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I suggest using two backgrounds to support your parallax movement, decalre 2 backgrounds/layers one for character and another for background level. Try this : public void update() { if (speedX < 0) { centerX += speedX; } if (speedX == 0 || speedX < 0) { bg1.setSpeedX(0); bg2.setSpeedX(0); } if (centerX <= 640 && speedX ...


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You basically have three options: Implement own Text renderer, Dialog renderer, Button class etc... Use what android gives you, for example alert dialog Send message to your end game activity this is some my old code used to catch exceptions but can work for simple highscores just as well with a little work (you needed context to create surface so you ...


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Consistency is crucial for smooth collision detection. I recommend using the bottom center point for rectangular collision as well as slope collision when colliding against the ground. For colliding against walls, you can use points that are in the center left and center right of your sprite. Another way to think of it is as though your sprite has a ...


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Just go really simple. Add a flag to the player that tells the camera when they're jumping. If they're jumping, don't follow them up. The other situation you need to handle is when the player jumps up or down to different levels. In this case it would be pretty simple to start tracking again when the player touches down, or if the player goes below the ...


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I already figured it out. PS: Why people in this community tend to bash and criticize instead of actually helping ? i have the feeling that unless it's very easy or straight forward problem people just ignore or try to appear as know-it-all geniuses. ( Not necessarily talking about those who commented here, but in general )



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