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 20. More Patterns, a Scrolling Background and Building the Player's ship

This is one of the longest chapters and we have quite a bit of work as well as theory to get through before we can see the results of it on our device/emulator. However, what you will learn about and then implement will give you the techniques to dramatically increase the complexity of the games you are able to build. Once you understand what an entity-component system is and how to construct game objects using the Factory pattern you will be able to add almost any game object you can imagine to your games. If you bought this book not just to learn Java but because you want to design and develop your own video games, then this chapter onwards is for you.

Here is an overview of the topics covered in this chapter:

  • Looking more closely at the game objects and the problems their diversity causes

  • Introducing the Entity-Component pattern

  • Introducing the Simple Factory pattern

  • Every object is a GameObject: the theory

  • Specifying...