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

Final tasks


We only have a few more methods to complete and we have already coded the trickiest bits. The takeShot method having just been passed the player's shot coordinates will compare them to the position of the Sub' and either call draw or boom depending on whether the sub' was hit. We will see how we translate the floating-point coordinates retrieved in onTouchEvent to a position on the grid.

After that, we will code the super-simple boom method which is just a case of increasing the font size, drawing a different color background and then waiting for the player to start another game.

The final bit of coding will be to draw the player's shot on the grid. He can then analyze the last shot compared to the distance and guess at his next shot.

Coding the takeShot method

Let's redo the entire takeShot method because the signature is changing too. Adapt the takeShot method to look like this and then we will analyze the code.

Note

It is probably best to delete it and start again

/*
   The code...