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

Chapter 19. Listening with the Observer Pattern, Multitouch and Building a Particle System

In this chapter we will get to code and use our first design pattern. The Observer pattern is exactly what it sounds like. We will code some classes that will indeed observe another class. We will use this pattern to allow the GameEngine class to inform other classes when they need to handle user input. This way individual classes can handle different aspects of user input.

In addition, we will code a particle system. A particle system comprises of hundreds or even thousands of graphical objects that are used to create an effect. Our particle system will look like an explosion.

Here is a summary of this chapter:

  • The Observer pattern

  • Upgrading the player's controls to handle Multitouch inputs

  • Using the Observer pattern for a multitouch UI controller to listen for broadcasts from the game engine

  • Implementing a particle system explosion

Let's start with a little bit of theory about the Observer pattern.