Model your world. Try this: public class GameObject { public float x,y; public Bitmap bmp; }
public class Tank extends GameObject { // do tank stuff } public class Bullet extends GameObject { // do bullet stuff } See where I'm going there? Then in your main game class you just keep a list of the gameobjects, run through and update them. Check out this article I wrote when I was doing light racer 3d - http://www.rbgrn.net/content/215-light-racer-3d-development-journal Scroll down on that page to the end where all of the book pages are linked. Read through the first few. I show how games like that are designed on the inside so you can use that information to do yours. On Jan 16, 8:37 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 > > * > * > * > * -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en