Book Image

Learning Java by Building Android Games - Second Edition

By : John Horton
Book Image

Learning Java by Building Android Games - Second Edition

By: John Horton

Overview of this book

Android is one of the most popular mobile operating systems presently. It uses the most popular programming language, Java, as the primary language for building apps of all types. However, this book is unlike other Android books in that it doesn’t assume that you already have Java proficiency. This new and expanded second edition of Learning Java by Building Android Games shows you how to start building Android games from scratch. The difficulty level will grow steadily as you explore key Java topics, such as variables, loops, methods, object oriented programming, and design patterns, including code and examples that are written for Java 9 and Android P. At each stage, you will put what you’ve learned into practice by developing a game. You will build games such as Minesweeper, Retro Pong, Bullet Hell, and Classic Snake and Scrolling Shooter games. In the later chapters, you will create a time-trial, open-world platform game. By the end of the book, you will not only have grasped Java and Android but will also have developed six cool games for the Android platform.
Table of Contents (30 chapters)
Learning Java by Building Android Games Second Edition
Contributors
Preface
Index

The Ball Class


Before we start hammering away at the keyboard, let's have a think about what the Ball class will need to be and do.

The ball will be drawn in the draw method of the PongGame class by the drawRect method of the Canvas class. The ball is square shaped like the original Pong game. Therefore, the ball is going to need the coordinates and size to represent a square.

Shortly we will see a new class from the Android API which can hold the coordinates of a rectangular ball, but we also need a way to describe how we arrive at and manipulate these coordinates.

For this, we will need variables to represent width and height. We will call them mBallWidth and mBallHeight. Furthermore, we will need variables to hold the target horizontal and vertical rate of travel in pixels. We will call them mXVelocity and mYVelocity respectively.

Perhaps surprisingly, these four variables will be of type float. Game objects are plotted on the screen using integer coordinates so why then do we use floating...