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

Summary so far


Take a look at these bullet points that describe everything we have discussed so far:

  • We will have component classes like MovementComponent, GraphicsComponent, SpawnComponent and InputComponent. These will be interfaces with no specific functionality.

  • There will be concrete classes that implement these interfaces like DiverMovement, PlayerMovement, StandardGraphics, BackgroundGraphics, PlayerInput etc.

  • We will have specification classes for each game object that specify the components that each object in the game will have. These specifications will also have extra details like size, speed, name and graphics file required for the desired appearance.

  • There will be a factory class that knows how to read the specification classes and assemble generic but internally different GameObject instances.

  • There will be a level class that will know which and how many of each type of GameObject is required and will order them from the factory class.

The net result will be that we will have...