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

Animating sprite-sheets


Sprite-sheet animations work by quickly changing the image drawn. Exactly like a child may draw the frames of a stick-man moving on the corner of a book, and then quickly flicking through it to make it appear to move. Just like a cartoon.

The frames of Bob's animation are already contained within the player.png file shown again for convenience next.

All we need to do is loop through them one at a time while the player is moving.

This is quite straightforward to implement. We will make a simple animation class called Animator that handles the function of keeping time and returning the next frame of the sprite sheet when asked. We can then initialize a new Animator object for any GameObject that needs to be animated. In addition, when they are being drawn in the draw method, if the object is animated, we will handle it slightly differently.

In this section, we will also see how to use the variables of the Transform that track which way a game object is facing. It will...