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 22. Exploring More Patterns and Planning the Platformer Project

Welcome to the start of the final project. Over the next four chapters we will build a platform game packed full of features like parallax effect scrolling, animated controllable character, multiple different and challenging levels and much more (keep reading for more details).

During this project we will discover more Java patterns like the Singleton, another Java data class, the HashMap and explore the gaming concepts of a controllable camera and an animator.

At the same time, we will reinforce all the Java concepts we have already learned including aiding our understanding of and improving upon the entity-component/factory patterns we used in the previous project.

Here is what we will do in this chapter:

  • Discuss how we will build the Platformer project including design patterns, Camera class, level design files, improved graphics handling using the Singleton pattern and improved Transform class

  • Get started with the Platformer...