I've spent a few days now trying to get a very bare minimum framework for the game started. As is my manner I coded a fair amount of the setup stage of the game before I attempted to run it. Of course it crashed as I mentioned in my last post. To debug that crash I gradually commented out more and more code until all I had left in the project was the engine setup code and an instruction to put a single sprite on the screen. It still didn't work.
There was a lot of head scratching, researching of the Eclipse debugging tools and general background reading in search of a solution. No matter what I did, nothing showed up on the screen when the game was executed.
I finally found the problem. In my code I referred to a subdirectory called "textures" and on disk that folder was named "Textures". The hardest to find problems are often the simplest ones. On a positive note I'm now a lot more comfortable with debugging using Eclipse.
This session I attempted to get my bricks and bats displaying on the screen. Bricks are arranged in 2 walls, each wall consisting of five rows of six bricks. The fifth row being elevated some distance above the player's paddle to create an obstacle between the two player's paddles. Not all the bricks will be present depending upon which level is loaded but for now I am trying to display every brick.
The paddles should (theoretically) be quite simple to display, just draw their sprite on the screen in the right location. I didn't set things up quite so simply in my C++ version of the game however. A paddle can expand, shrink and grow lasers, the sprite is made up of not one but up to 9 different texture parts because of this. I'm attempting to reproduce this method in the java Android version. I will find out whether it works once I can get it running.
The outcome of my game engine deliberations is that I have decided to use LibGDX. It's probably the best known Android game engine and has a nice community in its forums. The developer is very active as well and open to suggestions. That could be very useful in future.
I had a short coding session today in which I set up my library code stub and then created classes for my paddles and bricks. Paddles are based upon a sprite class and bricks based upon a basic texture class. Next step is to load some textures and draw them in on the screen. Luckily I already have most of the texture assets I will need from the Windows Mobile version of Plasma Duel.