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

Every GameObject has a transform


As we learned earlier in the chapter in the Entity-Component pattern section, every GameObject will have a Transform class as a member. The Transform class will hold all the data and perform all the operations that are common to all GameObject instances- plus a bit more. In a fuller game engine, the Transform class would typically be quite a small class but we are going to cheat and make it quite big in order to incorporate some data and methods that wouldn't typically be part of Transform.

We are doing it this way to stop the structure of our code becoming even more complicated. While planning the book it seemed that the structure of this project had already increased in complexity. Therefore, this class will be a kind of catch-all for common things that our component classes don't handle. You will notice that not all GameObjects will need all the functionality/data. This isn't best practice, but it will serve as a stepping stone to get this game built and...