into a queue. Then I poll the queue from my java loop once per frame. It consumes the queue and issues the sound calls to a Java SoundPool object. Music is handled as mp3 files sent to the Java MediaPlayer. It appears to handle it all very well. I specified 16 channels for the SoundPool which matches the original design on the iPhone. The SoundPool does an automatic sound selection based on a priority scheme. But right now all sounds have the same priority. May need to adjust it, but works fine for now. I don't have any of the pitch adjustments taking place now. I want to review the product with the original authors.
I noticed that the aspect ratio is different than the iPhone. It causes a slight distortion which you get used to very quickly. I'm not sure it's worth bothering about.
The colors appear different too. Almost less saturated on my Droid X than my iPhone.
Still a lot more to do. I took some short cuts to get to this point. I need to go back and address file io. I have a bug where bad guys get stuck in the top left corner of the screen. I'm going to merge with the lastest drop of the engine and I hope things improve. I need to figure out how the app lifecycle works. The app music continues to play when you leave the game. And I need to learn how to maintain state so that we can jump to a phone call and come back to the game in the same state. By default now it starts all over each time you leave and come back. I was hoping the os would handle that by defualt. Oh well, it's not a desktop machine. But it certainly is cool what these little devices are capable of!
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