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

Building a sound engine


This is a bit different to how we have previously handled the sound but still should seem very familiar. We will be writing code that prepares a SoundPool and plays some sound. It will be nearly identical to the sound code we have written in the other projects with the exception that there will be a method that plays each sound effect.

This means that any part of our code that has an instance of SoundEngine will be able to play whatever sound effect it needs yet at the same time all the sound code will be encapsulated.

Note

We have already seen in the GameState class that the loseLife method receives an instance of SoundEngine and calls the playPlayerExplode method.

To prepare to code SoundEngine create a new class called SoundEngine in the usual way.

Adding the sound files to the project

Before we get to the code let's add the actual sound files to the project. You can find all the files in the assets folder of the Chapter 18 folder of the download bundle. Copy the entire...