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

Declaring and Initializing the Sub' Hunter Variables


We know lots about variables, types and how to manipulate them but we haven't considered what variables and types the Sub' Hunter game will need. It will help to first consider all the different values and types we need to keep track of and manipulate, then we can come up with a list of names and types before actually adding the declaration code to the project. After that, we will initialize the variables.

Planning the variables

Let's have a think about what our game needs to keep track of. This will dictate the variables, types, and names that we will declare.

  • We need to know how many pixels wide and high the screen is comprised of. We will call these variables numberHorizontalPixels and numberVerticalPixels. They will be of type int.

  • Once we have calculated the size (in pixels) of one block on the game grid we will want to remember it. We will use an int variable called blockSize.

  • If we have the size of each block we will also need to know...