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

Coding the player's and the background's empty component classes


By coding an empty class for each player related component, it will allow us to more quickly write the code to get the game running. We can then flesh out the real/full code for each component as we proceed without the need of dipping into the same class (mainly GameObject) multiple times.

In this chapter we will deal with the player (and his lasers) and the background. Coding the empty outlines will also allow us to code an error free GameObject class that will hold all these components and we will be able to see how the components interact with the game engine via the GameObject class before coding the details inside each component.

Each of the components will implement one of the interfaces we coded in the previous section. We will add just enough code for each class to fulfil its contractual obligations to the interface and thus not cause any errors. We will also make very minor changes outside the component classes to smooth...