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

The game loop


What is a game loop, anyway? Almost every live drawing/graphics/game has a game loop. Even games you might suspect do not, such as turn-based games, still need to synchronize player input with drawing and AI, while following the rules of the underlying operating system.

There is a constant need to update the objects in the app, perhaps by moving them. You need to draw everything in its current position at the same time as responding to user input. A diagram might help:

Our game loop is comprised of three main phases:

  1. Update all game/drawing objects by moving them, detecting collisions, and processing the artificial intelligence like the particle movements and state changes.

  2. Based on the data that has just been updated, draw the frame of animation in its latest state.

  3. Respond to screen touches from the user.

We already have a draw method for handling that part of the loop. This suggests that we will have a method to do all of the updating as well. We will soon code the outline of...