Book Image

Android Programming for Beginners - Second Edition

By : John Horton
Book Image

Android Programming for Beginners - Second Edition

By: John Horton

Overview of this book

Are you trying to start a career in programming, but haven't found the right way in? Do you have a great idea for an app, but don't know how to make it a reality? Or maybe you're just frustrated that in order to learn Android, you must know Java. If so, then this book is for you. This new and expanded second edition of Android Programming for Beginners will be your companion to create Android Pie applications from scratch. We will introduce you to all the fundamental concepts of programming in an Android context, from the basics of Java to working with the Android API. All examples use the up-to-date API classes, and are created from within Android Studio, the official Android development environment that helps supercharge your application development process. After this crash course, we'll dive deeper into Android programming and you'll learn how to create applications with a professional-standard UI through fragments and store your user's data with SQLite. In addition, you'll see how to make your apps multilingual, draw to the screen with a finger, and work with graphics, sound, and animations too. By the end of this book, you'll be ready to start building your own custom applications in Android and Java.
Table of Contents (35 chapters)
Android Programming for Beginners - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Chapter 28. Coding a Snake Game Using Everything We Have Learned So Far

In this bonus and final project, we will use a bit of everything we have leaned throughout the book: interfaces, creating classes, graphics, sound, threads, screen touches, and more.

The history of the Snake game goes back to the 1970s. However, it was the 1980s when the game took on the look that we will be using in this chapter. It was sold under numerous names and on many platforms, but probably gained widespread recognition when it was shipped as standard on Nokia mobile phones in the late 1990s.

Here is what we are going to do in this chapter:

  • Look more closely at the finished game

  • Set up the screen and code the outline of the project

  • Code the Activity class

  • Code the game engine

  • Code the apple

Let's get started.